RPGs

Monstrous Monday: Gladyolus

The Other Side -

One of the big influences I have had for my Monstrous Mondays and my new monster book has been my mom.

No kidding.

My mom loves sci-fi and horror. When I started playing D&D back in the 80s she took one of my D&D books, I think it was the AD&D DMG, and she proclaimed "this is just mythology and math!"  But she loved all the monsters and she had always loved telling all us kids stories about them.

Here is one of them!

She told us this story back when I was in sixth grade.  I know that it is not 100% original, but it still thrilled us as kids. Though in my mom's defense, she never read any Clark Ashton Smith.

Gladyolus
Monstrous Plant
Frequency: Very Rare
No. Enc.: 2-20 (5-100)
Alignment: Chaotic (Chaotic Evil)
Movement: 0' (0') [0"]
Armor Class: 9 [10]
Hit Dice: 1d8 (5 hp)
Attacks: 1 (blood drain)
Damage: 1d4+1
Special: Nag (see below), takes 2x damage from fire
Size: Small
Save: Monster 1
Morale: 12
Treasure Hoard Class: Nil
XP: 15

According to tales, the Gladyolus flower began not as a plant but as a woman named Gladys.  Gladys was not a happy woman.  She nagged her adult children, her friends, but most of all she nagged her husband.  One day she was complaining about something when her husband finally snapped and he killed her.  Seeing what he had done he decided to dig up his garden and bury Gladys in it.
The next spring the flowers he had planted grew, but all had Gladys' face and voice.
The nagging drove her husband to kill himself and the Gladyolus fed on the corpse.

The Gladoylus is a monstrous plant that feeds on the blood of warm-blooded creatures.  Humanoids are its favorite source of food.  The plant flower has the face of a woman.  When encountering humanoid creatures each flower begins to talk to berate the creatures.  On a failed save vs. Spells the creatures will wade into the plants to attempt to get them to be quiet.  Once in the midst of the plants they will all begin to attack, up to 1d10 plants per round, doing 1d4+1 per plant.

The plants can't move and take double damage from fire.

--

So I am solidifying my stat-block for this book.  I am going to opt for Advanced Labyrinth Lord compatibility.  This solves two really big issues.  First, it gives a solid XP matrix to work with.  Since LL is one of the most popular retro-clones on the market, this covers a lot of players.  Second, it also gives me a Treasure Type/Horde Class that is easier to use and I don't need to invent my own.

I am still going to add Type, Frequency, and Size.  But I don't think I am going use the size = different HD as I talked about last week.  Adding Type, Frequency, and Size. is easy and won't detract too much on people's games.  Changing HD type might be a bridge too far.  So my current plan is to provide them as an Appendix.  So this creature would be listed as: "Gladyolus, Small, 1d6 (4 hp)."

This is going to be a lot of fun!

Beyond the Moldvay Way

Reviews from R'lyeh -

In a recent conversation on Twitter, a poster asked the question, “What’s a good retroclone based on Advanced Dungeons & Dragons?” Various answers were given, most notably OSRIC™ System (Old School Reference and Index Compilation) and Astonishing Swordsmen & Sorcerers of Hyperborea: A Roleplaying Game of Swords, Sorcery, and Weird Fantasy. My response was that in most cases, retroclones start with a version of Dungeons & Dragons or Basic Dungeons & Dragons and then build up from there to emulate Advanced Dungeons & Dragons. Certainly, this is the case with Labyrinth Lord and Advanced Labyrinth Lord. It is also the case with Old School Essentials: Classic Fantasy, Necrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh. With Old School Essentials: Advanced Fantasy presents options which emulate Advanced Dungeons & Dragons whilst restraining them in order to avoid the complexities of Advanced Dungeons & Dragons.


Old School Essentials: Advanced Fantasy actually consists of two separate books. These are Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells. Now the two books complement each other, but also work on their own—though only to an extent. This is because some of the Classes from Old School Essentials Advanced Fantasy: Genre Rules use some of the spells from Old School Essentials Advanced Fantasy: Druid and Illusionist Spells, but simply the Magic-User from Old School Essentials: Classic Fantasy could use the Illusionist spells from Old School Essentials Advanced Fantasy: Druid and Illusionist Spells and a game of Old School Essentials using Old School Essentials Advanced Fantasy: Genre Rules could be run without using the spells from Old School Essentials Advanced Fantasy: Druid and Illusionist Spells or without using the Classes that use those spells. However, Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells really work together and ideally the Referee should combine both if she wants to run Old School Essentials Advanced Fantasy.

Old School Essentials Advanced Fantasy: Genre Rules provides Referee and her players with some fifteen new Classes. In keeping with Old School Essentials, nine of these Classes are Human-only Classes. These are Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger. What is interesting here is the inspiration for these Classes. Not just Advanced Dungeons & Dragons, First Edition, but with the inclusion of the Acrobat, Barbarian, and Knight—as nods to the Thief-Acrobat, Barbarian, and Cavalier respectively—Old School Essentials Advanced Fantasy: Genre Rules actually draws upon that most contentious of supplements for Advanced Dungeons & Dragons, that is, Unearthed Arcana. The other six Classes are Demihuman Classes and in keeping with Old School Essentials Advanced Fantasy with ‘Race as Class’ rather than Player Characters possessing both Race and Class. The six are Drow, Duergar, Gnome, Half-Elf, Half-Orc, and Svirfneblin, and again, in bringing these to Old School Essentials, the supplement draws heavily upon the Unearthed Urcana. The inclusion of the Drow, Duergar, and Svirfneblin also draws from the Underworld of Dungeons & Dragons-style roleplaying games, which Old Old School Essentials Advanced Fantasy: Genre Rules also add to Old School Essentials as an adventuring environment. What is clearly missing from these fifteen new Classes is the inclusion of the Monk as a new Class, but the publisher aims to include that in a supplement to mythical Asian adventures, what will likely be the equivalent of Oriental Adventures for Old School Essentials.

For the most part, the Classes in Old School Essentials Advanced Fantasy: Genre Rules will be familiar. So the Acrobat and the Assassin are like the Thief Class, but lack skills such as Pick Pocket, Find Trap, and so on. Instead, the Acrobat focuses on jumping, tumbling, and evading, whilst the Assassin focusses on kills by stealth. Similarly, the Barbarian has some stealth skills in the wilderness, fears all use of magic, and can eventually strike otherwise invulnerable foes. The Knight adheres to a chivalric code, always attempts to wear the best armour and wield the best weapons, is a good horseman, and is immune to fear. The Paladin casts divine magic, can lay on hands to heal and turn or destroy undead. The Ranger is rarely surprised, casts Druidic spells, can track, and also perform surprise attacks in the wilderness. The Bard is different in that it can cast Druidic spells from the Old School Essentials Advanced Fantasy: Druid and Illusionist Spells, charm and fascinate an audience with his music and singing and learns languages and lore. Druids are of Neutral Alignment, also cast Druidic spells, can Pass Without Trace in the wilderness, rarely get lost in the woods, and can eventually shape change into animals. The Illusionist is like the Magic-User, but casts spells from Old School Essentials Advanced Fantasy: Druid and Illusionist Spells.

Of the six ‘Race as Class’ Classes, the Drow are like Elves, but know Divine rather than Arcane spells, suffer light sensitivity, and have an affinity for spiders. Duergar are like Dwarves, but suffer from light insensitivity and notably have mental powers like Invisibility and Enlargement that can be used daily. Gnomes cast Illusionist spells, but can wear armour and also speak with burrowing animals. Half-Elves can all use all weapons and armour and can also cast arcane spells, though not as many as an Elf or a Magic-User. The Half-Orc can use all weapons and light armour and has a number of Thief skills, whilst the Svifneblin can blend into stone, has illusion resistance, can speak with Earth Elementals, can understand the murmurs of stone, and also suffer from light sensitivity.

What is notable with all of these Classes is that the designer has tried to keep them unique, to keep their abilities from encroaching on those of Classes, and to keep them from being too powerful. The likelihood is that he has almost succeeded with the fifteen new Classes. There is some overlap of skills, for example, the Move Silently skill being shared by several different Classes. Plus Classes like the Knight and the Paladin do feel powerful in comparison to the standard Classes. That said, all of the Classes feel reined in when comparing them to their original versions from Advanced Dungeons & Dragons.

In addition to the supplement’s dozen or so Classes, Old School Essentials Advanced Fantasy: Genre Rules also provides a number of Advanced Character Options. These include rules for making Old School Essentials a Race and Class roleplaying game, separating the two. So all three ‘Race as Class’ Classes from Old School Essentials— Dwarf, Elf, and Halfling—as well as Humans are presented as Races, as are the Drow, Duergar, Gnome, Half-Elf, Half-Orc, and Svirfneblin. All bar Humans have Level limits on the Classes available to them, though if this is lifted, options are given to account for the lack of Human innate abilities. Further rules cover the use of poison, extra rules for combat including two-weapon fighting and parrying, multi-classing, as well as secondary skills and weapon proficiencies. Of course these add complexity in play, but they also add depth and they move Old School Essentials towards, but not to the level of complexities of Advanced Dungeons & Dragons. And again, these rules are all optional.


Old School Essentials Advanced Fantasy: Druid and Illusionist Spells is the companion volume and very much contains what it says on the tin. It presents thirty-four Druid spells, from First to Fifth Level, and seventy-two Illusionist spells, from First to Sixth Level. Druid spells focus on survival, healing, and offence, so Predict Weather, Cure Light Wounds, and Call Lightning. Illusion spells focus on deception, mind control, and warping reality, so Dancing Lights, Fascinate, and Mirror Image. The selection and range have been kept in line with the Cleric and Magic-User spells of Old School Essentials, so the numbers for the Druid are the same as the Cleric, just as the numbers for the Illusionist are the same as the Magic-User. What is fantastic about Old School Essentials Advanced Fantasy: Druid and Illusionist Spells is how well the book is organised. It has an index for the spells plus the inside of the front and back covers are effectively used, not just with spell lists, but spot rules too. It makes Old School Essentials Advanced Fantasy: Druid and Illusionist Spells highly accessible and useable at the table.

Physically, both Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells are nattily presented little hardbacks. In particular, Old School Essentials Advanced Fantasy: Genre Rules follows the format of Old School Essentials by keeping its various elements particularly succinct. So every Class is kept to a single two-page spread, each individual Race to a single page, and so on. Both books are illustrated in black and white and for the most part, the artwork is good.

If there is an issue with Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells it is really that not all of either book works without referring to the other. If the Druid and Illusionist Classes are in play, then really, Old School Essentials Advanced Fantasy: Druid and Illusionist Spells is really necessary to effectively play because not only the Druid and Illusionist use these spells, but so do the Bard, the Gnome, and the Ranger. If there is another issue with either book, it is that they pull Old School Essentials away from its origins in the 1981 revision of Basic Dungeons & Dragons and its accompanying Expert Set. The inclusion of elements from Advanced Dungeons & Dragons may not sit well with some players and Referees of Old School Essentials, but fundamentally, both Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells are optional. Which means that they are not integral to playing or running Old School Essentials and neither Referee nor player have to purchase them to play the roleplaying game.

Ultimately, if you are playing Old School Essentials using Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells, then you are not playing the Basic Dungeons & Dragons of 1981. However, neither are you playing Advanced Dungeons & Dragons. Instead, Old School Essentials using Old School Essentials Advanced Fantasy: Genre Rules and Old School Essentials Advanced Fantasy: Druid and Illusionist Spells presents the means to incorporate elements of Advanced Dungeons & Dragons, but in a restrained fashion, adhering to the simplicity of Old School Essentials throughout.

The Horror of Humanity

Reviews from R'lyeh -

An Inner Darkness: Fighting for Justice Against Eldritch Horrors and Our Own Inhumanity is a Call of Cthulhu book with a difference. Published by Golden Goblin Press following a successful Kickstarter campaignAn Inner Darkness is an anthology of six scenarios for use with Call of Cthulhu, Seventh Edition which explores where the all too human horrors of the Jazz Age and Desperate Decade intersect with the horrors of the Cthulhu Mythos. In six scenarios it deals with issues not normally explored or addressed in Call of Cthulhu—child labour and exploitation, the poor treatment suffered by veterans of the Great War in the subsequent decade, sexual assault, mob violence, and nativism and religious persecution and racial discrimination. None of these are easy subjects to deal with and for this reason An Inner Darkness comes with a Reader Advisory warning the reader that it contains Mature Content. What this also means is that An Inner Darkness is not necessarily a book for every Call of Cthulhu devotee or group—and that is fine. Just like the superlative Harlem Unbound from 2017, An Inner Darkness deserves to have a place on our gaming shelves, for if it is not to your tastes, then it is to someone else’s.

From the start it should be made clear that being an anthology of scenarios for a roleplaying game, the Reader Advisory on An Inner Darkness is all the more pertinent and all the more potent. This is entirely because of the nature of roleplaying itself. Neither the Keeper nor her players will be sat comfortably watching, reading, or listening to the content subject to the Reader Advisory. Instead, as players they will be roleplaying characters interacting with horrible situations and persons with points of view and opinion which though regarded as reprehensible today, would have been seen as the norm in the period in which the six scenarios in An Inner Darkness are set. Further, the Keeper has the unpleasant task of describing these situations and roleplaying the men and women who hold to such outlooks and opinions. Here is perhaps the one major issue with An Inner Darkness, that there is little in the way of advice for the Keeper in portraying these NPCs.

To get the very fullest of these scenarios the Keeper may want to have access to several other supplements. These include H.P. Lovecraft’s Dreamlands, Secrets of New York, H.P. Lovecraft’s Arkham, and Secrets of Los Angeles. Note that none of these supplements are necessary to run the scenarios in An Inner Darkness, but they may be useful.

An Inner Darkness opens with ‘Dreams of Silk’ by Christopher Smith Adair. This takes place in Brights Mill, Pennsylvania in 1922 and explores the darker side of child labour during the period, including unsafe conditions, dangerous materials, and a lack of concern for worker safety. Children of poor and working-class families were often expected to work as it brought much needed income for their families and there were fewer regulations and protections governing their working conditions. The investigators are asked by a representative of the Women’s Trade Union League to help investigate Hempstead Chemicals, a local manufacturer of cosmetics. Several of the child employees have fallen sick or even died after terrible accidents. Ultimately, the factory becomes the focus of the investigators’ attention, a nicely creepy environment, listless during the day, weird at night. The scenario also dovetails into The Dreamlands, though only in minor way. Here the Mythos is used to exacerbate the situation, though Humans are ultimately responsible for the situation. Pleasingly, the scenario also directly addresses the problems which occur should the investigators decide to burn the factory down, as well as possible consequences.

