RPGs

Mutant Space Zero

Reviews from R'lyeh -

For a decade now, since 2014, Free League Publishing’s Mutant: Year Zero post-apocalyptic future has been explored in a quartet of core books that each described and told the story of a different faction with the setting. The four factions—mutants, mutant animals, robots, and humans—each represent a classic group within post-apocalyptic roleplaying and each was given time in the spotlight with their respective books. In turn, mutants with Mutant: Year Zero – Roleplaying at the End of Days, anthropomorphic animals with Mutant: Genlab Alpha, robots with Mechatron – Rise of the Robots Roleplaying, and humans with Mutant: Year Zero – Elysium. The climax of the campaign in each of the four books would see members of the factions leaving the environment which had kept them safe throughout the apocalypse and beyond, ready to explore the wider world, interact with each other, and even discover some of the secrets that had led to the apocalypse in the first place. Yet at the end of each of the four campaigns, there remained an unanswered question: “What happens next?” The question was partially answered in 2018, with the release of The Gray Death. This was a sequel to Mutant: Year Zero – Elysium in which the Player Characters must thwart an attempt to prevent an expansive organisation known as the Army of Dawn from conquering all of the Zone that the Player Characters have made their home. However, at the end of ‘Path to Eden’, the campaign in Mutant: Year Zero – Roleplaying at the End of Days, the first book in the series, there is another story hinted at and it is this story that is explored in Mutant: Year Zero – Ad Astra.

