RPGs

Jonstown Jottings #27: Storm Rams

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—


What is it?
Monster of the Month #8: Storm Rams presents a noble spirit venerated by the Air pantheon which brings the seasonal rains to Glorantha for use with RuneQuest: Roleplaying in Glorantha.

It is a nineteen-page, full colour, 1.52 MB PDF.

Monster of the Month #8: Storm Rams is well presented and decently written.

Where is it set?
Storm Rams, the subject of Monster of the Month #8: Storm Rams, can be encountered anywhere in Dragon Pass, most notably in Startar, Tarsh, Esrolia, and Prax, but especially in the lands of the Balmyr Tribe in the high valleys of the Quivin Mountains, where they are known to come down out of the sky and graze.

Who do you play?
Anyone can encounter a Storm Ram, but Orlanth and Heler initiates may be able to summon them as can members of some weather-worshiping spirit societies of Prax. Herders and Weavers of Balmyr Tribe will seek out the fur left behind when the Cloud Rams come to earth.

What do you need?
Monster of the Month #8: Storm Rams requires RuneQuest: Roleplaying in Glorantha, but RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Monster of the Month #8: Storm Rams describes Storm Rams, the most well-known ‘weather-sheep’ or Urothing spirits of the air, who drive their herds through the air, bringing fertile rains and destructive storms alike. They are defenders of the rain, migrating across Glorantha in regular patterns throughout the year, typically driven back to the Spirit World by the heat of the Fire Tribe. They are known to descend to the earth and graze. In the lands of the Balmyr Tribe, the fur they leave behind is collected and woven into Mistwool, a textile constantly cool in the highest of temperature.

Full stats and descriptions are provided not just for the Storm Ram, but for other ‘weather-sheep’ too. These include the Greater Storm Ram, the Lightning Ram, and the Cloud Sheep, with suggestions how to individualise them and for them to become allied spirits. All three are given their own Summoning Rune spells for the Orlanth Thunderous and Heler cults, but the caster should at least be Rune Masters of either cult, and the caster needs to persuade the Storm Ram to come as well as casting the spell. In addition, Monster of the Month #8: Storm Rams gives a description of where Mistwool comes from, what it is woven into, and its importance to the Balmyr Tribe.

Monster of the Month #8: Storm Rams could have simply presented the ‘weather-sheep’ as a set of spirits tied to the Air pantheon and Orlanth worshippers, but it widens the scope of the supplement by having Storm Rams honoured by Heler and certain Praxian Spirit Societies, including detailing a Storm Ram Spirit Cult. In all three cases, it explains the reasons why through differing, often contradictory, mythologies. These are decent little pieces which will help underpin their appearance in game. Lastly, the supplement gives sample stats for all four types of ‘weather-sheep’, including the Greater Storm Ram, Urothtrai the Lover, who passes through the Red Cow clan’s lands in Sea Season every year, where Orlanth Adventurous worshipers compete to help him woo his beloved ewe, Helurtha, and so gain the blessings of bountiful rain in Fire Season.

However, beyond becoming a possible allied spirit or a source of Mistwool, where Monster of the Month #8: Storm Rams is underwritten is in terms of application. Of course, a Game Master will be able to dig into the supplement’s contents to develop ideas for her own campaign, but a scenario seed or three would have been useful additions to help her bring the Urothing into play.

Is it worth your time?
YesMonster of the Month #8: Storm Rams presents an interesting embodiment of the storms and the rain, pleasingly from differing points of view, which the Game Master can work into her campaign.
NoMonster of the Month #8: Storm Rams is yet more spirits, and as much as it falls under ‘Your Glorantha Will Vary’, one word might make you wonder how varied it will be when you add ‘weather-sheep’. 
MaybeMonster of the Month #8: Storm Rams is an interesting supplement and it does a nice job of bringing a type of sprint into play through differing points for view, but the lack of immediate use or scenario suggestions may not make it as useful as it could be.

Star Trek X's Second Nine

Reviews from R'lyeh -

Strange New Worlds: Mission Compendium Vol. 2 is an anthology of eight ready-to-play adventures for use with Modiphius Entertainment’s Star Trek Adventures: The Roleplaying Game. Like the core rules and the These Are the Voyages: Mission Compendium Vol. 1 anthology before it, this nonet provides adventures set during the periods of Star Trek: Enterprise, Star Trek: The Original Series, and Star Trek: The Next Generation, all of which the Game Master can easily adapt to the period she is setting her campaign in. Notes are included exactly for this purpose at the beginning of each scenario, so that with a little bit of effort upon her part, the Game Master can run all of these scenarios without the need to switch time periods.

In terms of setting, these scenarios all take place on different planets across the Federation—and beyond, typically beyond explored space. Not just on planets, but also odd structures, such as orbital rings and super dense discs, and whilst they will often involve meeting new races and alien species, none of them are built around encounters with the Klingons, Romulans, and the like. Instead, there are a lot of mysteries to be investigated and diplomatic difficulties to be solved, mostly with skill and creative thinking rather than brawn and phasers. However, this does not mean that combat does not feature—either on the ground or aboard a starship.

The great thing about Strange New Worlds: Mission Compendium Vol. 2 is that all nine scenarios are Star Trek adventures and they feel like it. They feel like they would work as episodes for the era of the television series they are set within and each would be quite difficult to adapt to other Science Fiction settings. They are also all relatively short—each offering just a session or two’s worth of play—and would be easy to slot into an ongoing campaign or run as one-shots. However, the nine are not perfect. First there is only the one scenario for Star Trek: Enterprise compared to the four each for Star Trek: The Original Series and Star Trek: The Next Generation, forcing the Game Master to work to adapt these eight to the earlier period if she wants to run more of the scenarios in Strange New Worlds: Mission Compendium Vol. 2 for a Star Trek: Enterprise-set campaign. Second, whilst the graphics of the nine scenarios are differentiated between the three time periods—so LCARS (Library Computer Access/Retrieval System) is only used for the four Star Trek: The Next Generation-era scenarios—the use of graphics is generally disappointing throughout. In all too many cases, locations go unmapped and ships and alien races unillustrated. This particularly shows in the maps, the only locations given maps being combat encounters—rather than the whole of the locations and bases where the adventures take place. Now whilst there are reasonable descriptions, the lack of the maps and illustrations leaves the Game Master with more work to do in describing them.

Strange New Worlds: Mission Compendium Vol. 2 opens with Fred Love’s ‘A Cure Worse Than the Disease’, its single scenario for Star Trek: Enterprise. The crew receive a distress signal from the previously isolationist planetary government of Fosstarian II requesting help with a virulent plague. Not only is Fosstarian II suffering from a pandemic, but someone has built a planetary ring around the world specifically designed to bath it in radiation! This presents an interesting medical mystery, but there is much more going on, involving a conspiracy and a deep, dark secret, which still leaves plenty of things for the other characters to do. The conspiracy is not too convoluted though, as the scenario like the others in the collection, is not all that long. Overall this is a solid start to the anthology.

‘Plato’s Cave’ by Marco Rafalá is the first of four scenarios which take place during the Star Trek: The Original Series period. The crew is sent to resupply a remote Federation archaeological outpost on the ice-age world of Tanghal IV, only to discover the lead archaeologist dead and the rest of the team missing. Searching the facility leads to a doomsday seed vault and missile silo converted into a survival bunker prior to radical climate change millennia before. The facility is full of strange technology and indications that the away team is not alone. With its mix of ancient aliens and ancient technology, this is the first of a number of eerie, almost creepy scenarios in Strange New Worlds: Mission Compendium Vol. 2, dealing with survival, making contact, and morality.

Ancient technology also plays a role in ‘Drawing Deeply from the Well, No Good Deed’ by Aaron M. Pollyea. The crew is ordered to an alien megastructure nicknamed ‘The Big Dipper’ which has suffered a number of incidents, possibly attacks, since it recently became operational. ‘The Big Dipper’ is a skyhook which uses massive ramjet-driven scoops to mine the atmosphere of Purgatory, the gas giant below for common heavy metals and dilithium. This has a nice sense of scale, something which Star Trek: The Original Series was not always able to effectively depict onscreen, both in terms of the megastructure and the planet below. The adventure itself is good, and begins a theme of first contact and misunderstandings which runs throughout the anthology.

Joe Rixman’s ‘No Good Deed’ has an interesting call back to Star Trek: Enterprise as the crew track a call for help to a space station above a volcanic world devoid of life. The crew members discover the corpses of two species aboard the station—one avian, one arthropod, and upon further investigation, a pattern of war between them on the planet below. This led to a virus being engineered and released by the arthropods, which resulted in the rapid extermination of the avian species. Ultimately, they also find that the last survivors might have established a capsule of frozen embryos from both species. This is another good medical mystery, combined with a historical mystery and sets a dilemma or two for the crew as what they do with the embryos.

The last scenario set in the Star Trek: The Original Series-era is Christopher L.
Bennett’s ‘The Whole of Law’. It takes place on an exotic object, a large, flat disk of hyperdense matter with its own gravitational field on each side. Called Thelema, it is occupied and run as a resort world, the Light Face for relatively wholesome activities, the Dark Face for more extreme entertainment which puts visitors’ lives at risk. Visitors make the choice as to which side they want to visit voluntarily. Both the scenario’s title and the exotic object’s name are obvious nods to the writings and philosophies of occultist Aleister Crowley—as is actually pointed out in the scenario. The scenario is also connected to the classic Star Trek: The Original Series episode, ‘Shore Leave’,  and is also the most difficult of the nine scenarios to run in Strange New Worlds: Mission Compendium Vol. 2. The issue is that the Player Characters are intentionally divided and then kept apart for most of its events, which will require careful timing upon the part of the Game Master throughout. The separation also feels forced and is difficult not to telegraph.

