RPGs

Class Struggles: The Alchemist

The Other Side -

The Love Potion by Evelyn De MorganThought a Class Struggles might in order today.  I have been thinking a lot about the Alchemist lately and thinking that of all the potential classes, this the one Old-School AD&D/D&D talks around the most, but never actually executes. My history with the alchemist goes back to when I was creating a bunch of new classes.  There was the witch (obviously), followed by the necromancer, the "sun priest" and finally the healer.  The alchemist was one that I mentioned in conjunction with all these other classes, but never had much more than an outline of it.

So let's have a look at how the Alchemist has presented to us over the years and what the class has become today.

The Dragon Magazine Alchemist(s)
I want to start here since these are the first alchemists. The ones that even predate the information in the DMG.
To claim there is one alchemist from Dragon Magazine is a bit of a stretch.  While a claim can be made for the Dragon Mag witch class, the alchemist has seen less cohesion.
The first alchemist we see, and one that predates AD&D, is the  "New D&D Character Class: The Alchemist" by Jon Pickens in Issue #2, page 28. This is a solidlyOD&D class.  Here we get 20 levels of the alchemist class which functions as a slightly weaker version of the magic-user.  It can create potions up to 6th level, like spells.  This alchemist though has some special powers to go with it. It can detect and then later neutralize poisons and paralysis. It can identify potions and can prepare various poisons.  The class is playable, but feels limited to a support role in some cases.  The Prime Requisite is Wisdom, though I think Intelligence is a better choice.

A few more years in and we get a combo of classes for Roger and Georgia Moore in Dragon #45, "NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix." This gives us two NPC classes, the Astrologer and the Alchemist. While the Astrologer looks like a lot fun, I want to focus on the alchemist now.  This is a pure NPC; no class levels or XP, no hp, just what they do and how they do it.  There is a bit on hiring an alchemist as well.  The assumption here must be that these are all older professionals likely past their adventuring years.  Fo me I can see both versions working at the same time in the same class.  Pickens' class for adventuring years and the Moores' for after that.

Separate, these classes feel a bit lacking by my standards but are likely fine by others.  Together though they combine rather nicely into a complete whole for me.

In "Recipe For the Alchemist" (Dragon Mag Issue #49), Len Lakofka presents, in very typical Len fashion, a very complete alchemist class.  Like many of his classes, this one is an NPC only and should be considered something of a more useful henchman.  In addition to the powers of detecting and making potions and poisons there are skills on glass blowing and pottery making.  Two useful skills for an alchemist to be sure.
There are XP per levels given, but they add up to be a little bit more than the magic-user if you consider the first couple levels are "apprentice" levels with little more than pottery making and glass blowing skills.   While the class is very complete it is a bit prohibitive as a PC class. I am certain that is by design.

There is a bit of a stretch before we get to another one, but it is worth the wait. "Better Living Through Alchemy" from Tom Armstrong in Dragon #130 has become in my mind the defacto article on alchemy in D&D.  Armstrong gives us not only an alchemist class but also a primer on Alchemy and how it could work in the game.  This is also the only alchemist I have played and playing the class though was hard. It had higher XP per level than the wizard and there was little they could do without their lab. The article is dense. That is in the sense that there is a lot here to read and unpack.
The article reads like a cleaned-up version of all the alchemists we have seen so far and this one also has the benefit of a few more years of play on it. 

The Alchemist in the DMG and D&D Expert
In between all of those we get some notes on the alchemist from the Dungeon Master himself in the DMG.  Though if anything this only makes me want to have an Alchemist NPC class, or better yet PC class, even more.


While the alchemist is not needed for higher-level magic-users, someone is going to need them.  Plus someone out there is creating all those potions.   If Jonathan Becker's recent deep-dive into the Illusionist class is any indication we could have used a magic-user sub-class of an alchemist more than the illusionist!

The D&D Expert set also has guidelines for an alchemist and maybe the most iconic alchemist art there is in D&D.


For 1000 gp a month you can have an alchemist on hire. Likely less for that sketchy guy above.

So how do we get there?  Well, let's see what the 3rd party publishers have to say.

Bard Games



I have gone on the record many, many times about my love of the books from Bard Games.  Their Compleat Spellcaster is still a favorite and particularly germane to today's discussion is their Compleat Alchemist.


While the Compleat Spellcaster is my favorite for obvious reasons, the Compleat Alchemist seems to be the most popular.  There are two prints from Bard Games, the Arcanum (which combines all three) and then another one from Wizards of the Coast long before their D&D years.

This was one of the most complete (it says so in the title) alchemist classes for some time to come. At 48 pages the book was huge for a single class.  By necessity, the class was written for "any FRPG" so a lot of the language is coded since they did not want to run afoul of TSR. But there is enough information here for you to read between the lines to figure out what to do. 

Some time is given to the art and science of alchemy. This includes the use of special symbols and language to communicate with other alchemists. Prices and rarities of ingredients and equipment.  And even a component sheet to keep track of the alchemist stores.
Potions and Elixers are granted by level as one would expect, only, in this case, it details what the alchemist can do at their class level. Not by let's say potion level (like a spell).

This alchemist really was the gold standard by which all other alchemists were to be judged for years.  Enough so that it appeared in several different books by a few different publishers over the years.  So much so that it still appears in the Arcanum 30th Anniversary Edition from ZiLa Games.

The OGC / OSR Alchemists
Not to be left out modern authors have looked back to the Alchemist and created their own versions using the OGL.

Pathfinder
The evolution of the D&D game to Pathfinder has also given us an evolved alchemist class.  This is presented as a fully playable PC class. It is also so popular that while it was originally a "Base Class" in Pathfinder 1st Editon, it became a Core Class in Pathfinder 2nd Edition and the favored class of Pathfinder goblins.
I rather enjoy this version of the class since it more playable than previous versions of the class.  Good rationale is given as to why an alchemist would want to leave the lab and get out into the field of adventuring.   The class though does tend to be a little too "blasty" for my tastes and it seems that the 2nd Edition version has gone even more in that direction, but it is still a very fun class to play.

There is so much alchemist stuff  (over 300 according to DriveThruRPG) that there is even a product to collect all the OGC extracts into one place, Echelon Reference Series: Alchemist Extracts Compiled.

Pathfinder is not the only place though to find a "new" alchemist.  There are plenty of OSR/Old-school choices out there.  Here are a few I have grabbed over the years. In no particular order.

The Alchemist
Tubby Tabby Press
This is certainly one of the more complete alchemist classes I have seen. At 81 pages it is full of information on all of the class details, equipment, ingredients and everything the alchemist can create by level.  Designed for AD&D it can be ported over to any game. It is based on the Bard Games version.  There is only a small amount of art in this one and no OGL statements.  Despite that this is a very full book and plenty to keep players and GMs busy.

Basic Alchemist
Den Meister Games
This is a smaller product, but it is totally in line with the Basic-era games.  What makes this particular product useful is its flexibility.  Produced for Labyrinth Lord it is a solid B/X feeling class. The cover art even invokes the Erol Otus alchemist art from the D&D Expert book.  The alchemist can build potions, elixirs, and compounds and use them as magic-user spells.  Some examples are given and it has a great old-school feel. In particular, I love the alchemical failure table! 
At six pages it is not big, but it makes each page count. I do wish there more examples of spells though.

Supplement #1: The Alchemist
Vigilance Press
This is another smaller product. Five pages (1 cover, 1.5 OGL, 3.5 content) at $0.99.  It reminds me a bit of the Dragon magazine alchemists; Smaller XP per level needed, but only a few "powers" per level and some levels none at all. Slightly better hp and attacks set this off from other "magic-user" based alchemists.   I do wish this one had more to it than this, but it is a playable class.  If I were to use this one I might try it as a multi-classed Magic-User/Alchemist.  Get the advantages of the magic-user spells and the better hp/attacks of the alchemist.  Designed for OSRIC.

Old School Magic
Vigilance Press
This is an update to The Alchemist also by Vigilance Press. For another buck, you get more classes, another 23 pages and a better-looking layout. A good deal if you ask me.  The alchemist is very much like the one from the previous product.  Like the alchemist supplement, I might do a multi-class with this alchemist. Either as an alchemist-artificer or an alchemist-sage. 
The other classes include the artificer, conjurer, elementalist, hermit, holy man, naturalist, sage and seer.  Plus there are some new spells that I rather like.

The OSR Chymist
Jeremy Reaban
A slightly different version of the alchemist. Jeremy Reaban does some great classes and this one is no exception.  This chymist is closer in nature to the Pathfinder Alchemist but somehow this one feels more like an old-school class and manages to work well.   He includes some new formulae for alchemists/chymists and some sample NPCs.  Also there are tables for whatever old-school games you are playing. Sure conversion is easy, but this makes it all easier. 
It is PWYW, but my advice is to send him a buck or more. It is 16 pages so that is not bad for a dollar.

There are more, including many alchemists that are parts of larger books like Fantastic WizardryThe Crimson Pandect, and the previously mentioned Arcanum.


“What’s Inside the Little Box?”: Betamax Sales Demo, 1977

We Are the Mutants -

 Exhibit / February 20, 2020 

Object Name: Betamax sales training video
Maker and Year: National Training Systems, Inc., 1977
Object Type: Training video
Description: (K.E. Roberts)

Sony’s first Betamax VCR was the SL-6200, and it was housed in a teak wood cabinet with a 19″ Trinitron TV. The LV-1901 console, as the package deal was called, was released in Japan in May 1975 and debuted in the US that November. Price: between $2,295 and $2,495. Weight? Really fucking heavy. The VCR was sold separately (for about $1,295) starting in 1976, but department stores and consumer electronics outlets were left with the onerous task of unloading the first generation beasts loitering in their stock rooms and warehouses (the last 20 seconds of Raiders of the Lost Ark come to mind). Sony provided a “demonstration checklist” designed to help sales teams explain the entirely new concept of “recording one program while watching another” and “[recording] a program without even being there,” and they paid a company called National Training Systems, Inc. to help sales teams convince customers to shell out what amounted to the cost of a new Toyota Corolla.

Let’s start with the decor. The LV-1901 squats on a circular island of worn beige shag, which matches the implacable earth tones of everything else in the faux showroom, including the uneasy Muzak and the garb of our stereotypically unctuous salesmen—except for the plentiful ferns, which served as a kind of middle-class status signifier in ’70s and early ’80s America, similar to the aspidistra in prewar and postwar Britain. Although the sleek white pedestals and open cubes propping up Sony’s various TVs and stereos add something of a contemporary touch, the vibe is mostly that of the local, reliably down-home Sears. It’s certainly not the futuristic flavor served up in Sony’s 1975 promotional video introducing the LV-1901, where we see the monolith floating in star-twinkling space, kaleidoscopic video synthesizer effects, and lots of dry ice smoke. “The Sony Betamax,” intones a reverb-treated voice. “Its only purpose is to serve you.” And: “You’ll be free of the restrictions of time. Its uses are defined only by the limits of your imagination.”

Back on earth, our two salesman teasingly quibble and wink about who’s going to “role play” as the customer, and I half expected a porn film to break out. The sales pitch promises that the Betamax is “easy to use,” extolls “the great beauty of videotape” (blank Betamax tapes recorded a max of 60 minutes and cost almost $20), and endlessly reminds us that the LV-1901 (not to be confused with LV-426) comes with “dual tuners.” Although Betamax lost the format war precisely because Sony banked on consumers paying more for the perceived higher quality of the brand name, it holds a formative place in my media-chomping career. When the video store I worked at closed in 1987 or 1988, the magnanimous owner gifted me a used Betamax VCR, probably the SL-8200, along with a Beta movie of my choice. So I heaved the old bastard home and watched Enter the Ninja on it five or six times before it became my very own piece of antique furniture: comforting in its immovability, beautifully useless.