Mutant: Year Zero – Ad Astra does something wholly unexpected, and in doing so, opens up a whole new number of worlds and environments to the Player Characters, ones that would ordinarily be beyond their imagination—space! The supplement most obviously provides a campaign whose outcome will decide the future of the Mutant: Year Zero setting, not just the devastated Earth, but habitants and worlds beyond. It also provides an overview of the Solar System, detailing bases, settlements, and habitats specific to the campaign, and gives new rules, equipment, and character options for playing in Zero-G and other hazardous environments. Although the campaign is intended to be run as a continuation of the ‘Path to Eden’ campaign in Mutant: Year Zero – Roleplaying at the End of Days, there are numerous suggestions in Mutant: Year Zero – Ad Astra as to where to place its starting point, including at the end of the most recent supplement, The Gray Death. The other suggestions encompass Mechatron – Rise of the Robots Roleplaying and Mutant: Year Zero – Elysium as well as Mutant: Year Zero – Zone Compendium 1 – Lair of the Saurians and Mutant: Year Zero – Zone Compendium 2 – Dead Blue Sea. Together this gives the Game Master several options to choose from, but whatever supplement the Game Master decides to use as the jumping off point for Mutant: Year Zero – Ad Astra, the Player Characters will find themselves in a rocket, being blasted into space, headed for the unknown, allegedly for their own safety.
The Player Characters find themselves transported into Earth orbit, to the space station Jotunheim. Once they have explained who they are and where they have come from, the administrator will tell them where they are and then ask them for help. Jotunheim is a perilous situation. Its core engine has been stolen and without it, the space station is unable to maintain orbit. Entry into the Earth’s atmosphere and burn up is inevitable, and with it the death of everyone aboard, let alone those on the surface that are struck by the falling debris. The perpetrators plan to use the core engine to power a starship—the Ad Astra—that is being constructed in orbit around Jupiter and will take the survivors to a hopefully better and brighter future in another star system! Unfortunately for them, their plans have been halted by Dirac Thirteen, a mutated ape and technician who has stolen memory circuits needed to allow the Ad Astra to launch. Despite having worked on the Ad Astra for years, he now sides with the Jotunheim and has fled from Jupiter into the Inner Solar System. This is an opportunity for the administrator and Jotunheim. Although he does not know what Dirac Thirteen has stolen, the administrator knows it must be important as a bounty has been placed on his head. Thus, he asks the Player Characters if they can find the escaped ape before anyone else can.
In order to find Dirac Thirteen, the Player Characters will need to travel across the Solar System, from Earth’s orbit to the Moon, Mars, and the Asteroid Belt before making the longer journey to Jupiter. To facilitate each of these perilous trips, the administrator lends the Player Characters a spaceship, the Mundilfari. Named for the Norse father of Sól, goddess associated with the Sun, and Máni, associated with the Moon, the Mundilfari is in a severe state of disrepair and this presents the Player Characters with their first challenge. On Earth, the Player Characters will have encountered a wide range of technology, some of it jury-rigged by themselves and their fellow survivors, some of it high tech leftover from the Old Age. In space, the technology is primarily and obviously that of the Old Age, far greater than the Player Characters will have had ready access to before. However, the technology aboard the Jotunheim and else where in the Solar System is either being barely maintained, breaking down, or beyond the capability of anyone to repair it. This includes the Mundilfari, which the Player Characters will need to repair and refuel in order to travel anywhere. In Mutant: Year Zero – Ad Astra, the Mundilfari becomes the Player Characters’ home, replacing the Ark in Mutant: Year Zero – Roleplaying at the End of Days.
The adoption of the Mundilfari as the Player Characters’ temporary home marks a radical shift in emphasis in the campaign in Mutant: Year Zero – Ad Astra. In Mutant: Year Zero – Roleplaying at the End of Days, the Player Characters face a constant struggle to find sufficient grub, water, and bullets, making the role of the Stalker with its ‘Find the Path’ special ability highly significant to the survival of a group. However, access to grub and water is less important in this campaign. Instead, the Gearhead has a much more prominent role. This is because of the constant need to repair and upgrade the spaceship, the Mundilfari. Without a Gearhead, the difficulty of the campaign is much more challenging.
The campaign proper begins on the space station Jotunheim and the Player Characters’ attempts to repair their newly acquired spaceship. This requires interacting with the various factions aboard the space station, including descending into the Dark Corridors where the Jotunheim’s Underfolk lurk, and bargaining with them for components that will either repair or upgrade the Mundilfari. This teaches the Player Characters some of the skills they will need to survive their greater mission, such as going on a spacewalk. Once they have managed to make the Mundilfari spaceworthy, the Player Characters have a number of objectives, chief of which is finding Dirac Thirteen and then getting to Jupiter. It is thought that Dirac Thirteen is on Mars and the Mundilfari has sufficient fuel to get that far and to other locations across the Inner Solar System. However, it does not enough to make the longer trip to Jupiter, so a visit to the Selene Mining Field on the Moon, the only working source of Helium-3, is also required. Each of the various destinations—the Moon, Mars, and also the Asteroid Belt—are given their own chapters and can be played in any order. The Jupiter chapter is played after these as the climax to the campaign.
Along the way to Jupiter, there are some great encounters. These include holding off an attack by the space pirates of the Rust Fleet, getting involved in a possible meat versus machine rebellion on the Moon, discovering some the dark secrets of the Titan Powers that fomented the war that ended the Old Age, and going out onto the range and deep into the Mariner Valley, chased by Bounty Hunters. The scenes on Mars in particular veer between the remains of the shattered colony in Total Recall and the Wild West feel of Tatooine in Star Wars, but the campaign in general has a pulpy Sci-Fi feel contrasted by the increasing state of disrepair as devices and technologies fail and cannot be repaired.

Ultimately, the Player Characters will make it to Jupiter and there confront both the future of everyone in the Solar System and on Earth and the architects of the situation on Earth, and then make some choices. The latter may see Jotunheim being repaired, the Ad Astra being repaired and leaving, and even the Ad Astra leaving the Solar System with the Player Characters aboard! What happens next is outside the scope of Mutant: Year Zero – Ad Astra, although if the Player Characters decide to stay in the Solar System, there is enough information in the supplement to start a campaign that focuses on exploring it in the wake of the events of Mutant: Year Zero – Ad Astra.
There is another option though, and that is to play through campaign using characters who have grown up in space, though this is not explored in any great depth. Even if Mutant: Year Zero – Ad Astra is played as a direct continuation of ‘Path to Eden’, the campaign in Mutant: Year Zero – Roleplaying at the End of Days, the Game Master will still need access to Mutant: Genlab Alpha and Mechatron – Rise of the Robots Roleplaying as they detail the mutated animals and robots to be found in Mutant: Year Zero – Ad Astra. If run as a direct sequel to ‘Path to Eden’, the Game Master may also want to play up the culture shock of the Player Characters encountering mutated animals and robots for the first time, as well as being in space for the first time.