The first scenario set in the Star Trek: The Next Generation-era is Andrew Peregrine’s ‘Footfall’. This is also a difficult scenario, but for different reasons. It is also a fascinating scenario for its themes. It explores the role of religion in the Star Trek: The Next Generation-era and how many of members of the Federation approach civilisation, particularly as it pertains to the Player Characters. The crew is directed to a world known as Footfall, a reputed religious sanctuary for numerous faiths, but not actually particular to any one faith. Recently, the world, governed by a Federation outpost, has been beset by the violent activities of a militant group. As the religious members of the crew undergo increased spirituality, they must contact the militants and attempt to calm them down. Attacks by ‘demons’ only exacerbate the situation until the Player Characters are effectively pointed to one location, a mountain top holy to everyone on the planet. Here, in a nod to Star Trek V: The Final Frontier, they get to confront the ‘Creator’ or ‘God’, though in a more benign fashion than in the film. The difficulty is really what the Player Characters do with what they learn from this confrontation, since it undermines the faith of everyone visiting the planet. The author offers several solutions, including lying—and whilst that might cause the least upset, is it really ethical? This is perhaps the most difficult dilemma in the anthology, not just in how the Player Characters deal with it, but whether a player group wants to deal with it too.

The source of an extremely powerful subspace message which almost disables its ship, leads the crew to a strange planet with a crystalline ocean in ‘A Cry from the Void’ by Ian Lemke and Spring Netto. Surprisingly, the Player Characters are welcomed with open arms by a renegade Ferengi female who is running her own mining operation on the planet. She wants their help in locating several missing miners. The question is, are the two incidents connected? The scenario adds a nice little twist to the backstory of its duplicity and a strange new environment, but this otherwise a straightforward affair.

Things get really strange and dark in Sam Webb’s ‘Darkness’, the penultimate scenario in the anthology. The crew comes to the aid of a Vulcan Expeditionary Group studying Trax Episilon 1, a Class-H which has suddenly transformed into a black, light absorbing world. There is a decent opportunity for some moments of horror in the darkness of this scenario which again, apart from the weird environment, is another straightforward affair.

The last scenario in Strange New Worlds: Mission Compendium Vol. 2 is ‘The Angstrom Operation’ by Jason Bulmahn and it is a bit of a romp. The crew is ordered to answer a distress call from a small research facility on a tidally locked world in the Dran’Ankos system near the Cardassian Demilitarized Zone. They find that the system’s star is losing its mass and the base damaged and in disarray after its staff have seemingly gone mad and attacked each other. The away team will need to restore the base, determine what its staff was doing and the cause of the madness, all the while fending off crazed crewman, a strange parasitical lifeform, and ultimately, a belligerent Cardassian patrol, if it is to save the day. A busy scenario, a nice nod to the classic Star Trek: The Original Series episode, ‘Operation Annihilation’, with a pleasing sense of growing peril, and should be good fun to play.

Physically, bar the issues with the inconsistent use of illustrations and the maps, Strange New Worlds: Mission Compendium Vol. 2 is nicely laid out and looks. The artwork is good, but just not always helpful. The book does need another edit in places. All nine scenarios are neatly organised into three acts, with notes on how to adapt each to the other two eras, and a discussion of possible outcomes and potential follow-ups.

Strange New Worlds: Mission Compendium Vol. 2 does contain a number of common themes and elements. Notably, a high number of the scenarios involve encounters with planetary-wide or sized intelligences which are mistaken for something else, their attempts at communication being potentially damaging, which will be a problem if these scenarios are played too close to each other, since the players (and their characters) are likely to have learned from earlier encounters. There also seems a concerted effort across several of the latter eight scenarios—the one scenario for the Star Trek: Enterprise era does not count—to prevent the Player Characters from using their ship’s Transporters. Of course, on screen the use of the Transporters was an easy way of avoiding having to use shuttlecraft, but in Strange New Worlds: Mission Compendium Vol. 2, the crew will find itself using one or more again and again. Which to an extent, does not feel very much like Star Trek.

In general, what issues there are with Strange New Worlds: Mission Compendium Vol. 2 are minor. In fact, the biggest issue is that there is only one scenario for Star Trek: Enterprise compared to the four each for Star Trek: The Original Series and Star Trek: The Next Generation and that seems so unbalanced. The nine though, lend themselves to a very episodic style of play and are better worked into a campaign over the long term. Overall, Strange New Worlds: Mission Compendium Vol. 2 is a solid anthology of Star Trek adventures for Star Trek Adventures, each one nicely suited to its era of play.

[Free RPG Day 2020] Kids on Brooms Free RPG Day Edition

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy 3 in sourcing and providing copies of the Free RPG Day 2020 titles.

Amongst some gaming groups, there is much anguish and wailing that there is no roleplaying dedicated to the Harry Potter franchise. This is not to say that there have been no pretenders to the throne, no attempts to something in a Harry Potter-style setting, but with the serial numbers well and truly filed off. For example, the Redhurst Academy of Magic Student Handbook was a d20 System supplement published by Humanhead Studios in 2003. In 2020, Renegade Game Studios supported Free RPG Day with an ‘ashcan’ version of Kids on Brooms. This is a collaborative role-playing game—using the Kids on Bikes model and mechanics—about life at a magical school, where as a teenage witch or wizard you will study various types of magic, cast spells using your wands, and participate in sports astride brooms you ride through the air! You will have adventures, face dangers and mysteries, and uncover the fantastic secrets of the school and magic!

The Kids on Brooms Free RPG Day Edition presents a cut down version of the full Kids on Brooms rules. It starts by discussing the setting of boundaries, the Game Master and her players being expected to agree on what they want and do not want in their game—what they want to see, what they are okay with, what they want to gloss over, and what they want to avoid. The point is all about be being respectful to each other, especially in light of the fact the players are going to be roleplaying children. The Kids on Brooms Free RPG Day Edition omits though, both rules for setting creation and character creation. In the full rules for Kids on Brooms the players and Game Master gets to create their school of magic and the players roleplay pupils from all years. In the Kids on Brooms Free RPG Day Edition, the setting is the Rainheart Academy of Magic just outside of Tacoma, Washington, an old Victorian manor house perpetually hidden from the normal world by fog, its surrounding trees and buildings covered with a fungus whose study is one of the more dangerous classes on the curriculum, and its primary sport being Branderball, a combination of rugby and bowling, only played, of course, on brooms. Also, the only characters available to roleplay are Underclass Students—essentially, First Years.

Instead of character generation, Kids on Brooms Free RPG Day Edition includes six Tropes—or basic character types—and the means to modify them with the scope if their all being Underclass Students. These Tropes are Teacher’s Pet, Bullheaded Muscle, Firstborn Caster, Haughty Descendant, Offbeat Eccentric, and Reliable Bestie. As per Kids on Bikes, each student is six stats—Brains, Brawn, Charm, Fight, light, and Grit—which are attached to a die type, from a twenty-sided die for the character’s best stat down to a four-sided die for his worst stat. The ten-sided die represents an above average stat, whereas an eight-sided die represents a below average stat. So, a Bullhead has a Brawn d20, Fight d12, Grit d10, Flight d8, Brains d6, and Charm d4, whereas an Offbeat Eccentric has Flight d20, Grit d12, Brains d10, Charm d8, Brawn d6, and Fight d4.

Each Trope also has its own Strengths—or advantages, for example Loyal & Prepared for the Teacher’s Pet and Spell Slinger & Wealthy for the Haughty Descendant, each of which grants an advantage during play. So Loyal for the Reliable Bestie grants each Adversity Token spent to help a friend a +2 bonus rather than +1 and the Intuitive of the Firstborn Caster enables his player to spend Adversity Tokens to ask questions of the Game Master, who must answer truthfully. A Trop also has a Wand, which consists of the Wood and the Core, both of which grant bonuses to casting particular types of magic. So Cherry Wood grants a bonus for Charm magic and Pine Wood a bonus for Brawn magic, whereas dragon’s heartstring, wolf’s tooth, and elk antler grant a bonus to Fight magic and parchment, phoenix’s feather, and owl’s feather to Brains magic. Every student also has his own broom, such as The Blocker’s Broom which grants the rider the Guardian Strength, a familiar such as an owl or a frog, and an expansive schoolbag (of holding).

Having selected a Trope and made all of these choices, each player answers a random question about the relationship between his Trope and the Trope of the player to his left. Then each player notes down his Trope’s motivation, fear, and what might be found in his schoolbag. Given that this only the Kids on Brooms Free RPG Day Edition and the Trope or character options are fairly limited, there is a fair amount of advice given on the process.

Mechanically, Kids on Brooms Free RPG Day Edition uses the same mechanics as Kids on Bikes and Teens in Space, with each of a Trope’s stats being represented by a single die type. For a Trope to do something, player rolls the appropriate die for his Trope’s stat and attempts to roll over a difficulty number set by the Game Master, for example, between ten and twelve for an impressive task that a skilled person should be able to do. When a die is rolled and its maximum number is rolled, the die explodes, the Trope gets a Lucky Break, and a player gets to re-roll and add to the total. A player only has to keep rolling exploding results until his Trope succeeds. The Game Master also decides whether an action is a Planned Action or a Snap Decision, although a player can attempt to persuade her either way. Primarily, a Planned Action allows a player to take the average of a Trope’s stat and so forego the need to roll, whereas with a Snap Decision, this is not possible.

In addition, Adversity Tokens can be spent to modify a roll on a one-for-one basis. If a Trope succeeds at a stat check, his player gets to narrate the result, whereas, if he fails, then the Game Master narrates the outcome. Failures tend to be worse for Planned Actions rather than Snap Decisions, but whatever the failure, the Trope earns an Adversity Token.

So far, so like Kids on Bikes, but Kids on Brooms, magic complicates things—or at least adds aspect to the game. In fact, magic and the casting of spells is surprisingly simple, yet flexible. Each Stat is associated with a particular type of magic—Brains for astral projection, finding hidden things, and so on; Brains for levitation, magically locking doors, and binding opponents; Fight for attacking, disarming, and exploding magic; Flight for deflecting magic, moving magically, and blending into the surrounds; Charm for disguising yourself, magically persuading others, and projecting illusions; and Grit for keeping yourself and others safe, dispelling magic, and healing. Of all these spells, there are ethical limitations on the use of Charm and Fight spells—especially against others.