Brian M. Sammons’ ‘When This Lousy War is Over’ is about the conditions and experience of veterans, in particular, severely injured veterans—mentally and physically, returning from the Great War. Without easily available medical and psychiatric treatment or veterans’ services, the veterans have to rely on each other. Despite this, some are unable to cope back in ordinary society, and this lies at the heart of the scenario. Set in Arkham, Massachusetts, it begins with the investigators learning that a friend of theirs, a veteran of the Great War, has been found murdered. It quickly becomes apparent that the victim had no enemies and beyond his membership of the local outpost of the Veterans of Foreign Wars association, was an ordinary member of society. So who killed him? This feels very much like a traditional investigative scenario, but it examines the tensions between the members of Veterans of Foreign Wars and local society, how they are tolerated, but only up to a point. Of all the scenarios in the anthology, this is perhaps the most muscular in tone and likely to end in a stand-up fight.

The third scenario, Jeffrey Moeller’s ‘A Fresh Coat of White Paint’ is the first one where the Reader Advisory for An Inner Darkness is really applicable and the first one to really make the Keeper and her players uncomfortable. It is set outside Los Angeles in 1931 and is the first of two scenarios in the anthology to deal with nativism—the promotion and protection of the interests of native-born or established inhabitants against those of immigrants. During the nineteen twenties and thirties the target of nativism in California were Mexican immigrants, which was only exacerbated by the onset of the Great Depression. ‘A Fresh Coat of White Paint’ takes place in an actual location, the Elysian Park tramp stockade where ethnic Mexicans—whether immigrants or actual American citizens—are forcibly held until they agree to be extradited. The conditions are appalling as more and more Mexicans are rounded up and incarcerated, the guards openly racist, and the charity providing aid and food to the stockade barely so. As journalists, social activists, police officers, and so on, the investigators get called into the stockade when a young girl goes missing from within its confines. Now of course the Mythos is involved in her disappearance, but the real horror of the scenario is in dealing with the ghastly attitudes of the guards which has the implicit support of Los Angeles society. Investigating the disappearance will challenging enough, but stomaching the attitudes of the guards and the conditions the Mexicans are kept in is likely to be more challenging, worse because they may have to stomach it in order to get into the stockade. What is interesting about how the author of the scenario—an immigration lawyer—draws parallels between ‘A Fresh Coat of White Paint’ and the contemporary situation with immigration and migrants.

‘A Family Way’ switches to New York and confronts an issue at the heart of the Mythos, which has been alluded to over and over in Call of Cthulhu and Lovecraftian fiction—specifically the sexual assault on men and women by Deep Ones. When a young lady of the investigators’ acquaintance attempts to seduce one of them, it is quickly revealed that she is pregnant. Not only that, but pregnant through rape. The horror of this situation is compounded by the then attitudes towards women with unwanted pregnancies, rape, and the solutions to the problem. This includes abortion. Which will lead to some interesting—probably demanding—roleplaying as the players navigate their investigators through the situation and the Keeper portrays the victim. It almost seems superfluous that the scenario compounds the situation with the return of the Deep Ones responsible and whilst this leads to a memorable confrontation in New York harbour, hopefully in the long term the Keeper and players alike will remember ‘A Family Way’ for the nature of its origins and the roleplaying required.

Helen Gould’s ‘Fire Without Light’ confronts rampant racism and mob violence in the aftermath of the Tulsa Race Riots of 1921 in Oklahoma. It is a year later and tensions between the black and white communities in the town are still high—and set to get even higher as the scenario progresses. Whether as survivors of the riots, journalists or activists come to the town a year later, preachers come to provide succour, the investigators will find themselves faced with three challenges. The first is defusing the rising tensions to prevent any further outbreaks of violence, whilst the second is trying to find out what is causing tensions to escalate once again. The third though, is probably the most difficult, and again is having to deal with both the racism of the period and the then society’s acceptance of it.  The consequences of the investigators’ actions are nicely explored and there are potential links in the scenario’s set-up to Harlem Unbound.

The last scenario in the anthology takes the investigators to Maine and another period of intolerance and racism. ‘They Are From Away’ by Charles Gerard is set in the Pine Tree State in 1923 at a time when the Ku Klux Klan was highly active in the state’s politics. The targets of the Klan’s racism in this scenario are not African Americans, but rather French-Canadian immigrants who work the state’s lumber camps. The migrant workers are also vilified for their Roman Catholicism, which is decried as being unamerican. The investigators—professionals within the city’s Catholic community, church officials, activists rallying against the Klan’s activities, dissatisfied members of local law enforcement, and so on—are called to Bangor where a local church and the French-Canadian immigrants have both been subject to a rash of strange sanguinary occurrences. The investigation takes place against a backdrop of growing Klan activity, French-Canadian obstinance, and rumours of a curse, but help will come from a surprising source. For the most part, this is a straightforward enough investigative scenario, though one which literally has a bloody ending.

Rounding out An Inner Darkness is a trio of Investigator Organisations, a feature of Call of Cthulhu, Seventh Edition which helps explain and support the Investigators’ motivations for looking into the Mythos again and again. They start off strongly with ‘The Caldwell Book Mobile Service’ by Oscar Rios, a mobile library service which not only provides communities without a library access to books to borrow, but also fights the Mythos! The other two are both by Jeff Moeller and are not as strong. ‘A Bunch of Troublemakers’ describes a suffragette who infiltrates activist groups and spurs them into investigating the Mythos, whilst ‘Friends from Boston’ broadly details a protest group which funds efforts to expose governmental abuse, highlight injustice, and support reform. In comparison to ‘The Caldwell Book Mobile Service’ neither feel immediately compelling.

Physically, An Inner Darkness is a step up in quality from previous books from Golden Goblin Press. Colour is used throughout, and whilst the book is liberally illustrated, the use of colour marrs some of the artwork, making it look cartoonish and detracting from its intended impact. Photographs are used occasionally too, and these are sharp and well presented. The writing though, does feel rushed in places, and perhaps could have done with a closer edit.

An Inner Darkness presents a sextet of well researched, heavily historical scenarios which confront the reader, the player, the Keeper, and the investigator with the injustices, the awful attitudes, and accepted practices of the period. This makes them difficult to run—as does the specific time periods for many of the scenarios—and to play. As they should. Playing these scenarios should make player and Keeper alike uncomfortable, for they highlight how horror can be found in mankind’s darkest nature—and that is even before the Mythos exploits that nature. An Inner Darkness: Fighting for Justice Against Eldritch Horrors and Our Own Inhumanity deserves its ‘Mature Content’ advisory not just because of the subject matter, but also because despite its distasteful nature, it is handled in a mature fashion.

Esoteric Fantasy

Reviews from R'lyeh -

In ages past the world ended. In the skies above Babylon, the greatest city on Earth, specks of black mist appeared, pulsated, and grew, extending until the heavens were engulfed by an ocean of darkness. Even in the darkness, gashes could be seen in the newly sundered skies and from them cyclone-like tentacles reached out and began to rip the world apart. As prayers to the gods went unanswered, helpless men, women, and children were swept up into the turmoil and into the Void beyond… In this way the world ended, and mankind fell from grace. Many centuries have passed and the descendants of those survivors who were ripped from Ancient Mesopotamia struggle for their existence between the cracks and in the shadows in the slums of Llyhn the Eternal City, a dystopian cosmopolis and trading hub at the epicentre between the Cosmos and the Void. Living in filthy alleys and shanties among beggars, slaves and the casteless, they scrounge for scraps that fall from palaces of the unknowable alien Unseen Rulers of the city. Humanity is very much at the bottom of the social hierarchy in Llyhn, a city inhabited and ruled by eerie beings from faraway worlds, bizarre sapient entities and otherworldly Daimons from beyond the Veil. However, there are factions in the city who want this to change, for humanity to rise beyond its meagre existence. Chief amongst these are the three enclaves of humanity. These are the Feerdani enclave, consisting of a thousand labourers and dork workers ruled by the one-armed, elderly despot, Feerada; the ruins known as Beggars Court, ruled by the corpulent and paranoid self-styled Beggar King; and the Assembly, an inclusive enclave governed by a representative body which is seen as a beacon of hope in Llyhn. 

The Player Characters are inhabitants of Llyhn Eternal, seeking matronage or patronage with one of the enclaves, getting involved in the rivalries between the city’s many factions, perhaps even voyaging out from the order and constancy of the Cosmos into the chaos and catalyst that is the Void to other worlds, perhaps on missions of trade, exploration, diplomacy, and more. Yet between the stability of the Cosmos and the ethereal, fluctuating ocean of the Void, is the Veil, a metaphysical entity which keeps them apart, though there are places where the Veil is weakened to the point where the boundary between the Void and the Cosmos is blurred. This is where border worlds such as Llyhn are located.

This is the set-up for Black Void , a roleplaying game of esoteric dark fantasy published by Black Void Games and distributed by Modiphius Entertainment. Although there have been many roleplaying game of late published in Scandinavia, nearly all of them by Free League Publishing, Black Void has the distinction of being a Danish roleplaying game. It may well be the first Danish roleplaying game to be published in English.

As the descendants of Earth, Player Characters can be Pureblood Humans; Halfbloods, the result of interbreeding with another species, often regarded with hostility by other Humans; or Voidmarked, either born of esoteric and Human parents or exposed too much to the chaotic nature of the Void. They may Llyhn natives and perhaps enclave members, outsiders from a backwater world, recluses from the city, or perhaps even Lost Children returned from traversing the Void or rescued castaways from missing expeditions or colonies. A Player Character is defined by his homeworld, Traits, Background, Attributes, Powers, and Skills. A homeworld provides a Player Character with a little background information and a Talent, whilst his Traits—Agility, Awareness, Stamina, Strength, Intellect, Persuasion, Presence, and Willpower, typically rated between one and five for Human characters, but can go as high as twelve for other species. They are the equivalent of attributes or characteristics in other roleplaying games. They typically average three for most Humans and most Player Characters. Traits and Flaws are advantages and disadvantages, whilst Background defines a character’s social standing, allies, resources, and ancestry. Attributes and Powers are somewhat different. Attributes—what would be called traits in other roleplaying games—can either be Physical or Esoteric. Physical Attributes, for example, wings or horns, may be found amongst Halfblood and Voidmarked characters, whilst only the Voidmarked may have Esoteric Attributes, such as Ageless or the beguiling Daimonic Whispers. Powers are supernatural abilities, either Mystic powers, Blood Rituals, or Void powers. Mystic powers enable a character to channel his mental energies or inner Void to manifest phenomena and change reality around him; Blood Rituals require deal with sacrificial divination, bloodletting rituals, and other practices in order to enhance the practitioner; and Void powers are innate inhuman abilities and manifestations, available only to the enlightened.

For the most part, character generation is done by Point Buy. A player has forty-eight Character Points to spend on everything. Half of these are assigned to the character’s eight Traits, giving them a value of three each. Deducting three from each Trait gives its bonus for actions and skill rolls, so a Trait needs to be at least four to provide any bonus. The other half is spent on Talents, Backgrounds, Attributes, Powers, and Skills. Talents and Flaws are associated with particular Traits. A Trait must have a value of three or more to have an associated Talent, or a value of three or less to have an associated Flaw. Being a Halfblood or Voidmarked character also costs points, but grants access to Attributes that an ordinary Human character would not have. 

Skills are ranked between zero and twelve, from Dabbler to Legendary, and must be purchased at a Rank of zero before they can be raised to a positive value. For every three ranks in a skill, a character can have a specialisation, but each specialisation costs three points. A character also has two other values. Enlightenment is a measure of his intuitive understanding of the greater Cosmos, Void, and the Veil, and can be a boon or a bane, but ultimately tracks his climb to illumination and the powers that grants him. Initial Enlightenment depends on a character’s origins and can only be improved through play. Wastah represents a character’s personal influence, typically ranging between one and three.

Our sample character is Bagrah, an orphaned Halfblood human who nominally works in an abattoir handling animals, but finds more work as a small time thief, thug, and hired muscle. His height and weird eyes unnerve many people, which can be to his advantage. He wants to improve his existence, but does not know how.

Name: Bagrah
Race: Halfblood
Homeworld: Enlightened – Core
Age: 19 Gender: Male
Appearance: Lanky and wiry; feathery hair, vertical; slits for eyes

Agility 4 (+1) (Talent: Fast Reflexes)
Awareness 4 (+1) (Talent: Vigilant)
Stamina 3 
Strength 3 
Intellect 3 (Talent: Focused)
Persuasion 2 (-1) (Flaw: Blunt [Mild])
Presence 2 (-1) (Flaw: Bad Aura [Mild])
Willpower 3 

Health: 28 Sanity: 8 Move: 5 Defence Value: 9 Enlightenment: 0 Wastah: 0

Backgrounds: Caste: Kalbi, Local 
Powers: Retractable Small Claws, Night Vision

Skills: Athletics 1, Animal Handling 0, Dodge 1, Larceny 1, Stealth 1, Streetwise 1, Unarmed Combat 1

Notes: +1 interaction from homeworld; +1 modifier to subterfuge, disguise and associated rolls.

Character creation and getting the points balanced between Backgrounds, Traits, Powers, and Skills is slightly fiddly to get quite right. At even the standard power level for starting characters a player will need to decide which of these his character will focus on. Certainly unless a character is focused on skills, he is unlikely to have any Specialisations as they are so costly.

Mechanically, Black Void uses a standard roll and add mechanic, employing a twelve-sided die. To this will be added modifiers from a character’s appropriate Traits, Talents, and Skills. An easy task has a difficulty rating of four, an average task a difficulty rating of seven, a challenging task a difficulty rating of ten, and so on, going up in steps of three all the way up to twenty-five for an impossible task. A roll of a one is a critical fumble, whilst a roll of a twelve is a critical success and enables the die to be rerolled and the result added. Various effect rolls, such as weapon damage, are rolled on two, three, four, six, and twelve-sided dice.