Mutant: Year Zero – Ad Astra includes new rules and additions for roleplaying in the expanded setting of Earth’s Solar System. ‘Pilot’ is a new Role which specialises in flying spaceships, and has the specialist skill of ‘Drive’ which applies to all vehicles, not just spaceships. There is guidance too on adapting skills like Comprehend, Know the Zone, and Jury-Rigg to space and other planets, and on mutations such as Insect Wings and how they work in Zero-G. ‘Free-floater’, ‘Drone Pilot’, and ‘Flying Ace’ are amongst the new Talents given as well. Alongside the relatively short guide to how spaceships and spaceship battles work, there is a list of events in space and aboard space stations—for example, ‘Toilet Problem’ or ‘Magnetic Field’, and new gear. The later includes the ‘Scrap Rocket Launcher’, and the ‘Space Suit’ which has two slots for modules so that a Player Character can customise his space suit. Lastly, there is a decent overview of the Solar System, including descriptions of locations not visited as part of the campaign, that the Game Master can use to create her own adventures and encounters—though hopefully, Free League Publishing will support the setting with further material.

Physically, Mutant: Year Zero – Ad Astra is well written, nicely presented in full colour with excellent cinematic-style artwork. Fans of anthropomorphic creatures in spacesuits will certainly appreciate many of the illustrations in the book. 

Mutant: Year Zero – Ad Astra opens up the setting of Mutant: Year Zero and takes it in a wholly unexpected direction. As a sourcebook it lays the groundwork for a post-apocalyptic setting that is not confined to the one world, but found across many and awaiting further development and exploration. As campaign, it places the Player Characters fore and centre as heroes who can either save the day or found a whole new civilisation, and in the process confront the consequences of some of the actions made by the Titan Powers. The campaign itself in Mutant: Year Zero – Ad Astra is the fantastic continuation of the ‘Path to Eden’ campaign found in the pages of Mutant: Year Zero – Roleplaying at the End of Days that the roleplaying game’s fans have long been waiting for, whilst the sourcebook material provides scope to explore rest of the Solar System.

Mythos & Musketeers

Reviews from R'lyeh -

The Mythos of H.P. Lovecraft and the swashbuckling tales of Alexandre Dumas are closer than you think. Or at least, they can be moved closer than you think. After all, both involve conspiracies and secrets and assignations in the night and shocking revelations and dark organisations plotting to end the current regime–whether that is a total end to mankind or a change in who controls the fate of France. However, when it comes to roleplaying, it has not been a close fit, bar the very occasional scenario. In fact, the easiest way to do it has been to combine Leagues of Cthulhu, an expansion to Leagues of Gothic Horror for Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age! with All For One: Régime Diabolique, because both are written for use with the Ubiquity System. Step forward–or swing through a window on a rope and land on its feet, rapier drawn–Nightfall Games, because the Scottish publisher has a much easier solution for you.
Musketeers vs. Cthulhu: A Simple NightfallRPG Book is a campaign and sourcebook for use with Call of Cthulhu, Seventh Edition, published by Chaosium, Inc. It is based on ‘The Tablet’, a short story by Claudia Christian–yes, that Claudia Christian–and Chris McAuley from the anthology, Musketeers vs. Cthulhu in the Court of King Louis, from Black Ink. It is also based on The Three Musketeers and others in the series, includes some basic background, guidelines to creating Musketeers and other period Investigators, genre rules, and over twenty new manoeuvres, because after all, what would a game involving Musketeers be without the means to swash a buckle or two! As you would expect, it includes stats for all four Musketeers and those of the villains and villainesses they face in the course of Dumas’ classic novels. Of course, in Musketeers vs. Cthulhu, the Musketeers will face things that are much, much worse, and much more of a threat to France–and the world in general!