Mechanically, spellcasting in Kids on Brooms uses the same dice rolls as stat checks, with the Game Master setting the difficulty of the task based on what the player wants his Trope to do with the spell. This is modified by the magnitude, area, and duration of the effect, as well as the caster’s experience with the spell, so the more unnatural the effect, the greater area it affects, the longer it lasts, and the less experience his Trope has with the spell, the greater target difficulty the player has to beat. In addition to the stat die, a player also has a Magic Die or a four-sided die, which he rolls and adds to the total. The Magic Die is not rolled if the target of the magic is a living being, but it does explode, and since it is a smaller die type, there is a greater chance of it exploding and so of a Trope successfully casting the spell. As with standard stat checks, there is a table for interpreting the results for the Game Master to use.

And… this is where Kids on Brooms Free RPG Day Edition effectively ends. There are no NPCs given and there is no scenario. So in effect, Kids on Brooms Free RPG Day Edition gives a group everything it needs to play, but nothing roleplay or act against, and worse, nothing to do. In effect, it handicaps any group wanting to find out what Kids on Brooms is like to play. What is worse is the fact that almost two thirds of a page is left empty, which could have used for  scenario seed or three and perhaps the stats of monster or two—just something to make the Kids on Brooms Free RPG Day Edition more immediately playable.

Physically, the Kids on Brooms Free RPG Day Edition is where well presented. The artwork is reasonable and the booklet is decently written. 

The Kids on Brooms Free RPG Day Edition is a good introduction to Kids on Brooms. It is easy to pick up and understand, the setting is instantly accessible, and the rules are light, providing for a good narrative-based storytelling game. However, as a full introduction to Kids on Brooms, the Kids on Brooms Free RPG Day Edition is frustratingly, unnecessarily incomplete.

Last Night of the Busted Flushes

Reviews from R'lyeh -

Delta Green: PX Poker Night is a scenario for use with Arc Dream Publishing’s Delta Green: The Role-Playing Game which can be played using the roleplaying game’s full rules or those from Delta Green: Need to Know. It is significant in that it was originally published in the late nineteen-nineties, and so is actually set before the events which saw Delta Green accepted back into the fold and before Delta Green became a roleplaying game of its own. It also served as the demonstration scenario for the setting, being basically a one-shot set in an isolated location on one singular night of terror.

Some twenty or so years on, Delta Green: PX Poker Night has been updated and refurbished as a scenario for Delta Green: The Role-Playing Game. It can still be run as a one-shot, but if any of the pregenerated Player Characters survive the strange encounter and the madness, they may go on to become Delta Green friendlies, even Delta Green agents if the conspiracy can improve the situation with their careers, and so have the potential to be roleplayed through the events of the millennium and beyond… Alternatively, Delta Green: PX Poker Night could be used as a flashback, as the re-examination of a cold ‘Night at the Opera’, or even as an origins scenario for a Delta Green Agent a la Control Group.

Delta Green: PX Poker Night takes place at Platte Air Force Base, a cemetery for both Air Force aeroplanes—the base is a boneyard for decommissioned aeroplanes, and air force careers. Here in the middle of nowhere, misfits, malcontents, and ne’er-do-wells serve out the remainder of their careers, all but avoiding the possibility of a dishonourable discharge. They have little to do bar maintain the base and perform guard duty, and little to look forward to except the weekly poker game—held at the base’s PX, a holdover from when Platte AFB was an army base—and the opportunity to take money off the base’s officers. All that will change on the night of Saturday, August 22nd, 1998.

On that evening an unmarked van is driven onto the base and parked at its far end. It sits there silently for hours, guarded by men armed with rifles and wearing strange metal helmets. The base commander says that they have permission to be there and their orders are correct. Then as the poker night begins, the van seems to hum, and the mood turns strange. The air force personnel grow disgruntled, then agitated, and worse, petty rivalries and miseries escalating into out and out violence as they suffer weird hallucinations. Then events really take a turn for the weird…

Delta Green: PX Poker Night is designed to be played by between three and six characters, the scenario including six pregenerated Air Force personnel. They include a diverse mix of men and women, some them of actual misfits and malcontents, most but not all of them at Platte AFB due to their own actions. However, there is a problem with the two women in the group. Not that they are African American, but rather that both are victims of misogyny within the Air Force. In story-telling terms, their backgrounds feel too similar and although they are different in terms of personality, perhaps another reason for one of being assigned to Platte AFB could have been given to make her less of a victim and more responsible for her own actions as the majority of the pre-generated male characters are.
Given that the scenario is designed as a one-shot and comes with pregenerated characters, it would also have been useful to have a briefing for each character, detailing in particular how each feels about the other five. This may not be necessary with every group playing PX Poker Night, but will definitely be useful for a convention game. That said, in addition to the character sheets for each of the six pregenerated characters, the scenario supports their insanity spiral with a set of effect cards which are designed to be handed out as the effects whatever the van brought onto the base degrades their mental stability.

Delta Green: PX Poker Night is primarily character and player driven. For the most part, they will be reacting to the events around them, a combination of weird hallucinations and the increasing unstable, then aggressive or panicked actions of their fellow servicemen, and there is plenty of roleplaying potential involved in that, though some players may find it to be too much of a grind. The scenario also presents the opportunity for the player to roleplay characters in the Delta Green setting who are not stalwart investigators, but both victims and malcontents. Ultimately, the scenario will drive them to investigate lest they be driven insane. However, whilst the scenario’s weird events escalate and its denouement is interesting, that denouement is not necessarily a satisfying one—especially if the scenario is run as a one shot. As a flashback or introduction to the setting of Delta Green, there may be more opportunity to explore the repercussions of Delta Green: PX Poker Night.
Physically, Delta Green: PX Poker Night is decently presented as you would expect for Delta Green: The Role-Playing Game. It includes good maps and a useful set of tables to help the Handler gauge the reactions of the NPCs.

As good as it is to see Delta Green: PX Poker Night back in print, it is of limited use to an ongoing Delta Green campaign. Its time frame also means that it is difficult to add to a campaign set in the current period, so it best works as a flashback or a campaign starter set earlier in the setting’s history. As a nasty, Sanity shaving one-shot Delta Green: PX Poker Night is an interesting introduction to Delta Green.

[Free RPG Day 2020] Little Trouble in Big Absalom

Reviews from R'lyeh -

Now in its thirteenth year, Free RPG Day in 2020, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 25th July. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Again, global events meant that Gen Con itself was not only delayed, but run as a virtual event, and likewise, global events meant that Reviews from R’lyeh could not gain access to the titles released on the day as no friendly local gaming shop was participating nearby. Fortunately, Reviews from R’lyeh has been able to gain copies of many of the titles released on the day, and so can review them as is the usual practice. To that end, Reviews from R’lyeh wants to thank both Keith Mageau and David Salisbury of Fan Boy3 in sourcing and providing copies of the Free RPG Day 2020 titles.

One of the perennial contributors is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after Free RPG Day. For 2020, the title released for the Pathfinder Roleplaying Game is Little Trouble in Big Absalom, a scenario for Level 1 characters. The Game Master will require not only the Pathfinder Roleplaying Game, but also the Pathfinder Bestiary. The scenario is actually a preview of the upcoming Pathfinder Advanced Player’s Guide in that it uses Heritages and Feats to be found in that forthcoming supplement. Now in times past, those Feats and Heritages would have been for Goblins, the signature Humanoids who have appeared in numerous Free RPG Day scenarios, but for Little Trouble in Big Absalom they are Kobolds! Five pregenerated Kobolds are provided, ready to play through the scenario.

In Little Trouble in Big Absalom, the five kobolds are members of the Hookclaw clan, which makes its living by digging through and scavenging from the buried ruins underneath the city of Absalom. Although the tribe has never been wealthy or really comfortable, now their miners have struck it rich. They have opened up an undisturbed vault full of treasure and so the tribe needs a stalwart team of scavengers to get in, find out what is there, and bring back the best for the tribe. This is where the fun and games begin, because what lies beyond the freshly dug tunnel is not a vault, but the cellar of a house on the surface. This house happens to be home to kindly old lady, so the cellar is full of wonders and gewgaws and bric-à-brac and whatnot. There are dangers too, of course, all scaled to Kobold size.

Little Trouble in Big Absalom is a madcap style of dungeon or adventure, which does the classic ‘little as big’, ‘ordinary is strange’, and ‘ordinary is dangerous’ tropes. So what might be ordinary to average adventurers is rendered strange by the fact that the Player Characters are Kobolds. One criticism of the scenario is that it does not play upon that as much as it could have done and the Game Master might want to create a table of objects and ‘treasures’ which the Kobolds can find and take back to the clan as this is a great opportunity for roleplaying by the players. Now, Little Trouble in Big Absalom does not do this once, but twice. It is actually divided into two parts. In the first part, the Kobolds investigate the cellar, find some treasures, and deal with some ‘threats’ forgotten about the homeowner. In the second part, the brave Kobolds actually explore beyond the cellar and not only meet the homeowner—the kindly old lady—but get given cookies and asked to do a task. Unbelievably,  this task is to retrieve a hedge trimmer from a neighbour who has failed to return it! Could this scenario be anymore suburban?

In fact, it turns out that the little old lady is incredibly near-sighted and thinks that the Kobolds are children. It also turns out that the garden of the hedge trimmer hoarder is full of dangers too. In fact, it is infested with Lawn Crawfish! Sneak into the garden, beat up any occupying garden crustaceans, steal the hedge trimmer, and the Kobolds can probably get home in time for tea—or at least more cookies. Little Trouble in Big Absalom can either be run as a whole scenario combining both parts or just using one of the parts. It depends on how much time the playing group has. Each part should take a couple of hours or so, which means altogether, Little Trouble in Big Absalom would work as a convention scenario.