How to Destroy a Legacy in a Week

The Other Side -

I was not going to talk about this today.  I wanted to do a One Man's God today.

But in truth, I can't be silent about this. Last week I talked about Bob Bledsaw II and his racist, anti-Semitic, anti-woman, posts on Facebook.  Some fans of Judges Guild were content to ignore them or try to separate the "art from the artist".

Well, I am here to say that is all bullshit.


If you buy one of my books you are buying a piece of me. You are buying the stories I read, the music I listen too, the movies and TV shows I watch.  When doing research I make choices to read Book A or Book B, Article C or Article D, Documentary E or F.  This goes on and on.  What I choose is based on my interests, my time, and yes, my political leanings.  You don't have a choice in this save for one; to buy or not buy my books.  When writing I have one principle that applies; is this fun to play. If so then I do it.  If I do it right you buy and enjoy it too.

But don't pretend my politics don't enter into it.

Well. Now all the hemming and hawing and handwringing aside, Bob Bledsaw II posted the following unhinged screed on the Judges Guild official Facebook page.  There is no separation now of art and artist.  And to be 100% accurate, BBII did not, as far as I know, create anything for Judges Guild.

You might need to click on this or download it to read the whole thing.  Otherwise, Tenkar over at his eponymous Tavern has been doing a good job of keeping track of this whole clusterfuck.


There is so much wrong with this posting that it would take me several hours to point all the self-contradictory statements, the outright false-hoods and tin-foil hat wearing conspiratorial bullshit and frankly, he is not worth my time.

But there are only two facts that matter to me.
1. This was posted as part of an official release on the Judge's Guild page.
2. It is so full of hate, bigotry and vile thoughts as to be repulsive to any reasonable individual.

Does BBII have to right say what he wants? Yes. So fuck off with the "free speech" bullshit argument.  There is no such thing as consequence-free speech.  He can say what he wants. So can I.

BBII has destroyed any sort of good legacy Judge's Guild had left.

So fuck him. Fuck his ideas. Fuck his company's products.
And if you support him or his ideals then fuck you too.

I am not going to buy any of Judges Guild stuff. If you decide you don't want to buy my stuff.
Good. I don't really want your money here.

I am happy to note there are many in the community, and in the OSR community too, to stand up against this type of behavior.

Here are some videos that address the topic.





There are undoubtedly more and plenty of Twitter and Facebook conversations too.

TL;DR Bob Bledsaw II is a piece of shit and if you support him don't fucking buy my books.
Likely you are too stupid to understand them anyway.

“How to Say Good Morning”: Mr. Coffee, 1972

We Are the Mutants -

 Exhibit / February 19, 2020 

Object Name: Mr. Coffee
Maker and Year: North American Systems and others,1972-present
Object Type: TV commercials for home coffee maker
Video Source: YouTube (Bionic Disco/Beta MAX)
Description (Michael Grasso):

The state of play in home coffee brewing in America during the early postwar period offered very little opportunity for a good cup of joe. The electric percolator, long the choice for home brewing, would often overheat and burn the coffee, or send foul, bitter-tasting grounds back into the brew. Individual-size European coffee makers like the French press and the Moka pot gained in popularity after World War II but were still mostly niche products purchased by European immigrants (or Americans with European pretentions). Instant coffee predated the war but became one of the many broader consumer products that gained market share thanks to the same developments in wartime food preservation that brought frozen concentrated orange juice to American breakfast tables. So if an American coffee-drinker wanted a quality cup of drip coffee before 1970, he or she would visit a restaurant or diner for a cup from the new, reliable filtered drip-brew coffee maker, Bunn-O-Matic. But most Bunn coffeemakers in the 1960s were built to churn out dozens of pots of coffee a day, with large carafes and multiple hobs, putting them well out of the price and practicality reach of most consumers.

Making the drip filter coffee maker easy, compact, and affordable enough for home use was the task that a pair of coffee supply executives set for themselves at the outset of the 1970s. Samuel Glazer and Vincent Marotta of the Cleveland, Ohio company North American Systems saw the popularity of the big filter-drip industrial coffeemakers and wondered why they couldn’t have a cup like that at home. They lured two former Westinghouse engineers, Edmund Abel and Erwin Schulze, from their aeronautics and electrical engineering jobs to work on a coffeemaker that could deliver just that. The key was the heating element—too hot and it would simply duplicate the bitter efforts of the percolator; too cool and it wouldn’t actually brew the coffee. The new coffeemaker beat the percolator on taste and on speed; using gravity to drip 200-degree Fahrenheit water through grounds in a disposable filter could produce a modestly-sized pot of coffee in under a couple of minutes. Abel’s patent went on sale as “Mr. Coffee” in 1972, and the American public went for it in droves, with a million Mr. Coffee machines being sold in its first couple of years on the market.

A big key to Mr. Coffee’s appeal in these early years was thanks to Marotta’s dogged pursuit of one of his favorite sports icons as brand spokesman: the Yankee Clipper himself, Joe DiMaggio. So reclusive in the years since his retirement from baseball and the death of ex-wife Marilyn Monroe that he’d been enshrined in song, DiMaggio relented to Marotta’s eager call to become the Mr. Coffee pitchman (DiMaggio himself wasn’t even a caffeinated coffee drinker because of an ulcer; he preferred instant Sanka). The combination of an approachable brand name, an easy to understand set of operating instructions, and an avuncular, trustworthy celebrity face made Mr. Coffee a household name. Mr. Coffee came along at a time when, thanks to women entering the workplace, more and more men were being asked to make contributions in the home and especially the kitchen; with coffee historically being associated in America with hard-working men, Mr. Coffee and its soft-spoken yet macho pitchman were culturally in the right place at the right time. Like many other home goods manufacturers, later owners of the Mr. Coffee brand would use its initial success to branch out into other products with not as famed or successful a brand career as the original. Nevertheless, Mr. Coffee’s ubiquity in the 1970s and ’80s led inevitably became fodder for pop culture parodies.

Witchcraft Ritual Kit (1974)

The Other Side -

I was out getting some driving practice with my sons over the weekend.  They didn't want too so I made them a deal, if they drove we could go to our favorite local game store Games Plus.  So we did and I found something of a little treasure.


This is Avalon Hill's Witchcraft Ritual Kit from 1974!

So imagine this, the year is 1974.  Avalon Hill knows about D&D having passed on previous Gygax penned works.  The biggest movie of the year is The Exorcist and rival Milton Bradley is churning out Ouija boards all day.  What is Avalon Hill to do?  Simple they create a "game" based on Wicca and Witchcraft.

Supposedly authored by "Dr. Brooke Hayward Jennings", who I can find nothing on anywhere, and neither has anyone else, this was one of two of their occult-themed games.  The other was called "Black Magic" and featured a similarily "porny" cover.

Now, all that aside I have been wanting this game forever.  It has been out of print since the mid-70s and finding a good copy is nearly impossible.

I found this sitting in the stacks of out of print wargames. It was labeled as "unpunched" and interior in good condition even if the box had some shelf wear.  I knew, more or less what I was getting here, so despite the high price (I am not going to tell you what I paid for it) I had to get it.

Well.  I am not disappointed.

Let's have a look inside.






That game board is gorgeous! Not so sure about all the pieces, and those game tokens have to go!
I'll likely replace the male and female figures with minis, maybe 72mm ones, and the other items with small 3D printed versions.  Don't know yet, have to read how they are used.


The gamebook is a mix-mash of all sorts of wicca, occult and pagan ideas that lack coherence. It is, however, a fun read.







This is easily the most 70s thing I own.

I could not find any reviews online and none from any pagans or gamers to give me their insight and point of view.

Also, I am not sure what I will do with it yet. Like I said some of the pieces have to go to make it playable in my mind, but that game board.

In line with my "Traveller Envy" I talked about with Wizard's Quest and Witch's Caldron boardgames I really WANT to use this as part of the larger "War of the Witch Queens" campaign. I am just not sure how yet.  I do have other board games to add to it.

Oh, it also been properly pointed out that the TRUE way to express my Board Game Traveller Envy is via Starfleet Battles and my "BlackStar" campaign.  But that is a topic for another day.

Heavy Pagan Pottery: Denby Tableware

We Are the Mutants -

 Exhibit / February 18, 2020 

Object Name: Denby tableware
Maker and Year: Denby, 1960s-1970s
Object Type: Tableware
Description: (Richard McKenna)

A strange talisman of British middle- and lower-middle-class aspirations of the 1960s and 1970s, Denbyware—the costly, absurdly heavy, hard-wearing (read, impossible to rid yourself of or destroy) brand of British tableware famed for its dun-colored hues, threatening shapes, and cranial-trauma patterns—was for a time the ne plus ultra of performative provincial socializing.

The British Midlands had long been a center for ceramics and pottery, and Denby had been producing stoneware—pottery fired at extremely high temperatures to make it impermeable to liquids—in the Derbyshire village from which it took its name since the early 19th century, over the decades cannily adapting its output to the changing needs and social aesthetics of the day. When the back-to-nature ideas of the counterculture began permeating the mainstream in the late ’60s, Denby’s products—their dolmenic mass hinting at ancestral connection, olde-worlde authenticity, and worthy refutation of shallow consumerism—were perfectly suited to the mood. The company’s memorable description of its “Ode” line (aptly pictured in the advert above with an anvil) as “immensely strong” and “devastating in design” provides a fairly accurate précis of Denbyware’s vocation: the implication was that these artifacts would not only outlive their owners, they might even outlive their owners’ civilizations, the only things left standing in the ashes of the increasingly likely nuclear radlands. Resembling ominous votive objects, Denbyware’s inscrutably esoteric forms seemed to emerge from ancient memory, as though the shade of Max Ernst might be using them to try to communicate something about the 20th century’s fucked-up relationship with its ancient past.

By the early ’70s, Denby’s main rivals for the White Collar Earth Children demographic were probably fellow Midlands pottery Midwinter, whose Stonehenge range flirted with Pagan themes, and Yorkshire company Hornsea Pottery. Denby’s principal perceived advantage over these competitors seemed to be that its products were heavier. A shitload heavier. In fact, Denby’s “stoneware” contrived somehow to be far, far heavier than actual stone. So heavy that it was actually an issue when moving house, as the stuff tended to hurtle through the bottoms of cardboard packing boxes like incoming meteorites breaking through cloud cover on their way to causing an extinction event. Unlike other tableware, if you dropped a Denby, the risk was not to the plate, it was to you and to your home and loved ones. The cups were so heavy that they would gradually droop over the aching fingers hooked through their handles and deposit liquid onto carpets and groins—though luckily their congenital crypt-like chill meant that within moments even the hottest of drinks was only tepid. It was almost as though the cups and plates and sugar bowls were not actually discrete objects but protrusions of some ur-tableware poking out from beneath the surface of the present day and moored to the eternal ley lines beneath.

Midwinter We Are the Mutants 1

Midwinter, one of Denby’s competitors

Together with other totems beloved of those migrating to the lower-middle classes—a pay-in-installments copy of the Encyclopaedia Britannica it was erroneously presumed would make me clever and some uncomfortable Ercol chairs—my family owned a set of Denby Sherwood when I was growing up that my parents had received as a wedding present back in the late ’60s. Given the Robin Hood-referencing name, it’s possible that evoking the sensation of slurping silt from concave rocks while sheltering under sodden foliage actually was Denby’s vision for the range. In any case, it was the result. Sherwood’s weird, death-colored finish conferred strange flavors upon any edible substance that came into contact with it: tea drunk from the millstone-heavy cups acquired a peculiar clayish taste, while Friday night fish’n’chips would go waxy and limp, as though being gradually irradiated. The Sisyphean force needed to lift the burial-urn mugs would often send their granite rims smashing into the teeth of the unwary like some ancient punishment, and each time the serrations of a knife or the tines of a fork accidentally caught on the surface of a Sherwood plate, a terrifying Stone Tape-esque screech was emitted that would freeze the whole family mid-fish finger.

