RPGs

#RPGaDAY 2020: Day 26 Strange

The Other Side -

Again a couple ways to go.  

I could comment on these strange days, but I have other social media outlets for that.

I am going to comment on the #RPGaDAY2020 list itself in that these are a lot of strange words.  

Ok, I get it, Dave has been doing this a long time and maybe he is running out of words to use. but knowing and the work he has done in the past I highly doubt he is lacking in ideas. So I'll just put this here as my commentary and that's it.

Ok. Strange. Let's get to the meat of this.

Many of my contemporaries will point to Fritz Leiber, Robert E. Howard, Edgar Rice Burroughs, Tolkien, Moorcock, and Lovecraft as their main sources of inspiration to D&D.  While I share the Tolkien, Moorcock, and Lovecraft influences, I also add Clark Ashton Smith.

But those were not my only sources.

Dr. Strange and Tomb of Dracula

The 1970s were a strange time to be sure.  The 70s Occult Revival fueled my tastes in games in ways I never knew at the time and only saw in retrospect.  Case in point. Dr. Strange comics and Tomb of Dracula.  Both were favorites of mine but when Strange, along with Blade, would battle Dracula? Yeah, THAT was an adventure.  I wanted my games to have these epic world-changing battles that start small but then go on out to the cosmic scale.  Strange didn't just defeat Dracula. He destroyed all vampires.

I was already a huge horror fan at this point and Hammer Horror in particular. So these comics sent me searching more and more strange ideas for my games. I think by 1982 I had read every book of occultism in my local public library.  Creating a witch class was an inevitable conclusion at that point. 

When the Ravenloft module was released it found a no more welcome home than mine.

I have mentioned this in greater detail here.

Strange Stories, Amazing Facts

My copy
My parents were voracious readers. Books filled every corner of my home growing up and every room had at least one bookshelf, some like the living room had three. 

They, like many people of their generation, had a lot of Reader's Digest books. One, in particular, was Strange Stories, Amazing Facts.

This book should not by any stretch of the imagination be considered good literature or even good research. It is however good fun and a fun read. 

While the book is divided up into roughly chronological sections including one on the future, it was the past and the monsters of myth that always grabbed my attention.  Though flipping through it now that section on the end of the world would be fun to use.

For my birthday about 10 years ago my family found a copy and gave it to me.  Complete with original dust jacket (I am book snob and prefer my dust covers intact).

I have been asked in the past to assemble my own "Appendix N".  Maybe I'll do that one day.

Millennials are the Greatest Generation: Ira Levin’s ‘A Kiss Before Dying’

We Are the Mutants -

Noah Berlatsky / August 25, 2020

Tom Brokaw popularized the term “The Greatest Generation” in 1998 to describe the Americans—and especially the American men—who survived the Depression and fought against Nazism in World War II. Brokaw saw this cohort in valedictory, heroic terms.

They answered the call to help save the world from the two most powerful and ruthless military machines ever assembled, instruments of conquest in the hands of fascist maniacs.

They faced great odds and a late start, but they did not protest. At a time in their lives when their days and nights should have been filled with innocent adventure, love, and the lessons of the workaday world, they were fighting, often hand to hand, in the most primitive conditions possible…

In line with this hagiographic blueprint, discussions of World War II veterans are mostly nostalgic and congratulatory. They saved the world for us. Of course, we all know they weren’t perfect (insert obligatory nod here to Jim Crow and Japanese internment camps). But we nevertheless owe them a debt of gratitude for their service and their sacrifice.

But did people at the time see the Greatest Generation as the greatest? Ira Levin’s first novel, 1953’s A Kiss Before Dying, suggests the answer is “not so much.” Levin, who was born in 1929, just too late to participate in World War II himself, presents the men who fought against Hitler much as later writers would present the men who fought in Vietnam. Rather than saviors preserving the nation, the “greatest generation” for Levin is subversive, unstable, and a danger to order and social verities. That characterization of the young gives the book a queasy, disorienting relevance, as if Levin confusedly thought he was writing twenty years later—or forty. Or seventy.

The novel’s main character is Bud Corliss, the good-looking, working-class son of an unsuccessful father and an over-indulgent mother. Corliss is drafted, fights in the Pacific in World War II, and is honorably discharged in 1947. He goes to college, determined to make his fortune by marrying a wealthy woman, and starts dating Dorothy Kingship, the daughter of industrialist Leo Kingship. When she becomes pregnant, however, he realizes that her father will disown her for immorality. He kills her by pushing her from the roof of the municipal building where he has lured her, ostensibly to be married. He successfully makes her death look like a suicide, and there is no police investigation.

Corliss then sets his sights on Dorothy’s older sister Ellen. Using information he obtained about her from Dorothy, he woos her and becomes her fiancé also. She becomes suspicious of the cause of Dorothy’s death, however, and when her investigation threatens to expose him, he kills her too. He turns to the third Kingship daughter, Marion, and she falls in love with him too. However, Gordon Grant, a DJ who met Ellen while she was investigating Corliss, uncovers his plotting and warns Leo and Marion. They confront Corliss in Leo’s factory, where they semi-accidentally force him to fall into a vat of molten copper.

Corliss is a veteran, but he is not portrayed as a paragon. On the contrary, he’s lazy and vain, and these qualities are highlighted, or exacerbated, by the G.I. Bill. He drifts from acting school to Stoddard University, “which was supposed to be something of a country club for the children of the Midwestern wealthy,” his tuition guaranteed by the government.

The war, and social programs for veterans, allow the lower classes to mingle with their betters, resulting in boastful ambition and sociopathic violence. Corliss is evil in part because of his burning sense of entitlement beyond his station, an ambition nourished by the social dislocations of war and welfare. While he’s fighting abroad, his father conveniently dies in an auto accident, symbolizing the son’s emancipation from his past class status and the old hierarchies. Society and family alike are shattered and upended, freeing him to go down “the road to the success he was certain awaited him.”