Musketeers vs. Cthulhu very quickly opens with the first part of its four-part campaign. It is set in 1626. King Louis XIII holds the throne with Cardinal Richelieu as his adviser, opposed to the influence of the Queen Mother, Marie de Medici, who was once regent for her son. ‘L’Affaire du Possion Rouge’ opens with the musketeers at a ‘dive’ bar on the Seine, meeting Damian De Salazar, a friend on behalf of Monsieur le Colonel de Tréville and then getting him away from the attentions of the Cardinal’s Guards and back to Musketeer headquarters. With barely enough time to take in the less than salubrious ambiance, disaster, or rather the Cardinal’s Guards strike! The clientele of the bar take strong exception to their presence and the first of the campaign’s many brawls breaks out. With the Cardinal’s Guards outside and a brawl inside, this is the perfect cover to make an escape, but in the process, the musketeers discover that the bar flies were hiding secrets of their own. Dark secrets.

At the end of the first scenario, the musketeers should have Damian De Salazar in tow, but where he ends up is down the musketeers. If they successfully get away from the bar, they should get him back to the care of Monsieur le Colonel de Tréville, but if they get captured, they find themselves before Cardinal Richelieu. If this happens, the rest of the scenario will play out as described in the book, but with the musketeers secretly beholden to the manipulative Cardinal.

The affair in the Possion Rouge sets the events of the campaign in motion as factions working beyond the shadows begin to plot against the King–and in the process against the King’s Musketeers and Cardinal Richelieu. De Salazar himself, is a scholar of the occult, and has recently decrypted and translated a document known as the Third Key of Solomon. Unfortunately, a faction of cultists known as the Court of Chaos has kidnapped De Salazar’s daughter and is demanding that he hand over the manuscript in return for her life.

In the second scenario, ‘The House of Hasteur’, the musketeers undertake a second task, the delivery of the manuscript in exchange for the life of De Salazar’s kidnapped daughter. Although they may have gained some slight awareness of the strangeness that these doings entail, it does not prepare them for the strange encounters in the house. This is not so much a ‘madhouse dungeon’ as a ‘Mythos madhouse’ in which their experiences verge into the hallucinogenic. If they succeed though, no matter who exactly they are working for–Monsieur le Colonel de Tréville or Cardinal Richelieu–the actions of the musketeers bring them to the attention of the King. He has another task for them, one that takes them to ‘The Courtyard of Miracles’ and into the Paris catacombs via a newly opened up entrance.

The fourth and final scenario, ‘Nuit d’Apocalypse!’, begins almost immediately after ‘The Courtyard of Miracles’ comes to a bloody close. The streets of Paris are rife with fear and fighting as it appears that the city is subject to a riotous assembly as Protestant Huguenots run amok, citizens either blockade the streets to prevent anyone from passing or hide behind locked doors, and dark forces take advantage of the chaos. A series of running street battles, including a standing battle with a Dark Young of Shub-Niggurath, build to a climactic showdown with the forces of the Court of Chaos and hopefully the opportunity to save Paris and thus all of France.

Musketeers vs. Cthulhu: A Simple Nightfall RPG Book is a short campaign. Some of the individual scenarios might only take a session to play through, though most will probably take two or three. They are also not investigative scenarios in the more traditional sense of Call of Cthulhu, so no consulting of ancient documents or perusing the shelves at libraries. Instead, the scenarios involve more interaction, and definitely more action and combat. In fact, a lot more of the latter, and although Musketeers vs. Cthulhu is written for use with Call of Cthulhu, Seventh Edition, it might actually be better to run it using the rules in Pulp Cthulhu, especially as there is a lot of combat and there are a lot of Mythos monsters.

The campaign can be played in one of two ways. First, the players can take the roles of the Musketeers from Dumas’ novels—Aramis, Athos, Porthos, and d’Artagnan—and Musketeers vs. Cthulhu provides full stats and background for all four. Second, they can create their own Investigators and play through the campaign. Thus, there is a guide to creating Investigators suitable for the period, beginning with Musketeer, but also including members of the Clergy, Spy, Courtier, and Occult Scholar. Along with a list of weapons appropriate to the period, there is guidance on playing with just one or two players. The given options allow for increased starting Luck, narrative style combat when fighting members of the supporting cast, and almost immediate adaptation to seeing the Mythos. The latter minimises the amount of Sanity lost for seeing a Mythos monster a second time—after all, once you have seen one Ghoul, you have seen them all!