The pregenerated Kobolds include a Dragon Mage or Sorcerer, a mushroom farmer Druid with Siamese cat companion, a Rogue who likes to thumb his snout at authority, an ocarina-playing Bard with a penchant for heroics, and a reluctant Fighter who is regarded as hero for driving away an actual adventurer! All find Kobold adventurers come fully statted out with detailed backgrounds and delightful illustrations. They also appear on their own pages so are easy to copy and hand to the players.

Physically, well this is a book from Paizo, Inc. for the Pathfinder Roleplaying Game, so the production values are as good as you would expect. The illustrations of the Kobolds are delightful, and the artwork is good throughout. The writing is also decent. Little Trouble in Big Absalom may only be sixteen pages long, but as much attention has been paid to this release as any other from Piazo, Inc.

As an adventure, Little Trouble in Big Absalom is a cliché—the little folk (in this case Kobolds rather than Goblins) exploring the big world, the little old lady with poor eyesight who takes them for children, and so on. However, just because the scenario is a cliché, it does not mean that it cannot be fun to play or that it is not well designed or put together. There is a good session of gaming, particularly in terms of roleplaying ‘small characters in a big world’, to be got from playing through the adventure and that is very much down to the quality and production values of the scenario. So, yes, Little Trouble in Big Absalom is a cliché, but that does not mean that the cliché cannot be fun to play!

Kickstart Your Weekend: Abracadabra: A Guide to Becoming a Magical Games Master

The Other Side -

Well, this one looks like it will be fun!

Abracadabra: A Guide to Becoming a Magical Games Master

https://www.kickstarter.com/projects/thegrinningfrog/abracadabra-rpg?ref=theotherside

Described as "an art book that educates. Something to flick through for inspiration, guidance and assistance."  This book combines the author's areas of expertise of RPGs, training coach and graphic designer into one whole.

The art is very attractive and this looks like a "coffee-table" or what we like to call a "luxury book" though it has more value than just looking good.

I was pleased that the author mentioned Michael Shea's "The Lazy Dungeon Master" as the go-to guide for learning how to run your games better.  This book looks like it is not competing with that and would either supplement or complement Shea's books.

The art in this looks fantastic and there are hardcover and PDF options for the book.

At the current rates, £22 is about $29.20 US (PDF).  £32 is $42.22 US (Hardcover) and the combined bundle is £42, or $55.42, not factoring in any shipping.

Considering what you are getting those prices sound good.

Friday Filler: Railroad Ink: Blazing Red

Reviews from R'lyeh -

‘Roll & Write’ games—the mechanic of rolling dice and writing down the results—go all the back to Yahtzee, but that design is over sixty years old and game design has come a long way since 1956. These days, ‘Roll & Write’ games involve ‘write-on, wipe off’ surfaces, so a game can be played, the playing surface written upon, then wiped clean, and played again. Railroad Ink is typical of this. Published by Horrible Guild, Railroad Ink is a family game which combines competition and puzzles for between one and six players, aged eight and above, that can be played in thirty minutes. Over the course of the game, players roll dice and draw the symbols on the dice on their maps to build networks. After seven rounds, they score points for the number of Exits they connect, their longest rail and road networks, and lose points for dead ends created. The player with the most points is the winner. Then, everyone cleans their board, ready to play again. The result is a game with simple mechanics, but thoughtful gameplay as each player tries to connect up the symbols on the dice, all using the same symbols as everyone else, but in a different mechanic.

Railroad Ink comes in different colours—Railroad Ink: Deep Blue and Railroad Ink: Blazing Red are the most commonly available. They differ primarily in their colour and in the expansions available in each. Railroad Ink: Deep Blue adds the Rivers and Lakes expansions, each River symbol making connecting route that much more difficult, whilst Lakes can connect your networks by ferry. Railroad Ink: Blazing Red includes the Lava and Meteor expansions. The Lava comes pouring out of an erupting volcano and can expand to destroy routes, as can meteor strikes, but the craters can be for precious ore (or points). Apart from these expansions (and those in the other editions), the game play is the same between Railroad Ink: Deep Blue, Railroad Ink: Blazing Red, and other editions. Both Railroad Ink: Deep Blue and  Railroad Ink: Blazing Red can be combined to enable as many as twelve players to player—something that few games can do! Of the two, it is Railroad Ink: Blazing Red which is being reviewed here.

Railroad Ink: Blazing Red comes in a little box containing six player boards, six markers, four Route dice, two Lava dice, two Meteor dice, and the rulebook. Each player board consists of a grid, seven squares by seven squares, with three exits on each side. The nine central squares are of a different colour and if routes are built across them, a player will score more points. The back of the player board folds up and serves not as a shield to hide a player’s layout from his rivals, but includes a scoring track, a means to track the dice symbols used each turn, and presents six special symbols which can be used during play. These consist of crossroads of various types, a player being allowed to use one per turn, but can only use each symbol once and cannot use more than three special symbols per game.

The basic dice—all of which are white—consist of two types. One has type has sections of curved, straight, and tee-junction highways and railways. There are three of these. The other type, of which there is only one, shows an overpass and stations at which highways and railways can connect. These connections can be straight or curved. The full colour rulebook runs to sixteen pages and does a decent job of explaining how the game is played. It is not a large rulebook, so it does need a careful read-through to spot everything.

Game set-up is simple. Each player receives a player board and a pen. Game play is also simple. At the beginning of each turn, the four dice are rolled. The players then draw those route symbols onto their player boards, ensuring that the routes connect to either an exit or an existing network. It really is as simple as that. A player can also draw in a special symbol from those listed on the inside of his player board, up to a maximum of three per game. In total seven rounds are played before the game ends. Then a player will score points for the number of exits his networks connect, the longest highway, the longest railway, and the number of central squares he has drawn routes through. Points are deducted for dead ends.

However, the puzzle element of Railroad Ink: Blazing Red means that a player will be constantly working to make the efficient connections and wondering how he can best use the routes marked on the dice that turn. It means that there is a luck element to the game, but a player can work to try and mitigate the effects of what might be a bad roll for him, whilst that roll might be better for another player. In effect, a player is building a puzzle from turn to turn, but does not know what pieces of the puzzle he and his fellow players will receive each turn until the dice are rolled. The game is mechanically simple, but there really is a neat little challenge to it from start to finish, and it really feels satisfying when the dice are rolled and the right symbols come up to make connections and draw an efficient network.

The Meteor and Lava Expansions are optional and add complexity to the game. Both shorten game length to six rather than seven rounds. The Meteor dice are rolled along side the standard dice and indicate the direction and how many squares away a meteor will hit on a player’s board on the next turn. If this means it lands on a route—highway or railway, it is destroyed. A special route can be sacrificed to ignore the effects of a Meteor strike and Meteor craters can be built over. However, dead ends which connect to an existing crater will score a player points as he mines the crater. 

The Lava Expansion adds a volcano at the centre of each player’s board as well as the two Lave dice to the basic dice rolled at the start of each turn. The Lava dice depict the sides of a lava lake, some adjacent to a railway or highway, most not. When they are rolled with the basic dice, a player must use one of the Lava symbols shown to expand the Lava lake. If he cannot do that, he can either start another volcano else where on his board or the lava lake is forced to expand and erase a highway or a railway. Open Lava Lake sides will lose a player points at the end of the game, but a player will score points for each fully enclosed Lava Lake and for his largest Lava Lake.

Both expansions give more for a player to work with and draw, but also make the game play more involving and longer. The Meteor Expansion is the more complex one as there is slightly more to keep track of, but both make the game more challenging. So are probably better suited to older players.

Another way in which Railroad Ink: Blazing Red can be played and that is solo. This is playing the standard game without any competition to see how high a score you can get. However, it is not as much fun as competing with other players, and in some ways, it just highlights the fact that even with other players, Railroad Ink: Blazing Red still feels like a solo game since there is no interaction between them. This does not mean that Railroad Ink: Blazing Red is a bad game, but it is still quite light in terms of its puzzle and challenge factors, so ideally, it should be mixed in with other games or played as filler (as a ‘Friday Filler’ or otherwise). For a family audience this should be less of an issue, but for veteran players or fans of train games, it might be too light (in which case Railway Rivals is a good alternative).

Overall, Railroad Ink: Blazing Red is a very nicely done mix of puzzle and challenge which looks and feels good in play. A charming little filler worth bringing to the table amongst a mix of other fillers. 

Featured Artist: Wylie Beckert

The Other Side -

I am not going to lie. I am really excited about the new Tasha’s Cauldron of Everything.  One of the things about this book that really grabbed my attention was the cover art of the special edition version of the book.


Dragon+ has a featured article on her now, so please check that out to learn more.


I love her artistic style.  Kind of dream-like.







I'd love to see her do Elric of Melniboné some day.

She is also currently auctioning off the underdrawing for Tasha's Cauldron.
https://www.facebook.com/wylie.beckert/posts/10108311523986137

Please check out her links and especially her Patreon and website.

Links

Review & Class Struggles: BX Options: Class Builder

The Other Side -

Over the Summer Erin D. Smale released his BX Options: Class Builder book as a guide to how to build custom classes for the B/X, Basic-era, style games.  Of course, I had to grab it. I love making new classes and anything that involves a little number crunching is great in my opinion.  

Though I will admit I was at the same time worried that this would just be a rehash of the formulas used in Dragon Magazine #109.  Well, I am happy to report it is not, and there is more to this book than just that.  In fact, the author even points out in the book the original system.   My back-of-the-napkin calculations tell me that for levels 1-14 they both should give you the same numbers.  But more on that in a bit.

I am going to break this up into a normal review and then follow with a Class Struggles.