Combat uses the same mechanics, the difficulty to hit an opponent determined by his Defence Value. In general, combatants get only one action per round and this can be used up if a character needs to dodge or parry an attack, so a player will need to be more careful in his choice of actions as there is no automatic attack attempt. Armour reduces damage, but its bulk can impede attacks or other actions, and weapons can have other properties, such as piercing for a spear or knockdown for a mace. Both arms and armour can be modified and customised for further effects.
                                                                                               
Magic plays a major role in Black Void and comes in three types—Blood Rituals, Mysticism, and Void powers. Of these, only Blood Rituals and Mysticism are available at the start of the game, whilst Void powers come through being exposed to the Void or gaining Enlightenment. Magic is very different to that of other fantasy roleplaying games and has an adult tone in places. Notably, this is with Blood Rituals, the practice of ceremonial sacrifice of living animals, beasts, and sometimes even sentient or Daimonic beings. This is divided between bloodletting, the blood being consecrated, offered, or ritually consumed to confer its innate powers and thus a temporary ability, bonus, or advantage on the practitioner or other recipient, and sacrificial divination, in which the entrails and blood of a sacrificial animal are examined to elicit an answer to a query supposed fortune, insight, or providence. Mysticism is influenced by the Void and enables its practitioners to alter reality with inexplicable, wondrous, and oftentimes quite dangerous phenomena, and as such can only be practised by the Voidmarked, the enlightened, or those who have otherwise been affected by the Void. Practitioners of Mysticism are either Furores or Gnostics, depending upon if they use their Willpower or Intellect respectively. Furores tended to be untrained and unleash passion fuelled displays of unrefined powers, whilst Gnostics are trained and meditative, capable of creating more subtle effects. They cannot channel as much power as Furores, but know techniques which enable them to withstand the deleterious effects should they lose control of their power.

Our sample Mystic is Gulandam, a healer and scholar in good standing with the Beggars Court despite his appearance. 

Name: Gulandam
Race: Voidmarked
Homeworld: Llyhn Native
Age: 59 (Elder) Gender: Female
Appearance: Short and obese; speckled skin, hair tendrils, all black eyes, tendril beard, four fingers on each hand, four toes on each foot.

Agility 2 (-1)
Awareness 3 
Stamina 2 (-1) (Flaw: Obese [Mild])
Strength 2 (-1) (Flaw: Frail [Mild])
Intellect 4 (+1) (Talent: Quick Learner)
Persuasion 3 
Presence 3 
Willpower 5 (+2) (Talent: Resolve)

Health: 16 Sanity: 39 Move: 4 Defence Value: 7 Enlightenment: 0 Wastah: 1

Backgrounds: Educated, Local

Powers: Ageless, True Sight, Mysticism (Gnostic) 1– Spheres: Life (2), Mind (2)

Skills: Anatomy 1, Bladed Weapons 0, Enquiry 1, Herbalism 1, Occult Lore 1 

Then there is Enlightenment. Through a growing awareness and comprehension of the Cosmos and the Void, a Player Character can climb tiers of Ascension, becoming increasingly sensitive to the Void and able to express various powers. Enlightenment only comes about through play and it is up to the Arbiter to decide when a Player Character progresses.
Bagrah has been hired to mug Gulandam, part of the rivalries besetting the Beggars Court. The Arbiter Gulandam’s player must make an opposed Observation roll versus Bagrah’s Stealth check. The Stealth check figures in Bagrah’s Agility modifier and Stealth skill, which is +1 each. His player rolls the die and adds +2 for a result of 9, modified to 11. Gulandam has no modifier, nor the Observation skill, so is untrained and suffers a -3 bonus. His player rolls an 11, modified to 8. Bagrah has achieved surprise and consequently, beyond his natural Defence Value of 7, Gulandam cannot react to the attack. Bagrah unleashes his claws and leaps to attack. His player will add +1 for Bagrah’s Agility modifier and +1 for his Unarmed Combat skill. Unfortunately, Bagrah’s player rolls a natural 1—a critical fumble! This means his player rolls on the Mishap Table, the result being a ten in which Bagrah pinches a nerve and cannot conduct any combat manoeuvres the following round.In the next round, both players roll for initiative. Gulandam has no modifier, but Bagrah gains a total bonus of +2 from his Agility and Fast Reflexes Talent. Bagrah’s player again rolls a natural 1! There is no penalty for this, but Bagrah is obviously slowed by the pain. Gulandam’s player simply rolls a 7. Now both players will declare their characters’ actions. Bagrah’s player says that he will be doing no more than dodge whatever Gulandam attack will make, whilst Gulandam’s player decides that the Mystic will strike fear into Bagrah using the Mind Sphere of his Gnosticism. This takes three separate steps. First to determine the Potency of the Mystic channelling, then make a to-hit roll and roll, followed by a damage roll.Potency depends on the channelling time, range, duration, area, and the Rank of the Sphere used. An instant channelling time has a Potency of 6, but Gulandam has time to concentrate before Bagrah can act. Gulandam spends a second concentrating on the channelling, reducing his initiative to 3 and the Potency to 5. Range is inside three metres and duration is instant, so the Potency is not increased, but the target of one person increases it by 1. It is also increased by 2 for Gulandam’s Rank in the Mind Sphere. This gives his player a Difficulty of 9 to beat. To this, Gulandam’s player will add +1 each for Gulandam’s Intellect modifier and Mysticism Rank. He rolls a 9, adds +2, for a total of 11. Gulandam has successfully channelled the Gnostic forces and his player now makes the to-hit roll. Bagrah has a high Defence Value and Gulandam has a poor Agility, giving a -1 modifier to the attack roll. Fortunately, Gulandam’s player rolls an 11, which means Gulandam successfully strikes his assailant. At Rank 2 of the Mind Sphere, Gulandam can force Bagrah’s player to make a roll against Difficulty rating of seven. Unfortunately, Bagrah’s player rolls a 5 and Bagrah is suddenly affeared… This means he has to roll on the Fear effect table, and on a seven, Bagrah is panicked, and must flee for three rounds and is at a penalty to act against Gulandam.Black Void is split into two parts. The first half presents the rules for both the players and the Arbiter—as the Game Master as known in Black Void—and quite an extensive equipment list also, including lists of physician’s tools, infusions and teas, services and labour, and so on. The second half is for the Arbiter. Here it presents solid advice on running and setting up a game, before delving into the world or worlds of Black Void itself. This includes an examination of the Void itself and the means and dangers of traversing it; perforations between the Void and the Cosmos, and the appearance and nature of the perforations where they appear; and information about the most common routes through, in particular those overseen by the Unseen Rulers of the Eternal City. The focus of the Arbiter’s section is Llyhn Eternal and here it is given a good breakdown of the city’s sections, factions, and so on, complete with decent maps, personalities, and plot hooks. The bestiary provides a selection of strange  sentient and non-sentient races. They include the curious and diminutive four-armed Aq’Jarea, traders and travellers known to hire guides and guides; the Eybolq, a black-scaled, aquatic-looking creature that swims through the air rather than the water and has a strange aims and known to feed upon the mental capabilities of its targets; and the Harith, bulky, six-armed blobs of muscle known for their sense of honour, their singing voices, and the great flotillas they travel the Void in. Lastly, nine worlds are described as potential destinations to go beyond the Veil.

Black Void is a roleplaying game in which not only are the Player Characters at the bottom, but so is the rest of Humanity. They cower at the bottom of a highly stratified and strict caste system, wanting to improve themselves as does the remnants of Humanity. However, step out of line and the powers that be in Llyhn the Eternal, the Unseen Rulers and their servants, are all too ready to swat Humanity like insects. Improving themselves will take matronage and patronage, allies, dangerous missions, and more. At times it involves the Player Characters to the Void, which may change them, make them less or more than Human. The question is, as the last bastion of Humanity, are they and the enclaves of Humanity in Llyhn prepared to sacrifice that? 

Physically, Black Void feels as dark as its name suggests. All of the pages are given a faded sepia wash and whilst is quite heavily illustrated, the artwork varies in quality. Much of the black and white art is of questionable quality, whilst the majority of the full artwork is very, it is often too dark, often murky, to really see the rich detail that it probably has. It needs an edit too in places, but otherwise in terms of the text is decently written.

Black Void is an amazing fantasy creation, dark and different in its feel with a great deal of originality and yet… Black Void simply suffers from poor design in terms of the way in which it presents its information. Fundamentally it is not sufficiently upfront what the game is or what is about and what the players can roleplay and what they are doing. In fact, there is not really enough background presented to the players at all before they are given the means of creating characters and then the rules. For the Arbiter, there is no explanation of what the game is about until halfway—two hundred pages—through the book. What this means is that the players are given the means—or the how—of character creation, but not the why. They have no context for what they are creating which leaves the Arbiter with extra work to do in order to educate her players. Certainly, Black Void needed some sample characters complete with backgrounds and motivations, some background with in-game voices explaining the factions and what they want, and so on. That would have prepared the players for character creation, given them basics about the background, given them some ideas about what to play, and also prepared the Arbiter for her own half of the book. It does not help that the core book lacks a scenario to help her get started either.

Black Void is a fantastical creation, genuinely original. It reads as if One Thousand and One Nights has been cast upon an alien shore under skies of cosmic horror and that is a weird combination. As a roleplaying game, Black Void takes more effort and makes more demands upon the players and the Arbiter than what its very different setting should, all of them unnecessary if it had been more clearly designed and presented. If as a Referee you are looking for a different, original fantasy setting, then Black Void is worth investigating, but bringing it to the table will be a challenge.

Kickstart Your Weekend: DCC RPG: Fred Saberhagen's Empire of the East

The Other Side -

A new Kickstarter from Goodman Games and good friend of the Other Side Jason Vey!

DCC RPG: Fred Saberhagen's Empire of the East


https://www.kickstarter.com/projects/1409961192/dcc-rpg-fred-saberhagens-empire-of-the-east?ref=theotherside

So what do we have here?  Goodman Games.  Dungeon Crawl Classics AND Mutant Crawl Classics.  Jason Vey of AFMBE, Castles & Crusades, AND Night Shift fame.

I always enjoyed the work of Fred Saberhagen and discovered him at the same time I was getting into AD&D, so in a way I always associate him with AD&D even though I can't point to a single thing of his I imported into my games.

This might change that.

Jason has had a solid game design career.  He worked on a number of great AFMBE books for Eden, LOTS of Castles & Crusades and Amazing Adventures (which he is the line developer) and of course OSR games with Elf Lair Games.  And yes we worked together on Night Shift.

So these reasons alone are enough to get this. 



Zini Dungeons

Reviews from R'lyeh -

Best Left Buried is a fantasy horror roleplaying game in which characters venture into the crypts and caves below the earth in search of secrets and treasures and there face unnameable monsters, weird environments, eldritch magic, and more… Whilst deep underground, they will be under constant stress, face fears hitherto unknown, and the likelihood is that they will return from the depths physically and mentally scarred, the strangeness they have seen and the wounds they have suffered separating them from those not so foolish as to descend into the dark. Published by Soul Muppet Publishing, there are several versions of Best Left Buried. Although all three contain the same basic rules, they vary according to the extra information they contain. So Best Left Buried: The Zini Edition offers a lightweight, basic version intended for ease of play; Best Left Buried: Cryptdigger’s Guide To Survival includes more information for both player and information as well as everything in Best Left Buried: The Zini Edition; and Best Left Buried: Deluxe Edition contains everything plus background and extra rules.

Best Left Buried: The Zini Edition or A Doom to Speak – The Crypt Collection 1: Rules is probably the most accessible, presenting its contents in discrete, self-contained chapters or ‘Zinis’. The idea here is to minimise page-flipping and the format has also been applied to its companion, A Doom to Speak – The Crypt Collection 1: Dungeons. This is an anthology of fifteen mini-dungeons and mini-locales reduced to the ‘Zini’ format, just four pages per entry, written by a diverse number of writers working in the Old School Renaissance hobby. Each entry adheres to the same format, a title page providing an illustration of the dungeon’s main antagonist, a quick introduction to the dungeon, a page listing each of the monsters and any treasure to be found in the dungeon, and then a double-page spread showing the plans or maps of the dungeon, building, or locale with its room descriptions circling the map. The result is generally easy to read, though anyone used to traditional maps with their numbered locations may need to make a slight adjustment to get used to the self-contained design.

A Doom to Speak – The Crypt Collection 1: Dungeons is bookended by maps. It 
opens with a combined map and table of contents for the anthology’s content. The map is of the Eastern Isles, part of Soul Muppet Publishing’s The Thirteen Duchies of Lendal setting. It closes with a full map of The Thirteen Duchies of Lendal which shows an oddity that the Eastern Isles are actually in the west of Lendal. The map at the front of the book does at least mark the Eastern Isles’ major duchies along with the locations of the fifteen dungeons and their page numbers. This though highlights the issue of the lack background given in the anthology to either the Eastern Isles or The Thirteen Duchies of Lendal. A Zini devoted to either would have provided some context to the fifteen dungeons in A Doom to Speak – The Crypt Collection 1: Dungeons.

The dungeons or locations or encounters vary wildly and weirdly, from caves occupied by alien creatures from the stars and the unknown and halls and houses fallen to the macabre and the magical to islands which breath and swallow and ravines stalked by insectoid monsters. For example, ‘Hearteater’s Hall’ is a rural Elven manor house, home to the late Lord Holston, a Blood Elf who has and regressed into savagery and a meaty diet with servants who would love to have the Cryptdiggers to dinner, whilst ‘Like Family’ details Remly House, a manor home to a coven of mages which has not been heard from recently and so perhaps might be worth investigating or even burglarising… The Game Master will have fun with a particular NPC in this scenario, a talking book and there are lots of little details here for the player characters to dig into. Elsewhere ‘The Prophet’s Valley’ offers visions from the ninth child of a Gorgon at the end of a ravine—or plenty to steal and ‘Transmuter’s Tower’ is home to a noted wizard and sage who has not been seen since a calamitous sound was heard from within its walls. Other dungeons include tombs and caves and temples, and so on, some located in jungles, some in ravines, some by the coast.

Perhaps the two dungeons in A Doom to Speak – The Crypt Collection 1: Dungeons that stand out are not dungeons at all, but rather mini-hexcrawls which give the monsters and situations described room to breathe. Literally in the case of ‘Maw Isle’, and literally not in ‘White Hair’. ‘Maw Isle’ is part island, part tentacular monster, that hunts and crunches ships. The seas around the island seem to rise and fall as the island breathes even as shipwrecked survivors do their best to get by until rescue arrives or another ship presents a means of getting off the island. ‘White Hair’ is even stranger, a village, the surrounding hills, grottoes and tombs under a rain of white hair that falls each time a singular dragon takes to the sky. Exploring the mini-region exposes the Cryptdiggers to more and more of the strange hair and as it more and more gets everywhere, they get infected by it and they begin to transform… This is delightfully weird set-up, the infection driving the Cryptdiggers to discover what is going on.