The novel’s anxieties about Corliss’s class mobility are tangled up with concerns about gendered disorder. He pushes Dorothy to get an abortion (a plot point notably excised as too scandalous in the 1956 film adaptation), underlining the younger generation’s disdain for traditional family values. More, Bud himself is feminized—A Kiss Before Dying is a noir, and Corliss is cast in the seductive femme fatale role. He is fussy and meticulous about his appearance, and determined to advance through sexual wiles rather than hard work.

At Stoddard, as Bud starts dating Dorothy, he orders Kingship industrial pamphlets (“Technical Information on Kingship Copper”) and reads them with devoted intensity, “a musing smile on his lips, like a woman with a love letter.” When he romances Dorothy, and Ellen, and Marion in turn, he is really courting Leo Kingship, the patriarch. Leo’s daughters are merely convenient, interchangeable erotic pathways for Bud’s queer, singular passion. This is Eve Sedgwick’s “male homosocial desire,” in which men’s lust for other men and men’s lust for other men’s wealth and status are intertwined, displaced, and inseparable. Bud has one of his few honest, visceral emotional experiences towards the novel’s end, when he is being given a tour of the copper plant. He sees it as a “heart of American industry, drawing in bad blood, pumping out good! Standing so close to it, about to enter it, it was impossible not to share the surging of its power.” He is at once ravished and ravisher, entering into and filled with intoxicating patriarchal oomph.

Corliss also feels that pulse of eroticized dominance after each of his kills—and especially after his first murder, which takes place during the war. Corliss gets separated from his unit and stumbles upon a lone Japanese soldier, who tries to surrender to him. The enemy urinates in his pants in fear, and then Corliss shoots him, with a sensual deliberation.

Quite slowly, he squeezed the trigger. He did not move with the recoil. Insensate to the kick of the butt in his shoulder, he watched attentively as a black-red hole blossomed and swelled in the chest of the Jap. The little man slid clawing to the jungle floor. Bird screams were like a handful of colored cards thrown into the air.

After looking at the slain enemy for a minute or so, he turned and walked away. His step was as easy and certain as when he had crossed the stage of the auditorium after accepting his diploma.

The phallic gun, the yonic wound, and the orgasmic cries of the birds give way to a post-coital satisfaction more thorough than any pleasure Bud experiences in the arms of the Kingship daughters.

War awakens something in Corliss; he learns the pleasure of violence, which he carries back with him to unsuspecting and vulnerable civilians in the US. The dynamic is similar to David Morrell’s 1972 novel First Blood, in which veteran John Rambo unleashes a one-man Vietnam war on a sleepy American town. Rambo’s violence is notably racialized. Part of what happened to him in Vietnam is that he became infected with Southeast Asian methods and Southeast Asian anti-Americanism; fighting the non-white enemy turned him into the non-white enemy. Corliss, too, becomes what he fought. In the moment before he is forced into the copper vat, he soils his pants, and he remembers the soldier he killed.

The front of his pants was dark with a spreading stain that ran in a series of island blotches down his right trouser leg. Oh God! The Jap…the Jap he had killed—that wretched, trembling, chattering, pants-wetting caricature of a man—was that him? Was that himself?

Corliss’s identity and that of the Japanese man are confused as victims, and therefore also as aggressors. The vision of the Japanese as pitiful cowards substitutes for, but does not erase, the more prevalent image of the Japanese as implacable monstrous “fascist maniacs,” to use Brokaw’s term. Like Rambo, Bud as a soldier is stained with foreign violence. His assault on the status quo recapitulates the assault of a foreign enemy, and his death recapitulates that enemy’s defeat.

Levin, then, presents Corliss as an amalgamated threat, vaguely associated with a range of disparaged identities—young, working class, feminized, queer, non-white, non-American, veteran. This agglomeration of marginalized threats must be squashed by a perhaps overly strict but still essentially legitimate white, patriarchal order.

This familiar conflict is usually seen in pop culture through a generational lens. Levin’s portrayal of Bud foreshadows invidious stereotypes of lazy, feminized, racialized hippies and lazy, feminized, racialized millennials. But if even the youth of the Greatest Generation were smeared in this way, maybe the problem is not the kids themselves, but the conventional, persistently invidious stereotypes of rebellious youth. Every generation, even the greatest, is viewed as a potential betrayer, ready to overthrow the white male capitalist order. And so every generation, even the greatest, must be dumped into that copper vat, melted into the same mold, its old form erased and forgotten so the next generation’s demands can again be portrayed as novel, without history or legitimacy. The greatest generation is always the last generation. The young are supposed to kiss them before dying.

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

#RPGaDAY 2020: Day 25 Lever

The Other Side -

Archimedes, the polymath of classical antiquity, is quoted with "Give me a lever and firm place to stand and I will move the world."

A lever is one of the six simple machines described by Renaissance writers. The lever is usually the first, though I think the inclined plane or ramp may have historically been the first.  

How does this apply to my games? Well...it does in a couple of ways, but the underlying theme is "keep it simple."

Design

Like a lot of people, I have been working from home since March.  It has worked out well for me since I can work anywhere I have a solid internet connection.  My wife has been home as well and I will admit I have enjoyed being home with her and my kids quite a bit.  I often get to listen in on her meetings when I go upstairs (my office is in my basement next to the game room) to get coffee. She has been talking about Optimization Levers all week.  In her case it has to do with software development.  But it is something I think about a lot in my day job and in my own RPG design work.

One of the reasons I feel I will never fully be part of the Old-School movement (whatever the stripe) is that I prefer simple solutions over complicated ones.  Don't give me 10 different ways of doing something in a game when one will suffice. I don't need tables when a simple algorithm and a number will work just as well or even better.

This is one of the reasons I feel that modern D&D is superior, design-wise, to older D&D.  I don't need pages of attack matrices for different classes and monsters when 3.x BAB and AC as DC works so much better.  I don't need percentile dive for thieves skills and d6s for ranger skills when both can be done with a d20.

The more you can simplify the rules the more then fade into the background and people can just play.

This is the central design philosophy behind Cinematic Unisystem. Everything is d10 based. Successes are based on any adjusted roll over a 9.  Simple. 