To fit the other genre of Musketeers vs. Cthulhu, there is also a list of new Manoeuvres. These include ‘Charge’, ‘Counting Coup’, ‘Creative Flamboyance’, ‘Flipping a Table’, ‘Leaping onto a Horse’, and ‘Using a Cape’ or ‘Throwing a Drink to Blind an Opponent’. All enable the Investigators to engage in the type of swashbuckling action that their players will have seen on screen.

Lastly, there are full stats for both the other characters from the novels, such as Milady de Winter and Cardinal Richelieu—though no backgrounds as are given to the Musketeers, and all of the Mythos monsters that appear in Musketeers vs. Cthulhu. Add in the table of phrases and events and the Keeper has a few prompts with which to add colour to her depiction of seventeenth century France.

Physically, Musketeers vs. Cthulhu: A Simple Nightfall RPG Book is a short, buff, and unillustrated affair. It is well written and easy to read. It needs a slight edit in places and there are fun flourishes here and there. The cover though, is particularly eye-catching and feels not dissimilar in style to a certain series of very long running children’s story and reference books.

Musketeers vs. Cthulhu: A Simple Nightfall RPG Book leans into two things. First, the ‘Simple’ aspect of its title, the campaign being a straightforward confrontation with the forces of the Mythos rather than a convoluted investigation, and second, the swashbuckling action of The Three Musketeers. As a result, this is an action-orientated, often combat focused, Pulp-style campaign rather than a Purist scare fest. Musketeers vs. Cthulhu: A Simple Nightfall RPG Book is not just “All for one, and one for all”, but “All for one, and one for all—and all against the Mythos”, and the musketeer-mythos movie you never knew you wanted.