In general, A Doom to Speak – The Crypt Collection 1: Dungeons provides a good mix of dungeons, houses, caves, and other adventuring location. There is always a sense danger to them, something not quite right about them, whether it is a mad researcher bent on obtaining hidden lore at all costs, alien scorpions attempting to conquer the world, or a fertility cult blasé about its sacrifices. The Zini format also leads to a sense of claustrophobia to the dungeons, if not the mini-hexcrawls. What they are missing though is context, the reason why they are there and, in many cases, why the Cryptdiggers would be interested in visiting such places. Now of course, the Game Master and her players can come up with motivations for the Player Characters, but there is no denying that one or two more, or even some, hooks would have helped to draw the Cryptdiggers into each location. 

Similarly, some information about the Eastern Isles would have been useful too, adding more context to the playing area for the Game Master and her players. Rounding out the anthology is a guide to adapting the monsters in A Doom to Speak – The Crypt Collection 1: Dungeons to Dungeons & Dragons-style roleplaying games. This nicely expands the utility of the book and its contents. There are innumerable roleplaying games for which the contents of the anthology would work, whether that is Warhammer Fantasy Roleplay or Mörk Borg.

Physically, A Doom to Speak – The Crypt Collection 1: Dungeons is a neat and tidy book, light on artwork, but what there is, is decent and the maps are all very clear.  Although in many cases, the Game Master and her players will have to supply context and motivations for the Cryptdiggers, A Doom to Speak – The Crypt Collection 1: Dungeons provides fifteen solid adventuring locations for a Best Left Buried game. They work as one-shots, but are flexible enough to work into a campaign or even be adapted to the dark fantasy roleplaying game of the Game Master’s choice, but whatever the choice of game, they should each provide a good session’s worth of play. 

Old-School Compatibility Logos, Part 2

The Other Side -

The other day I posted some concepts for a set of "Old-School Compatibility Logos."

This morning I decided to expand on the idea some more.

Old-School Compatibility Logos Page
I created a page here with all the logos and a list of details about the games I like to use for each one.  I am not indicating 100% compatibility with a single game, but rather a compatibility with a play style.  I have also listed the DriveThruRPG categories I put items I have written that would use these logos/banners.

You can see that page here:  https://bit.ly/osclogos
If you could, please use this shortened URL for linking.

Sub-Categories on The Other Side store.
I also modified them slightly and used them as sub-categories over at the Other Side storefront at DriveThruRPG.



Here is how the Basic-Era Sub-Category looks.



Going to play around with it for a while and see what happens.

The Opposite of Camp is Tragedy: Anna Biller’s ‘The Love Witch’

We Are the Mutants -

Noah Berlatsky / May 14, 2020

“Men are like children; they’re very easy to please as long as we give them what they want,” declares sultry young witch Elaine Parks (Samantha Robinson) to her friend Trish (Laura Waddell) in Anna Biller’s 2016 film The Love Witch. The conversation takes place in the Victorian Tearoom, a women only coffee shop with pink on pink décor. A harpist plucks languidly in the background, and Elaine wears an enormous flowered pink hat as she talks with breezy intensity about what men want and how women must give it to them. Feminine sexuality sloshes about the screen like the tea in the cups. It’s flamboyant. It’s over-saturated. It’s camp.

Or is it? Biller has been outspokenly dismissive of male critics who link her work to ‘70s exploitation like Russ Meyer, or to a winking aesthetic of not meaning it. The film is about how Elaine uses love spells to attract men to love her. But once the spells take home, the men become irritatingly needy, and Elaine abandons them, under circumstances that often lead mysteriously to their deaths. Elaine’s seductions often involve sensual/silly strip teases, blatant nudity, and innuendo—some critics have seen it as soliciting bawdy giggles. But Biller insists, in a Sight and Sound interview, “I didn’t want to get anyone who was interested in camp or camping it up at all,” and she rejects “the word sexploitation, or exploitation, or sleaze, or trash, or any word that’s tawdry or debased on purpose.”

Camp, according to Susan Sontag, is “a seriousness that fails,” but a seriousness that is redeemed by “the proper mixture of the exaggerated, the fantastic, the passionate, and the naïve.” Biller’s Victorian Tearoom, and indeed her film as a whole, are shot through with exaggerated hats, fantastic dialogue, and passionately naïve pink. But, understandably, the director rejects the idea that these highly stylized elements indicate failure.

Part of the problem here is the definition. Sontag’s 1964 essay “Notes on ‘Camp'” is the most famous and influential description of camp, but it’s not necessarily the most insightful treatment. In particular, Sontag does not engage with, and at points outright dismisses, the connection between camp and queer communities, and between camp and the closet. By doing so, she removes much of camp’s political possibility. Camp becomes a way for (straight) people to laugh at tastelessness, rather than a way for (queer) people to laugh in solidarity.

In 1990’s Epistemology of the Closet, in contrast, Eve Sedgwick offers a definition of camp that is more closely tied to liberation and subversion. Sedgwick suggests that camp is a description of art in which the viewer—especially the queer viewer—is moved to ask, “What if the right audience for this were exactly me?”

The Victorian Tea Room scene, read in this way, is camp not because it is overdramatic, or self-parodic, but rather because it joyfully broadcasts queer possibilities. “The whole world doesn’t revolve around men’s wants!” Trish exclaims. That could be an ironized, semi-parodic sexploitation smirk. But it could also be a woman asking the woman in front of her to pay attention to other erotic possibilities and desires that don’t involve men. Part of the energy and delight of the scene is that it urges queer viewers to say, “What if the women talking intensely about love and patriarchy in a flagrantly pink, women only space are in fact talking to and about me?”

The camp in the scene is not just in its heightened same-sex feminization, but in the way it evokes earlier films and eras. The vivid red of Elaine’s Mustang could be a nod to the bright reds that terrorize the title character in Hitchcock’s Marnie (1964). The stylized retro costumes and décor recall Douglas Sirk—a director who Biller admires, and whose own movies are camp documents in themselves. Sirk’s 1955 All That Heaven Allows is about a widow, Cary Scott (Jane Wyman), who falls in love with a younger man, Ron Kirby (Rock Hudson), to the horror of her friends and children. Hudson is now known to have been gay, and the out-of-proportion disapprobation of the community resonates on current viewing as a metaphor for homophobia. The famous last scene of the film, a deer looking through a wall-sized bank of windows, is an image of otherness, virility, and cuteness—the viewer watches a stand-in for a queer viewer, and can say, with Sedgwick, “this movie is made for me.”

Part of the camp charge in watching All That Heaven Allows is the way that nostalgia intensifies, or makes possible, a queer gaze. The demand that Cary shut herself off sexually forever after her husband’s death appears preposterous because that’s no longer a demand made by our world. The deer looks not just through the window, but through time. Gender roles aren’t like that any more, and part of the camp exhilaration is the recognition that the movie was speaking to a future we now inhabit, where Cary Scott and Rock Hudson didn’t have to keep their desires in the closet.

Biller, for her part, uses the look of the past to cut her characters adrift in history, which also leaves them adrift in gender roles. Elaine floats and shimmies through burlesque houses, Renaissance fairs, hippie one-night stands, nude Satanic rituals, and affairs with boring business men. The time could be the ‘50s or the ‘60s, or an alternate present-day 2010s, where witches are common and persecuted, where magic maybe works. It’s a dream landscape in which it makes as much sense to wear a gargantuan hat as to leave a bottle with a tampon on the grave of your lover. Rules of proper behavior are fluid and constantly transgressed in a camp fugue of delighted, queer familiarity.

Some limits remain, though. The sexual tension between Elaine and Trish, for example, is squashed almost as quickly as it is raised. When Trish first sees Elaine, who is renting an apartment from her, she exclaims, “You’re so pretty!” But then she adds, “Oh I didn’t mean anything. I’m married and everything.” Elaine hesitates for an awkward pause (all the dialogue is punctuated by awkward pauses) before replying, “No. I didn’t think anything.”

The camp recognition of female/female eroticism is immediately disavowed. Nothing is meant; nothing is thought. Desire is funneled into conventional channels, which means that Elaine has sex with Trish’s husband, not with Trish herself, and that Trish, in a late scene, tries on Elaine’s make-up and wig because she wants to be the love witch, rather than because she wants to be with the love witch.

Elaine’s fantasies are constrained by heterosexuality in other ways as well. Witchcraft in the film is erotic power; it’s a way for women to assert their own desires, and impose them on men. But in the real counterculture, sexual liberation of women was often just an excuse for sexual harassment by men, and so it is among witches. The leader of the coven, Gahan (Jared Sanford), is a bearded pontificator who lectures women about their true womanly nature, explaining to them that they should perform striptease acts in a burlesque club. The Satanic initiation ritual he sets up involves him groping and perhaps raping new initiates. In one scene, he gropes Elaine’s breast before she pushes him away. Male violence squats even at the center of what is supposed to be female power.

Patriarchy also haunts Elaine’s affairs. Using her witchcraft, she fascinates men. But as she takes the stereotypically male role of free-swinging philanderer, the men are forced into the stereotypically female role of needy lovers. “He became just like a woman, crying at every little thing,” Elaine pouts about one of her conquests. Her witchcraft gives her the upper hand over men, but it retains the dynamic whereby relationships are about who has the upper hand over who. Elaine feminizes the men she sleeps with, and then is disappointed, because under patriarchy whoever is feminized is repulsive.

The dynamic here mirrors that of the 1933 Barbara Stanwyck vehicle Baby Face, in which a young ambitious woman, Lily Powers (Stanwyck), uses sex to advance her career, climbing the corporate hierarchy in a high rise bank building. Lily—somewhat confusedly inspired by the writing of Nietzsche—eventually realizes that material success without love is hollow, and gives her money to save the guy she loves.

Elaine doesn’t care about wealth, but her rapacious pursuit of love lands her in a similar bind. To be empowered means to despise the men she dominates, and her last act in the film is to plunge a phallic knife into the chest of her last disappointing lover. Where Lily is refeminized by self-sacrifice, Elaine is masculinized by murder. In both cases, though, stereotypical gender roles close around them, negating or paralyzing camp escape.

Camp is a utopian mode: it offers an alternative to the dead weight of natural convention by positing a world in which the marginalized are centered and celebrated. The Love Witch flirts with that kind of recognition and that kind of world. But ultimately its vision is more tragic than euphoric. The odd, alienated dialogue and the stylized costumes and sets don’t create a campy, artificial, liberated world. Rather they reference and acknowledge an alienated, artificial world that still permeates the present—just as in Marnie, where the main character’s every thought and action is determined by a trauma she doesn’t remember. The Love Witch is camp insofar as it prompts women, and anyone uncomfortable in patriarchy, to ask, “what if this were made for me?” But it is also, in a less hopeful vein, a depiction of what it means to be trapped in a tea room made of the past and gender, misogyny and love.

Noah Berlatsky is the author of Wonder Woman: Bondage and Feminism in the Marston/Peter Comics.Patreon Button

OMG: Central American Mythos

The Other Side -

One Man's God: Central American Mythos

I return to One Man's God today with one of my favorite groups of Mythos, and the one that is the most problematic in terms of dealing with real-world history and myths.


Central American Mythos is a catch-all section that includes gods and monsters from a variety of societies and times.

Olmec: 1500 BCE to about 400 BCE, Mexico
Maya: 2000 BCE to 1697 CE, southeastern Mexico (Yucatan), all of Guatemala and Belize, and the western portions of Honduras and El Salvador.
Mezcala: 700 BCE to 650 CE, Central Mexico.
Zapotec: 700 BCE to 1521 CE, Central/South Central Mexico.
Toltec:  900 CE to 1168 CE, Central Mexico. (and there is still debate on this)
Aztec: 1300 CE to 1521 CE, Central Mexico.

While these people and civilizations overlapped and had influences on each other, there are a number of distinct differences.


Another issue to deal with here is the nature of demons and the gods of these myths.  In a very real sense, these myths are the epitome of "One Man's God is Another Man's Demon."

Even according to scholars it is difficult to tell what is a demon and what is a god.  From the outsider's point of view, many of the Aztec and Mayan gods can be considered "Demonic" and were certainly called that by the Catholic Priests that would come to these lands from Spain (predominantly).

A good example are the Aztec Tzitzimitl, or demons (or gods) from the stars.  They were thought to have been the demons that attack the sun during a solar eclipse and also been the gods that protected to place where humans were created.

Tzitzimitl
Undead Demon
FREQUENCY:  Very Rare
NO.  APPEARING:  1-6
ARMOR CLASS: 3
MOVE:  12" Fly 24"
HIT DICE:  9+9 (50 hp)
%  IN  LAIR:  10%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3 or 1
DAMAGE/ATTACK:  1-6 (claw)/1-6 (claw)/2-12 (bite) or bone club (1-10) + Special
SPECIAL  ATTACKS: Cause Darkness
SPECIAL  DEFENSES:  +1  or  better weapon to hit; double damage from sunlight
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Average
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (9')
PSIONIC ABILITY:  Nil

Tzitzimitl are the demonic spirits of women who have died in child-birth or stillborn babies.  They appear as giant skeletal women wearing skirts decorated with the skulls and bones of their enemies. Around their necks, they wear the still-beating hearts of these enemies.  They are charged with protecting the lands where humans were created and thus they are invoked by a Curandero when a woman is giving birth.  They protect the mother and the child but demand that the ones that die be turned over to them.
They have been known to attack the sun during eclipses and this the time when they manifest in the Prime Plane. 
They attack with a claw-claw-bite routine or with a legbone from a defeated enemy.  On any successful hit with this leg bone, the victim must save vs. Paralysis or be blinded.
These creatures are semi-undead and can be turned by a cleric as Special.

One god in the book that works very well as a demon is Camazotz, the God of Bats.
His name means "Death Bat" and as I have pointed out before he could be a God, a demon or even a very, very powerful vampire.  In the Popol Vuh his description is very much demon-like.

Demon Lord, Camazotz
The Death Bat, Bat God, Sudden Bloodletter, Slaughter Lord 
FREQUENCY:  Unique
NO.  APPEARING:  1
ARMOR CLASS: -2
MOVE:  12" Fly 24" (infinite at night)
HIT DICE:  24+24 (132 hp)
%  IN  LAIR:  10%
TREASURE  TYPE:  Qx10
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-8 (claw)/1-8 (claw)/1-12 (bite) + Special, Blood Drain 3 Points of Con
SPECIAL  ATTACKS: Cause Darkness, See in Darkness
SPECIAL  DEFENSES:  +2  or  better weapon to hit; see below
MAGIC  RESISTANCE:  50%
INTELLIGENCE:  Genius
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (15')
PSIONIC ABILITY:  Nil

Camazotz is the demon god of bats and vampires. But he is not truly a god or a demon or a vampire but something that is thousands of years old and akin to all three.  Vampires pay him homage more out of fear than actual piety. Humans on the other hand worship and hope that he will reward them with the gift of immortality (vampirism).  He requires blood sacrifices every new moon.  Camazotz himself goes through periods of extreme torpor and frenzied blood lust.