Strangely, instead of encouraging the McKennas to rid ourselves of the cumbersome tableware, these weird properties only conferred upon The Denby an even more eerie grandeur. It was the same in every household I knew that had a set: The Denby were treated like fetishes—miniature henges, to be brought out only on occasions of highest ritual or to impress delegates from neighboring tribes. I called them totems earlier, and the received impression was very much that by laying hands on their chill surfaces, mind-melding with pre-lapsarian Iron Age ancestors could be achieved and balance restored to the earth.

It was also taken absolutely for granted that, as eldest son, I would in time be proud to have the Denby passed down to me and would fill all my available storage space with its imposing mass, as though it had been in the family for dozens of generations instead of bought on the HP in a department store in Chorley in 1967. Threats to sell the lot were greeted with uncomprehending horror, and in fact any nominal gain would in reality be offset by the difficulties involved in getting rid of the bastards: postage would incur moonshot-level costs while personal delivery would likely shatter the suspension of any car I’d ever be able to afford. How large numbers of Denby were ever moved about the country at all is a mystery up there with how the components of Stonehenge were rolled all the way from Wales to Salisbury—or at the very least testament to the sturdiness of the British freight rail system pre-Thatcher. 

I’m exaggerating in my critique of Denbyware, of course, and especially of Sherwood. I grew up venerating it, and even today bits of our set continue to crop up unbidden in my life like ancestral relics. Designer Gill Pemberton produced some lovely work for the company, and Sherwood was one of her most memorable: strange grave goods that show the denizens of capitalist industrial society grasping through their growing pay packets for something meaningful, something to connect them to who they are and to who they have been, even as they tuck into their Asda beefburgers. Something heavy.·

Miskatonic Monday #34: A Fossil

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: A Fossil

Publisher: Chaosium, Inc.
Author: Sean Monaghan

Setting: Modern Day

Product: Scenario
What You Get: 1.69 MB twelve-page, full colour PDF
Elevator Pitch: A lost auction is too heavy a price to pay. 
Plot Hook: A second chance to own the one book you really must have.
Plot Development: A dead rival, scales before the eyes, and a festering town...
Plot Support: Nine plain as they can be handouts and monster and creature stats.




Pros
# Open, flexible set-up
# Scope for player input
# Solid hook for the antiquarian investigator
# Potentially interesting setting
# Bullet point format eases Keeper’s job
# One-shot or one-session scenario
# Period neutral
# Creeping body horror

Cons# Needs editing
# Underdeveloped, murky setting
# Too much festering?
# Plot strands kept apart?
# No ACTUAL Sanity losses

Conclusion
# Underdeveloped 
# Needs editing
# Seaside body horror for one?

Not to be Forgotten

Reviews from R'lyeh -

Latin for ‘from among (the) forgotten’ and sharing its name with a poem by H.P. Lovecraft, Ex Oblivione is a scenario for Delta Green: The Role-Playing Game, the roleplaying game of conspiratorial and Lovecraftian investigative horror published by Arc Dream Publishing. It can be played using the roleplaying game’s full rules or those from Delta Green: Need to Know. Be warned though, this is a brutal, bloody affair involving mass violence and absolutely not for the faint of heart. In fact, Ex Oblivione is not a subtle affair in terms of its horror or its violence, but although the scenario will not mark the end of Delta Green as an organisation—after all, that has already happened with the original iteration of Delta Green, and it came back—but it very much mirrors the very first encounter with the Unnatural by the agency which would one day become Delta Green. A horror out of the agency’s deep past is about to take its very bloody revenge.

Agents of Delta Green—whether of the Program or the Outlaws—get involved when ‘HOME DAGON HOME HOME YHANTHLEI SEA TO THE SEA.’ is found graffitied on the wall at a gruesome crime scene. A family of five in Mustang, Arizona, a remote town originally founded to support the long since shutdown nearby U.S. Navy base have been ritually butchered and whilst the local police force suggest that ‘Dagon’ might have occult links, given that it is mentioned in the Bible as the name of a god worshipped by the Philistines, its investigators have no clues as to the motives or perpetrators of this heinous act. Delta Green knows otherwise and strongly suspects the involvement of the Unnatural in the crime. Consequently, a team is dispatched to Arizona to investigate, identify, and nullify the threat.

Unless complicated by setting up (or even breaking) cover identities, the initial investigation in Mustang is quite straightforward—the crime scene, local witnesses, and so on. Clues though, point towards the ruins of the old Naval base, little more than a hangout for the local teenagers, drifters, and the homeless, and from there to New England. This will likely confirm the suspicions of veteran players of Lovecraftian investigative roleplaying, but Ex Oblivione does not go in that direction. Certainly, it draws heavily from that direction—or source material—for inspiration… What Ex Oblivione does instead though…

What Ex Oblivione does instead though, is something unlike almost any other ending to a Call of Cthulhu or Delta Green scenario. First, there is the creeping realisation as to who the murderers are, and that is shocking enough, but then there is climax itself, which will require careful staging upon the part of the Handler. It is brutal, it is violent, and the horror of it is exactly that—horrifying. To say anything more would be to reveal too much about what is a monumental confrontation with the Unnatural.

Physically, Ex Oblivione is well presented, the illustrations and cartography as you would expect. Although decently written, the scenario does feel rushed in places and could have done with another edit.

It is almost traditional for scenarios of Lovecraftian investigative roleplaying to involve a threat to humanity or the world, a threat of immense scale. Here the threat is far, far smaller, but still of a staggering scale that Ex Oblivione is likely to remain a memorable scenario for the players and their Delta Green agent characters. Unlike the meaning of title, the final confrontation in Ex Oblivione is not going to be forgotten for anyone who plays it.

Zatannurday: DC All Star Games

The Other Side -

Now here is something truly unexpected!

DC Universe wants to get in on the "Critical Role" action and do a live-action unscripted 5-part special with actors playing the 1980s DC Adventures RPG.



Here is the information for DC.
DC UNIVERSE Announces Original Unscripted Gaming Mini-Series'DC UNIVERSE All Star Games'
Clare Grant, Vanessa Marshall, Sam Witwer and WWE’s Xavier Woods Join Freddie Prinze Jr. For Five-Part Role-Playing Game Adventure Set in The Classic 1980s Game DC HEROES
DC UNIVERSE has announced its first original unscripted gaming mini-series, DC UNIVERSE All Star Games. This new anthology series brings famous DC fans together to play a variety of games in the increasingly popular gaming show genre. Season One features a nostalgic role-playing adventure, The Breakfast League, from Executive Producers Freddie Prinze, Jr. and Sam Witwer. The first episode of the five-part series will premiere exclusively on the DC UNIVERSE digital subscription service on Friday, February 28.

DC HEROES, the famous post-crisis role-playing game, sets the stage for the first season in which Vanessa Marshall, Clare Grant and WWE superstar Xavier Woods also join as players. Set in the same 80s era as when the game was first published, the five participants role-play as a group of high schoolers stuck in Saturday detention. As they improv their way through a variety of situations familiar to fans of beloved movies from that time period, they soon discover their destinies as the world’s greatest super-heroes.

“DC Heroes was the first RPG I ever played as a kid. It was also my introduction to the DC Universe, its Heroes and, most importantly, its rich pool of villains.” said Prinze. “ I had a blast making this series and I hope all of you love it as much as I do.”

Directed by Jon Lee Brody and produced by Telepictures, “DC UNIVERSE All Star Games” is the first unscripted addition to DC UNIVERSE’s expanding original programming slate which includes “DCYou Unscripted” and “DC Daily.” New episodes will go live exclusively on DC UNIVERSE every Friday after the series premiere on February 28.

For more information on DC UNIVERSE and “DCU All Star Games” please visit dcuniverse.com and follow DC UNIVERSE on Facebook and Twitter.



This could be a lot of fun.

Join Freddie Prinze Jr (Buffy's Husband), Clare Grant (Oz's wife), Sam Witwer (multiple DC shows), and more. I am looking forward to this!


Mutant Magic Eight Ball?

Reviews from R'lyeh -


Mutant Crawl Classics #8: The Data Orb of Metakind is the eighth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. It is also radically different to all of the previous releases for Mutant Crawl Classics Roleplaying Game. The previous seven releases for the post-apocalyptic roleplaying game have all been scenarios. These have either been standard scenarios like Mutant Crawl Classics #6: The Apocalypse Ark or Mutant Crawl Classics #4: Warlords of ATOZ, or scenarios designed for use with player characters who are Zero Level. Such scenarios, like Mutant Crawl Classics #1: Hive of the Overmind and Mutant Crawl Classics #7: Reliquary of the Ancient Ones are known as Character Funnels, one of the features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. Mutant Crawl Classics #8: The Data Orb of Metakind is not a scenario, but a supplement—and a supplement dedicated to just the one artefact.

That artefact is the most holy of ancient relics, the Data Orb of Metakind, a device which has been handed down from shaman to shaman, from mystic mutant to mystic mutant for generations. Only Shamans, Mutants, Manimals, and Plantients can use the hand-sized golden orb—Purse Strain Humans cannot—and they need to be intelligent to do so. Once the user has understood and bonded with the device, what he gains access to accumulated knowledge of everyone who has ever handled and used it. So thousands of memories and experiences, knowledges, skills, and more. Though usually only a few times a day. Each time the character interfaces with the Data Orb, it is usually to extract a specific piece of information or answer to a particular question, but every time the character does so, his player has to make a roll to determine the character’s success. Now the likelihood of a player character extracting the information he is after is quite low, but it is possible.

Now the fun of the Data Orb and Mutant Crawl Classics #8: The Data Orb of Metakind is when the player fails the roll. Then the player character’s request might be misinterpreted, partially interpreted, or simply ignored, but if misinterpreted or partially interpreted , then the Game Master gets to roll on the indicated table. Most of the supplement is dedicated to the various tables representing the various categories of information contained within the data matrices of the Data Orb. Five of these deal with various types of technology to be found in Terra A.D.—including power sources, medical, arms and armour, and artificial intelligences. This grants a player character a bit of new information, generally helpful, for example, on the Weapons & Armour Technology Table, if the player rolls Dazer Pistol, the player character learns a new setting for the weapon.

The other tables send the player character off in another direction, all of them providing them a benefit in some way, either permanent or temporary. So from ‘Voices of the Past’, accessing Bulbar the Odd’s “When confronted by an unknown creature, it is far better that you assume that it is poisonous, blindingly fast and utterly ferocious. This attitude does not condone mindless extinction of the new and the novel, but it does lessen the chance of your corpse looking surprised.” will grant the user a temporary bonus to his attack rolls. Whereas accessing the Thought Records of the Ancients, “It is by will alone I set my mind in motion. It is by the juice of Sapho that thoughts acquire speed, the lips acquire stains, stains become a warning. It is by will alone I set my mind in motion.” grants the character a permanent bonus to his Personality attribute. Mutant Crawl Classics #8: The Data Orb of Metakind includes lots of fun quotes like this and back them up with juicy benefits.

On the one hand, the Data Orb of Metakind essentially acts as a Patron AI, the means by which a Shaman gains his Patron AI Bond wetware programs—the nearest thing that the Mutant Crawl Classics Roleplaying Game has to spells. It does not though, actually grant wetware programs as having a Shaman praying to his Patron AI would. On the other hand, it grants access to knowledge, typically random knowledge (because the player character has failed to access the specified information he was looking for), and that is where the fun comes in. When that happens, the Data Orb becomes a source of random knowledge and benefits—tables and tables of them—much like the famed Deck of Many Things of Dungeons & Dragons. In comparison though, a Shaman can access the Data Orb again and again, several times a day.