Review BX Options: Class Builder

The BX Options: Class Builder was released originally has a special edition print version via The Welsh Piper's website over the early part of Summer 2020.  The book later came to DriveThruRPG in a 2nd Editon mid Summer 2020. I will be covering the DriveThruRPG version only today.

The PDF is 82 pages, full-color art covers, with black, white, and blue color inside.  The interior art is all b/w from various stock art publishers from DriveThruRPG.  The advantage of this is the style of the book is very likely to fit into all the other books you might have in your collection.

The book is broken down into two larger sections. First is the class builder itself and the calculations for it. Second is a collection of Classes and Sub-classes for B/X D&D and clones, with the math worked out.  There are also a few Appendicies.

The layout of the book is very, very clean, and easy to read.  The PDF is bookmarked and the table of contents is hyperlinked.

After the Introduction, we get right into the builder itself.  There is a single page of explanatory notes (that is all that is needed) and then a worksheet (a plus for the PDFs!).  


After this, there are descriptions of basic abilities (armor, weapons, prime requisites), special abilities (thief abilities, spells, powers), restrictions and "Locked" abilities.  All with associated XP costs.

These numbers are then added up.  The Base XP is then plugged into one of the four base classes (Cleric, Fighter, Magic-user, Theif) for experience levels 1 to 14 (B/X standard).

Simple really.  And that is only the first dozen pages.

The rest of the book is dedicated to "rebuilding" each of the four base human classes and the three demi-human classes.  All seven also include various sub-classes.    For example, the Cleric is built first and the numbers match those found in most clones and the original sources.  Class variants cover new variant classes that add, change and/or remove abilities from the Base class.  In the case of the cleric different types of Gods they can worship are covered.  These are designed not to differ too wildly from the base class.  

After the Base class and Variant classes the Sub-classes, with calculations and full XP tables, are covered.  Again in the case of the cleric there is a Crusader (more combat, less spells) and a Shaman.

This is repeated for the Dwarf (Elder), Elf (Archon), Fighter (Barbarian, Beast-talker, Beserker) , Halfling (Warden), Magic-User (Necromancer, Sorcerer), and Thief (Assassin, Bard, Scout) classes. 

This covers the bulk of the book (some 50 or more pages) and really is a value-add in my opinion.  Some of those classes we have seen in other sources, but others are new or have new ideas.  The Necromancer for example can create golems.  Great if you think that the golems have the spirits of the dead in them or created Frankenstein-style.

Since this system is aimed at B/X level play, the obvious clone to support it is Old-School Essentials.  It is not an "Old-School Essentials Compatible" product as in with a logo, but acknowledgments to OSE are made.  So it would be fair really to compare the overlap of classes between this and OSE-Advanced.

The overlap is where you expect it to be, what I call the common Advanced classes (minus a couple); the Assassin, the Barbarian, and the Bard. There are some "near" overlaps as well. 

The OSE Assassin compares well to the BXO-CB Assassin.  Their XP values do differ, but not significantly so. BXO-CB Assassins have more HP. Both classes have the same skills. 
The Barbarians compare well enough with the BXO-CB Barbarian having more HP again.
Bards have the most differences.  BXO-CB Bards have more XP per level, less HP, and fewer overall spells.   I don't consider any of this to be "game-breaking" or even "game-stretching", just different flavors of the class.  Rename one "Bard" a "Skald" and there you go. 

Shamans are a little bit like Druids and Crusaders are bit like Paladins, but different enough to provide some nice flavor to the game.

The Appendicies cover a number of topics like adding various thief abilities, a break down of the core seven B/X classes, skills, equipment, spell failure, home terrain, animal special abilities and abilities for higher-level characters.

The book is very high quality and has a lot of utility for all sorts of B/X uses.  Working through the numbers it works great for levels 1-14.  If you extend it to level 20 this would affect the numbers for spell casters.  For example, Magic-users in BX/OSE gain spells to level 6, for a 2,400 XP addition.  If you take this to level 20 Magic-users gain up to 9th level spells, this would be 3,600 XP added to the base.  GRANTED this book does not claim to support above level 14, or more to the point, spell levels beyond level 6.

Class Struggles

How does this work in the real world? Or more to the point can it work with classes I have worked on.


Printing out the sheet, which is great thanks to the PDF, I worked out what my own Witch Classes would end up.  Now please keep in mind I am going to do some things beyond the scope of this book so any issues I might encounter are not due to the Class Builder but more likely my use of it.
I already mentioned there are differences in the Bard class. The author even points out that these differences are really expected and that is OK because it will vary on how each group decides to use a particular class.  So with that now as a given, going deeper into this and expecting some variation is fine.
I went through the math on this for my witch class.  I will not go into the details here because I created a Google Sheet you can see for yourself.  Note you will need the Class Builder book to know what these numbers actually mean.  I am going to talk about the cases that vary.


Linked here: https://docs.google.com/spreadsheets/d/10_GxHtudXBGjgnov0W242HTAvj1_6l_17LI1J55b9H0/edit?usp=sharing
Long time readers might recall I did something similar using the Dragon #109 system a while back.  In fact the spreadsheet is the same with the Dragon #109/Thoul's Paradise test on the first tab and the BXO:CB test on the second tab.
If the Thoul's Test tab is displayed, click on the next tab arrow to go to the Class Builder Test tab.

The "Thoul's Test" goes back to a couple of posts made by Thoul's Paradise that I discussed: So a couple issues right away.  Witches cast arcane spells, but they are not quite the same as those a Magic-user can use, there are more divine spells really.  Especially for the Pagan Witch.   What I opted to do was make the "Witchcraft" spells worth 200xp to 300xp per level. A nice split between what the Divine (100xp) and Arcane (400xp) spellcasters have.
The witch also has Occult Powers. These are spell-like abilities. Since they can be used more often I gave them a cost of 250xp each.  Though 300xp per would have been fine too.
In the end I came up with something pretty close to the numbers I have been using forever and published for close to 20 years.   The differences are so trivial as to be considered error or even "noise."
These are also very, very close to the numbers I got using the Dragon #109 system.   I have not compared it to the system used in ACKS Player's Companion, but my memory of the system and playing with it when it first came out tells me that I should also expect similar numbers.  Especially since the ACKs system and the Class Builder System both use the same BX base and assumptions of 1-14 (or so) levels of play.
Going back to a source the author and I both have used, Breeyark: Building the Perfect Class, I realized that the author of that resource IS the author of this book. The systems are different but are built on similar premises. Also, they should grant the same or very similar results.
The BX Options Class Builder is a very fun book with some great class choices as an added bonus of some worked out classes.   There are no spells offered for the new spell casting classes, but that would have been way beyond the scope of the book anyway.

Review: Path of Horror Cards

The Other Side -

I am a sucker for anything to add to my games. Cards. Stange dice to use only special occasions (not required to use like a d7), board games, props.  I know I don't *need* any of those things, but I like them and they are fun.  I'm going to spend some time talking about some of these items and how I am using them in the next couple of months.  

Up first is something I grabbed at the recent Free RPG Day.  

Path of Horror is a Story Path Card collection From Nocturnal Media.  

They retail for $11.99. DriveThruRPG also has them as PDFs you can print or POD for $3.99 and $11.99 respectively.

These cards in particular have a horror theme. 

The Game Master keeps the "Theme" cards and then deals out 2-3 cards to each player. The play can then play their cards at appropriate times.   In the end the Game Master can play the Climax cards.

The theme cards include things like "Lost Cause" or "Hint of Madness."  Other cards are "Remembered Dream" or "Found Item" or "Lurker."  The cards are all numbered, so lower number cards are played before higher ones.   They add a bit of color to your game and a bit more roleplaying and input from the players.  They also require the Game Master to think a little more on their feet than usual since not everything can be planned out.


Currently, my son is using them in his "Curse of Strahd" D&D 5 game and I am planning on using them in my "Ordinary World" for Night Shift and "War of the Witch Queens" for Basic-era D&D. 

There is quite a lot that can be done with these cards and since they rely on player input they can also be reused a lot. 

What attracted me to them originally was the cover of course.  The art reminded me of this card deck I had as a kid.  

Certainly worth giving them a try in your games.

Welcome September! Night Shift and Mages

The Other Side -

It's September.  The start of Meteorological Fall; the actual Autumnal Equinox is still three weeks away. But change is in the air and there is a change at the Other Side as well.

I have a new banner up. I am planning to do a lot more with Night Shift in the coming months.  

Night Shift was designed to replace many games in my library, but that doesn't mean I am ready to stop playing or talking about those games yet. 

In fact last night I was reminded about a game I really love and I really should do more with.  

Satyros Phil Brucato had posted about a book he had done and it really reminded me how much I love Mage.  Both Mage: The Ascension and Mage: The Awakening.  Though I lean more towards Mage: The Ascension.   But the post was about his book, Mage Made Easy: Advice from That Damn Mage Guy.

Part of the Storytellers Vault (a bit like DMSGuild, but for White Wolf/Onyx Path games) this book is about...well...Mage, made easy.

Now. Anyone who has ever played any version of Mage is likely to be incredulous about now.  I mean, Mage is many, many, many things. Sometimes too many.  But easy?  No. Easy is never a word used with Mage.  But Phil is the Mage expert.  Mage: The Ascension 20th is close to 700 pages and he wrote the bulk of that.  So if he is telling me that MME is something I can read in 60 pages, well I am going to pay attention.

And I am glad I did.  

While I am conversant in most Mage matters, I do not by any stretch consider myself an expert, or even an advanced player.  I am quite enthusiastic though.  I found Mage Made Easy to be a nice breeze guide of solid advice that did two things right away for me.  First, it made me want to play Mage: The Ascension again and secondly it gave me solid advice that is good for many modern supernatural games. 

The book is very heavily focused on Mage and Mage: The Ascension 20th Anniversary in particular.  

It shows you how to use the vast Mage meta-plot OR discard it altogether (that's me!).  It gives you some fantastic archetypes to try out and even solid advice on Mage's biggest issue, Paradox.