Camazotz dreams of one day destroying the god of the sun.

Camazotz attacks as a vampire with a claw/claw/bite routine of 1d8/1d18/1d12.  His bite (any natural roll of 18, 19 or 20) will drain 3 points of Constitution per round.  Anyone reduced to 0 becomes a vampire under his control.

He can see perfectly well in even the most complete of darkness, magical or mundane. He can also cause darkness as per the spell to 100’.  In darkness his AC is reduced to -4 and +4 or better weapons are needed to strike him.

He lives in a dark cave-like plane know as Xibalba on the Abyss where he serves as a vassal to Orcus. Again this is not out of fidelity but out of fear of the Demon Prince of Undead.  The cave is dark and the floors are stained with blood.  In this cave, Camazotz can summon up to 1000 bats to do his will.

Camazozt appears as a giant bat whose mouth is filled with bloody fangs.  He can also appear as an old man or a young warrior with bat wings.

He also makes a great demon lord to the Nabassu demons from Monster Manual II.

Tlazōlteōtl
This goddess is listed as the Goddess of Vice in the book.  She is also a "sin-eater" or someone that takes on the sins of others.   Among other things she is also the Goddess of Healing, Midwifery, Childbirth and the Goddess of Sweeping and Brooms.

Sounds like a perfect witch goddess to me!

What is Missing?

As to be expected with several lands, cultures, and 3,000 years of history, a few things are missing from the pages of the Deities and Demigods.

For example Dwarves. Dwarves in earlier Olmec culture and then in later Aztec culture are considered to be "touched by the gods" or the offspring of "witches."

Werejaguars are also an important creature with many warriors having the ability to become jaguars in battle.

Werejaguars
FREQUENCY:  Rare
NO.  APPEARING:  1-4
ARMOR CLASS: 3
MOVE:  12"
HIT DICE:  6+12 (39 hp)
%  IN  LAIR:  50%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-4 (claw)/1-4 (claw)/1-6 (bite) + Special
SPECIAL  ATTACKS: Lycanthropic curse, see below
SPECIAL  DEFENSES:  Obsidian or +1  or  better weapon to hit
MAGIC  RESISTANCE:  0%
INTELLIGENCE:  Average
ALIGNMENT:  Neutral Evil
SIZE:  M  (6')
PSIONIC ABILITY:  Nil

Werejaguars are often found in tropical cities and ancient jungle ruins, but will appear in more temperate climates as well. These lycanthropes can assume the form of a jaguar, a human, or a bipedal, jaguar-like hybrid of the two forms.
Lycanthropy: If a victim is reduced to half total HP will become a werejaguar on next new moon.
Werejaguars can only be hit by obsidian weapons or by magic.

But the biggest miss, in my opinion, is the God Seven Macaw.

Vucub Caquix, or Seven Macaw, as a trickster demi-god and thus has the best chances of interacting with the characters.  Like many tricksters, he is chaotic, and also in this case evil.  He is associated with the Hero Twins Hunahpu and Xbalanque.  He tricks them into thinking he is the God of the Sun, Moon, and Corn.  They respond by killing him and becoming the gods of the Sun and Moon themselves while their father also becomes the new Corn God.  But like all good tricksters, he comes back.

I don't fault the authors and editors of the D&DG for missing certain aspects of these myths or getting them "wrong."  While researching this I was reading that new translations going on in the 1980s and into the 1990s changed how we now view these stories.  And again, with 3,000 years of myths told and retold across seven or more civilizations there would be more to put in than the book could allow.

There is a lot more I could go about here, but one of my goals is to contain myself to the entries in the book and only add when needed.

“Splendid Sparkling”: Donatella Rettore’s Posthuman Pop Song

We Are the Mutants -

Daniele Cassandro / May 13, 2020

 

Donatella Rettore’s “Splendido Splendente” broke into mainstream Italy’s consciousness in 1979. It was dancey but definitely not disco, and it owed something to ska but had a sound that was unheard of on Italian radio. Rettore’s delivery was straightforwardly pop: a light soprano voice with a few embellishments but nothing too fancy that might distract from the lyrics. The title itself was part of the allure of this strangely alien song: Splendido splendente—Splendid Sparkling—was pure optical poetry, a prismatic, hypnotic coupling of words that immediately brought to mind the glittery stickers Italian kids of the late ’70s were rabidly collecting. They were called Super Stickers and you bought them at newsstands without knowing what you were going to find inside the packet: a sparkling pseudo-Warholian Marilyn Monroe? Or a velvety sticker with Mick Jagger’s face? “Splendido Splendente” was just such an unknown quantity and it hit you like a glitter cannon before you heard the first note.

Donatella Rettore—who performed under her authoritative-sounding surname, meaning “Rector”—was born in Castelfranco Veneto, not far from Venice, in 1953. After singing in a few local bands she moved to Rome, and in 1974 opened for Lucio Dalla, one of the iconic Italian singer-songwriters of the ’70s. Her first two solo albums didn’t chart, but she enjoyed runaway success in Germany and Switzerland with the Abba-soundalike single “Laiolà.” She recorded a few other interesting songs, but remained mostly unknown in Italy; so when “Splendido Splendente” appeared, it sounded like something from a future we now know all too well.

“Splendid sparkling
Even the papers say it
And I believe it blindly
A powerful anesthetic
And you’ll have a new face
Thanks to a perfect scalpel”

At the time, plastic surgery was starting to enter the lexicon of the Italian public. Famous for his work reconstructing the face of F1 driver Niki Lauda after the 1976 crash that nearly killed him, Brazilian plastic surgeon Ivo Pitanguy became an international celebrity, and Italians began to fantasize about the eternal youth evoked by stars like Joan Collins and Marina Doria, the Swiss champion water-skiing wife of Vittorio Emanuele di Savoia, son of the disgraced last king of Italy. Rettore taps into this new Italian obsession with a song that is superficially self-mocking and light-hearted.

“Splendido Splendente” is a post-human song before post-human was even a thing. Through the metaphor of plastic surgery, Rettore imagines a future humanity with perfect features and “pelle trasparente come un uovo di serpente” (“skin as transparent as a serpent’s egg”), smiling eternally in a state of blissful sedation. After this shiny (splendente) scalpel has worked its magic on her face, slicing it open and magically rearranging her features, she chirps that she “will smile eternally,” an eerie cross between Frankenstein’s monster and the Joker. Vanity, narcissism, money to spend, and the ultimate luxury—looking exactly like everyone else: it was the ’80s dream in a nutshell. But Rettore takes things even further:

“We’ll see how I turn out
An ageless man or woman
Without sex, resplendent vanity growing
For the rest of my life”

Rettore foresees cyber-transfeminism in the verses of a pop song: gender is the first thing that this glittering surgical ritual will erase. Gender is something that can be reinvented through technology and revolutionary practice. This peroxide blonde from Castelfranco Veneto had sniffed the scent of the 1977 sexual revolution in the air: just two years before, Italian philosopher and theorist Mario Mieli had published his “Elements of a Gay Critique,” where he had theorized a Marxist path to sexual liberation and a universal transexualism. Everyone is potentially trans, he said; it’s the capitalistic system that squeezes our sexuality and gender into tiny boxes. Mieli died in 1983, but his ideas lived on in the struggle of many gay, lesbian, and trans Italians who, especially in the years between 1977 and 1981, made their bold and uncompromising entrance into the  sleepy, mostly Catholic, and often sex-phobic landscape of Italian politics. Not even the most advanced minds in the communist and socialist parties could get their heads around the ideas driving this colorful and brash new crowd. These turbulent years, which trans activist Porpora Marcasciano vividly describes in her memoir, “L’aurora delle trans cattive” (“The Dawn of the Evil Trans Women”).

Androgyny was everywhere in mainstream Italian entertainment of the late ’70s, though. It might not have been an openly “gay” thing, but it was nonetheless a groundbreaking aesthetic moment in pop culture. With a flamboyant stage persona that mixed glam rock with an Italian sensibility for a good tearjerker, pop singer-songwriter Renato Zero was a star of prime-time family programming; polysexual pop star Ivan Cattaneo, one of the few openly gay artists in late ’70s Italy, created a sort of androgynous rockabilly persona and electro-punk cabaret act that Sigue Sigue Sputnik would have died for; and Amanda Lear, the muse of surrealist artist Salvador Dalí and cover girl of Roxy Music’s albums, was on TV all the time, hinting—before Lady Gaga was even born—that she might or might not have a vagina. Lear also was the main attraction of a TV show called Stryx featuring BDSM burlesque acts and winks to occultism and satanism, six episodes of which were transmitted in 1978 on RETE 2, the second of the country’s public television channels—all in the guise of “varietà,” that quintessentially Italian family entertainment built around elaborate dance numbers and comedy slots. But this TV queerness was all apolitical: it was simply brash, titillating entertainment. The discourse about queer and trans identities and LGBT rights was intense in Italy, but it was happening in a parallel universe, far away from the mainstream.

Mainstream Italian pop music in the late ’70s and very early ’80s was a very diverse landscape: classic singer-songwriters like Claudio Baglioni, Francesco De Gregori, and Antonello Venditti coexisted in the same mediasphere of futuristic, camp innovators as Rettore, Miguel Bosé and Anna Oxa. Italo disco, too, was flexing its muscles, and sexy pop-rock singers like Loredana Berté were experimenting with TV shenanigans international stars like Madonna would later exploit in larger markets. In the mid ’80s, the development of the music video as a promotional tool sanitized things dramatically: Italian pop started losing its DIY post-punk edge to pursue a less adventurous and more family-friendly approach, and the growing success of Silvio Berlusconi’s commercial TV stations had a huge impact on the progressive bleaching of the Italian pop aesthetic. Not that things stopped being sexual—Berlusconi’s idea of television was actually hypersexualized—but it was always gender-conforming and heteronormative. Basically, everything that was daring and experimental on Italian TV was turned into cheap entertainment for straight men.

Rettore’s “Splendido Splendente” is just a fun song. But like all good pop songs, it encapsulates a whole world and an entire culture. Rettore was reacting to the end of the androgynous and revolutionary ’70s and the beginning of an even more androgynous but mostly apolitical and greedier age. She doesn’t pontificate or over analyze. She just smiles as the anesthetic starts rushing through her veins.

image0Daniele Cassandro was born in Rome in 1970. After living for about a year in Austin (before Austin was cool), graduating in art history, and working in a record store, he became a journalist, starting out on the official weekly magazine of the Italian version of reality show Big Brother before moving on to more serious business as staff writer at teen pop magazine Kiss Me! In 2007, he moved from Rome to Milan to work at GQ and launch the Italian edition of Wired magazine, where he curated the Play section for five years. He’s now in charge of the special issues of Italian current affairs magazine Internazionale, and writes about music, art, and theater.

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Half-Baked Idea: Old-School Compatibility Logos

The Other Side -

I had this idea for a replacement for the venerable, but retired OSR logo.
Half an idea really.

The idea is to have a logo I could use on my various works to indicate compatible content with a style of play, but not calling out any rule system in particular.

I came up with some logos over lunch, but I'd imagine that I would need to have some sort of sheet attached to them at the very least.   You know along the lines of "Basic-era Compatible" includes, but is not limited to 1. Race as Class. 2. Monsters with Morale scores and other salient features.

I need to give it more thought. A lot more thought to be honest.  But first I guess is there and interest in anything like this? Is there even a need for anything like this?

Share your thoughts below.  I designed them to be simple and easy to read.






Yeah I included 3rd and 5th eds here.  I still do stuff for those games.

I also included a compatible with The Witch one.  I have had a few people ask for some of my OGC, which I provided for free.  I figure if I pack up a couple dozen spells for something a link back is not too much of an ask.

Out of Line: ‘Sticking It to the Man’ and the Pulp Revolution

We Are the Mutants -

Eve Tushnet / May 12, 2020

Sticking It to the Man: Revolution and Counterculture in Pulp and Popular Fiction, 1950 to 1980
Edited by Andrew Nette and Iain McIntyre
PM Press, 2019

The standard story of the postwar media landscape centers on the rise of television: news anchors and variety shows, cowlicked children of white couples who sleep in separate beds, the same flickering glow from every home—Donna Reed across the face of the world forever. But a series of books from PM Press points out that the television era was also the golden age of the pulp paperback. By the 1950s, a weedy efflorescence of experimental and salacious novels had arisen from the pulp swampland. Sticking It to the Man: Revolution and Counterculture in Pulp and Popular Fiction, 1950 to 1980, the second volume in this series, offers a host of short essays and interviews on how the lost world of the pulps reflected and sometimes advanced the many “revolutions” of the second half of the twentieth century.

Publishers struggled to keep up with the demand for cheap fiction. The hunger for writers allowed unexpected, previously-unpublishable voices to break into the industry: black men coming out of prison, gay and lesbian authors, sardonic and utopian visions of sex and violence. Sticking It to the Man implies that pulp fiction was a genuinely revolutionary arena—even if one of the most successful revolutions fostered there was the law-and-order ascension of Ronald Reagan.

The editors, Andrew Nette and Iain McIntyre, note, “Due to their lowbrow nature, few of these books were ever reviewed in major newspapers or magazines, instead relying on their lurid, eye-catching titles, images, and bylines to draw consumers passing through newsstands, chemists, barbers, supermarkets, and second-tier bookstores.” The pulp covers tend toward the spicy, the psychedelic; sometimes they entice the imagined reader by threatening him, as in the pointing finger on the cover of The Feminists. But Sticking It to the Man does the service of linking the most “lowbrow,” genre-dwelling pulps (Black Samurai 4: The Deadly Pearl; Night of the Sadist) with titles we’d now consider mainstream or experimental literary fiction, from Rita Mae Brown’s lesbian coming-of-age classic Rubyfruit Jungle to the “hallucinatory,” ferocious work of Zimbabwean chaos vortex Dambudzo Marechera. We get to see pulp fiction as a spectrum, from the churned-out series to the realist novel; and some of the most powerful prose comes from the middle of that spectrum, from genre writers like Chester Himes and Iceberg Slim.

To the extent that these books had a perspective in common, that perspective might be, “Order is chaos.” From Dark Angel: The Emerald Oil Caper to Dirty Harry to a host of sensitive gay novels with shadowy faces on the covers, these are books in which societal order has failed in some way, and the heroes are those who step outside the world they’ve been taught to respect. They’re often attentive to the ways even the factions you support will fail you. The focus on action, not thoughts (as a French publisher advised Chester Himes), lends itself to surrealism—a collage of absurd violence, which is also one description of totalitarian order as seen by its victims.