Of course, none of this is without its dangers. Roll poorly and the user may simply get an electric shock from attempting to use the Data Orb. Roll really poorly and—well, why spoil it for the user? The Data Orb of Metakind is brimming over with secrets and dangers, all of which are best learned through play and discovery. If there is an issue with the supplement, it is that there is no scenario detailing where it might be found, but the Game Master will have to write one.

Physically, Mutant Crawl Classics #8: The Data Orb of Metakind is somewhat unprepossessing. It is fundamentally, one big set of tables, but they are all neatly laid out, well written, and easy to use. The supplement uses a range of artwork, including a fun one of the publisher himself on the back page.

The Data Orb of Metakind is the equivalent of a Magic Eight Ball in the post-apocalyptic world of Terra A.D. Think of a question, shake the Data Orb of Metakind, and see what answers, secrets, or dangers it gives. Mutant Crawl Classics #8: The Data Orb of Metakind provides a big artefact with plenty of potential for fun and failure, plus there is lots of gaming life to it, for once found, a Shaman is going to consult this again and again, making this a supplement for the whole of a Mutant Crawl Classics Roleplaying Game campaign.

Origins of the Witch: Early Research Edition

The Other Side -

One question I constantly get is "why witches?" To which I usually reply, "why not witches?"
I have talked here about how it has been a subject that I have been fascinated with since even before my D&D days.

Well, a few things have gone on this week to make me want to look back at why I am interested and to try to capture some of the initial excitement.

First up was, of course, my coverage of the classic adventure B1 In Search of the Unknown, and what I started calling my First Witch Marissia. Not a lot of information there, but still a lot of fun while going back to look over my history.

I also talked about the first time I started putting a visual image to my iconic witch Larina from Dragon Magazine #65 from September 1982.  I am sure to talk more about her in this series in the future.

Another interesting bit is a new series of posts on the illusionist from Jonathan Becker over at B/X Blackrazor

He talks about the spell color spray (one I am including in my Pagan Witch book) and how it is kind of a wreck.   But that was not what got me thinking today. It was his inclusion of some Bill Willingham art from the module D1-2 Descent into the Depths of the Earth.  Here it is:


That Illusionist was the art I used for another one of my early witches, Cara Niemand (German for "nobody" since her last name was supposed to be a secret). She was a witch I tried to build using just the PHB "by the book".  I didn't like how she turned out, but she was a great character all the same.

Part of what is really extended navel-gazing under the guise of *serious research* is my work on the Basic-Era witch books I have been doing lately, with the Pagan Witch due out soon.

Last night though I got a HUGE piece of my pre-D&D witch past back. 
For years I could not remember the name of this author who had written a lot of children's books about monsters, ufos and all sorts of stuff.  Well, thanks to my sister I finally remembered.  Daniel Cohen.  Yesterday I got a few of his books in the mail.


Not all the books, but these were the big ones.


That Hodag! (from "Monsters")  Seriously I have been dying to put him into a game since forever.



From the witch book. Look at all that great woodcut art!  If you ever wanted to know why I have so much of these woodcuts in my books, well it started here.   I have one more of his books on the way, but after that the re-writes start.

My plan is to go over all these old books and my old notes from the time and make sure my Pagan Witch book is something that would have been on my shelves then.   Yeah, these are "kids books" but the point is not to provide you with Ph.D.-level work (I can do that if you like) but instead capture that feel of the early 80s by reading the same books I did then and in the late 70s.

Friday Filler: Never Bring a Knife

Reviews from R'lyeh -


So the heist went like clockwork. You got in, emptied the safe, grabbed the jewelry, and filled all of the holdalls with cash. Now all you need to do is get it back to the rendezvous point and divide the loot. Except… you know that the gang has been infiltrated by undercover cops, either because of an informant or because you are one of the undercover cops. Unfortunately, you only know what you are—a loyal Hardened Criminal or a sneaky Undercover Cop, or a villainous Hardened Criminal or an upright Undercover Cop enforcing the law. Anyone else could be either… And as questions are asked, protestations of loyalty and honesty are made, tempers flare, and the only way the matter is going to be settled is with a showdown shootout!

And if that sounds like the plot of almost any ‘Heist Gone Wrong’ film, from Rififi to Reservoir Dogs, you would not be wrong. It is also the set-up to Never Bring a Knife, a social deduction game from Atlas Games which can be best described as Reservoir Dogs meets The Resistance. Accusations and bullets will fly in this game until one of the gang goes down in a hail of lead and loyalties are revealed, betrayals are suffered, and either the Hardened Criminals are arrested by the Undercover Cops or make their escape from the police. Designed for four to eight players, it should be no surprise that the adult and violent inspiration and game play of Never Bring a Knife means that it carries a minimum playing age of seventeen years old and over. Now this does not mean that younger participants cannot play Never Bring a Knife, the rules being simple enough, but parental permission should be sought. That said, not every game needs to be designed with younger players in mind, and that is certainly the case with Never Bring a Knife.

Besides the short rulebook, Never Bring a Knife consists of sixty two cards. Eight are handy Reference cards, though all of the cards used in play have clear instructions on their use on them. Ten are Role Cards, divided between five Hardened Criminal and five Undercover Cop cards. Sixteen are Wound Cards, used to track each gang member’s Wounds as he suffers them. The first gang member to suffer three Wounds triggers the end of the game. The rest of the cards form the play deck.

The Gun cards inflict Wounds, a gang member suffering a Wound for every two Gun cards which end up in his stack at the end of a round. Armour cards cancel out Gun cards, but only the one each. If this reduces the number of Gun cards in a gang member’s stack at the end of a round, he suffers one less, or even no Wounds. Money cards in a player’s stack at the end of a round can be kept and banked and is expended to heal a Wound or to be able to look at another gang member’s Role card. Crime cards are used to force a gang member to discard Money cards, which will prevent him from paying for healing or to look at other gang members’ Role cards. A Hit can be purchased using Money cards and used to inflict a Wound on a gang member or banked for later in the game, so great for that last inevitable betrayal so in keeping with the game’s genre. An Intel card enables a gang member to examine, but not reveal, another gang member’s Role card. The Mole card forces a gang member to swap his Role card with that of the Boss, which may or not change the gang member’s allegiance.

Game set-up is simple. Each gang member receives a Role card and can look at it. One last Role card is placed in the middle of the table to represent the Boss. He will come into play when the Mole card ends up in a gang member’s stack. The Hit card and the Mole card go into the discard pile and so will come into play in later rounds, hopefully when dramatically appropriate! Each gang member not only gets to look at his own Role card, but also of that to gang member to his left. This is each player’s initial clue as to the true identities of his fellow gang members.

Never Bring a Knife is played over a series of rounds. At the start of each round, each gang member receives four cards. They then take it in turn to play one card at a time. The first card a gang member plays must be on another gang member and the first card played on a gang member must be face up. After that, a gang member is free to play his cards on anyone, including himself, but all cards are now played face down. Obviously, a gang member will want to play Gun cards on his rivals—especially if he knows them to be of an opposite Role, but keep the Armour and Money cards for himself. The former as protection, the latter because they can be used to purchase further actions. Once a gang member has had four cards played onto his stack, he cannot receive any more, but play continues until each gang member has had four cards played on him.

Once done, each gang member reveals the four cards in his stack and resolves them. This can be done in any order and may involve spending Money cards saved from earlier rounds. Wounds will be suffered, Money cards will be used heal Wounds or examine the Role cards of other gang members or the Boss (in the middle of the table, so this is useful if the Mole card is played at any time), Armour cards to stop Gun cards, Intel cards to examine the Role cards of other gang members or the Boss, and so on. Money cards and Hit cards can be kept to be used in subsequent rounds. At the end of the round, each gang member keeps any Wounds he suffered during the round which he could not heal by spending Money cards or stop with an Armour card. If at the end of a round, any gang member has three Wound cards in front of him, then he has fallen, and not only does the game end, but everyone on his team—either Hardened Criminals or Undercover Cops—loses and everyone on the other team wins.

Mechanically, play is quick, and the four-card hand combined with the four-card limit on each gang member’s stack keeps everything simple and elegant. A gang member might be killed in a couple of rounds, but a game will probably last a round or two longer than that. Physically, Never Bring a Knife is nicely presented. The rule book is easy to read, whilst the cards themselves are clear and easy to understand. A nice touch is that the artwork varies on each of the Role cards and different designs are used on the Gun cards. This gives the game a little more variety in its look. 

What is interesting in Never Bring a Knife as a social deduction game, is not just that each gang member will need to identify the Hardened Criminals and Undercover Cops in the gang, but will need to keep himself and his fellow team members alive. So the Money cards play as big a role in the game as the Gun cards. Initially each gang member will know about himself and the gang member to his left, whilst also wondering about the gang member to his right who knows whether he is a Hardened Criminal and a Undercover Cops. This is each gang member’s initial clue, the second being the first cards played on each gang member, which may or may not suggest their allegiance. After that, gang members will have to rely on Money and possibly Intel cards to discover who their friends and enemies are.

Throughout the game though, gang members are free to say whatever they want to each other, so they can agree to work together, issue threats, spread lies, debate about the Roles of their fellow gang members, share information, and even outright lie. A gang member’s role will only be revealed to everyone at the end of the game. It is here that gang members are free to roleplay too and given the genre which inspired it, Never Bring a Knife is ripe for film quotes and film-inspired roleplaying, which adds to the flavour of the game. Or, of course, a gang member might have enough of all the talking, cajoling, and threatening, lose his temper and just blaze away with his Gun (cards). Lastly, both the Hit and Mole cards have the capacity to add last minute twists to the outcome of the game if played at the right time, further emulating the genre that the game is inspired by. 

Never Bring a Knife is a fun stand-up, shootout showdown, which fans of heist films will enjoy roleplaying their way through. Its simple rules enable gang members to play out the story of heist gone wrong in hail of bullets, desperation, and recriminations. 

Mail Call: Return to the Unknown

The Other Side -

Mail call last night!  These were waiting for me when I got home.


In particular, I am happy to get a copy of B1 Legacy of the Unknown, the spiritual sequel to B1 In Search of the Unknown.


The module is pretty big at 68 pages and works great as a sequel to the original B1.

It is also a GREAT fit for Pacesetter's own B/X RPG rules.



Can't wait to run it.

Links



Eat the Rich: The Evolution of a Slogan

We Are the Mutants -

 Exhibit / February 13, 2020 

Patti Smith, New York, 1978. Photo by David Godlis

Notting Hill, London, 1977. Photo by Roger Perry

Object Name: “Eat the rich”
Maker and Year: Unknown
Object Type: Political slogan
Description: (K.E. Roberts)

As Talia Levin noted last year in an Esquire article, “eat the rich” has become a popular expression among a new generation of leftists who have inherited, among many other obscenities, the most extreme income inequality of the last 50 years. The phrase is attributed to Enlightenment philosopher Jean-Jacques Rousseau in Adolphe Thiers’ 10-volume History of the French Revolution (1823-1827, English ed. 1838): “When the people shall have nothing more to eat, they will eat the rich.” It is very likely a misattribution, as no version of the line appears anywhere in Rousseau’s written works. Thiers, who Marx called a “monstrous gnome” for sucking up to the bourgeoisie, claims it comes from a speech Rousseau made to the post-1789 revolutionary government—at which point Rousseau (Jean-Jacques, anyway) had been dead for more than 10 years. The truth is that it is probably a creative inversion of something else Rousseau said in his posthumously published and heavily embellished Confessions (1782): “At length I recollected the thoughtless saying of a great princess, who, on being informed that the country people had no bread, replied, ‘Then let them eat pastry!'” This became, of course, “Let them eat cake,” and was itself (purposely) misattributed to Marie Antoinette by French revolutionaries. Whatever the case, the “eat the rich” quote appears extensively in subsequent 19th century political and historical texts.