Solitaire: Dragon Dowser

Reviews from R'lyeh -

The world of Praelar dying. It was driven to the point of collapse by climate change and then exacerbated by colossal poisonous tornados called ‘spore storms’. It was then that dragons appeared. They came from a world parallel to us to save us. They drew Dragon Essence extracted from their unhatched eggs and used it to power machines long-buried under the spore fields that cleared the poisons from the air and the water, and even began to abate the spores storms. Yet humanity took advantage of them. The Mecharch leaders took the power of the dragon yolk and reprogrammed the machines as devices of war before sending them out to slay dragons and take their eggs. As one dragon after dragon died, the Mecharch leaders gained power and many eggs were lost or abandoned, or broken. There are those who see this as an injustice and have rallied around to rescue the remaining eggs and not only save them, but raise the hatchlings. Their hope is that the newborn dragons would heal Praelar and restore the communities to what they once were.
This is the background for Dragon Dowser: A Journalling Game for One Player, in which the player will use his dowsing crystal to overcome the elements, uncover ancient secrets, battle long-buried machinery, and in the process, save the last of the dragon eggs. It is published by Hatchlings Games, best known for Inspirisles, the Deaf-aware, sign-language as magic, Arthurian roleplaying game. In comparison, Dragon Dowser is more anime-inspired, though not heavily so and leaves much of its setting to be interpreted, created, and written down by the player. It is a solo journalling game in which the aim is to locate abandoned dragon eggs and return to a Sanctuary. However, this requires the expenditure of resources. If the Dowser succeeds before all of his resources are expended, the hatchling can be reared to adulthood and together change the world. It requires a standard deck of playing cards, a six-sided die, a set of tokens, and a journal for the Dowser to record his story. As an alternative to the deck of playing cards, the game has its own deck of cards. These have their art and text, so that the player does not have to refer to the book for the card descriptions.
The game requires some set-up before play begins. The first is choose one of four Dowsings. These correspond to the Ace cards of the four card suits and determine the story’s element, season, and theme, which all together suggests where the dragon egg might be. For example, the Hearts dowsing is associated with water, spring, and community, and the egg is lost to the currents of a river and washed away downstream from the chasing soldiers. The player chooses one of the four and draws twenty-three cards from the deck. Together with the selected Dowsing, these are placed face down in a six by four grid. Two Sanctuary cards are placed either side. The player’s die is put on one of these Sanctuary. Together, this forms the play area.
On a turn, the player moves from one card in the play area to another. A card can give the dowser more Resources or force him to expend them. Cards also have a Description and a Prompt. For example, the ‘3 of Hearts’ has the Card details, “I should trust my instincts… and my crystal more!”; the Description, “A stranger you meet at a crossroads says there are a clutch of dragon eggs to the north. You follow the path to straight into an ambush.”; and the Prompt of, “Describe the fight. How do you survive the ambush?”. Lastly, its Effect of -4 deducts Resources from the dowser’s pool. It is possible for the dowser to move in any direction, including returning to a card that has already been flipped over. Doing so will trigger the effect upon the Dowser’s Resources, but not the Description and the Prompt. The likelihood is that this will cost the Dowser in times of Resources, so it is better to keep moving forward and continue the search. At each stage the player describes what happens to his Dowser, taking inspiration from the Description and the Prompt. Both are written to be open-ended rather than proscriptive, allowing the player to engage his imagination.
If the Dowser finds the Dowsing he drew at the start of the game, he has found the egg. It is then his objective to return the egg to one of the Sanctuary cards. In doing so, he has succeeded and the game is over. There are still years of nurturing and training of the hatchling to come, but those are outside the scope of Dragon Dowser: A Journalling Game for One Player (though there is potential in a sequel to the game here). If the Dowser runs out of Resources before then, the play comes to an end, the Dowser has not succeeded, but he has not died. This does not mean that the Dowser cannot try again, whether from a rearrangement of the current spread of cards or from a completely fresh spread. It is also possible to discover other Dowsing cards or Aces in the grid of cards. This a definite moment of sadness for the Dowser as he has discovered the site of broken eggs. At this moment, he has the opportunity to offer a eulogy or a ritual to the lost hatchling.
The rules to Dragon Dowser are simple and easy to learn and play. This makes it suitable for younger players and this is helped by an extended example of a Dowsing that shows how the game is played in just a quick read through. The fact that the Dowser cannot die—just try again—also makes it suitable for younger players.
Physically, Dragon Dowser is well presented. It is a small, landscape format book with some excellent artwork, much of it replicated from the game’s cards. The writing is clean and simple, making the game easy to pick up and play. With only half of the deck being used at any one time, there is plenty of replay value in the game.
Dragon Dowser: A Journalling Game for One Player is both a solo journalling game and a map game, both of which require some Resource management. Proper handling of the latter will keep Dowser exploring, but the random nature of turning over cards and exploring means that the Dowser and his player is going to be constantly challenged, constantly weighing which up card to move to next. There is a high degree of luck in that the Dowser’s objective card—the Ace or Dowsing card—might be flipped over early in the game or much later. (One way to offset that might be to place it in the lower half of the cards drawn to form the grid.) Overall, Dragon Dowser: A Journalling Game for One Player is a charming journalling game that leaves a lot of room in how the player interprets the game’s prompts and how he tells his Dowser’s story.

Friday Fantasy: DCC Day #5 DCC Day 2024 Adventure Pack

Reviews from R'lyeh -

As well as contributing to Free RPG Day every year Goodman Games also has its own ‘Dungeon Crawl Classics Day’, which sadly, is a very North American event. The day is notable not only for the events and the range of adventures being played for Goodman Games’ roleplaying games, but also for the scenarios it releases specifically to be played on the day. For ‘Dungeon Crawl Classics Day 2023’, which takes place today on Saturday, July 20th, 2024, the publisher is releasing not one, not two, but three scenarios, plus a limited edition printing of Dungeon Crawl Classics #104: Return to the Starless Sea. Two of the scenarios, ‘The Grinding Keep’ and ‘Tuscon Death Storm’, appear in the duology, the DCC Day 2024 Adventure Pack. The third is DCC Day #5: Gods of the Earth. Both DCC Day #5: Gods of the Earth and ‘The Grinding Keep’ are written for use with Dungeon Crawl Classics Role Playing Game, whilst ‘Tuscon Death Storm!’ is the first scenario for use with the Xcrawl Classics Role-Playing Game, the ‘Dungeon Crawl Classics’ adaptation and upgrade of the earlier Xcrawl Core Rulebook for use with Dungeons & Dragons 3.5, which turns the concept of dungeoneering into an arena spot and monetises it!