Plus the art, as expected, is fantastic.

While I do say there is good advice for any modern supernatural game, the advice is also very Mage specific.  This means to use this book it helps to have a basic working knowledge of the Mage RPG.  Once you have that then translating this advice to your own game, be it Mage or something else, is pretty easy.  BUT that is going beyond the scope of the book and not the fault of this book if it doesn't work out.  But advice like "start small" or "start with the characters" is ALWAYS good advice.

While the focus is on Mage: The Ascension 20th Anniversary Ed. (Mage20), I found there was good advice here to apply to my particular favorite flavor of the game in Mage The Sorcerers Crusade

Makes me wish I had a Mage game going, to be honest!

Monstrous Monday: Apple Tree Man

The Other Side -

It might still be August, but tomorrow is September and for my family, that means trips to the apple orchards. 

Apple Tree Man

Apple Tree Man © Andy Paciorek
Large Fae

Frequency: Very Rare (Unique per orchard)
Number Appearing: 0 (1)
Alignment: Neutral (Neutral Good)
Movement: 60' (20') [6"]
Armor Class: 3 [16] (should always sum to 19)
Hit Dice: 10d8+10* (55 hp)
Attacks: 2 limbs (bash)
Damage: 1d8+1, 1d8+1
Special: Double damage from fire and cold iron, immune to charm, hold and sleep spells. Awaken trees.
Size: Large 
Save: Monster 11
Morale: 11
Treasure Hoard Class: See Below
XP: 2,400

Similar to treants, the Apple Tree Man is an ancient fae that lives in orchards. They are often the oldest apple tree in the orchard. It is not completely clear if these creatures are fae that have become tree-like or a tree that has awakened.  It could even be that the spirit of the apple tree man is present in the oldest tree in the orchard and he passes from orchard to orchard making him effectively immortal and unique.

The Apple Tree Man will not attack unless provoked or if his orchard is in peril. 

The Epimēlides (q.v), dryads of apple trees, are considered to be his daughters and granddaughters.  He can summon 2 to 8 (2d4) Epimēlides to aid him in protecting the orchards.  Additionally, he can "awaken" 1-4 (1d4) normal apple trees to fight as 6HD Treants to fight.

If a party though respects the orchard, does not harm any trees, and only eats the apples they need, the Apple Tree Man will be obliged to show them the quickest path out of the orchard.   

If they offer him hard apple cider, especially cider made for Apple Wassailing, then the Apple Tree Man will tell the party where they can find buried gold in the orchard. Usually 1d6x100 gp worth.

If a witch is present then the Apple Tree Man will hide their tracks and make the party undetectable by foes.  A witch may also be gifted a special apple wand that will cast one 1st level spell just once. The wand can be used later for other magics if desired. 

The Apple Tree Man will appear as a treant with apples growing from his hair, an old man or some combination of the two.

For Cultured Friends XI: The Excellent Travelling Volume Issue No. 11

Reviews from R'lyeh -

For devotees of TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, 2020 is notable for the release of not one, two issues of The Excellent Travelling Volume, James Maliszewski’s fanzine dedicated to Professor M.A.R. Barker’s baroque creation. The Excellent Travelling Volume Issue No. 11 was published in April, 2020—available direct from the author or the Melsonian Arts Council—and continues his exploration of one of oldest of roleplaying settings heavily influenced by the campaigns he has been running, the primary being his House of Worms campaign, originally based in, around, and under Sokátis, the City of Roofs before travelling across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula, as detailed in The Excellent Travelling Volume Issue No. 8.

As per usual, The Excellent Travelling Volume Issue No. 11 opens an editorial from James Maliszewski. This highlights the gap between this issue and The Excellent Travelling Volume Issue No. 10 and the reasons for it, before going onto focus on the importance of fiction when it comes to Tékumel. He notes, that like many a Petalhead, his initial exposure to the setting was to Man of Gold, M.A.R. Barker’s first novel, which really is an effective introduction to Tékumel. This is because the issue includes the first part of a short story by David A. Lemire, the first piece of fiction in the fanzine and a rare inclusion by someone other than James Maliszewski. The latter also explains why he puts out a call for submissions.

The opening gaming content in the issue is another entry in the ‘Additions and Changes’ series which examines the various non-human races on Tékumel and makes them playable. ‘Ahoggyá & Shén’ adds the four-sided and four-legged, barrel-shaped with a pair of eyes on each side Ahoggyá and the more humanoid, if slightly reptilian Shén with their mace-like tail. The former are the subject of some derision for their eight underminable sexes and stubborn refusal to acknowledge the Gods of Stability and Change—or even the concept of religion, let alone Stability and Change, but are renowned as fearless warriors. The latter only have three genders and do understand Stability and Change as ‘the one of Eggs’ and ‘the one who Rends’, and when in human society make actually adopt one of the gods of Stability and Change. In terms of Profession, both make poor magic-users and priests, but excellent warriors, such that outside of their homelands, all of the militaries of the Five Empires recruit Ahoggyá and Shén into legions of their own, but not together and their renowned antipathy means that they never serve alongside each other. This is another fine addition to the series, which with the inclusion of names, makes them both reasonably playable.

The influence of the author’s Achgé Peninsula-set campaign makes its presence known with the inclusion of ‘The Hokún: The Glass Monsters’, a centaur-like sentient species with a translucent exoskeleton and a hive mind thought to be found on the other side of the planet from the Five Empires. Their attitude to mankind varies—some may hunt and eat them, some may enslave them, and some may treat them as equals. This further highlights the weirdness of Tékumel and that there are wide swathes of the planet which remain unknown. The influence continues with a number of creatures in the ‘Bestiary (Addition)’. These include the Léksa or ‘The Glass Beast’—the riding beasts for the Hokún and actually a specially-bred mutation of the Hokún; the Nékka or ‘The Graceful Runner’, a herd beast left to run wild by the Hokún; the Qu’úni or ‘The Crustacean’, a semi-intelligent species found along the Achgé Peninsula, which is highly protective of its coastal lairs and regarded as a pest by sailors for their habit of swarming ships; and the Vriyágga or ‘The Wheeled Horror’, a terrifying combination of a central braincase suspended between two muscular wheels, the face on the braincase surrounded by four tentacles and with a maw of venomous feelers. Thankfully such creatures are rare, but they are horrifyingly weird. There is a nice inclusion of some commentary on the Vriyágga, just as there is on the Hokún, which adds a little context. With any luck, future issues will expand upon the lands of the Hokún, making them somewhere that group other than the author’s can visit them.

There are more monsters in ‘Demons of Sárku & Durritámish (Addition)’ which takes the reader to the Wastelands of the Dead, the plane ruled over by Lord Sárku to describe a trio of nasty demons. Thus sorcerers might entreaty the Blind Ones of Hreshkaggétl, minor six-limbed squid-like demons who reek of rotting flesh and revere Durritámish, cohort of Lord Sárku, for the mysteries and secrets they know of Durritámish, whilst none but the mightiest of warriors, sorcerers, or priests would want to face Srükáum, the Lord of the Legions of the Despairing Dead, the Castellan of the Citadel of Sighs, and the Warder of the Gates of Skulls, a skull-faced warrior in armour of copper and gold, who serves both Sárku and Durritámish as an ardent foe of Stability—especially if it involves combat! Lastly, Ssüssǘ, the Eater of the Dead, is a snake-like demon who oversees Lord Sárku’s hells and who is known to be able to grant great courage in others and great antipathy between two individuals.

Up until this point, The Excellent Travelling Volume Issue No. 11 feels like it is all about the demons, monsters, and creatures, so ‘Amulets (Addition)’ is a welcome change of focus. Amulets are devices of the ancients and provide all manner of ‘magical’ effects. Thus the tiny hand-shaped Amulet of Uttermost Alarm shocks the wearer when it is within thirty feet of a temple, demon, high priest, or artefact of one of the Pariah Deities, whilst the Amulet of the Blessing of the Emerald Lady, a fine necklace of malachite beads, makes the wearer feel and look ten years younger, though wear it for too long and the effects become permanent. The fourteen or so devices are pleasingly inventive, a good mix of powers and abilities that provide flashy, as well as subtle effects.

The location—or dungeon—to be explored in The Excellent Travelling Volume Issue No. 11 is The Tower of Jayúritlal, the ruined structure said to have been built by an Engsvanyáli (or possibly Bednálljan) sorcerer renowned as a traveller of the Planes Beyond. Consequently, Jayúritlal’s tower not only exists partly on Tékumel, but its location varies. Thus, it is easy to place as necessary in a Referee’s campaign, who is also free to develop the legend of Jayúritlal to suit her campaign. The tower itself is a tall narrow structure, amassing some thirty or so locations, and for the most is linear in its play. There is a pleasing feel of both age and the weird to it—whole missing walls for example with just a rope between levels, and it is very nicely mapped out by Dyson Logos. However, it does feel as if one too many rooms are blocked off by doors which require magical means to open, which may impede and even frustrate the players and their characters’ progress. Perhaps also, a discussion of possible suggestions and motivations for the Player Characters to visit the tower might have been a useful addition.

Rounding out the issue is ‘The Roads of Avanthár’, the first part of a short story by David A. Lemire. This describes the discovery of a great book and the efforts by members of the military faction to get it to the emperor in Avanthár, and their own rivalries. There is quite a lot going on in this first half and it will be interesting to find out how the events play on the second part in The Excellent Travelling Volume Issue No. 12.

Physically, The Excellent Travelling Volume Issue No. 11 adheres to the same standards as the previous issues. It sees the return of the card cover which The Excellent Travelling Volume Issue No. 10 seemed to lack, and if the cover is not in full colour, that is not as much as a loss as it might seem. Otherwise, as expected, the writing is engaging, the illustrations excellent, the cartography is good, and it feels professional.