But simple mechanics do mean the game as been "simplified" or "dumbed down." It means the esoterica has been removed.  For D&D and Unisystem the lever is the d20 and d10 respectively.

I see a lot of people online complaining that such and such game is "dumbed down" or "made simple," often accompanied by a confession of never actually have played the game in question. 

Don't confuse simple with simplistic. 

Tools of Design

Likewise, I like to keep my process of design simple.  I feel it puts me into the right headspace for design.  So my levers here are the basic sort.  Paper and pencil.

Don't get me wrong. I am a technophile.  My wife and I love to be on the cutting edge of technology. I can even remember a time in the early 90s where I was looking for 50Ω terminators for the in house network we had built when such things were not only not common, but there was no good place to buy all the parts we needed for the multiple types of computers we had at the time.  

I will still run stats to determine spell levels and figure out which levels are needed.  While I can, and do, run those on my computer, I taught stats for long enough to also do the calculations with a pencil. 

Research still involves me, some books, and a folded up sheet of paper that serves as a bookmark and a place to keep notes. 

Coffee and pencils. Still my most reliable tools.

I mean yes. I will still transcribe those notes onto my PC/Laptop/Phone with some more details. but it has worked well for me for years.

So my advice is to be like Archimedes.  No, I don't mean run through the streets of Syracuse naked yelling "Eureka!" But rather use the simple tools and find a good place to stand.

Tasha's Cauldron of Everything

The Other Side -

Wizards of the Coast just announced their next book for Dungeons & Dragons 5th Edition and I could not more excited.

Tasha's Cauldron of Everything is set for release on November 17, 2020.  I already pre-ordered the standard and alternate cover from my FLGS so I should be getting it on Nov. 7.

What is this book about?  Well, that is Tasha, aka Natasha the Dark, aka Iggwilv the Witch Queen on the cover.  Honestly, that is all I need to know.

But...I can see why others might want to know more. 


It is going to be set up similar to Xanathar's Guide to Everything with new rules.  What do I know is in it so far?

  • New subclasses for every class.
  • The Artificer class.
  • Some psionic classes such as the Aberrant Mind.
  • A new lineage system that adds on to and supplants the D&D racial system. Rather looking forward to that.
  • Group Patrons and sidekicks. Add a little more organization to your adventuring group. 
  • New spells, artifacts and magical tattoos.  That chicken foot tattoo on Tasha's face is a huge clue as to what you are likely to get. (more on that later)
  • Puzzles and more puzzles!
So yeah a lot to offer.  And a lot of it looks like it would translate well into other versions of D&D; which was one of the early design goals of D&D5e/Next.  
I am sure I will find out more, but that chicken foot tattoo on Tasha/Iggwilv gives me a LOT of ideas.  It also might help me figure out some details of my own Pact of Baba Yaga that I talked about a bit ago.  Though now I might call it "The Mark of Baba Yaga" and it is how the Daughters of Baba Yaga can recognize each other.  I can expand on the magical tattoos I presented in The Craft of the Wise: The Pagan Witch Tradition
The art for this also looks fantastic as to be expected.

There is nothing I don't love about that picture.   The color palette, moon, and satyr remind me of the cover of Dragon #114.And that is Graz'zt on the Alternate limited edition cover too.

Wizards is hosting a D&D Celebration on September 18-20 and will be revealing more.  I am going to try to make it.

Too bad it won't be out for Halloween!

Of course let's not forget the art Jacob Blackmon created for me of the Witch Queens, Larina, Feiya, and Iggwilv!

Miskatonic Monday #51: Prison for a Thousand Young

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—

Name: Prison for a Thousand Young

Publisher: Chaosium, Inc.
Author: Jessica Gunn & Skippy

Setting: A Correctional Centre in 1950s USA

Product: Scenario
What You Get: Eleven page, 5.15 MB Full Colour PDF
Elevator Pitch: Sometimes escaping one prison means ending up in another.
Plot Hook:  Escape is your only hope of getting out of here.
Plot Support: Five handouts/maps/Mythos tomes, five NPCs, and four pregenerated inmates (investigators).
Production Values: Tidy layout, needs another edit, but double-page spreads.

Pros
# Focused one-shot
# Different time, different setting
# Good mix of stealth, action, investigation, and roleplaying
# Potential convention scenario
# Horrible flashback scenario?
# Easily transported to other times and places

Cons
# Linear plot
# Double-page spreads
# Difficult to work into a campaign

Conclusion
# Good mix of stealth, action, investigation, and roleplaying
# Different time, different setting
# The Shawshank Redemption meets Shub-Niggurath

#RPGaDAY 2020: Day 24 Humor

The Other Side -

I have always believed that humor is essential in most games.Yes, it can be a serious game, but humor; sometimes even gallows humor, is needed.


Like anything, it can be overdone.  In high school during our AD&D games, we had to put a moratorium on stupid puns in our games.  It got so bad that it led to our DM creating the "Wandering Damage table" or just damage your character took from the universe reacting to your pun.  It, in of itself, was a humorous solution to the problem.
For Ghosts of Albion, I wrote a section on horror role-playing. I got into some detail that is appropriate for that game but I also included a section called "See A Little Light" (yes, I am a Bob Mould fan). The point was that constant horrors will wear your characters, and players, down. That every so often you need to lighten the mood.  Even the Ghosts of Albion web-episodes and books had a good mix of humor to them. I mean you can't have the ghost of Lord Byron and not have fun with that.
The topic of RPGs and humor is vast really. So there is no way I am going even cover 1% of it in a blog post.  But I figure I will cover one other thing.
I don't want to make it look like that all my games are Toon or Paranoia, I do like a serious game.  BUT just like too much humor is a bad thing, taking yourself too seriously is also bad.
A while back I was at a game at Gen Con. This was before my family started going with me and I was in a Mutants and Masterminds game. The GM was a real dick. There were a couple of younger kids in the game and like kids do, they joked and had fun, and the GM was just a real bastard to them.  Yes you can have a serious game, but don't be an asshole about it.  It was this dudes game, so I was not going to tell him how to run it, so I did the "dad thing" I just inserted myself between the kids and the GM.  I turned the three of us into this little mini-team of the eight sitting there so he didn't have to talk to them directly.  I don't think he knew how to deal with kids really.
So be like Bob Mould and see a little light.