How it came to the American counterculture in the late ’60s or early ’70s is something of a mystery, but the answer may be a new edition of Thiers’ book that was published in 1971 by Books for Libraries Press, a popular (and populist) New York publisher reprinting significant historical and fictional works. I can’t find any evidence of the slogan being used in the Paris uprising of 1968, but in the summer of 1975 a group of young anarchists, inspired by Jean Baudrillard and the Situationists, staged a coup at the Detroit-based underground newspaper Fifth Estate, “[abolishing] all paid positions and [refusing] to take any paid advertisements.” They called themselves the Eat the Rich Gang. Forming the year before, they had already produced and distributed a cookbook/pamphlet—following the lead of 1971’s infamous The Anarchist Cookbook—called To Serve the Rich, which included recipes for Hearst Patty, Rocky Mountain Oysters Rockefeller, Justice Burger, Split Priest Soup, Bourgeois Bouillabaisse, Lenin Harangue Pie, and Pope-pourri. 1975’s The Eat the Rich Cookbook, published by The Workers Revenge Party, reprinted large sections of To Serve the Rich and sported a cover illustration of a skull and crossbones, the latter fashioned out of a knife and fork.

It was this cover (which may have been taken from To Serve the Rich) that directly led to the slogan’s entry into wider consciousness by means of, no surprise, the emergent East Coast punk scene. In 1978, a series of photos taken by David Godlis show Patti Smith at a New York record signing (for Easter) wearing a shirt that says EAT THE RICH (in one shot, she is very defiantly set against a background of Abba posters and standees). The illustration is different from the Eat the Rich Cookbook cover but exactly replicates the skull and knife/fork crossbones. The letters U.S.L.F. (United States Liberation Front?) appear below the image. A slightly different illustration, using the Fraktur font to great effect and minus the U.S.L.F., was produced around the same time: Dee Dee Ramone wore one, as did outlaw country singer-songwriter Terry Allen. Smith and her cohorts were anarchists of a different stripe: they didn’t give a shit about French theory, or any theory; instead, they agitated with amplified distortion and impudence, all the while struggling to survive in a decidedly more desperate and destitute urban reality.

Things were arguably grimmer in the UK. Photographer Roger Perry’s 1976 The Writing on the Wall documented London’s suddenly rampant dissident graffiti, just as Jon Naar and Norman Mailer had explored New York’s subway street art in 1974’s The Faith of Graffiti (Mailer argued that graffiti was not vandalism, but art and activism). The respective elections of Prime Minister Margaret Thatcher (1979) and President Ronald Reagan (1980) made life for the masses even more deplorable, and by the mid-1980s “eat the rich” was forever codified in pop culture and the popular lexicon, emblazoned on pinbacks, walls and bridges, album covers, and several more t-shirts, some of them making cameos in the films of the day. It was the name of a 1987 British comedy and a 1987 Motörhead single. P.J. O’Rourke, in his book Eat the Rich: A Treatise on Economics, claims that he “first saw the phrase on T-shirts worn by the Shi’ite Amal militia in Lebanon in 1984 or 1985.”

The expression became flaccid and flatulent in the ’90s, was resurrected by student debtors and summarily re-executed by Wall Streeters and their federal accomplices during Occupy Wall Street, and today simply represents the fury and terror of millions of souls who are tied to the tracks, the increasingly persistent bleat of a runaway train in the near distance.

Kytarra Bane, the Witch Queen and Mixing Books

The Other Side -

I am often asked if one witch book can be used with another or with a game I didn't overtly design it for.  Say for example using The Warlock with Basic-era D&D, or The Amazon Witch Tradition with AD&D or S&W.   Well, the short answer is YES!


My goals for every book are simple. Make it a fun class. Make it compatible with every other book. Make it so the someone can pick one up and play it.   Any book I have can be and will be, someone's first book in the series.  So I want maximum playability.

So what can you do to mix them?  Well like I said I spend a lot of time trying to make it easy and avoid any potential issues.  In all things your GM has the say (and you or they can also always ask me) but here is an example.

Today I want to rebuild a character from Necromancer's Fane of the Witch King.
The character is Kytarra Bane, the "Witch Queen" of the adventure.  In the D&D3/d20 is a half-fiend/half-nymph 4th level druid.  Here nymph and druid levels "stack" in d20 so she ends up something like an 11th level druid.  But I don't want a druid. I want a witch.  So how could I build her using my books?

Well, given that she is half-fiend I am going to opt to make her part of the Mara Tradition.   To handle her handful of druid spells I will also grab some material from the S&W Green Witch book.  Finally, to deal with her half-nymph side I am going to use the multiclassing and use any race rules from the Classical Tradition book.  That book also has a large variety of nymphs to choose from.   Her bonus spells due to high Charisma (from The Mara book) and her Occult powers will help cover her nymph and fiend abilities.

Since I have all the books I can choose from a wider variety of spells for her.  There is some overlap in spells, that can't be helped. All witched get a Curse spell of some sort, but it makes for a nicer variety all the same.  I will also grab some cantrips from my original The Witch for Basic-Era Games book.

Kytarra Bane, The Witch Queen
From Fane of the Witch King
11th Level Witch, Mara Tradition
Half-nymph/Half-demon

Strength: 19
Intelligence: 20
Wisdom: 20
Dexterity: 17
Constitution: 17
Charisma: 20

Saves (unadjusted)
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs, and Spells: 11

Hit Points: 52
Alignment: Chaotic (Evil)
AC: -1 (-2 dex, -1 natural, -3 bracers, Death Armor +1)

Occult Powers
Familiar:  Fiendish Dire Tiger
Herb use
Lesser:  Blinding Beauty (as per Blindness spell, once per day)

Spells
Cantrips (6): Black Flame, Chill, Flare, Mend Minor Wounds (x2), Object Reading
First (4+3): Bewitch I, Endure Elements, Fey Step, Häxen Talons, Mend Light Wounds, Obedient Beast, Obscuring Cloud
Second (3+3): Burning Gaze, Burning Hands, Defiling Touch, Fury of the Sun, Produce Flame, Stunning Allure
Third (3+2): Bewitch III, Brave the Flames, Contagion, Continual Fire, Witch Fire
Fourth (2+2): Dispel Magic, Dryad's Door, Elemental Armor, Rain of Spite
Fifth (2): Death Curse, Flame Strike
Sixth (1): Fire Seeds

Magic Items: Bracers (+3), Death Armor

I am pretty pleased with this build. I grabbed unique spells from all my sources listed about and it made for a nice witch. The mixing worked well and I ended up with a character very close to that of the original d20 product.  Since she is not part of an organized coven, or any coven really, I opted NOT to give her any witch Rituals.  That is not a hard and fast rule in the books, but one I use in my own games.

The are more ways to combine the books.  I should have a few more NPC witches coming up.

The Hauntological President: Citizen Media, Analog Memory, and Bernie Sanders

We Are the Mutants -

Michael Grasso / February 12, 2020

bernie sanders burlington square mall goth punks 1988Over the past year of the seemingly interminable 2020 presidential campaign in the United States, the public political history of Senator Bernie Sanders has been fêted and castigated from both sides of the political aisle. An avowed democratic socialist throughout his life and political career, Sanders has taken the side of some very unpopular movements and causes during his time as an activist and Mayor of Burlington, Vermont before coming to Washington as an independent Congressman in 1991. But throughout his career in local and state-level politics, Sanders consistently possessed an ambivalent-yet-canny sense of the utility and power of mass media to shape the political conversation in America and to educate and raise the consciousness of the American working class. In Sanders’s love-hate relationship with broadcast television, we see a microcosm of a generation of activists’ ambivalence with the power of both corporate authority and American hegemony as embodied and reinforced by television. Our image of Sanders’s decidedly more radical political past is shaped by his appearances on, uses of, and critiques of mass media, film, and television. And Sanders’s clever détournement of these media during a deeply transitional period in the American media landscape—the 1970s and 1980s—makes him potentially America’s first hauntological President.

Some definitions are probably in order. Marxist philosopher Jacques Derrida coined the term “hauntology” in his 1993 book Specters of Marx, based on a series of lectures in which Derrida was asked to address the question “Whither Marxism” in the aftermath of the end of the USSR and Soviet bloc. Derrida returns to Marx and Engels’ vivid use of gothic imagery from the very first lines of The Communist Manifesto (“a specter is haunting Europe”) to explicate upon the “death” of international communism. Hauntings are warnings, Derrida implies, as he examines Marx’s well-attested love of Shakespeare and specifically how Hamlet’s father’s ghost embodies an historical warning from a vanished, better past. Derrida views Hamlet’s blind faith in following his father’s ghost, the ghost’s warning that “something [is] rotten in the state of Denmark,” and the so-called “victory” of liberal democracy and death of communism as elements of this schema of “hauntology.” If communism is dead, it can return from its grave; moreover, a specter cannot be killed, it can only return to its haunt again and again. “Repetition and first time, but also repetition and last time, since the singularity of any first time, makes of it also a last time. Each time it is the event itself, a first time is a last time. Altogether other. Staging for the end of history. Let us call it a hauntology.” This evocation of the paradox of simultaneous existence and non-existence, beginning and ending, is sealed with a pun: “hauntology” is a near-homonym for “ontology.”

Derrida’s admittedly cryptic and quasi-mystical evocation of ghosts, eternal return, and teleology/eschatology as they relate to the end of the Cold War, paired with the seeming eternal stability and final victory of liberal capitalism, deeply fascinated (and, in his words, “frustrated”) British cultural critic Mark Fisher, whose work I have previously reviewed in great detail. In his own formulation of “hauntology” from his 2014 Ghosts of My Life: Writings on Depression, Hauntology, and Lost Futures, Fisher offers a more solid definition of the term in a very specific cultural and artistic (as opposed to Derrida’s specifically political and ontological) context:

When it was applied to music culture—in my own writing, and in that of other critics such as Simon Reynolds and Joseph Stannard—hauntology first of all named a confluence of artists… What they shared was not a sound so much as a sensibility, an existential orientation… suffused with an overwhelming melancholy; and they were preoccupied with the way in which technology materialised music memory—hence a fascination with television, vinyl records, audiotape, and with the sounds of these technologies breaking down.

For those of us in the increasingly accurately named, all-but-forgotten Generation X, watching the analog media of our childhood crackle and fade away on a new planethe forever-archive of cyberspace—offers a combination of poignancy and lost opportunity. Fisher acknowledges in the opening essay from Ghosts of My Life, “Lost Futures,” that both Derrida and Jean Baudrillard saw before their deaths how the new media landscape was beginning to destroy history—how it had “radically contracted space and time,” in Fisher’s words—and was leaving us in an eternal neoliberal present where nostalgia and remember-whenning are strip-mined, commodified, and drained of their political possibility. Fisher identifies the synthesis within hauntological music—that it paradoxically contains both the past and the future—as crucial in hauntology’s startling political effect for those who grew up in an era of “popular modernism.” In reifying an extinct medium’s aesthetics (the crackle of vinyl, the faded colors of Polaroid film, the warp of an audiocassette) in a contemporary context, hauntology summons the ghost of the (at the time largely occulted) political struggle of the 1970s, of a hidden fight between a decaying Western social democracy and the oncoming libidinal freight train of globalist neoliberalism. Fisher notes the writing of Jeremy Gilbert, who said, “Almost everything I was afraid of happening over the past 30 years has happened. Everything my political mentors warned might happen… has turned out just as badly as they said it would. And yet I don’t wish I was living 40 years ago. The point seems to be: this is the world we were all afraid of; but it’s also sort of the world we wanted.” In Fisher’s mourning of a world where popular modernism diverted us from this inevitability of the end of history and an end to class struggle, he very clearly sees the dream that was taken from us: “But we shouldn’t have to choose between, say, the internet and social security. One way of thinking about hauntology is that its lost futures do not force such false choices; instead, what haunts is the spectre of a world in which all the marvels of communicative technology could be combined with a sense of solidarity much stronger than anything social democracy could muster.” This, I would argue, is the appeal of Bernie Sanders, trapped in the amber of public television and public access videotape from the 1980s, to the American hauntologist.