The Excellent Travelling Volume Issue No. 11 feels like a very monster focused issue, with Ahoggyá & Shén as Player Character options, the write-ups of ‘The Hokún: The Glass Monsters’, and both Bestiary and Demons articles—much of it influenced by the author’s Achgé Peninsula-set campaign. The issue thus continues the author’s exploration away from the Five Empires, expanding what we know of Tékumel, but still adding elements a Referee can include in her more traditionally located campaign.

#RPGaDAY 2020: Day 31 Experience

The Other Side -

And here we are at the end of another #RPGaDAY for August.   What new Expeiences has this given me?

From the start, this month has been about my reflection of a Summer with the BECMI rules and Basic-era rules in general.  I spent a lot of time here thinking about what these rules do that is different than what I have been used too over the last few years (read: Modern D&D) and what I was used too back in the 80s (read: Advanced D&D).

My lens for this #RPGaDAY was these experiences. Because of that reading what others had posted gave me a very different viewpoint.  It was not 2-3 blog posts and 5-7 tweets that were all identical and everyone talking about the same thing.  This was nice.  While I was not as responsive as I would have liked to have been to others on this, reading them all was fun.

Since I also spent a lot of time talking about my BECMI/BX campaign, War of the Witch Queens, maybe I'll use that map as a simple dungeon crawl.  Maybe using ideas from my various posts here and when those don't work, well, I am sure I'll think of something. 

Hopefully, next year when this starts I'll be at Gen con again with my kids. That would be really great.

[Fanzine Focus XXI] The Undercroft No. 11

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

It has been four years since The Undercroft No. 10 was published in August, 2016, so it was something of a surprise to see the Melsonian Arts Council publish The Undercroft No. 11 in August, 2020. Previously leading way along with the Vacant Ritual Assembly fanzine in its support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the new issue marks a notable change in support away from that retroclone. It comes with content suitable for any Old School Renaissance fantasy roleplaying game, it actually includes content for Dungeons & Dragons, Fifth Edition. How the fanzine’s readership will react to that shift remains to be seen, but perhaps it marks the publisher’s acceptance of the influence and impact of the current version of Dungeons & Dragons.

Skipping past the editorial—since it is a secret and you are not meant to read it, The Undercroft No. 11 begins with a description of ‘The Aulk’, a strange grossly-fat slug thing which inhabits the Astral Sea and preys upon the memories of others. No one can quite agree on what the thing looks like, since it is often forgotten about or the memory of the encounter is quickly forgotten about—or actually eaten by the Auk. Written by the Chuffed Chuffer, this sounds like a rather banal beast, but if the Player Characters can actually find it and kill it, then they can harvest two things from it. First, Aulk Slim, its mucus trail said to enhance memory and illusion spells, and second, Aulk Crystals, small glass orbs—actually Aulk poo!—each of which contains a memory which can be experienced by holding it to your forehead. Such memories might be skills, spells, experiences, and more. There is plenty of gaming potential here if the Player Characters have to go on a ‘Hunting of the Aulk’ for a lost memory or clue.

Luke Le Moignan’s ‘Edicts of la Cattedral della Musica Universale’ presents seven heretical clerics. They include the Tithenites, who devote themselves to humble good  deeds, animal care, and beer-making, but revile Oozes instead of Undead and manufacture St. Tithenai’s Salt, a pinkish salt which works as Holy Water against such creatures; the Indulgencers, who believe that the spirits of the dead face a jury in the afterlife and so summon ghostly sinners to the mortal realms to work off part of their sentence; and the similar Venerators, who compel the Undead to participate in tea ceremonies and discuss their grievances, hopefully coming to terms that will redress their issues and so allow them to become restful dead! There are some interesting NPCs to be created out of these options, though for Player Characters, they present some equally as interesting roleplaying possibilities, but the descriptions do seem underdeveloped for that purpose.

For Dungeons & Dragons, Fifth Edition, the fanzine details three Dwarven archetypes. Written by Daniel Sell and Daniel Martin, these are the Circle of the Mole Rat, the Oath of the Hammerer, and the Dungeon Master. The Circle of the Mole Rat is a Dwarfen Druid Archetype which grants Blind Sight, tunnelling abilities, and even secrets answered via message drops by Mother Mole Rat. The Oath of the Hammerer is a Dwarfen Paladin Archetype which embodies Dwarven cultural justice, using hammers as a holy symbol to dispense justice, becoming intimidating and fearless, and ultimately being able to cast Branding Smite upon those that deserve justice. The Dungeon Master is a Dwarfen Ranger Archetype which hunts for monsters and creatures which the Dwarves keep as their exotic guardian beasts. Of the three, the latter again feels underwritten and perhaps the least interesting, but the other two lend themselves to inclusion in a Dwarven focused campaign.

S. Keilty’s ‘The Corpse Seller’ is weird monster NPC, a long-armed creature found only down dark alleys at night where it sells members of the undead tailored to willing buyers, reaching into its abyssal mouth to pull them forth. However, the bargain will be steep—an arm, betrayal, or worse. If a bargain is not reached, then the buyer will become one of the corpses! This is a nasty thing which might be difficult to add to campaign, but would be memorable if so added.

Lastly, ‘The Root’ by Luke Gearing—author of Fever Swamp—presents a force born of Chaos, almost primal, which constantly shifts and probes with tendrils for cracks which allow it to enter into our worlds. When it does, each tendril can take one of several different forms, from a fungal colony whose spores drive the infected to defend and become one with the colony whilst granting the secret to destroy it—if they can or are even willing, to Mind of a Willing Host which spread the Root as spoken language, written word, and meme. Could the glossolalia of a mystic be the vector for the Root’s influence? All six options are interesting and any one of them could form the basis of a campaign backdrop with some effort upon the part of the Game Master, perhaps an even larger one as the adventurers travel from plane to plane, world to world, dealing with different forms of the Root.

Physically, The Undercroft No. 11 is well presented with an excellent colour cover and an array of dark illustrations inside. It does need a closer edit in places though.


The return of The Undercroft No. 11 is certainly welcome, and despite the shift to support for Dungeons & Dragons, Fifth Edition for some of its content, it still presents oddities and weirdness just as the previous issues did. Thus Dungeon Masters can use the oddities and weirdness just as much as Referees can for the Retroclone of their choice. 

#RPGaDAY 2020: Day 30 Portal

The Other Side -

 There are all sorts of portals to be found in RPGs and D&D in particular, but one was the most important to me.


In these 16 pages, I got a glimpse of something more.  More worlds than I knew existed out there and they could be mine...all I needed was more paper-route money.


Here I first learned the differences between D&D and AD&D, though it would be a longer before I really knew.  Other games I have heard about but had not seen. Games like Dungeon! and Vampyre.   I learned of Gen Con and I wanted one of those T-Shirts.


I am a little sad we don't have these anymore, but there are far too many products these days to make it practical. 

I see Archive.org has a copy archived if you want to take a look.

[Fanzine Focus XXI] Monty Haul V1 #0

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Monty Haul is both a different fanzine and a misnomer. Published by MonkeyHaus Press, Monty Haul suggests a type of Dungeons & Dragons game or campaign in which the Dungeon Master is unreasonably generous in awarding treasure, experience, and other rewards. Monty Haul is not that—or at least Monty Haul v1 #0 is not that. Monty Haul is also that rare beast, an old style or Old School Renaissance not devoted to a retroclone, but to Dungeons & Dragons, Fifth Edition

Describing itself as ‘A Fifth Edition 'Zine with an Old School Vibe’, Monty Haul V1 #0 was published in April, 2020 following a successful Kickstarter campaign as part of Zine Quest. It is written by Mark Finn—notable as the author of Blood & Thunder: The Life & Art of Robert E. Howard—as an update of his World of Thea setting originally run and written for Advanced Dungeons & Dragons. With ‘Welcome to Monty Haul: Do You Kids Want Any Snacks?’ he sets open his store, introducing himself and explaining his gaming history, why he chose Dungeons & Dragons, Fifth Edition, and what the aim of Monty Haul is—and in particular, what the purpose of Monty Haul V1 #0 is. Which is as a ‘Proof of Concept’ for the fanzine, the aim of which is rebuild his World of Thea afresh, with less inspiration taken from gaming settings and supplements past. It is a nicely personal piece which sets everything up.

Monty Haul V1 #0 gets started properly with ‘Critical Hits: An Old School Option’, designed to create special combat effects when a natural twenty or critical hit is rolled. Inspired by the viciousness of S1 Tomb of Horrors and Grimtooth’s Traps, with a roll of a six-sided die, the Dungeon Master can determine where the strike hits, for example, in the midsection and then another for the effect, such as a hit in the kidneys, which inflicts extra damage, forces a Constitution check to avoid being knocked prone, and then make all actions at Disadvantage for several hours. Critical head hits also have chance of causing confusion too. The mechanics are short and generally nasty, but not all of the effects are lethal, and once a Player Character has suffered one critical hit, he cannot suffer another (or at least until healed).

However, ‘Familiars: An Old School Inspired Alternative’ is rather disappointing because it does not deliver on its promise. The problem is that the author is himself disappointed at the options for familiars in Dungeons & Dragons, Fifth Edition, and does not quite counter that. The familiar is presented as companion and conduit for for the spellcaster, and even a storage for some cantrips, but the suggested list of familiars that a Player Character might summon is just ordinary. It really would have good to have explored the ‘weird-ass’ options he found lacking. Likewise, ‘Interlude: My Balkanised World’, the author’s introduction to his campaign world is also disappointing, but because of the lack of context. It is only a very light introduction, giving descriptions of the five city states of Highgate, Rocward, Dimnae, Riverton, and Farington, but not the world itself. The only nod to that is the fact that founders of the five cities were forced to flee south when the Old World was beset by a great evil, through a mountain pass, which was subsequently blocked by a massive wall and a city before it. The lack of context is not helped by the lack of a decent map.