Miskatonic Monday #50: Leptis Magna

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: Leptis Magna

Publisher: Chaosium, Inc.
Author: Marco Carrer

Setting: 1930s Libya for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos

Product: Scenario
What You Get: Eleven page, 606.96 KB Full Colour PDF
Elevator Pitch: Imperial ambitions don’t always end in glory, sometimes they end in gore.
Plot Hook:  Exemplary service got you noticed, a special mission could get you sent home—a fine reward. 
Plot Support: Three NPCs, multiple Mythos creatures, and four pregenerated Italian Regio
Esercito soldier player characters.
Production Values: Tidy layout, scrappy art, and needs localising.

Pros
# Different time, different place
# Scenario for Pulp Cthulhu

Cons
# Linear
# Just following orders
# No investigator agency
# How are you with the fascist regime? 
# Pulp Cthulhu or Call of Cthulhu, Seventh Edition—does it matter?

Conclusion
# Just following orders
# More novel than scenario

Miskatonic Monday #49: Hidden Within

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: Hidden Within

Publisher: Chaosium, Inc.
Author: Avery M. Viers

Setting: Jazz Age Toledo

Product: Scenario
What You Get: Thirteen page, 820.88 KB Full Colour PDF
Elevator Pitch: Blue murder in the doghouse
Plot Hook:  When family members suddenly turn giggly, obese, and standoffish, something strange must be going on.
Plot Support: Four NPCs, two Mythos creatures, one Mythos tome, and one handout.
Production Values: Tidy layout, needs another edit, and functional map.

Pros
# Bloody body horror
# Charnel house horror
# Decent mix of investigation and combat
# ‘Aliens’ in Toledo?

Cons
# Bloody body horror
# Potentially too combat focused?

Conclusion
# Decent mix of investigation and combat
# Charnel house horror-oneshot

#RPGaDAY 2020: Day 23 Edge

The Other Side -

Again, lots of directions for "Edge" but I think I am going to go with "cutting edge" and talking about the latest cutting edge in dungeon exploring technology.

Right now the hottest thing for D&D 5 is the Combat Wheelchair. 

Sara Thompson is a D&D player and accessibility educator (and if you had any clue how much money my company spends on accessibility issues you would understand why such a person is vital today) has designed a "Combat Wheelchair" for D&D 5e.

You can get a copy of it here, Combat Wheelchair 2.0

It is actually kind of awesome, and I wonder why it was never dreamed up before.  I mean seriously how many D&D games can point to X-Men comics as a source of inspiration? Certainly someone, somewhere had D&D versions of the X-Men and Professor X included.

She released it on Twitter and very quickly it caught attention. Artist Claudio Pozas even provided some free art for it.   She even got a lot good press on this. 

Even miniature companies jumped on this.
https://strataminiatures.com/
AS you can imagine not everyone is seeing this as the good thing it is.  I am not going to reiterate their rather tedious arguments here; go look them up if you like.  I'll just say that in a game with magic, flying lizards, giants and all sorts of wonders how is this a bridge to far?  

Find out more about this on these sites:

Miskatonic Monday #48: Nightmare in Providence

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—

Name: Nightmare in Providence

Publisher: Chaosium, Inc.
Author: Justin Fanzo

Setting: Jazz Age Lovecraft Country

Product: Scenario
What You Get: Thirty-three page, 2.0 MB Full Colour PDF
Elevator Pitch: Sometimes it really is possible to get lost in movies.
Plot Hook: Occult experts—the investigators—are asked to look for a missing Nickleodeon owner and a missing wouldbe star. 
Plot Support: Two gods and eleven handouts.
Production Values: Plain layout, needs another edit, and ordinary maps.

Pros
# Linear like a silent movie
# Verbally challenging
# Lunar cameo

Cons
# Linear
# Minimal roleplaying
# Pointless puzzles
# Overeggs the Sanity losses

Conclusion
# Linear
# Minimal roleplaying
# Pointless puzzles

Miskatonic Monday #47: Call of Cthulhu Occupation Kit: Occultist

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—

Name: Call of Cthulhu Occupation Kit: Occultist

Publisher: Chaosium, Inc.
Author: Evan Perlman

Setting: Jazz Age

Product: Investigator supplement
What You Get: 264.37 KB, four-page, full-colour PDF.
Elevator Pitch: Want extra depth and detail for your Occultist Investigator?
Investigator Hook: Delve into the ‘hidden’, the Occult world of folklore, spiritualism, Theosophy, esoteric magic, and other traditions for this classic Occupation for Call of Cthulhu, Seventh Edition.
Investigator Support: Career Paths, Roleplaying Tips, Public Perceptions, Real-life Examples, Variant Skill Lists, and Equipment Lists.
Production Values: Plain and simple, but needs an edit.

Pros
# Good overview of the Occupation
# Touches upon various traditions
# Introduces real world examples
# Roleplaying tips
# Public perception of the Occupation an interesting inclusion.
# Solid concept

Cons
# Feels underdeveloped
# Good overview of the Occupation
# No sample Occultist Investigators
# No sample Occultist NPCs

Conclusion
# More magazine article than supplement
# Feels underdeveloped
# Solid concept

Miskatonic Monday #46: The Pipeline: A Call of Cthulhu Scenario for the 1980s

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.


—oOo—

Name: The Pipeline: A Call of Cthulhu Scenario for the 1980s

Publisher: Chaosium, Inc.
Author: Alex Guillotte

Setting: 1980s British Columbia, Canada

Product: Scenario
What You Get: seventy-two page, full colour softback book.
Elevator Pitch: The oil must flow, the pipeline must be kept open.
Plot Hook: Contact has been lost with Exxon Pumping Station #31 in British Columbia. Mechanical fault or radical environmentalists, you are assigned to find out.
Plot Support: Seven arctic hazards, eleven handouts, fifty-six NPCs (alive, deceased, and/or insignificant), eight pregenerated investigators, a new Mythos creature, the Arctic Guide Occupation, and new equipment and archaic weapons.
Production Values: Needs another edit, but clean layout, excellent artwork, and nice handouts..