One clearly sees the dialectical synthesis between Derrida’s political-ontological formulation of hauntology and Fisher’s cultural one in what’s become one of the most famous pieces of Bernie video from the 1980s: the grainy videotape account of Mayor Bernie and his fellow Burlingtonians in the Soviet Union in June of 1988. As Gorbachev’s perestroika began to break down the physical and cultural barriers between East and West, a concomitant collapse of the Soviet Union, thanks to generations of American sabotage, mass murder, and assassination, was occurring. Mayor Sanders’s trip was occurring as the Baltic republics, victims of Stalinist/Soviet oppression and annexation since World War II, were beginning to rebel against Moscow, kicking off the end of the Cold War and the USSR itself. Bernie and his traveling companions traveled to Russia to establish a sister city in Yaroslavl (it was also a de facto “honeymoon” for Mayor Sanders and his new wife Jane). The American contingent, in their final days in Yaroslavl, participated in a traditional series of Russian activities at a workers’ recreational facility attached to an oil refinery—hot and cold saunas, then dinner, toasts, and shared songs late into the night. Sanders noted that two of the women on his trip saw that both Americans and Soviets were dissatisfied with elements of their societies, and the conclusion the Americans came to was, “Let’s take the strengths of both systems. Let’s learn from each other.” In their “congenial” reception in Moscow and Yaroslavl, in Bernie and the Burlingtonians’ singing of American socialist folk songs at a traditional Russian toast, we see the possibility of yet another lost future, one of brotherhood between a possible post-Reagan America and a resurgent, revitalized, and most importantly no-longer-Stalinist Soviet Union, a lost future captured forever on videotape and viewable endlessly in our own nether-realm after the end of history itself. 1980s Mayor Bernie—and Woody Guthrie, and Vladimir Lenin—are the ghosts haunting the parapets of our Castle Elsinore.

In postulating Bernie Sanders as the possible first hauntological President, we need to examine his entire life story around media, television, and their political uses. From the very beginning of his political activism, as part of the civil rights movement in the early ’60s, there was an awareness of the visuals around protest and civil disobedience, a leveraging of the new global mass media to effect sea changes in public opinion. As Bernie’s participation in direct action around improving the rights of African-Americans demonstrates, the movement organized by fellow democratic socialist Martin Luther King, Jr. knew that, while the new mass medium of television was used primarily to rehabilitate the existing hegemonic order, it could also be used to appeal to the better angels of white Americans’ nature. In spectacular events like the March on Washington for Jobs and Freedom and the Freedom Riders program, King and his hundreds of thousands of individual voices put forth a vision of an America unriven by racial strife—while simultaneously and dialectically forcing white America to vividly confront its own complicity in the centuries-old historical evil of white terrorism. Bernie’s 2020 campaign often uses an image of a young Sanders being dragged by cops at a protest in 1963 on the South Side of Chicago as a concrete portrayal of his more than half-century of activism and civil disobedience; it’s tremendously effective as a piece of media from a forgotten past many white Americans would prefer to forget. More ghosts, more haunting.

Bernie continued with organizing after graduating from the University of Chicago, but drifted from job to job, from Chicago to New York City and, eventually, like many members of the counterculture, out to the country of Vermont, unable to find a place or a job he felt comfortable with inside the dominant culture. His early 1970s political career with the Liberty Union Party prepared him for his eventual foray into politics in the ’80s, but his quixotic runs for governor and Senate left him jobless by 1977. It was at this time that sometime activist, carpenter, and third-party candidate Bernard Sanders decided it was time for him to be an educator.

In 1977, Sanders left his role as the Liberty Union Party’s perennial candidate and founded the Vermont-based American People’s Historical Society, a producer of filmstrips and educational media that focused on local Vermont and New England history. Its first releases are of a more traditional pedagogical and ideological bent for use in public schools: tales of the American Revolution and Vermont’s Presidents. But it was clear that Sanders sought to expand the horizons of students beyond these usual narrow educational avenues; filmstrips would soon include productions on New England women and the Amistad slave rebellion. The filmstrip itself is a powerful nostalgic symbol for those who attended American public schools between the 1960s and the 1980s. Offered to schools because of cheaper cost as compared to educational films on actual threaded film, they were an economical and practical medium that lacked the dynamism and excitement of actual film; one could easily consider them a socialist technological compromise. The tropes of the medium (warbly soundtrack, the trademark “beep” meant to remind the teacher or AV club member to advance the filmstrip) still live on, strongly, in the memories of late Boomers and Generation X-ers. But it was the APHS’s dramatic shift in 1979 to covering an explicitly socialist topic, the career of American labor organizer, socialist politician, political prisoner, and Presidential candidate Eugene V. Debs, that marked Sanders’s commitment to producing media that was an alternative to the predominant political and historical pedagogical discourse in American schools. In his announcement of the new line of video cassettes (which would of course soon supplant the filmstrip in schools) dedicated to “The Other Side of American History,” Sanders notes that the APHS wanted to present an educational account of “people and ideas that the major profit oriented manufacturers of audio-visual material will not cover because of economic and political reasons.”

Sanders was long aware that conventional education (and media) had a hegemonic role to play in American society. Nowhere is this distaste for “profit oriented manufacturers of audio-visual material” clearer than in a Sanders opinion column from alternative publication The Vermont Vanguard Press in February 1979, titled “Social Control and the Tube.” Sanders wrote columns for left-wing publications throughout the 1970s, using the alternative media available at the time to spread unorthodox political ideas. In “Social Control and the Tube,” Sanders takes aim at broadcast television with fiery invective, calling the television’s role in American lives no better than “heroin” or “alcohol,” a numbing “escapist mechanism which allows people to ‘space out’ and avoid the pain and conflict of their lives—and the causes of those problems.” The monstrous chimera of television, which not only seeks to numb but also to assure corporate profits (through television advertising) and social control (through the limited range of acceptable political views seen on news and opinion programming) fulfills a centrally hegemonic role in America at the end of the 1970s, arguably the peak of broadcast television’s power before the coming of cable television. Television programs under capitalism can never be of good quality, Sanders asserts, because if they do increase in quality, the commercials will look ridiculous by comparison. What is Sanders’s solution for this monolith which hovers over the American body politic, turning viewers into consumerist morons and zombies? A release of the airwaves back into public hands from the grasping greed of the television networks and their corporate sponsors:

The potential of television, democratically owned and controlled by the people, is literally beyond comprehension because it is such a relatively new medium and we have no experience with it under democratic control. At the least, with the present state of technology, we could have a choice of dozens of channels of commercial-free TV.

At the moment serious writers are, by and large, not allowed to write for commercial television for fear they might produce something that is true and hence, upsetting to the owners of the media. Under democratic control people with all kinds of views could make their presentations, and serious artists would be encouraged to produce work for the tube.

Is this dream of a socially-conscious, democratically-controlled television in America merely the naive wish of a late-’70s socialist crank? Perhaps. Views like these about television have been pilloried and parodied again and again in pop culture (notably, on television) in the person of the character who is “too much of an intellectual to own a TV.” Still, Sanders respects the potential of the medium in the hands of the people. And one of the only existing venues in America at the end of the ’70s where a citizen could possibly participate in the medium as a citizen (apart from local TV stations) was through the Great Society experiment which, by the end of the 1970s, was beamed into millions of American homes and thousands of American nurseries and classrooms with a mission to educate, inform, and entertain the public in much the way Sanders details: the Public Broadcasting System.

(Above: audio version of Bernie Sanders’s documentary on Eugene V. Debs; courtesy Jacobin)

Other nations, like the United Kingdom, had long had governmental control of radio and television broadcasting. In America, a patchwork of disorganized local, nominally-public educational television stations had formed the PBS in 1970, changing the television landscape. Sanders sought the imprimatur of his local Vermont PBS affiliate, Vermont Educational Television (still known locally as ETV) in 1979 to broadcast his APHS video on Eugene Debs. ETV refused. Sanders subsequently gathered a citizen group to act as a watchdog for ETV’s programming, Concerned Citizens on ETV, to protest this refusal. Sanders was certain that ETV’s refusal was for the same political reasons he outlined in his APHS brochure and Vermont Vanguard Press piece; despite PBS affiliates’ nominal public funding, they were also by 1979 more and more dependent on private endowments and even corporate funding (Exxon, for example, was a longtime underwriter for a number of PBS series). The establishment of Concerned Citizens on ETV led to an eventual citizen council on programming at ETV; Sanders even appeared on ETV in 1980, before his election to the office of Mayor of Burlington, to introduce documentary segments on poor Vermonters living in the inner city, on Vermont’s Indian tribes, on working women, and the functionally illiterate. In his introduction, Sanders, sitting on an empty soundstage featuring an ETV video camera and a television monitor showing color bars, explicitly states—on ETV airwaves!—that the programming of ETV and PBS has not been serving the working class and poor population of Vermont up to this point: “We’re going to briefly discuss Vermont Educational Television—this station—and strongly suggest that Vermont ETV undergo a major transformation so that it begins to become relevant to the low-income and working people of this state who constitute the vast majority of our population but who presently watch ETV very rarely.” For a network in PBS whose high-toned programming included opera and stage plays, trying to make ETV into a true proletarian television station, democratically-controlled, was a fulfillment of Sanders’s beliefs as expressed in “Social Control and the Tube.”

After years of failure with the Liberty Union Party trying to achieve state-wide office, Sanders was elected Mayor of Burlington in 1981, shocking the staid Vermont political (and national media) establishment and surprising many political commentators to the point of public embarrassment. While in office, Sanders didn’t leave behind the idea of using broadcasting to both communicate his ideas and empower the working class. With the 1980s, a new form of public broadcasting was becoming popular throughout many cities and towns in the United States: cable public access. In the embryonic days of cable television, FCC regulations stated that all cable television systems with 3,500 or more subscribers would be required to host programs of local interest: in broadcasting terminology, for “public, educational, or governmental use” (PEG). Throughout the 1970s, as local cable systems grew their infrastructure with cameras and sets to host programs and broadcasts of interest to locals in individual towns, governmental requirements waxed and waned as the nascent cable industry fought back against the FCC provisions. In 1984, a compromise legislation was achieved (with the help of Barry Goldwater of all people), not requiring PEG programming at local cable systems but assuring that local authorities could mandate it for their local cable franchises outside of the interference of the federal government. Mayor Sanders used his local Burlington cable TV station, Channel 15, as a platform for his overall political program: to give the people of Burlington a voice in front of their fellow citizens.

burlington channel 15 community television ident

“Bernie Speaks to the Community” began on December 3, 1986 with a half-hour introduction to and interview with Bernie Sanders, now mayor for over five years, and the issues facing Burlington at the time. For the next two years, Sanders would shift into the role of host and programmer, introducing Burlington cable viewers to a dizzying array of issues and individuals, from taxes to police funding, from local arts and cultural events to nuclear power, from women’s and Native American issues to education and children’s issues. The show often takes the form of a bog-standard public affairs show, but it really shines when Bernie introduces ordinary citizens, engages in a conversation with them, and lets them do the talking. Most observers were likely introduced to “Bernie Speaks” by this piece in Politico, which presents the program as a series of possible contemporary political liabilities for Bernie, focusing on issues of international socialist import which Sanders continued to pursue as Mayor, such as improving relations with the Soviet Union and protesting against the U.S.-backed Contra atrocities in Nicaragua. Over the brief history of “Bernie Speaks” we can see an evolution occur in Bernie’s political demeanor: from an activist whose blunt affect and approach to politics was frequently direct and uncompromising to a politician with a deft human touch and an ordinary everyday schlub-ness (Bernie is almost always seen in a sweater vest that can’t help but recall Fred Rogers’s studied casualness) that makes him an effective human face for the alien idea (to many Vermonters and Americans) of democratic socialism. In many ways, “Bernie Speaks” had accomplished the dream he outlined in his “Social Control” essay: it turned local television, in some small way, into a democratic and interactive medium from the instrument of control it was on the national level.