The DCC Day 2024 Adventure Pack contains two scenarios. The first scenario is ‘The Grinding Keep’, a scenario by Marc Bruner written for four to six First Level Player Characters for use with the Dungeon Crawl Classics Role Playing Game. Drawing from the Appendix N of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, it is inspired by the works of Michael Moorcock and John Bellairs. The scenario is a locked room—or manor house—puzzle box, where the Player Characters have been sent to locate the Enduring Light, a lantern whose light is said to bless those it falls upon. The butler seems welcoming as silent staff serve them drinks and later diner as they await an audience with the lord of the manor. It is of course, designed to lull them into a false sense of security as the following morning, the Player Characters find themselves trapped in a house that seems to change around them in random fashion as they move from location to location. The home definitely feels bigger on the inside and if the Player Characters are not careful, they will get lost and separated from each other. There is something strangely organic about the house and this becomes increasingly apparent as the Player Characters explore further and it literally comes alive. Surprisingly, the Enduring Light is easy to find, but getting out of the house is another matter. To do this, they will need to work through several puzzles, some of which are quite challenging and some of which do rely on player knowledge.

Although the scenario is short, it is not straightforward and it does require more preparation than its length suggests. This is primarily due to the random nature of the movement throughout the scenario’s second half and the puzzle elements that need to be solved before the Player Characters can progress. Consequently, the scenario may be slightly too complex for anyone playing the Dungeon Crawl Classics Roleplaying Game for the first time. It is possible for the Player Characters to hack their way out, but the puzzle solving method is much more satisfying. Overall, ‘The Grinding Keep’ serves up a solid dollop of Dungeon Crawl Classics weirdness.

‘Tuscon Death Storm!’ is the first scenario to be released for the Xcrawl Classics Role-Playing Game, prior to its actual release. Written by the game’s designer, Brendan Lasalle, it is a bit of an odd choice—at least as a first release. First, it is designed for Second Level Player Characters, and second, it takes place outside of an Xcrawl arena where most of the action in the roleplaying game takes place. So, it is of no use to a Judge beginning her Xcrawl Classics Role-Playing Game campaign and it requires the Player Characters to have acquired at least a Level before attempting it. As a demonstration game it also does not showcase what the game is about either. In fact, it is closer to a straightforward dungeon for the Dungeon Crawl Classics Roleplaying Game than it is a Xcrawl Classics Role-Playing Game scenario. However, this does not mean that it is actually a bad scenario, but rather that its set-up and release are untimely. Plus, if the Judge can hold on and run this scenario once the Player Characters in her campaign have reached Second Level, then ‘Tuscon Death Storm!’ comes into its own.

In ‘Tuscon Death Storm!’, the Player Characters are Xcrawlers on the up, having taken their first footsteps in the area. This brings them to the attention of DJ Creature Feature, an industry veteran notorious for the popular Necromerica event. She has lost contact with a colleague, producer Margaret Cauldwell, who was working on converting a recently discovered temple just outside of Tuscon, Arizona, into an Xcrawl dungeon arena. Having already sent people to check up on her and her team, DJ Creature Feature asks the Player Characters to go and investigate. If they, then she promises access to a Division II event and sponsors for the event, which would be a big step up in terms of the Player Characters’ careers. This—and the fact that the scenario showcases how playing in the Xcrawl Classics Role-Playing Game—is where ‘Tuscon Death Storm!’, adding depth and detail to the Xcrawl world beyond the walls of the arena.