Fortunately, Monty Haul V1 #0 gets back on track with a slew of new character options. These start with ‘New Cleric Domains for City Campaigns’, which add more civilised options to a city state type campaign and so also contrast with more ‘savage’ options for the wilderness of a Swords & Sorcery setting. The Domains are Justice—bringing the ‘Judge, Jury, and Executioner’ to a campaign, and Civilisation—or essentially the ‘city’ Domain. These are both really flavoursome, though Justice more than Civilisation, providing numerous benefits and skill Proficiencies as well as spells. For example, the Civilisation Domain grant the Friends, Message, and Mend Cantrips and Advantage on Charisma skill rolls to influence a single person, at First Level. At Second Level, Domain grants the Ease Emotions spell, Proficiency with Insight and Perception skills at Sixth Level—double within the city walls; bring the power of the people and increase the damage of weapon strikes at Eighth Level; and at Seventeenth Level be able to walk through any door and out another. Of the two, the Justice Domain is the more obviously playable, but both are good and it would be fantastic to see the Civilisation Domain be developed city by city, to make Clerics of each city different.

‘The Divine Archaeologist: A Rogue Archetype’ is a cross between a tomb raider and a church sanctioned thief. In the Five City-States the many temples feud for worshipers and possessing the right artefact rather than leaving it in the hands of a rival and/or heretical temple is way to attract worshipers. The Archetype combines knowledge of history and forgotten lore—noted down in the Divine Archaeologist’s notebook with spells and thievery skills, and even divine intervention, for a much more nuanced Rogue character type, almost in the mode of Lara Croft or Indiana Jones, and could be a lot of fun to play. (It would also work in a setting which has a tomb raiding profession, like: Tékumel: Empire of the Petal Throne.)

‘New Backgrounds for your City-States’ adds exactly that. Six new Backgrounds, from high to low. They include the Exterminator of vermin—though no little yappy dog, the Pilgrim, and the Bureaucrat, followed by three types of Nobles. These are the Dilettante, the Disgraced Noble, and the Knight Errant. These open up the options for the Noble Background given in the Player’s Handbook, and are more nuanced. All six come with suggested skills and tool Proficiencies, equipment, languages, features, as well as suggested Personality Traits, Ideals, Bonds, and Flaws. These are all very nicely done and really expand the character options available and allow the players to create interesting characters beyond their Classes.

Rounding out Monty Haul V1 #0 is a ‘Noble House Random Generator’ which again expands upon content given in an official supplement—in this case Xanathar’s Guide to Everything—and provides more detail and nuance. With a few rolls of the twenty-sided die, the Dungeon Master can create a complete noble family, from history and current trade to family tree and noble house personality traits. In general, this would work in any setting which has noble houses or families—and of course it complements the three new Noble Backgrounds in ‘New Backgrounds for your City-States’—and not just the Five City-States. 

Physically, Monty Haul V1 #0 is neat and tidy, with some decent artwork—both rights free and new. The maps are disappointing, especially given that the author is trying to present his own campaign setting. Another issue is that the table of contents does not quite match the titles of the articles as they appear, but a nice touch is that the author provides a little commentary at the start of every article.

Monty Haul V1 #0 is a curate’s egg, some good articles, some bad. However, the bad are more disappointing and the good are excellent adding more flavour through their mechanics and descriptions than in the background material. Certainly, the new Backgrounds would suit many a setting other than the Five City-States. However, there is not much in the way of a Swords & Sorcery feel to Monty Haul V1 #0, more Italianate city-states than the Hyborian Age. That is no bad thing, but it may not necessarily be what the author is aiming for.


Overall, as a Proof of Concept, Monty Haul V1 #0 is decent support for a Dungeons & Dragons, Fifth Edition campaign, especially in the character options. It proves you can have as good a fanzine for the latest version of Dungeons & Dragons as you can for the Retroclone of your choice.

[Fanzine Focus XXI] Kraching

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Kraching is a little different. Penned by Zedeck Siew—author of Lorn Song of the Bachelor—and drawn by Munkao, it is the second title published by the A Thousand Thousand Islands imprint, a Southeast Asian-themed fantasy visual world-building project, one which aims to draw from regional folklore and history to create a fantasy world truly rooted in the region’s myths, rather than a set of rules simply reskinned with a fantasy culture. The result of the project to date is four fanzines, each slightly different, the first of which is marked with a ‘1’ and is MR-KR-GR The Death-Rolled Kingdom. This described the Death-Rolled Kingdom, or the Dismembered Land, which sits on the lake and was once the site of a great city said to have been drowned by a thousand monsters, located far up a lush river. It is ruled by crocodiles in lazy, benign fashion, they police the river, and their decrees outlaw the exploration of the ruins of MR-KR-GR, and they sometimes hire adventurers.

What set MR-KR-GR The Death-Rolled Kingdom apart from its setting is the combination of art and text. The latter describes the place, its peoples and personalities, its places, and its strangeness with a very simple economy of words. Which is paired with the utterly delightful artwork which captures the strangeness and exoticism of the setting and brings it alive. Kraching is just the same and like MR-KR-GR The Death-Rolled Kingdom, it is systemless, having no mechanics bar a table or two—MR-KR-GR The Death-Rolled Kingdom has more—meaning that Kraching could be run using any manner of roleplaying games and systems. Where MR-KR-GR The Death-Rolled Kingdom described a kingdom though, Kraching—marked with a ‘2’—details a village and its forest environs.

Kraching lies five days to the west on foot, the route lined with wooden posts carved with cats—snarling tigers, sulking tabbies, and sleepy tomcats, each of them watching you warily. Cats are found everywhere in Kraching, on the streets and in the houses, worn as hats, on the seat of the local ruler such that he has to perch on the edge of his seat, and of all sizes—from kittens to tigers, and carved everywhere. Even the local god, Auw, a six-legged panther with a human face has been carved as a statue which stands at the centre of the village, scratched by many cats and burned by many offerings. The villagers are famed for their skill in woodcarving, the wood they take from the surrounding forest possessed by spirits so bored their want is to be carved into masks and worn in the theatre. Thus, they will get to see the world, and many have gone on to have illustrious careers!

Both the details and the secrets of Kraching are revealed at a sedate pace. The Player Characters may encounter Neha, a Buffalo-woman who sells silks, fine tools, and pearl jewellery in return for crafts, forest goods, and the occasional adventuresome youth; priests who come to Kraching to commission idols of their gods in the forest’s holy rosewood—blasphemous acts cannot be performed in the presence of such idols; and whether a tabby or a tiger, no cat in the village is tame, all are wild and can only be distracted. This can be best done with a magical wand, ball, or chew toy, that is, a cat toy! Along the way, the relationship between the villagers and the cats they revere and honour is explained through the stories of Auw, from ‘Auw the Woodworker’ who carved cats to drive out soldiers who had come to cut the forest down and so filled it with felines of all sizes, to ‘Auw the Suitor, who would have cruelly taken a woodcarver, but she cleverly carved a tigress with which to capture his ardour and so force him to reign in his cruelty. It all builds a simple, but beautiful picture of the village and its surrounds.

Unlike MR-KR-GR The Death-Rolled Kingdom, there are no the tables for creating encounters and scenarios in Kraching. Instead a handful of scenario seeds are scattered across its pages, such as Neha the Buffalo-women having lost her Ari the Bookkeeper, her counting spirit, in the village or Mahi needing adventurers to escort her apprentice who has been sent to deliver an idol to a distant temple whose priesthood has suffered a schism. None of the seeds amount to more than a line or two, so a Game Master will need to do some development work, and further their number fits the sparseness of the descriptions and of the village itself. Kraching is a quiet, sleepy place and to have fulsome encounter tables might have made it feel too busy. Plus of course, it leaves plenty of room for the Game Master to add her own content.

Physically, Kraching is a slim booklet which possesses a lovely simplicity, both in terms of the words and the art. Together they evoke visions of a very different world and of a very different fantasy to which a Western audience is used, but the light text makes it all very accessible as the art entrances the reader. For the Game Master wanting to take her campaign to somewhere a little strange, somewhere warily bucolic in a far-off land, Kraching is a perfect destination.

—oOo—
As much as it would be fantastic to see MR-KR-GR The Death-Rolled Kingdom, Kraching, and the other two—Upper Heleng and Andjang—collected in volume of their own, they are currently available here.

Zatannurday: New DC Movies & TV

The Other Side -

DC FanDome was last weekend and there is more to come, but here is what was released for the future of DC on your screens.



Let's start on the big screen and with the one I am looking forward to the most. Wonder Woman 84!

It has Maxwell Lord, Cheetah (Barbara Ann Minerva version), and...Steve Trevor? No idea how they are going to do that, but I am betting it was Maxwell Lord's doing.  In any case, the movie looks great and I bet soundtrack is going to be awesome. 
For the next one, let me say I am cautiously optimistic. 

Look, I am a Batman fan as much as the next DC fan, but there are other characters out there and we have had several Batman movies. 
Speaking of other characters, there is one that not a lot of people know about so it will be interesting to see how it works out on screen.  A sequel/prequel to the successful Shazam movie we are introduced to Shazam's main enemy, Black Adam.



On the smaller screen, we are going to get the "Snyder Cut" of "Justice League".  I am also looking forward to this one as well. 

If you recall a few ago Warner/DC released the "Richard Donner" cut of "Superman II." Personally, I prefer the Donner cut over the Lester/Theatrical original.  Given what I know of what was going on on the set of Justice League I am also hopeful that this one will be good too.  Though I am now hearing it will be four hours long!
You are going to need HBO Max for it, but that is fine if you already have HBO.
We are also hearing more about one of the refected Justice League Dark ideas.  This one was from Joseph Kahn.  I am not sure how far along this one ever got, but there was some cool concept art.

Dan Stevens was cast as John Constantine.  But the best is a punk-looking Zatanna played by Natalie Dormer.  I miss the fishnets, but this is cool too.
There is another FanDome coming up in a couple of weeks. I bet they will cover more of the TV shows then.

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