These are novels against harmony. Many offer a grim, chop-licking pleasure in the chaos, which even extends to biting the hand that unleashed them: The Set-Up Girls’ hero rails against the “no-law, no-restriction permissive society” even while his creator’s entire genre of anti-feminist action benefited from the loosening of the obscenity laws.

What we call “literary realism” reflects the beliefs and experiences of a narrow subset of society. Other people’s realisms are more apocalyptic: the titles of Donald Goines’s Whoreson and Dopefiend suggest a self-abasement that has become exaltation, a defiant embrace of degradation. Kinohi Nishikawa describes Iceberg Slim’s Mama Black Widow as “imagining the breakdown of the black family as a kind of urban Gothic.” A 2003 article describes the Goree Girls, a country-western ensemble made up of inmates at a Texas women’s prison, performing at the Texas Prison Rodeo for an audience of male convicts—grifters, cattle rustlers, murderers—as well as free visitors: “It was like something out of a dime novel,” the warden’s daughter said. And she was right—because “dime novels” were more likely than dollar ones to reflect the extremes of life experienced by women in prison.

Of the many subgenres explored in this volume, four stand out for their different relationships to the society that was born in “the long 1960s.” The novels of student or hippie revolution are often tales of retreat, even failure. The exceptions are either openly disparaging or nakedly naive—and “naked” is the word here, since you can’t have a student-revolution novel without sex, which ranges from the porny to the mystical without ever quite losing its air of self-absorption. The disparaging novels are condescending and the utopian ones are silly and it’s all sort of depressing; here, the pulps’ tendency to give the audience what it wants makes the entire genre an exercise in masturbatory self-comfort.

By contrast, the black cop/crime novels are among the most self-lacerating. Scott Adlerberg notes that Chester Himes introduces his black cop heroes in a confrontation with the locals in their beloved Harlem:

Whenever anyone moved out of line, Grave Digger would shout ‘Straighten up!’ and Coffin Ed would echo ‘Count off!’ If the offender didn’t straighten up the line immediately, one of the detectives would shoot into the air. The couples in the queue would close together as though pressed between two concrete walls. Folks in Harlem believed that Grave Digger Jones and Coffin Ed Johnson would shoot a man stone dead for not standing straight in a line.

Himes’s novels follow a heartbreaking trajectory culminating in his unfinished novel Plan B, in which the author kills off his beloved detectives in the middle of a “nightmarish” race war. The black cop walks the razor line, protecting his community in a way that also damages and represses it. He’s both the lawman and, as Gary Phillips notes, “heir to the bad-man mantle of black folklore.” Plan B, at least, suggests that the man on both sides is doomed and friendless.

The two successful revolutions whose seeds can be found here are gay rights and law-and-order. Michael Bronski argues that the pre-Stonewall gay paperbacks were surprisingly mainstream, free of the cliched tragic ending, and sexually-explicit. These were “how-to manuals” for those who might want to find and enter a gay community. Even early gay young adult titles were controversial but not underground: 1978’s Happy Endings Are All Alike, which Jenny Pausacker describes as “on a borderline between fiction and a [gay-rights] political pamphlet,” was named an ALA Best Book for Young Adults. Pausacker notes that several of these titles (unlike Happy Endings) have the protagonists explicitly reject labels like “lesbian,” but rely on exotic and violent tropes to code the characters’ intense same-sex love as doomed, dangerous, and queer. The books’ emotional intensity tantalized queer readers, while their insistent, even contrived tragedies depicted a world with no place for any form of love or commitment between girls or boys. (Pausacker gives a list of gay YA novels that end with the wistful parting of the couple, the one yearning brokenhearted at the window while the other walks away.) But all of these paperbacks, from Beebo Brinker to Hey, Dollface, are portraits of a community at the very beginning of the discovery that they might have a future. These are books about very early attempts to figure out what, if anything, same-sex love is for—unguided and urgent attempts.

As for law and order—Dirty Harry and its epigones are the product of a surge in violent crime, which soared from the 1970s to the mid-’90s. (Some of the essayists here seem to think that all the dead people were just Republican talking points.) These are novels of establishment failure. Seeing them here, alongside post-Vietnam novels like Going After Cacciato, First Blood, and Dog Day Afternoon, makes their common lineage clearer. The last irony of these books is how well they served a massive expansion of the government whose failures they explored. No, wait—the last irony of these books is that the authors of some series, including Death Wish and the Dirty Harry books, became so uncomfortable with their antiheroes’ popularity that they created “bad” vigilantes, inspired by the “good” vigilantes on the covers. These bad vigilantes exist so that Dirty Harry and Paul Benjamin can reject them, distinguishing their own vigilantism of necessity from the kind of violence done by men who really enjoy it. The Lone Wolf series even depicted vigilantism as descent into madness, a Watchmen of men’s adventure novels.

With this kind of anthology everyone will have their particular overlooked niche. I loved the volume’s willingness to range across continents and freely cross from more- to less-respected novels to show their commonalities. Still, I admit I wish the book covered revolution and unrest in young adult novels of the period (e.g. Lois Duncan’s Daughters of Eve or Doris Dahlin’s The Sit-In Game), or the rise of apocalyptic Christian fiction. Perhaps more noticeable is the lack of discussion of the impact of pulp novels on their high-art cousins. The penultimate chapter, on Marechera, comes closest; but I would have liked some exploration of what’s gained and lost in the transition from, for example, Rita Mae Brown to Jeanette Winterson. Is it fair to say the pulps have a certain humility, a lack of pressure to prove themselves? Does artistic ambition pressure authors to express hope, or at least meaning, rather than extremes of rage, despair, and gleeful violence? A lot of what the pulps indulge is ugly; does their aesthetic power come, in part, from their refusal to hide that ugliness behind intellect?

Eve Tushnet is the author of two novels, Amends and Punishment: A Love Story, as well as the nonfiction Gay and Catholic: Accepting My Sexuality, Finding Community, Living My Faith. She lives in Washington, DC and writes and speaks on topics ranging from medieval covenants of friendship to underrated vampire films. Her hobbies include sin, confession, and ecstasy.Patreon Button

Monstrous Monday: Cù Sìth and Monster book Progress

The Other Side -

Last week I spent some time going over my proposed monster book.  Presently I have about 240 monsters and sitting at 170 pages without art.  Respectable but I am certain to make some cuts.   I have gone through all my Witch books and the majority of Monstrous Mondays.

The biggest issue at the moment is that I have done Monstrous Mondays for so long there are at least five OSR systems I have used, not to mention original monsters I created for other systems.  I can use those monsters, but just like the OSR ones I need to convert everything to a single system.

For a while, I was working on the notion that I should do this as an "Advanced" era book.  Trouble is I really don't see a lot of Advanced era books for sale on DriveThru.  It is pretty much dominated by Labyrinth Lord and Swords & Wizardry.  I want to make the book I want, but if I want to pay for art it also needs to be a book people will buy.

Advanced Labyrinth Lord seems like the best compromise, but even then it is missing a couple things I want. Well. That is where Monstrous Mondays come back in!

I think I'll use this space to workshop a few monster stat blocks that work with what I want.
In particular, I want to have something similar to what I was doing in the early 80s; the free mixing of "Basic" and "Advanced" eras.

Something that plays like this.



I could start with a standard Labyrinth Lord stat block, add-in ability scores or ability score adjustments like Blueholme does.  Maybe include some of the OGC elements I like best from Adventures Dark and Deep Bestiary and OSRIC.

To be honest, I have not quite made up my mind just yet.
But let's try something out.

Here is a good test. I'll convert a Ghosts of Albion creature to this new format.  A good choice is one that was inspired by a 1st creature that was in turn inspired by the mythical fairy creature.
So here is my Monstrous Monday version of the Cù Sìth.

Cù Sìth
Cu Sith by NyssaShawFaerie Animal
Frequency: Very Rare
No. Enc.: 1 (1), Pack 1d4 (1d6+1)
Alignment: Lawful (Chaotic Good)
Movement: 150' (50') [15"], Run 210' (70') [21"]
Armor Class: 7 [12]
Hit Dice: 4d8+4 (22 hp)
Attacks: 1 (bite)
Damage: 1d6+5
Special: Blink, Detect Magic, Hide (5 in 6), takes 2x damage from cold iron
Size: Large
Save: Monster 4
Morale: 12
Treasure Hoard Class: Nil
XP: (working on this, see below)

The Celts were well known for their love of dogs. But the Cù Sìth (“coo shee”) or “Fairy Hound” has a special place in Celtic lore. Often described as a large hound that is either all green or all white with red ears. They have been alternately seen as bad omens, horrible stealers of children, or a fierce and loyal protector, the Cù Sìth features in many tales.

Tales feature the Cù Sìth as a spectral hound, one that forebodes doom like the Barghest, though those hounds are more often black in color and their malevolence is more universal than that of the Cù Sìth. Also, the Cù Sìth is more commonly associated with the Faerie and sometimes valiant, but tragic, warriors and the Barghest is more closely associated with witchcraft.

The Cù Sìth can be found most often near or around fairy mounds. A good sign that a mound is, in fact, a faerie mound is the proximity of a Cù Sìth to it.

Cù Sìth can also interbreed with other dogs which will typically produce one Cù Sìth per liter; sometimes more, sometimes less. Odd are the ways of the faerie folk.

Cù Sìth pups are rarely if ever tamed. If one wishes to remain with a non-faerie then it is of their own choosing.

--
OK.  Let's talk through this stat block.

Creature Type: Faerie Animal

I am going to include a creature type. This will be a short-hand for a few things.  Faerie in this case means can speak elven and sylvan, takes double damage from iron and *maybe* need silver or magic weapons to hit.

Frequency: Very Rare

I like frequency.  One of my favorite Advance era stats that we don't see in Basic era.

No. Enc.: 1 (1), Pack 1d4 (1d6+1)

Fairly self-explanatory.

Alignment: Lawful (Chaotic Good)

I want to include the Good-Evil axis along with the Law-Chaos one.  Both will be listed.

Movement: 150' (50') [15"], Run 210' (70') [21"]

Movement is listed for Basic era Turns and (Rounds) and [Advanced era].  Special moves will be spelled out.  So no //# /# to confuse anyone.

Armor Class: 7 [12]

Armor Class is listed with both Descending and [Ascending] types.

Hit Dice: 4d8+4 (22 hp)

For HD I am going to include the die type, any extra hp and hp (the average of the die type).

Attacks: 1 (bite)
Damage: 1d6+5

Attacks and Damage are split up.  Though I could easily put these on one line.

Special: Blink, Detect Magic, Hide (5 in 6), takes 2x damage from cold iron

Special attacks, moves, and defenses are here.  This is vaguely Basic era, but also from other games I have used.

Size: Large

I like including size here. Also, I am considering using size to change HD type as it does in newer games.

Size HD Type Space Examples Tiny d4 2½ by 2 ½ ft. Imp, sprite Small d6 5 by 5 ft. Giant rat, goblin Medium d8 5 by 5 ft. Orc, werewolf Large d10 10 by 10 ft. Hippogriff, ogre Huge d12 15 by 15 ft. Fire giant, treant Gargantuan d20 20 by 20 ft. or larger Kraken, purple worm
Save: Monster 4

Most often monsters save as monsters, but sometimes a class might be used for special cases.

Morale: 12

I really enjoy Basic era style morale.

Treasure Hoard Class: Nil
XP:

These two are trickier since they rely a lot more on the game they are emulating AND the specific rules.  For the book I might create my own Treasure Type but I am also considering just going with the LL Horde Class and repeating the table in an appendix.

XP will really vary from system to system.  I have a Google Sheet that calculates for different games based on HD, special abilities, and the like.

Here is the output for the Cù Sìth for various games.

Base+hp*/ SA1**/ SA2***/SA3TotalBasic75123070187Advanced75783070253LL802405555430BF24004040320OSRIC75783070253SW1200120120360SS4010420300194OSE755050175289mean253median253mode
Not at all the same is it.

I might forgo putting in XP and letting Game Masters calculate it themselves based on their game of choice.  Mind you there might even be some error in my sheet above.  I built it years ago and have added to it but I have not back-checked my math in a while.

How often do you all use the XP line?

So I have ways to go just yet.

[Fanzine Focus XIX] Back to the Spaceport: Phase 1, Datapacket 1

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.

For the most part, the current wave of fanzines is all fantasy orientated, a great many of them dedicated to and supporting the Old School Renaissance in one form or another. Essentially an Old School form of support for an Old School style of roleplaying game. So when a new fanzine appears dedicated to a different genre it can be a breath of fresh air and when that fanzine approaches its subject in more thoughtful and detailed fashion, then that breath of fresh air might be more than a little minty fresh. So it is with Back to the Spaceport: A Fanzine for Science Fiction Games. This is a Science Fiction fanzine dedicated to all types of Science Fiction gaming, so roleplaying and miniatures, for example. It is also a Science Fiction fanzine dedicated to Science Fiction in all of its many subgenres—urban (Cyberpunk and dystopian), post-apocalyptic, interstellar travel, Victorian and Edwardian, and so on. It is also a Science Fiction fanzine which is very British in its approach to Science and it also a Science Fiction fanzine that when necessary, is prepared to examine the issues posed when gaming with a particular Science Fiction genre.

Back to the Spaceport: A Fanzine for Science Fiction Games Phase 1, Datapacket 1 is entirely written and edited by David Haraldson and you can tell that it has a serious intent from the moment you open the front cover. He takes the time to credit all of the artists, the fonts used for each article, and the particular games. This is not necessarily interesting, but it points to an aspiration towards a professionalism and a seriousness. Then flip through the pages of the fanzine and there are copious footnotes, often links to outside sources of research and the like. In terms of presentation, the fanzine is clean and tidy, perhaps slightly cluttered in places, with artwork used judiciously. The use of different fonts for article titles is very eighties, as is the organisation of the contents into different departments. So ‘Yesterday’s Tomorrows’ for Edwardian and Victorian scientific romances, ‘Bright Lights, Mega City’ for urban Science Fiction, ‘Into the Ruins’ for post-apocalyptic Science Fiction, and so on, which is all very White Dwarf magazine.