Probably the most well-known and well-trafficked memes from Bernie’s local cable access show involve his interaction with the social and built landscape of the 1980s that those of us who were alive then remember so well. The episode where Bernie decides to talk to ordinary citizens at the Burlington Square Mall is, to the eyes of the typical Generation X-er, positively haunting. The architecture of the mall can’t help but evoke memories of similar shopping centers all across America in viewers of a certain age. It’s also clear by looking at the quality of the video throughout the run of “Bernie Speaks” that the Channel 15 crew is using camcorders that are barely better than consumer-grade models available in the mid-1980s, adding yet another layer of nostalgic hauntology to the series. And in Bernie’s conversations with high school students, security guards, Vermonters disappointed in Jesse Jackson’s poor showing on Super Tuesday in 1988, and probably most famously, a pair of young goth-punks who treat Bernie with a combination of bemused respect and surprisingly astute political engagement (they tell Bernie “to heck with society… I don’t like the way society is run, it’s a cop-out, everybody’s plastic…”), we see a politician whose sincerity (and whose own life experience in choosing to opt out of what society had expected of him) echoes across multiple generations, to those on the political fringe or those traditionally excluded from the political process. In the 2020 campaign, Bernie’s strategy has centered the slogan “Not me, us” and has used interviews nearly identical to those in “Bernie Speaks,” with Sanders handing the microphone to town hall attendees to tell their stories of six-figure hospital bills, of economic and social injustice, of a society whose ability and desire to take care of its most vulnerable members has corroded to its very bones.

The mainstream media aligned with both major parties has viewed the media history of Bernie Sanders as a goldmine for hit pieces, a 50-plus year documentation of the biography of a worthless Communist layabout, someone clearly who was on the wrong side of America’s great late-20th century conflict, the Cold War. A closer look and understanding of Bernie Sanders’s history in print and on the airwaves, however, says something different. It offers a parallel history of the dominant American political and media narrative of the 20th century. Through citizen and alternative media, Bernard Sanders built a life in activism, a political career, and a broad-based left-wing political movement. Through those same citizen and alternative media, Bernard Sanders leaves behind an afterimage full of ghosts of a better and different world, one where control was wrested from the incomprehensible behemoths of mainstream media and politics that have steered our nation’s history since the end of World War II. The ghost of ’80s Bernie appears before us in analog, on the warmth and familiarity of cable access videotape, from a strange alternative past that paradoxically offers us a bolder, better future. Bernie’s words and image, from Burlington to Yaroslavl, may haunt us, but the movement he remained faithful to—during the most broadly reactionary period in American history—is alive again: “repetition and first time, but also repetition and last time.” As Mark Fisher said, hauntology offers us the spectre of a different world. Bernie at the mall, Bernie in the Soviet Union, Bernie on video on an empty set in a PBS affiliate: these are not merely flickering images of a dead timeline, forever inaccessible to us. We don’t have to settle for a hollow, repackaged and reconstituted kitsch nostalgia for socialism, for a “left melancholy,” for the end of history and a haunted political landscape bereft of alternatives. While Bernie’s ghost still wanders the food courts of the mall, he yet emerges, large and real as life, no longer on warbling videotape or going school-to-school in Vermont pitching crackly filmstrips to our childhood selves. He is an historical force, part of a movement dedicated to workers’ solidarity. He is on the ballot in a state near you in the coming weeks and months. He is the past inside the present.

This piece is dedicated to Mary Sweeney.

Grasso AvatarMichael Grasso is a Senior Editor at We Are the Mutants. He is a Bostonian, a museum professional, and a podcaster. Follow him on Twitter at @MutantsMichael.

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No Such Thing as a Good Billionaire: Hunting the Rich on Screen

We Are the Mutants -

Audrey Fox / February 11, 2020

Ready or Not, 2019

The ever-widening division between social classes has always been popular fodder in film and television. It seems as though few films that address class disparity can escape at least some oblique commentary that casts the wealthy elite in a negative light. From the early days of cinema with Erich von Stroheim’s Greed (1924) and Frank Capra’s It’s a Wonderful Life (1946) to Wall Street (1987) to the brutal satire American Psycho (2000), film has rarely let the rich off easy. But 2019 turned hating the rich into a blood sport, with Parasite and Hustlers both finding new ways to strike back at the one percent. The year saw a remarkable amount of media that didn’t just criticize the structures of inequality that allow the rich to remain in power, but specifically targeted beneficiaries of inherited wealth.

The ultra-rich are frequently depicted at best as self-absorbed, entitled children who can’t do a thing for themselves, and at worst as immoral sociopaths. This presentation is unique in that it seemingly transcends political background. We’ve seen plenty of films that denigrate the policies of one party or another as being detrimental to the well-being of the general populace, but, according to many 2019 films, politics are a secondary factor in this criticism of the wealthy. They instead posit that there is a certain amount of wealth that one can acquire, particularly if it is inherited, that precludes moral behavior. Simply put, there’s no such thing as a good billionaire. That this is a message we see repeated again and again over the course of 2019 suggests an evolution of political commentary in popular culture.

The depiction of dynastic wealth over the past few decades has allowed the ultra-wealthy to take on a certain aspirational quality. Dynasty, Dallas, The O.C., and Gossip Girl are all examples of shows that portrayed this sort of vast wealth as a much envied lifestyle, where existence was not only easier and more glamorous but vastly more interesting. Not so since the Great Recession, and especially not so since the election of Donald Trump, himself the product of his father’s wealth. Many of the films and television series we’ve seen this year are openly contemptuous of the sense of entitlement characters who inherit wealth have, painting them as oblivious farces of the upper class, worthy of little more than derision. In Ready or Not, the family members of a board game dynasty are so convinced that they alone deserve prosperity that they’re willing to brutally hunt down and murder anyone who threatens their supposed birthright. The reveal of this violent action as a mechanism for their very survival reflects how they view the possession of wealth: if they can’t maintain their high social status, they may as well be dead.

Succession, 2019

In the first two seasons of HBO’s Succession, the overarching question is who is going to take control of the massive media conglomerate Waystar Royco in the wake of its founder Logan Roy’s (Brian Cox) declining health. Regardless of whoever may have the most experience or be the most temperamentally fit to run such an organization, the Roy children are the only ones who are seriously considered for the position. It’s a race for one of the most powerful jobs in the world run by only three potential contenders. And the behavior exhibited by each of the Roy kids (excluding Connor, played by Alan Ruck) shows how much they think they’ve genuinely earned the largely ceremonial positions they’ve been given within the organization. The same idea stands in HBO’s The Righteous Gemstones, the sillier version of Succession, where characters frequently declare “I’m a Gemstone” as the only justification as to why they should be allowed to do things or be given special privileges. We see an extension of this in Knives Out, where an entire family of freeloaders, all financially problematic in their own unique ways, cannot fathom their father’s fortune being given to anyone outside of the family. In their minds, they have earned this money, though by what means it’s hard to say.

These narratives fundamentally subvert the myth of the self-made man, which is especially prevalent in Knives Out. Each member of the Thrombey family could not have achieved success without significant financial help from their father, Harlan Thrombey (the actual self-made man, played by Christopher Plummer). Linda (Jamie Lee Curtis) is a real estate mogul, but she never would have been able to start her company without her father’s initial funding. Walt (Michael Shannon) serves as CEO of his father’s publishing company, a position he was handed not through merit but because he was the oldest living son and first in line to the throne. And even then, despite his title, he’s not trusted with the power to license adaptations of his father’s work, which is where the real money is. Joni (Toni Collette) is a Gwyneth Paltrow-esque lifestyle guru, entirely dependent on an allowance from her father-in-law, and Ransom (Chris Evans) has nothing to bank on in life except for an anticipated future inheritance.

Based on the comments they make about one another to detectives during the investigation of Harlan’s unusual death, they seem to know that every member of the family (except themselves, of course) owes all their success to dad. But they consider themselves to be inherently deserving of wealth not because of the things they have done, but because of their surname. If this is their logic, it only stands to reason that if there are certain people who are entitled to good fortune by their very blood, so too there must also be people who are inherently undeserving. After all, if they were able to make something of themselves (which they truly believe they have done), there must be something wrong with those who can’t. It’s galling to see people extol the virtues of a meritocracy when they owe all their success in life to an accident of birth, and it highlights both the hypocrisy of this type of upper-class thinking as well as the mental gymnastics required to perpetuate a certain social order as they perceive it.

Knives Out, 2019

We find the meritocracy myth in Succession as well. Where Kendall and Roman are certainly aware of the fact that they would not have their lofty positions within Waystar Royco if they weren’t part of the family, daughter Siobhan chose instead to work in politics, which allows her the luxury of believing she got her job on her own merits. She’s shrewd and calculating, so she may have done well on her own, but one would have to be naive to ignore the role of her father’s influence in her career progression, as well as the appeal it would have for a politician to have an “in” at one of the world’s largest news outlets.

All of this is interesting, but not necessarily unusual for films and television shows that are critical of the ultra-rich. What is novel about the media released in 2019 is that it doesn’t seem to care whether the wealthy people in question self-identify as liberal or conservative. In the eyes of these filmmakers, the upper class is apolitical, because it has no primary political conviction other than maintaining wealth. Knives Out takes aim at the more conservative Thrombeys with a particular relish (they all insist that Marta is like family, yet none of them can remember which country she comes from, and the way that Walt forces her into a dialogue about immigration is unreservedly cruel), but it also suggests that the liberal members of the family are just as bad. No matter how much they signal a sort of performative “wokeness,” when push comes to shove and money is on the line, their loyalty is to their class, not their political beliefs. Joni is the stereotypical upper-class white liberal who knows how to say all the things that sound progressive, and her daughter Meg attends a left-leaning liberal arts college. But the pull of their inherited wealth and attachment to their class is so strong that they willingly attempt to manipulate a lower-middle-class immigrant into giving up an inheritance that is by rights legally hers just because—they somehow deserve it more? Even without their inheritance, they will still be able to lead a lifestyle well beyond the reach of most Americans, but they believe that they deserve their father’s house, his money, and the right to profit from all of his literary works. We see a similar situation play out in Succession with Siobhan, who chooses to work on a Democratic senator’s presidential campaign and by all accounts supports left-leaning politicians. But despite her personal political inclinations, she reliably acts to protect Waystar Royco, and by extension her own financial interests.

This very specific argument against the wealthy—so repeatedly on screen in 2019, not to mention Parasite‘s unprecedented run at the 2020 Oscars—is a reflection of a growing awareness that casts the ultra-rich as the true cause of our massive class divide, suggesting that those wrapped in power and privilege have pitted the rest of us against each other so that we’re too busy fighting for our lives to realize we’re being manipulated. Of course, it’s ironic when you think about the fact that these hyper-critical narratives are being bankrolled by and make a massive profit for the studios, which are themselves owned and operated by the wealthy class of people these films denigrate. The same applies to the mostly wealthy actors who play the wealthy characters. The Righteous Gemstones and Succession have the added effect of highlighting the misdeeds of large media empires, which one could assume would be a particularly unpalatable commentary for HBO, itself part of a massive media empire. Does this high-powered, ubiquitous corporate infiltration dilute the potency of such narratives? Regardless, that they exist at all showcases a shift in thinking that redirects anger towards those who actually hold real power and, worst of all, those who have done nothing to earn it.