Pros
# Grueling mechanically and narratively
# Grueling mentally and physically
# A wealth of detail
# Fantastic handouts
# Marginalia!
# Potential Delta Green flashback?
# Survival horror

Cons
# Grueling mechanically and narratively
# Grueling mentally and physically
# A wealth of detail
# New Mythos monster when the Yeti would have done?
# Linear plot—as in a ‘Pipeline’

Conclusion
# Potential Delta Green flashback?
# Grueling and linear
# Superbly presented

#RPGaDAY 2020: Day 22 Rare

The Other Side -

I am what I would call a casual collector of old-RPGs.  I don't think I go crazy to find certain items, but there are some I am always on the lookout for.

I am particularly fond of anything printed in England for example.  I have mentioned before I am an anglophile and a huge fan of anything English/British/Celtic/Gaelic.  So I have made some effort to get some of the older D&D/AD&D books that were printed in England by Games Workshop.

All these books are softcover, which is kind of interesting.

On my list is a Holmes Basic box published by Games Workshop.

I don't have one of these and all the ones I have found are really expensive.

I am also not an autograph hound, but I have a couple items that I am proud of.

First, Deities & Demigods signed by Jim Ward and a couple of the artists. 

Need to get some more of these.  Erol Otus and Darlene are my goal.

And my only Gary Gygax signed item.


One last thing on my list is a carded set of Dragon Dice.  

I used to get these at B. Dalton's Bookseller in Springfield IL.  Had I know how much they go for now I would have bought a couple extra sets.

Yes I know. There are superior dice. And what I would pay for these I could several dozen sets of other dice. But what is the point of going to grad school for 14 years and living on popcorn and pineapple for a year if I can't spurge now?

Miskatonic Monday #45: The Reunion

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.
—oOo—Name: The Reunion

Publisher: Chaosium, Inc.
Author: Esko Evtyukov
Artists: Ina Pylkkö

Setting: Jazz Age Lovecraft Country

Product: Scenario
What You Get: 15.14 MB, twenty-page full colour PDF
Elevator Pitch: “In time of test, family is best.”
Plot Hook: Magic and the Mythos do not exist, but even the FBI hates to see a sorcerous criminal with the wrong book.
Plot Support: ‘New’ investigator organisation, eight NPCs and creatures, and a Mythos tome.
Production Values: Needs another edit, but clean layout.

Pros
Delta Green-not Delta Green
# Family-focused scenario
# Federally-backed investigation
# Bowler-hatted Man-in-Black
# Suitable for a smaller group of investigators # Decent first scenario by new author

Cons
Delta Green-not Delta Green
# FBI rather than P-Division?
# No maps
# Illustrations more placeholders than helpful
# Monster motivations underdeveloped

Conclusion
# Too close to Delta Green
# Decent first scenario by new author
# Suitable for a smaller group of investigators

Kickstart Your Weekend and Interview: Christopher Grey and the Great American Witch

The Other Side -

Today I am talking with Christopher Grey, designer of The Great American Novel and The Great American Witch (Games) and author of Goddamn F*cking Dragons, Will Shakespeare and the Ships of Solomon. (Novels)

Christopher is currently coming to the end of his latest Kickstarter for The Great American Witch.

https://www.kickstarter.com/projects/greyauthor/the-great-american-witch?ref=theotherside

Tim Brannan/The Other Side: Let’s start at the beginning, who are you and what do you do?
Christopher Grey: I’m Christopher Grey and I’m a game designer and novelist. I created The Happiest Apocalypse on Earth, an ENnie-nominated PBTA game about an evil children’s theme park, and The Great American Novel RPG, which was recently nominated for the Indie Groundbreaker Award.

TB: How did you get into gaming?
CG: It’s hard to pinpoint a starting place, I feel like I’ve always been gaming. When I was eight I was making board games on my dad’s file folders. My first RPG design happened somewhere in the neighborhood of 15 or 16. In the early days I played AD&D 2e, then graduated to Rifts, then hobbled over to World of Darkness. I think it’s fair to say I’ve been playing some sort of RPG for at least thirty years.

TB: What are some of your favorite games? Why?
CG: It’s so hard to choose! And it changes fairly regularly. I basically love anything Free League puts out and their latest game Vaesen I think is a masterpiece. The game system is slick and easy and the setting/content is perfection. But they get lots of love, so I’d like to point out some of my favorite indy games. I’m a big fan of Monkeyfun Studios and they are close friends--Bedlam Hall is still on my list of all-time favorite games. I mean you basically get to play Downton Abbey meets The Addams Family. I think Kimi Hughes’ Decuma is a huge innovation in gaming and I shamelessly robbed her approach for a game concept of my own. I’m a big fan of world-building games like Dialect and Microscope. Ten Candles is also top of my list. Oh! And Icarus… that kind of lands in the world-building category. For the Queen changed my understanding of game design. Really loving Lighthearted by Kurt and Kate Potts. I should probably stop. I love so many games.

TB: Very cool! Let’s get into what is important! What is The Great American Witch?
CG: The Great American Witch is an RPG where you get to play in the secret world of witches as they protect humanity from supernatural threats and secret societies. It was built on The Great American Novel chassis so it is story and character-focused. It is designed for campaign play of the kind you see from World of Darkness games.


TB: What sorts of games do you see others playing with these rules?
CG: The rules are highly tuned into the Great American Witch setting and experience. I think folks will have a tough time playing something other than powerful secret witches with the ruleset. However, it was adapted from a generic rule system that has a lot of flexibility. I do intend to expand this rule set into other categories of the GAW fictional universe. So stay tuned on that!