The first department is ‘Yesterday’s Tomorrows’ and ‘The Green Hills of Venus’. This is the write-up of the first from the Challenger Distinguished Lectures given by Professor Octavian Black. It presents his findings on the successes and failures of the first few expeditions to Venus, starting with the 1889 Chadwick expedition. In classic style, it presents Venus as a hothouse jungle planet, complete with lizardmen and megafauna, but also hints at secrets deep within the planet. Complete with a story hook and lots of knowing Easter eggs if you know the genre, its gets the fanzine off to a good start.

‘Manchester, So Much To Answer For’ is the first entry for the ‘Bright Lights, Mega City’ department, presenting two Manchester-inspired gangs—the Rusholme Ruffians and Frank’s Gang a.k.a. the Sidebottoms. The former is a gang inspired by the eighties band, The Smiths, whilst the latter a gang inspired by the papier-mâché mask-helmet wearing media personality/artist, Frank Sidebottom. More attention is paid to the latter than the former and it shows with more ideas on their gang structure and how to use them. Certainly, Frank’s Gang makes for a fun prank/performance gang to add to a Cyberpunk roleplaying game as well as the Judge Dredd & The Worlds of 2000 AD Roleplaying Game and Vurt: The Tabletop Roleplaying Game. ‘Me And My Melancholy Motor’ for ‘Into the Ruins’ provides the TEdison Razorback, a vehicle with an A.I. and a personality for getting around a post-apocalyptic world akin to that of Gamma World or Mutant Crawl Classics. Complete with a personality table and mental health crisis table, it provides a fun NPC for Game Master to bring to her campaign and roleplay.

The highlight of Back to the Spaceport: A Fanzine for Science Fiction Games Phase 1, Datapacket 1 is ‘Mx. Land & Dr. Britling See It Through’. The longest article in the issue, it explores the nature and problems of the Steampunk genre and how it applies to gaming as well as how the Steampunk movement regards gaming. In the first case, rarely as a ’punk genre and typically as a neo-colonial, imperialist celebration, and in the case of the latter, badly. Of the roleplaying games available, it highlights Marcus L. Rowland’s Forgotten Futures as probably the best roleplaying game of Victorian and Edwardian scientific romances and it also presents a manifesto for exploring the genre in the pages of Back to the Spaceport. This is an absolutely splendid read, interesting and thoughtful, certainly all but worth the price of the fanzine alone.

The articles for the departments ‘STL Signals’ and ‘Standing Orders’ are more personal and prosaic in nature. ‘STL Signals’ looks at PBM—or ‘Play by Mail’—games and the author’s experience with a couple of PBM games, Riftlords and Phoenix: Beyond the Stellar Empire. It is diverting enough and again harks back to the heyday of the hobby in the eighties. ‘Standing Orders’ is devoted to Science Fiction miniatures wargaming and ‘21st Century Fighting in Built-Up Areas’ looks at urban conflict scenarios in miniatures games where the line of sight extends across the whole of the playing area. Written for use with Ground Zero Games’ Stargrunt II rules, the rules and suggestions here can adapt to any rules system the reader prefers, the article is useful for anyone running these types of games, but is otherwise just a little esoteric in comparison to the other articles in Back to the Spaceport.

Of more use perhaps is ‘Art Crime’. Written for the ‘Under Other Constellations’ department, it is a set-up and a cast of supporting NPCs suitable for any Science Fiction roleplaying game in which interstellar travel is possible. Here the idea is that the transportation of ordinary goods is too expensive to make it worthwhile, but the shipment of luxury items, including art, does not. It consists of four detailed NPCs—The Thief, The Investigator, The Amateur Sleuth, and The Collector—around which the Game Master can build a scenario or encounter. Written for use with FrostByte Books’ M-Space and Design Mechanicsm’s Mythras Imperative, it would easily work with any number of Science Fiction roleplaying games and adapting the plot and NPCs should be easy enough. Lastly, ‘Music for Spaceports’—a nice nod to Music for Airports—reviews three albums of music suitable for use as background sounds in Science Fiction games. Of the eight articles in Back to the Spaceport: A Fanzine for Science Fiction Games Phase 1, Datapacket 1, this feels like filler.

—oOo—
In addition to the fanzine itself, Back to the Spaceport: A Fanzine for Science Fiction Games Phase 1, Datapacket 1 comes with an Old School Renaissance Science Fiction pullout. ‘On Xanadu, A Stately Pleasure Sphere!’ is written for use with White Star: White Box Science Fiction Roleplaying and similar Science Fiction roleplaying games, as well as Mindjammer – The Roleplaying Game: Transhuman Adventure in the Second Age of Space, it presents a Space Opera-style scenario/hexcrawl on the planet Xanadu, the best source of the Star Flowers, a delicacy amongst the galaxy’s elite. The planetary governor, Magnus Dominus, spends his time in seclusion in his imperial palace whilst working the planet’s population piteously hard growing the precious star flowers. The set-up is open to multiple plots, including assassinating the governor, abducting him and putting him on trial, stealing something from his art collection, fomenting rebellion, and so on. This could easily be mixed in with the ‘Art Crime’ article from the issue. Overall, this is a nice extra to the actual issue and easy enough to add to a Game Master’s campaign.

—oOo—
It is a pleasure to have a fanzine which covers a genre in the variety of its subgenres and one which does so in as high a standard across all of them. It sets the bar high for future issues, one that we can only hope that the author can maintain for the second issue and also when other contributors write for it. Back to the Spaceport: A Fanzine for Science Fiction Games Phase 1, Datapacket 1 is an engaging piece from beginning to end, thoughtful and interesting, the article Steampunk a superb highlight.

[Fanzine Focus XIX] Time & Tide

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

Another fanzine, another different fanzine. Time & Tide is a fanzine dedicated, to SLA Industries, the 1993 Scottish roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism, recently expanded with the supplement, SLA Industries: Cannibal Sector 1. Published by Tanya Floaker following a successful Kickstarter campaign as part of the first Zine QuestTime & Tide is subtitled ‘A fanzine examining why people love SLA Industries and the World of Progress’. It is of course not the only fanzine for SLA Industries. In the early noughties, tTH bIG pICTURE showcased another role for the fanzine, that is serving as a focal point for a roleplaying game’s fandom and support, often when that roleplaying game is between editions or out of print. As was the case with SLA Industries.

Time & Tide comes as thick sheaf of paper, a wodge of white text blocks on all dark photo backgrounds and scrappy art which screams late eighties, early nineties do-it-yourself layout. It is all filler, no game, but nevertheless all love, no hate. As the subtitle says, this is a fanzine about the love that the fans have for SLA Industries. At a hundred pages in length there are actually very few articles in the fanzine—just eight in all. There is also quite a bit of white—and more often than not—black space. The fanzine includes fiction, interviews, cake recipes, and more.

Time & Tide opens with ‘So Dark it’s U.V.’, a discussion of just why SLA Industries continues to be popular in spite of its sporadic publishing history. It also looks at the elements and themes of the game—of constantly changing technology, of suppression of knowledge, and of a truth that has its own dangers in knowing, overlaid by a Splatterpunk sensibility that reinforces the notion that life is cheap, that death can be comical, and that thrills meaning ratings (until the next thrill gets better ratings). It is a solid opening piece which lays the groundwork for the rest of the fanzine.

The highpoint of the fanzine is the ‘Interview with Nightfall Games’. The first of two interviews in the Time & Tide, this is with Jared Earle, co-author of SLA Industries and Mark Rapson of Word Forge Games, the new publisher of the roleplaying game. Conducted before the publication of SLA Industries: Cannibal Sector 1, this is a lengthy piece which looks at the history of the game and its future, in particular, its evolution as a war game setting in addition to being a roleplaying game. This is an informative and entertaining piece which really explains both Nightfall Games and Word Forge Games in the run up to the publication of SLA Industries: Cannibal Sector 1 and SLA Industries, Second Edition. The other interview is ‘Real Time’. This is with Ste Winwood about his involvement in running SLA Industries fan groups. Again, this is another personable interview highlighting the effectiveness of the fans in keeping a game alive with their support.

Between the two interviews is a much longer article, ‘The Mall of Progress’ by Ed Hill. This supports the new wargaming aspect of SLA Industries as the author takes the reader through the evolution of the terrain that he used to fight confrontations between the various factions in the World of Progress. So it goes from Cannibal Sector One over the Wall into Downtown and onto Garbage Alley and out again into the Ruined Mall and the Mall of Progress, and then back in again to a wretched housing block called Grim House. The step-by-step process looks at construction methods and the changing technology used and is accompanied by innumerable photographs. Unfortunately, these photographs hamper the article at every turn, being too dark and too murky to discern any detail. Whilst murk fits the World of Progress, it is not what you want in a wargames article where photos should bring to life what the designer has been doing. Worse, the layout of the article means extends the article over and over, and at a quarter of the fanzine’s page count combined with the poor resolution of the photographs, it just feels bloated and boring.

Tamsyn Kennedy’s ‘Underneath It All’ is the first of two pieces of fiction in Time & Tide. It tells of an Ebon’s almost worker drone existence before an encounter forces her awake and brings her to the notice of those that make her take the next step in ‘evolution’. This balances the humdrum with the eventual realisation that there is an alternative path in the ‘World of Progress’ to climbing the corporate ladder. The other piece of fiction is ‘Your Hole/Their Hole/My Hole’ by Roger Duthie which is very much the opposite of ‘Underneath It All’, telling of the wet, dank, stagnant, often horrifying nature of living on the dole in Downtown. It is quite a creepy piece, capturing life in the Mort City equivalent of a 1980s Glasgow council flat—elements of SLA Industries being a reaction to growing up and being unemployed in Thatcher’s Britain—from multiple points of view, intruders mundane and monstrous, as well as the dwelling’s occupants.

Quite literally filler, Coz Winwood’s ‘Cake Sector One’ gives recipes for SLA-themed baked goods. Three recipes are given—in oddly American measurements given the roleplaying game’s Scottish origins—and their inclusion would have been fine if they had there to offset something more substantial in terms of content in the fanzine. As it is, ‘Cake Sector One’ is all too light and fluffy in all too light and fluffy issue. Nice wordplay on the title though and there really ought to be a cooking show aimed at Shivers on duty in Cannibal Sector One within the game itself. Lastly, ‘The Bigger Picture’ is a more personal piece about SLA Industries played a role in his life and helped him when times were difficult. Hopefully the new edition of the roleplaying game and the chance to play again will make his better.

Physically, Time &  Tide is scrappy and scruffy as mentioned earlier. It certainly echoes the style of fanzines from their heyday in the eighties. Overall, it is difficult to come right out and recommend Time & Tide. It is just too light and fluffy in its content—even if that content is dark and oppressive in tone, but then what would expect, it is for SLA Industries after all—to be anything more.Time & Tide will of course appeal to devotees of SLA Industries, but it is nothing more than a diverting read as it does not include any support for the roleplaying game or the war game rules. Had it done so, then there might have been reason enough for the reader to look at it more than just the once. Time & Tide is very much not essential to playing SLA Industries and so nice enough to have if a fan, but you will not miss it from your gaming shelves if you don’t have it.

[Fanzine Focus XIX] Delayed Blast Gamemaster #1

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 be 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

Delayed Blast Gamemaster is a fanzine of a different stripe. Published by Philip Reed Games following successful Kickstarter campaigns, Delayed Blast Gamemaster is a fanzine dedicated to supporting roleplaying fantasy games, but a particular style of fantasy roleplaying games—Dungeons & Dragons. Yet the issues are entirely systemless, which means that their contents can be used in Dungeons & Dragons, any of the fantasy roleplaying retroclones you care to name, and most fantasy roleplaying games with a little effort. Published following a successful Kickstarter campaign as part of the inaugural Zine Quest, the first issue of Delayed Blast Gamemaster was published in  September, 2019.

What strikes you first about Delayed Blast Gamemaster #1 is its graphical design. It is all white art and text on matt black pages. Now before anyone complains that this might be ink heavy when comes to the printing out of the PDF, the fanzine is sold in both heavy and light ink formats. The effect though is striking, almost jauntily creepy and oppressive in its artwork’s depiction of skeletal archers, oozes, and overly ocular creatures. The text is both heavy and large, so is a lot easier to read than it otherwise might have been.

As to the concept behind Delayed Blast Gamemaster it is simply that of inspiration scattered subject by subject across nine tables. So ‘OneDTen Urban Locations’, ‘OneDSix Forgotten Spellbooks’, FiveDSix Unusual Treasures’, ‘OneDEight Dungeon Oddities’, ‘OneDSix Magic Shields’, ‘TwoDSix Potions’, ‘OneDSix Warped Monsters’, ‘OneDTwelve Adventure Hooks’, and ‘OneDFour Dungeon Doors’. So all that the Game Master has to do is pick a table or subject, roll the die, check the relevant entry, and use it as inspiration to create something of her or adapt the entry to the roleplaying game of her choice. The most obvious choice to adapt the entry to, is of course, Dungeons & Dragons, due to the similarities in language, but other roleplaying games would work too.

For example, roll a three on ‘OneDEight Dungeon Oddities’ and you get a Necromancer’s Chest, a combination trap-monster. It is simply a necromancer’s chest which he has trapped with several ghosts. Disarm the trap or use the key and of course, a Thief opens the chest without any problems; fail and two or more ghosts are unleashed to hunt the Thief and alert the chest’s owner! Roll a four on the ‘OneDSix Warped Monsters’ and the result is the Skeletal Mage, which simply suggests giving a standard skeleton monster a spell or two or more, all to add a simple twist on a classic monster. Roll a seven on ‘OneDTen Urban Locations’ and you have found yourself at Pies (and Lies) which describes a pie shop which sells cheap, moderately tasty, meat pies. The shop also does a nice sideline in rumours and secrets, which its owner and his family either sells off to the underworld or uses to blackmail the subject of those rumours and secrets.

Now there are a lot of entries and ideas in Delayed Blast Gamemaster #1, which is the point. Perhaps though, the design of the oddities and monsters dwell a little upon Oozes and monsters like the Mimic, with entries such as the Mimicspawn, Oozegoblin, and Weremimic, but the author at least is upfront about his fascination with such creatures. The main issue is that there no index, either of the entries or the tables. Otherwise, the fanzine is well written, easy to ready, and easy to use. Physically, there is a certain heft to it both in terms of production values—which are high for a fanzine—and its feel in the hand.


Delayed Blast Gamemaster #1 is simply lots of ideas a Game Master can bring to her game. She will need to do some work to bring them into her campaign, but the ideas will work with Dungeons & Dragons, Fifth Edition as much as they would with Old School Essentials Classic Fantasy , and whatever your choice of fantasy roleplaying game, further inspiration is never unwanted.