Audrey Fox is an ex-film student, which means that she prefers to spend her days in the dark, watching movies and pondering the director’s use of diegetic sound. She currently works as an entertainment writer, joyfully rambling about all things film and television related. Patreon Button

Choose a Side, Or One Will Be Chosen For You

The Other Side -

Because I am not including other screencapsYears ago, so long I don't remember exactly when or how I was told that "you must choose a side or one will be chosen for you."

I think it was my dad and it was while I was in Boy Scouts (yes. I was a Boy Scout until my Atheism made it difficult) and he meant it a means of choosing good over evil, right over wrong.  The point is that sometimes making the choice is hard and sometimes good or evil is not clear cut or easily defined.

Sometimes though choosing the right side is easy.

Growing up in Central Illinois it was easy to be a fan of Judges Guild. They were "local guys" by the standards of TSR being all the way up in WI and other companies even further.  I remember playing in the City-State of the Invincible Overlord a lot back then and lamenting that we didn't have all the products we wanted for it.   I picked up Witch's Court Marshes and other books and added them happily to my collections.  Even in my D&D/TSR "purity" days, Judges' Guild products got a pass.

I liked Judges Guild.

Yet with the recent posts by current JG owner (and son of the founder) Bob Bledsaw II has changed all of that.   I was not friends with Bob Bledsaw, so I had not seen that this was a pattern of behavior that was one of those "open secrets".

I can no longer support Judges Guild. 

Frog God Games and Bat in the Attic are also cutting ties with BBII/JG and I applaud them for it.  You can see more posts from BBII's Facebook on Rob's site so I do not feel the need to repost them here.

My financial contribution to JG's bottom line is practically non-existent; anything I did buy was on the second-hand market for rare items.  But I was planning on doing a series of posts on  The Dungeoneer and Pegasus magazines and I wanted to review a couple of adventures.  I cannot in good conscience do that now.

Gaming is inclusive. We welcome all and actively seek to bring in others that may not have a place to call their own. That's our DNA, that is who we should be always.  Gaming was there for the disenfranchised teens of the 70s and 80s that were not part of the in-crowds. We are not part of a movement to bring in so many others that want a place to be themselves.

But there is no room for bigots, racists, anti-semites or anyone at all like that.
Hate has no place in my games.

Monstrous Monday: Green Martians for AS&SH

The Other Side -

No gaming for me this past weekend.  One game for Connor and two for Liam though, so I was left to my own devices.  Those devices were going over my Mōdiphiüs Star Trek and John Carter of Mars RPGs.  Both use the same 2d20 system, or close enough to make conversions and blending easy.   And Mōdiphiüs is also doing the new Dune RPG.   This has my desire to run an epic Space Opera up into hyperdrive.

BUT.  Let's be honest. There is no good way, thematically, to combine John Carter and Star Trek.  Their Mars' are too different.    The problem is, I love Mars.  Both in terms of fiction and back when I was studying to be an astrophysicist.   Scientific/realistic Mars would be great for a Trek game, especially with all the things going on on Mars in the new Picard series.  But what about my need for fantasy Mars?


I have talked about Clark Ashton Smith's Mars in relationship to BlackStar and my love of the various pulp games for Mars.  So I am not lacking in desire, or material, I just need a home game for it.  So this idea hit me over the weekend.

Why not Astonishing Swordsmen & Sorcerers of Barsoom?

AS&SH is obviously more Clark Ashton Smith and less Edgar Rice Burroughs, but both are there.  While I enjoy the works of CAS much more, ERB's Barsoom captures my attention much more.  Besides, in a game I can mix and match as I please, especially in a game like AS&SH.

I am not planning, yet, to send any characters to Barsoom, but it makes perfect sense to bring some Martians to Hyperborea.

These Martians are designed for Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition) and heavily based on Warriors of the Red Planet (which you should get if you love everything Mars, like me.)

Martian Princess by Will NicholsMartian, Green
No. Encountered: 1 (1d3)
Alignment: Neutral
Size: L
Movement: 40
Dexterity: 16
Armour Class: 5
Hit Dice: 4+4 to 6+6
Attack Rate: 4/1 (sword x4 or radium pistol x4)
Damage: 1d8 (×4) or 1d8 (x4)
Saving Throw: 14 to 12
Morale: 12
Experience Points: 400 to  850
Treasure Class:  Nil (see below)

Green Martians are tall, 8' tall, humanoids with green skin and four arms.  The males are bald and have huge tusks. The females are just as tall but appear more human.  Some even have ancestry related to the ancient Red Martians.  Many of the Martians found in Hyperborea are these Green with Red Martian blood to adapt better to the Hyperborean world.
It has been assumed that came here centuries ago and have been able to return to Barsoom.  Those sages in the know claim they are here as advanced scouts prior to a Martian invasion.

Green Martians are a warrior race and adapt to the weapons found in Hyperborea with ease.  Green Chieftans, the Jedaks, also wield radium pistols that fire a bolt of burning radium.  The range is the same as a crossbow.

Martians eschew armor of any kind and rely on their dexterity and natural toughness.  They also do not keep any treasure they find.  The exception are any weapons. They have a 20% chance of having a magical sword, short sword or dagger.  They do not use bows, but will have a 10% of having a magical crossbow.

I like this. Can't wait to give it a go.

The Psionic Puppet

Reviews from R'lyeh -

The Zhodani Candidate is the second scenario from the designer of the superlative freeform, Eve of Rebellion. Set in the Third Imperium of Mongoose Publishing’s Traveller and published by March Harrier Publishing via Mongoose PublishingThe Zhodani Candidate won the Zhodani Base Awards 2019 for Best Adventure. It is a one-shot scenario suitable for conventions or campaign breaks, designed to be played by five players, plus the Referee. In terms of mechanics, The Zhodani Candidate is written for the current rules for Traveller, but is so rules light, it can be run by almost every previous version of Traveller, or indeed, be adapted to almost any system of the gaming group’s choice. Indeed, the primary game content in The Zhodani Candidate in terms mechanics are the stats and skills of the five characters involved, although stats are also provided for the Cepheus Engine.

Inspired by the television series Homeland and the Cold War brainwashing thriller The Manchurian Candidate, plus the Trust and Betrayal mechanics of Contested Ground Studio’s Cold City roleplaying game, The Zhodani Candidate is a scenario about intrigue, deception, and conflicting agendas. It takes place in the year 1098 on the planet of Mora in the Spinward Marches. Lady Isolde Ling Muudashir, the heir to the Duchy of Mora, is planning to marry ex-Imperial Marine Sergeant Darius Cantu, a love match rather than the traditional marriage of securing dynasties and economic alliances. Cantu is a war hero who fought in the Fourth Frontier War against the invading forces of the Zhodani Consulate and after being captured, spent a decade in the Zhodani re-education camps before being returned to the Third Imperium as part of a prisoner exchange. Cantu would simply have remained an ex-war hero, content to do charity work for veterans of the Fourth Frontier War, were it not the fact that he met Lady Isolde and they fell in love.

Consequently, various Imperial agencies with an interest in the security and stability of the rich and technologically advanced Duchy of Mora given its role as the gateway to the Spinward Marches, have concerns about the intending nuptials. They are worried that Sergeant may have been brainwashed by the Zhodani during his decade-long captivity and may be a secret sleeper agent. As husband-consort to the Duchess of Mora, he would have access to a great deal of classified information and would represent a major security risk. Informing the current Duchess, Delphine Adorania Muudashir, of their suspicions, the agencies have come to a compromise with her. They will form an Inter-Agency Taskforce to perform a security vetting of Sergeant Darius Cantu and determine if he can be cleared to marry Lady Isolde, or whether he is the Zhodani Candidate—a sleeper agent programmed to betray the Imperium. They will then approve the wedding guest list, should the wedding go ahead.

The Inter-Agency Taskforce consists of five members. They include Undersecretary Eon Jaxon, Undersecretary to the Ministry of State, Spinward Bureau, who formed and heads the Inter-Agency Emergency Vetting Taskforce; Senior Ducal Bodyguard Sir Jans Hillier, the head of Her Grace’s Security Service; Perrin Davos Senior Security Vetting Agent, Ministry of Justice, a specialist in security vetting; Lieutenant Samanthe Rosen, Imperial Naval Intelligence, a junior member of Naval Intelligence recommended by the Admiralty as an investigator and interrogator; and Senior Scout Evelyn Tremayne, a representative of the Intelligence Branch of the Interstellar Imperial Scout Service with information to present to the Inter-Agency Emergency Vetting Taskforce. All five player characters are presented in some detail and come with full stats, skills, background, and equipment, as well as a Departmental Agenda, a Personal Agenda, and more. What this means is that there is quite a lot of information for the players to absorb in terms of their characters—and then there is the addition of Traveller’s Library Data pertinent to the scenario.

The scenario itself is divided into two parts. The first is the investigation of Sergeant Darius Cantu, the second is the vetting of the wedding guests and the wedding itself. Now although there is a central objective in the scenario, that of ensuring that Lady Isolde Ling Muudashir is married to a safe husband, achieving it is only half of the scenario’s playthrough. The other half is the interplay of the player characters and their sometimes conflicting objectives. Here, as with the earlier Eve of Rebellion, is where the author’s experience with playing and creating freeforms come to the fore. That said, the objectives in Eve of Rebellion are tightly supported by the links between the player characters, but in The Zhodani Candidate, these are not present, at least not initially. At the start of the scenario, the player characters do not know each other, so the players will need to work harder to involve their characters in the scenario. Now the investigation serves to pull them into the scenario, but after that, the players will need to work hard to work bring their objectives into play without exposing them.

The actual adventure in The Zhodani Candidate runs to less than a third of its length, but includes staging advice, the scenario’s events, and possible outcomes. Besides this, it comes with the five player characters, Library Data, timeline of events, and reference sheets for the Game Master. In comparison, The Zhodani Candidate is mechanically more complex than Eve of Rebellion, and the Game Master may want to have access to both Traveller, First Edition and Traveller, Second Edition from Mongoose Publishing to the fullest out of it. The complexity comes in the fact that unlike in Eve of Rebellion, the player characters in The Zhodani Candidate are going to be doing a lot more than just talking and deceiving. Stats and guidelines are given should the Game Master want to run the scenario using the Cepheus Engine.

One new mechanic which The Zhodani Candidate does add is for handling trust between the player characters. Adapted from Cold City, it measures the degrees of trust between the scenario’s cast, which can grant a bonus between two trusting characters. Conversely woe betide anyone who breaks their trust with another character, or rather expect trust to be lost and broken as the player characters’ differing objectives clash and conflict with each other.

Physically, The Zhodani Candidate is a 1.44 Mb, thirty-six page, colour PDF (though only the cover and some maps use any colour). It is well written, the characters are solidly designed, and the advice is excellent throughout. If there is anything missing, it is that the scenario could have done with a few more handouts, perhaps to give out as part of the briefing handouts and so establish a sense of verisimilitude right from the start. No doubt a Game Master could create these herself as part of her preparations to run the scenario—and even better if she did them as folders of briefing material, one for each player and his character, ready to be opened at the inaugural meeting of the Inter-Agency Emergency Vetting Taskforce.

What The Zhodani Candidate lacks in comparison to Eve of Rebellion is a sense of grandeur and elegance. Now this is due to differences in their subject matters, Eve of Rebellion with high politics and family matters, The Zhodani Candidate with subterfuge, espionage, and deception. So there is more machination to The Zhodani Candidate, more grit and more paranoia. Eventually though, The Zhodani Candidate will probably confirm everyone’s perceptions of the nasty, underhand, and perfidious Zhodani and their sneaky use of Psionics, and drive everyone on the taskforce into a showdown from which none are going to walk away unscathed.

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