TB: How does it relate to your earlier game, the Great American Novel, and can the two be used together?
CG: Great American Witch adapted the GAN rule-set heavily in order to create an experience unique to it. They aren’t really compatible as they are working toward different things. GAN is designed for one-shots or short campaigns of a literary nature (the sorts of slow-moving narratives you find in classic literature), whereas GAW is designed for extended play that creates cinematic experiences (like the dramatic tension you find from your favorite streaming shows). However, if you’ve played GAN you’ll find a familiar approach to game design--one that focuses on characters and motivations, not on attack rolls or skills.

TB: Of course while the title is clearly an homage to your earlier game, I have to ask are you a Rob Zombie fan? And was the title inspired by his “American Witch”?
CG: I almost didn’t go that direction in order to differentiate it from American Witch. I do like Rob Zombie, but this experience is more like American Horror Story: Coven, the Craft, or True Blood. Ultimately I couldn’t resist calling back GAN since that is the primary engine running it. Plus, it has a nice ring to it.


TB: I loved American Horror Story: Coven and The Craft! What are your future plans for this game?
CG: Oh so much. I intend to work in this system and setting for quite some time. I’ve already started supplements for GAW that will include more play options (such as covens and crafts) as well as additional settings within the same world. I’m also working on other types of games for the setting, such as a story-prompt card game that is already in the editing phase. Eventually, I will expand to other supernatural groups, like the Illuminati, vampires, werewolves, etc. Frankly, I’ll be doing this for a while.

TB: Nice. That sounds great. And for me and my audience here. Who is your favorite wizard, witch, or magic-user?
CG: Considering the amazing examples of magic-users throughout recorded history, this is a hard one. Ultimately, I’d have to say Kiki from Kiki’s Delivery Service. I just absolutely love that movie and character.


TB: I adore Kiki! She is fantastic. Finally, where can we find you on the internet?
CG: Best place is my site christopher.world where I keep all my stuff and links to my social channels.

Links:
https://www.christopher.world/
https://twitter.com/greyauthor
https://www.drivethrurpg.com/browse/pub/12812/Christopher-Grey

Miskatonic Monday #44: Akhenaten Unveiled

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: Akhenaten Unveiled

Publisher: Chaosium, Inc.
Author: James Austin
Setting: Ancient Egypt (Cthulhu Invictus)
Product: Scenario
What You Get: 38.56 MB, thirty-five-page full colour PDF
Elevator Pitch: ‘Death on the Nile’

Plot Hook: King Amenhotep IV rejected the Egyptian gods. You have been assigned to assassinate him.
Plot Development: A perilous trip down the Nile leads to party town, strange magic, and ‘The King is dead! Long live the King!’
Plot Support: Glossary, twelve NPCs and monsters, its own Appendix N, two handouts, one spell, and six pregenerated investigators.

 Pros
# Intriguing plot
# Cthulhu Invictus one-s+hot
# Set in Ancient Egypt
# Physical puzzles
# Cthulhu Invictus meets Stargate

Cons
Cthulhu Invictus meets Stargate
# Pregenerated Investigators lack motivation
# Assassination set-ups needs development 
# Non-Mythos scenario

Conclusion
# Feels underdeveloped in places
# Physical puzzles
# Original, but non-Mythos plot

#RPGaDAY 2020: Day 21: Push

The Other Side -

There is always one day in these month-long posting sessions that I have nothing.

Today is that day.  I mean I can come with stuff for "Push" don't get me wrong, just nothing I feel inclined to write about in a meaningful way.   I usually allow my self a pass on any given day. Today I am taking it.

So here is something "push" related.

I guess Garbage is from the same area as D&D, so there is that.

Miskatonic Monday #43: Little Torches

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—

Name: Little Torches 

Publisher: Chaosium, Inc.
Author: Heinrich D. Moore
Setting: 1990s

Product: Scenario
What You Get: 8.29 MB sixty-page, full-colour PDF
Elevator Pitch: “Fly too close to the sun, and you’ll burn your wings.”
Plot Hook: What causes a college student to immolate herself in front of you? Her depression? Her mother’s cult? Or something else…? Plot Development: An explosively fiery beginning, a constantly burning box, dreams of a lighthouse, and the warmth of the sun.Plot Support: Fourteen full-colour Investigator handouts, twenty NPCs and Mythos creatures and entities, and five pregenenrated Investigators.

Pros
# Opens strongly, with a fiery bang!!
# Cast of interesting NPCs
# Well explained artefact
# Straightforward plot literally becomes labyrinthine
# Parallel plots in and out of dream
# Adaptable to other time periods with a little effort
# Potential to be developed into a Mythos versus the Mythos campaign
# Innovative use of handouts to pull investigators into the plot
# Handouts used to help develop each investigator
# Interesting in-game interpretation of the Great Old One, Cthugha 

Cons# Themes of isolation and alienation not suitable for all
# Pregenerated investigators tied to the plot, but not the set-up
# Innovative use of handouts to pull investigators into plot may feel too much like solo play.
# Needs careful preparation by the Keeper
# Overeggs the Mythos in places
# Handout and scenario structure gives Keeper a lot to keep track off.

Conclusion
# Intriguing encounter with the Mythos which starts with a bang!
# Innovative use of handouts to encourage roleplaying# Needs careful preparation by the Keeper

Wynnona Earp for NIGHT SHIFT

The Other Side -

Wynonna Earp is back for Season 4! Largely due to the efforts of the fans, "Earpers",  and so far it has been great.  

So I think giving them the NIGHT SHIFT treatment is in order.

Spoilers up to Season 3.  Images of the characters by HeroForge.

Wynonna Earp
AKA "Nona"
5th Level Chosen One, Human
"I am the girl. With the big-ass gun."

Strength: 15 (+1)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 12 (0)
Wisdom: 13 (+1)
Charisma: 15 (+1)

HP: 40 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Brutal Warrior, Killing Blow, Supernatural Attack, Difficult to Surprise, Improved Defense, Ranged Combat, Survivor Skills, Stunning Blow, Melee Combat, Regeneration of HP, 2 bonus Damage Dice, the Earp Heir. 

Equipment
Peacemaker (gun form), whiskey flask.