No Way for You to Hide: Carmilla and Laura for Mutants & Masterminds 3rd Edition

The Other Side -

It's been a while since I did one of these, but I just discovered that the entire seasons of Carmilla have now been collected into single videos, so I thought it might be a good time to revisit some old friends.

Outfits based on this picture.
Characters created with ePic Character Generator
I think for these versions I am going to set it a little after the Carmilla movie and long after the end of Season 3. So I guess three years now.  Wow.

In a Mutants & Masterminds game, Laura is now a world-renown reporter in the Lois Lane mold, with a knack of uncovering supernatural goings-on.  Carm is still living on a fortune that has also collected 340+ years of compound interest. And of course, helping Laura, because she knows that in true Lois Lane fashion, Laura is going to get herself into trouble.

Given the number of adaptations of Carmilla over the years I might even riff on that with one of her less than savory relatives show up.  Maybe an older brother. Someone who is evil, threatens her fortune and whom Carmilla would hesitate to kill outright at first.  That is till he puts the moves on Laura.

For these builds, I am going to rely heavily on the Mutants & Masterminds Deluxe Hero's Handbook,
Power Profiles, and of course the Supernatural Handbook.

I figure that Laura is a bit higher in PL than your average reporter.  She has saved the world and she knows Krav Maga.   Carmilla is a very, very old vampire (340 years old!) and she has seen a lot in her years.  She was alive for a while thanks to a "gift" from Inanna and is a vampire again.

Laura Hollis
Creampuff

Strength 1, Stamina 2, Agility 2, Dexterity 1, Fighting 1, Intellect 3, Awareness 1, Presence 1

Advantages
Krav Maga (Accurate Attack, Agile Feint, All-out Attack,  Close Attack, Contacts, Defensive Attack, Improved Disarm, Inspire,  Power Attack, Precise Attack (Close, Concealment), Prone Fighting)
Attractive, Languages 2, Skill Mastery: Expertise: Journalism

Skills
Acrobatics 1 (+3), Athletics 5 (+6), Close Combat: Unarmed 6 (+7), Deception 1 (+2), Expertise: Journalism 5 (+8), Insight 5 (+6), Investigation 5 (+8), Perception 5 (+6), Persuasion 1 (+2), Stealth 1 (+3)

Offense
Initiative +2
Grab, +2 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +7 (DC 16)

Complications
Obsession: Find the truth!
Relationship: Carmilla

Languages
English, French, German

Defense
Dodge 3, Parry 2, Fortitude 3, Toughness 2, Will 1

Power Points
Abilities 24 + Powers 0 + Advantages 15 + Skills 18 (35 ranks) + Defenses 3 = 60

Validation: Unarmed: Attack Bonus exceeds Power Level limit by 1

Height: 5'2"
Weight: 119 lbs
Hair Color: Brown/Blonde
Eye Color: Brown
Age: 25

Carmilla, aka Mircalla, Countess Karnstein
Useless Vampire

Abilities
Strength 5, Stamina -, Agility 2, Dexterity 3, Fighting 5, Intellect 2, Awareness 2, Presence 4

Advantages
All-out Attack, Animal Empathy, Attractive, Fascinate (Deception), Improved Critical 3: Vampire Bite: Weaken 9, Improved Hold, Improved Initiative 3, Languages 4, Power Attack

Skills
Acrobatics 2 (+4), Athletics 2 (+7), Close Combat: Unarmed 3 (+8), Deception 5 (+9), Expertise: Languages 6 (+8), Insight 6 (+8), Intimidation 4 (+8), Investigation 1 (+3), Perception 8 (+10), Persuasion 2 (+6), Ranged Combat: ???? 3 (+6), Stealth 10 (+12)

Powers
Alternate Form (Moonlight) (Activation: Move Action)
   Flight: Flight 1 (Speed: 4 miles/hour, 60 feet/round)
   Immunity: Immunity 0
   Insubstantial: Insubstantial 2 (light, Gaseous; Absent Strength)
Cat form: Variable Attack 2 (animal, DC 12, Advantages: All-out Attack; Action: move, Attack: Dodge)
Spider-Climb: Movement 1 (Wall-crawling 1: -1 speed rank)
Undead Invulnerability
   Immortality: Immortality 5 (Return after 1 day; Limited: Not when staked or beheaded [0 ranks only])
   Immunity: Immunity 30 (undead, Fortitude Effects)
   Regeneration: Regeneration 8 (undead, Every 1.25 rounds)
   Vampiric Protection: Protection 9 (+9 Toughness; Limited 2: Not against Holy or Magic)
Vampire Bite: Weaken 9 (undead, Affects: Weaken Stamina, Resisted by: Will, DC 19)
Vampiric Senses: Senses 3 (Acute (Type): smell, Detect: smell (blood) 1)

Offense
Initiative +14
Grab, +5 (DC Spec 15)
Throw, +3 (DC 20)
Unarmed, +8 (DC 20)
Vampire Bite: Weaken 9, +5 (DC Will 19)

Complications
Blood Dependence: Needs blood to live
Relationship: Laura
Weakness: Can't use vampire powers in sunlight.

Languages
Ancient Sumerian, English, French, Hungarian, Latin, Romanian

Defense
Dodge 2, Parry 5, Fortitude None, Toughness 0, Will 2

Power Points
Abilities 36 + Powers 74 + Advantages 15 + Skills 26 (52 ranks) + Defenses 0 = 151

Height: 5'3"
Weight: 121 lbs
Hair Color: Black
Eye Color: Brown (red when enraged or feeding)
Age: 340

Links


[Fanzine Focus XIX] Crawl! #3

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, an 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. Another choice is Dungeon Crawl Classics Role Playing Game.

Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. The good news is that Crawl! #3 is just as focused, but the subject of its focus is not loot or treasure. Instead, it is magic, for the issue’s subtitle is ‘The Magic Issue!’. Published in February, 2013, Crawl! #3 includes new spell systems, new spells, a new old creature, and more. It is a serviceable rather than a good issue and for one particular reason may not be of interest who are coming to issues of Crawl! fanzine for the first time.

There can be no denying that the magic system in Dungeon Crawl Classics Role Playing Game is fun and flavoursome, but it can be cumbersome. The issue is that because every spell has its own page and its own table, the play of the game is slowed whenever spells are cast, whether by the Player Characters or NPCs. So, ‘NPC Magic and Spellcasting’ offers a more streamlined means of handling spells. The Judge still rolls for the NPC spellcaster, but rather than doing this against the standard table, the Judge is given three results—either a Fumble, a Standard, or a Critical result. For example, on a Fumble, the classic spell Magic Missile inflicts damage on the caster, hurls between one and four missiles at a target on a Standard result, and on a Critical result, the caster can target multiple opponents. The piece includes a couple of offensive spells, several defensive spells, and several spells which fall into the category of ‘Other’. Rounded out with a pair of cultists as sample NPCs given these streamlined spells, this is a fantastic option to help the Judge run her game.

Sean Ellis’ ‘Consider the Kobold: A different take on the traditional kobold’ presents a traditional take upon the Kobold. Not the tradition of Dungeons & Dragons-style roleplaying games, but that of traditional folklore. Here the Kobold is a household fairy who carries out domestic chores as long as the family respects him, although an alternative has it working the mines. The write-up includes full stats as well as various pranks—or cantrips—which the Kobold may play upon those who do not pay it enough respect.

Brett Miller’s ‘Patron Spells of the Supernal Archmage’ presents the patron spells for ‘Van den Danderclanden: A Patron from the Imminent Future’, the Supernal Archmage of Empyreal Aptitude in a distant, but parallel future. Previously detailed in Crawl! No. 1, here his favourite chaotic effects of Spellburn are detailed as Van den Danderclanden’s Hateful Blemish, Snafufubar, and Elastic Reality. The first inflicts the corruption of heavy magic use upon a target, the second focuses and inflicts bad luck upon the target of the spell, and the third can change aspects of a target or an item. There is no denying that these are fun spells to play around with and inflict some chaos upon a campaign, but problematically if the reader has already got the Special Edition of Crawl! No. 1 which collects both patron and patron spells, which makes their inclusion in either redundant.

‘Magic Wand – A 4th-level Wizard Spell’ by Daniel J. Bishop introduces the spell, Raven Crawking’s Magic Wand. This provides a means for a wizard to store spell effects in a wand of the wizard’s choosing, typically one spell, but at higher castings of the spell, up to three spells as well as granting a bonus when casting the spells from the wand. What in effect it allows a wizard to do is cast the spell worked into the wand a second time each day, but always at the Level at which the spell was worked into the wand. This means that the wizard can cast Raven Crawking’s Magic Wand again and again as he gains Levels to improve the ability of the wand. Of course, a wizard cannot simply create wand after wand for all of his spells, but a few spells it expands his arcane arsenal.

‘The Talismans of Anti-Magic – Anti-Magic Items’ by Jon Wilson details items which can prevent magic being cast upon the wearer. Whether they take the form of rings or amulets, totems or fetishes, and whomever has hold of them, they are always linked to spellcasters. They take an action to charge, but when charged they inflict a penalty equal to that given for the anti-magic talisman upon the spellcaster targeting the holder, so reducing their ability to successfully cast a spell. Unfortunately, this is not without repercussions in that the spellcaster linked to the anti-magic talisman must suffer the same effect when next casting a spell before the talisman can be sued again. This is a powerful item, but one that pleasing comes with a price which to paid by someone in the party… Lastly, Colin Chapman’s ‘Let’s Get Familiar: Expanded Familiar Entries’ simply expands the ‘Familiar Confrontation Configuration’ tables to be found in the Dungeon Crawl Classics Roleplaying Game rulebook. It does this for the Lawful, Neutral, and Chaotic tables and enables the player to roll on a table of twenty options rather than fourteen.

Physically, Crawl! #3 is clean and tidy, uncluttered and easy to read, much like Crawl! No. 2. However, there is less art and its look is all the poorer for it. Unfortunately how good Crawl! #3 is depends on which edition of Crawl! No. 1 the reader has. If it is the Special Edition which combines ‘Van den Danderclanden: A Patron from the Imminent Future’ with ‘Patron Spells of the Supernal Archmage’, then not so much and not so useful. Which to be fair is more than likely if the reader is picking the issue up since their original publication. If it is not the Special Edition, then Crawl! #3 will be more useful as its inclusion of ‘Patron Spells of the Supernal Archmage’ readily supports ‘Van den Danderclanden: A Patron from the Imminent Future’. Overall, Crawl! #3 provides solid content, but the repeated content means it is just not as useful.

Which Warlock is Which? OSE Edition.

The Other Side -

Doesn't quite roll off the tongue like "Which Witch is Which?" does it.

My new Warlock book is out for Old-School Essentials and it is natural to want to know what is in the book.  More to the point do you need this book if you already own my The Warlock for Swords & Wizardry OR The Craft of the Wise: The Pagan Witch Tradition for OSE.

Very valid questions.

Let's go over the Warlocks first.



The classes are the same XP, HP progression wise save for where B/X and S&W differ.
  • There are few overlapping spells, but I wanted to go with new spells for the book.
  • There are few overlapping Invocations, again plenty of new and a couple revised ones here.  For example, both books have an Arcane Blast, the bread-and-butter attack of all warlocks.
  • There are no overlapping Patrons or Pacts. If you play OSE and use this Warlock book, but want a demon pact you can import it from the S&W book with no changes needed.  Same if you play S&W and want a Dragon pact.
  • There are no overlapping lodges.  I wanted to include the Masters of the Invisible College warlocks from S&W for the OSE book, but space ran out.  Instead, I am going to the Masters here at a later date with the text that was going into the book on how you play them with OSE and these Pacts. The Masters also take Cosmic Warlocks.
I wanted both books to complement each other.  I am very keen on people not thinking "hey, I already bought this book two years ago!"

For the two Old-School Essentials books, the biggest potential overlap was the spells.


I mention in the Warlock book that witches can take warlock spells and the other way around.  That is depending on your Referee. There is the subtle notion that the witches of the Pagan Tradition are at odds with warlocks.  Granted this idea works best with the demonic pacts, but it is there for players to use.  This can limit access to spells the others might "steal".

In both books, I also add new spells for Clerics, Druids, Magic-users, and Illusionists.  How they get those spells is of course up to the Referees.

I have made all the spell names and levels available for you to see in this Google Sheet.
Spell names in Red are from the OSE Warlock.  Blue links take you the book the spells appear in.



You can also link to it here:  Old-School Essentials Spells.
This sheet has ALL the Old-School Essentials spells, not just mine.

I guess the question of "why is there any overlap at all?"  Well, some spells are so ubiquitous to witches that not including them would be strange. A good example is Bestow Curse, which interestingly enough is not in these two books.

So here is a break down of all 1,078 spells I have used and 229 monsters.  Again spell names in Red are brand new to the OSE Warlock book. This sheet helps you see the spell overlap.

Witch Books - Google Sheets



My goal is always to give you something new with each book while making it playable.
So any book can be your "first" witch book and it will work AND be 100% compatible with your "second" or "third" book.

I am currently drafting my next book which will be all monsters.  After that, the plan is to do what I am now calling my last witch book, the High Secret Order Tradition.

Featured Artist: Pamela Colman Smith

The Other Side -

Looking to do something a little different this time for my Featured Artist post.

Pamela Colman Smith, aka "Pixie", might the most recognized artist you have never heard of.  Recognized in the sense that you know her work, even if you don't know it belongs to her and she certainly was not recognized in her time for it.

Born February 16, 1878, and died September 18, 1951, at the age of 73 Pixie spent her time among all sorts of artists, Bohemians, Suffragettes, and occultists including members of the Hermetic Order of the Golden Dawn which she would later join.

She produced art for William Butler Yeats and Bram Stoker.

It was while she was a member of the Order of the Golden Dawn she would meet Arthur Edward Waite.  He commissioned her to produce art for a Tarot deck.   Not just the Major Arcana, but all the Lesser Arcana cards as well.

This deck became known as the Rider-Waite Tarot deck after the publisher and the A.E. White.

Pixie's name was never associated with it, until very recently, and she was only paid a flat fee for her work.


In fact, these days many Tarot aficionados who like Pixie's art will opt for the Smith-Waite Tarot deck instead.

Much of her art reflects the esoteric lifestyle she lived. All of it feels like an Art Noveau fever dream from an Authrurian age, or Pagan age, mixed with what Middle Earth must have looked like in Tolkien's minds eye.






She would often do her art while listening to music, allowing her to create without other outside distractions.






And she did covers for Bram Stoker.



Links
The Divine Mystery of Pamela Colman Smith
Reviving a Forgotten Artist of the Occult

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