Wynonna Earp is the great-great-granddaughter of Wyatt Earp and heir to the Earp curse.  She is the one that must rid the Ghost River Triangle of all the revenants, or "demon-adjacent" dead that return to battle with the Earp heir.

Waverly Earp
AKA "Waves", "Baby Girl", "Angel"
3rd Level Survivor / 1st Level Sage, Half-Angel
"Heroes always win."

Strength: 12 (0)
Dexterity: 14 (+1)
Constitution: 17 (+2)
Intelligence: 17 (+2)
Wisdom: 15 (+1)
Charisma: 17 (+1)

HP: 20 (3d4 + 1d6)
AC: 8
Fate Points: 15

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2    Ranged bonus: +3
Saves: +3 to Death saves

Special Abilities/Skills
Stealth skills, Danger Sense, Perceptive, Sneak Attack, Read Languages, Suggestion, Lore, Half-angel abilities

Equipment
Shotgun, Earp lore.

Waverly Earp is Wynonna's younger half-sister. She only recently discovered that she is not in fact and Earp, but instead the offspring of Michelle Earp, nee Gibson, and the Angel Julian.  She knows the most about the Earp family and curse.  She is currently engaged to former Sheriff Nicole Haught.

Nicole Haught
AKA "Red", "Sheriff Hot", "Hot Sheriff" 
4th level Veteran, Human
"Did I just hit my head and wake up in patriarchal bullshit land?"

Strength: 16 (+2)
Dexterity: 17 (+2)
Constitution: 16 (+2)
Intelligence: 16 (+2)
Wisdom: 17 (+2)
Charisma: 18 (+3)

HP: 37 (4d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+0
Melee bonus: +2  Ranged Bonus: +2
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking

Equipment
Shotguns, handguns

Sheriff (formerly) Nicole Haught is the only survivor of an attack of demons lead by Bulshar, the demon responsible for all the demonic activity in the Ghost River Triangle and the town of Purgatory. She is smart and resourceful. She is in love with Waverly Earp and just said yes to Waverly's proposal.

John Henry "Doc" Holiday
AKA "Doc", "Holiday"
5th level Veteran, Vampire
"Careful, Earp. Doing what’s right, even in the face of ridiculous odds … you are beginning to sound like a hero."

Strength: 20 (+4)
Dexterity: 20 (+4)
Constitution: 18 (+3)
Intelligence: 13 (+1)
Wisdom: 15 (+1)
Charisma: 16 (+2)

HP: 42 (5d8)
AC: 6
Fate Points: 10

Check Bonus (P/S/T): +3/+2/+1
Melee bonus: +2   Ranged bonus: +6
Saves: +2 to all saves

Special Abilities/Skills
Combat Expertise, Increased damage, Supernatural attack, Tracking, Vampire abilities

Equipment
Handguns

John Henry "Doc" Holiday was cursed after his friend Wyatt Earp died and had been trapped in a well for 130 years. He was released by Wynonna and they went from being colleagues to friends to lovers. Though with his aging catching up to him Doc went to his ex-wife Kate and became a vampire.

This could be a lot of fun really!

How about a sneak peek at Season 4?

Let's hear that theme song again.


Jonstown Jottings #26: Valley of Plenty

Reviews from R'lyeh -

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

—oOo—



What is it?
Valley of Plenty is the first part of The Jaldonkillers Saga, a campaign for QuestWorlds (HeroQuest Glorantha). 

It is a one-hundred-and-fifty page, full colour, Print on Demand softback book.

Although it needs a slight edit in places, Valley of Plenty is nicely presented with some reasonable artwork. The cover is pleasingly bucolic.

Where is it set?
Valley of Plenty is set in the lands of the Blue Jay clan of the Dundealos tribe in southwest Sartar on the border with Prax.

When is it set?
Valley of Plenty begins in 1602 and will explore events which take place in 1602, 1605, 1607, and 1608.

Who do you play?
Members of the Wildlings, the gang led by the younger daughters of Dinorth Many-Spears, leader of the Blue Jay clan and King of the Dundealos tribe. They are in turn children, teenagers, young adults, and finally adults, who will play and then grow into their roles in the tribe.

What do you need?
Valley of Plenty requires QuestWorlds to play. (At the time of the publication of Valley of Plenty, only the QuestWorlds - System Reference Document is available. Alternatively, Valley of Plenty can be run using HeroQuest: Glorantha.).

Valley of Plenty also makes reference to Sartar: Kingdom of Heroes, Sartar Companion, Sartar Player’s Primer, The Coming Storm: The Red Cow Volume I, The Eleven Lights: The Red Cow Volume II, The Guide to Glorantha, and The Glorantha Sourcebook. Of these, Sartar: Kingdom of Heroes will provide details of the gods and their associated cults that are also worshiped by the Blue Jay clan, whilst The Glorantha Sourcebook provides wider background.

What do you get?
Valley of Plenty is notable as a release on the Jonstown Compendium for being the first for use with QuestWorlds rule-system—Chaosium, Inc.’s update for HeroQuest. It is both a sourcebook for, and the first part of, The Jaldonkillers Saga, a campaign set in Sartar which will take a group of characters from the idyll of their childhood through the sundering of their tribe and beyond to its reconstitution in exile and then the efforts made to retake both their tribe’s lands and glory. This is framed against the invasion of Sartar by the Lunar Empire and its repulsion following the Dragonrise. Valley of Plenty only covers the first part of this and sets everything up and deeply involves the players and their characters in their clan through notable events in the early lives.

The player characters begin play as children. They are members of the Wildings, a gang lead by the younger daughters of Dinorth Many-Spears leader of the Blue Jay clan and King of the Dundealos tribe, who have plenty of time to play and have fun. No matter what trouble they get into, the Wildlings have the favour of the king—though sometimes not his wife—and this has interesting implications for the campaign. It means that as the campaign progresses and the characters grow, the characters’ friendship with the king’s daughters and his favour enable them to grow into a place close to the king and the events that will beset the clan, rather than being the default set-up from the outset. So initially, the campaign will have a little of the feel of Swallows and Amazons or Five Go Adventuring Again, but this will change as the characters grow, become adults, and assume their full roles in the clan.

The structure of the campaign is episodic. The first takes place when the Player Characters are eight or nine, beginning with a day that many players will recognise from a hot summer’s day from their own childhoods, before going on to explore the consequences of the day. From an adult perspective, it is very light-hearted, but not so from that of children. In particular, the second scenario, ‘Two Frogs Too Many’ presents a challenge typical of that which might be faced by an adult adventurer in Glorantha, but here appropriately scaled down to match the ability levels of the children. (Mechanically, of course, this does mean that the abilities of the Player Characters or the threat they face have been scaled down, but for QuestWorlds, they have been scaled down narratively.) The second is set in 1605 when they are eleven or twelve, have some responsibilities, but still time to slip away on an adventure, one that brings then face-to-face with the clan’s enemies and then have a day at the races. In 1607, the Player Characters will undergo their rites of passage and become adults, before in 1608, engage in adult activities—a raid and the difficulties of engaging with a rival clan. The Player Characters will have their first encounter with the Lunars, a sign of things to come in future parts of The Jaldonkillers Saga.

In between these periods of intense activities, the players roll for events which will affect them and their families and learn of ongoing events in the tribe and the wider world. All the adventures though, are really well done, in presenting tasks and challenges appropriate to the ages of the Player Characters, the risks and responsibilities growing with each new chapter. Each period comes with additional seeds and throughout the bonuses to be gained and changes to be made to each character’s stats as they grow up and eventually gain responsibilities, meaning that the characters grow up both mechanically and narratively into adults and members of the tribe. At the same time, both they and the Game Master are growing into QuestWorlds’ mechanics, the campaign introducing different elements of the rules as it progresses.

In addition to the mechanical progression, Valley of Plenty also presents the background information that the Player Characters would know, also progress. Notably, this is done through two player handouts, ‘Child’s Knowledge’ and ‘Youngster’s Knowledge’, which present their world view rather than that the clan’s adults. These present a Sartarite clan from first principles, then second principles, and then the wider world, introducing Glorantha in an easy to digest step-by-step fashion. Other handouts cover the gods commonly worshiped by the Blue Jay Clan and the Dundealos tribe and details of the small city of Dundealosford, and the surrounding area. For the Game Master, there is more information about the Jaldonkillers tribe, including very full write-ups of the cults of Elmal (the Jaldonkillers being Horse Orlanthi, though the Player Characters are ‘City Jays’, living in Dundealosford), Redalda, Andred, and Drogarsi the Skald, as well as the Shamanic Tradition of the Steadfast Circle. These are exceptionally well done, and full of suggestions as what benefits worshippers—and the Player Characters—can gain from belonging to each cult as well as extra details that the Game Master can bring into play and each cult’s role in Blue Jay society. The cult of Andred—she is the goddess of victory and justice deferred—is new, as is the shamanic tradition write-up, and it should be noted that the cult descriptions for Elmal, Redalda, and Drogarsi are written from a non-Orlanthi perspective. So if a player would participate in a different campaign, he would need to be apprised of the differences. Further, not all of the cults which the Blue Jays belong to are covered in Valley of Plenty and a Game Master may need access to Sartar: Kingdom of Heroes if a player decides his character belongs to one of those.

On the downside, some of these handouts are lengthy and in places it feels as if the players need to do a bit of homework to play Valley of Plenty. As much as it is designed as an introduction to Glorantha—although one from a particular point of view—there is still a degree of buy-in upon the part of the players. Another issue is that Valley of Plenty only takes The Jaldonkillers Saga campaign so far, that is from childhood to adulthood, and not as far as the events surrounding the sundering of the tribe. Of course, Valley of Plenty sets up and hints at the events to come, but anyone expecting more will be disappointed, plus the scenarios in Valley of Plenty do not really end on a high point or a low point, or indeed with any great sense of a climax. These issues are minor, however, and will not really impinge on a play-through of Valley of Plenty.

With Valley of Plenty, the Jonstown Compendium has not one, but two good starter campaigns—campaigns that start from first principles about Glorantha and who the Player Characters are in the world—and take them deeper into the setting. The other of course is Six Seasons in Sartar. It is not difficult to draw comparisons between the two, because they share a number of similarities. They both focus on the one clan, their storylines both involve the sundering of their clans and subsequent reclamations, and both have the Player Characters beginning play before they are adults. However, whilst the events of Six Seasons in Sartar are more direct, those of Valley of Plenty are gentler, with more adventures before the Player Characters come of age. Of course, the big difference between Six Seasons in Sartar and Valley of Plenty is that the former is written for RuneQuest: Roleplaying in Glorantha whereas the latter is written for QuestWorlds. In fact, this is a good thing, since it means that they do compete with each other, though there is nothing to stop a Game Master adapting Valley of Plenty for use with RuneQuest: Roleplaying in Glorantha. However, she would need to take care as the RuneQuest: Roleplaying in Glorantha mechnics are not as forgiving when handling children Player Characters as QuestWorlds is.

Valley of Plenty is an excellent campaign, an excellent campaign for Glorantha, and an excellent entry point for playing in Glorantha—so good that it could easy have been published by Chaosium. It guides both Game Master and her players, step-by-step, into the game and the world of Glorantha as well as the mechanics of QuestWorlds, in an enjoyably gentle fashion, supporting the process with an easily digestible background and details that can be brought into play. As an introduction to, and a first campaign—literally and narratively—for, Glorantha for QuestWorlds, this is a must buy, and were not for the fact that Valley of Plenty is written for use with QuestWorlds rather than RuneQuest: Roleplaying in Glorantha, one of the first purchases which should be made from the Jonstown Compendium. 

Is it worth your time?
YesValley of Plenty is a near perfect introduction to gaming in Glorantha and should be your first QuestWorlds purchase.
NoValley of Plenty is another Glorantha campaign starter and for another set of rules when there is more enough for RuneQuest: Roleplaying in Glorantha right now.
MaybeValley of Plenty contains background as well as adventures which could be adapted to your campaign or indeed, rules system, of your choice.

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