The scenario is short, running to just nine locations and seven pages. It is also linear, but it is nicely detailed, the descriptions neatly contrasting the ancient feel of the temple with the equipment and plans of a modern work crew along with health and safety concerns. The monsters that the Player Characters will face are modern twists on old creatures—though at the end of it, they are likely to be sick of a certain breed of dog. They will have to face on the sponsored beverage monsters that the Xcrawl Classics Role-Playing Game is fond of. A great touch is that the Player Characters’ efforts to investigate the old temple are being filmed so that the footage can be turned into a documentary to promote the new area. The recording process also means that the Player Characters are still performing and still do grandstanding moves to gain bonuses.
Ultimately, ‘Tuscon Death Storm!’ gives the Player Characters opportunities to be heroes outside of the arena, make some contacts, and hopefully give their careers a lift. It is a decent ‘in-between’ scenario that slips into an ongoing campaign with ease and pushes it along a bit.

Physically, the DCC Day 2024 Adventure Pack is as well done as you would expect for a release from Goodman Games. The artwork is decent and the cartography well done. The cover is very nicely done, showing the Xcrawlers at a bar watching the activities of the Player Characters in ‘The Grinding Keep’ scenario, whilst the inside artwork depicts the reverse. That is, the Player Characters of ‘The Grinding Keep’ scenario looking at a group portrait of the Xcrawlers in a victory pose. It is a nice touch.

The DCC Day 2024 Adventure Pack is a solid release for Goodman Games’ own celebratory day. Both scenarios are good, but not immediately useful, either due to the extra preparation required or the relative awkwardness of fitting it into a campaign.

[Free RPG Day 2024] Treasures of Deep Grotto

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Treasures of Deep Grotto is a scenario for Sink!, the piratical setting for use with Dungeons & Dragons, Fifth Edition. Published by Crimson Herald via Hitpoint Press, it is designed to be played by four Third Level Player Characters in a single session. Notably, it employs the unique mechanic called the ‘Soul Link’. It represents a Player Character’s connection to his soul, mechanically represented by his Hit Dice. During play, a Player Character’s Hit Dice can be affected and drained by various effects, such as traps and magical attacks, but it can also be used as a source of power to fuel magical items. However, the downside is that if a Player Character suffers the ‘Sunken’ condition—potentially common in a nautical and piratical setting like Sink!—he can die if he is reduced to zero Hit Points when he also has his Hit Dice reduced to zero! Thus, Hit Dice are an important new resource in the Sink! setting. In addition, Sink! also adds tattoos as magical items. These are treated as wondrous items and are created using a magical needle. Four are detailed. They are the Assassin’s Tattoo, the Flicker Tattoo, the Ironbound Tattoo, and the Skyward Tattoo. Each grants a special effect, such as ‘Feather’s Grace’ for the Skyward Tattoo, which grants limiting flying speed.
The scenario begins en media res with the Player Characters already having been shipwrecked and suffering the ‘Sunken’ condition. The Player Characters are part of the crew of the Misty Mermaid, which has been attacked and sunk by the Hades Hound, a pirate ship commanded by Captain Grimscar, a warlock in the service of the powerful sea-bound fiend, Y’agthul. The Dread Admiral Y’agthul commands the Black Armada, and as one of his lieutenants, Captain Grimscar has been ordered to sail the seas around the chain of islands known as ‘The Blots’ and seize ships for plunder and the souls of their crews and passengers. These he must return to the Isle of Journey’s End where the Deep Grotto, home to one of the crossroads of life and death, and give them to his master. After the prologue which explains how they got there, the Player Characters, washed ashore, they are approached by the Misty Mermaid’s lucky—lucky were it not for the attack by Captain Grimscar and the Hades Hound—Sea Gnome* who tells them where they are and what they need to do. Which of course is to defeat Captain Grimscar and his master!
* Somewhat tweely dressed in tweed flat cap and cream-coloured cable knit sweater.
Although other adventure hooks are listed, they are all to get the Player Characters to the Isle of Journey’s End. There are three of them, whereas perhaps four would have been better to each give the four Player Characters the adventure is designed for to each have their own motivation. The Deep Grotto is a small dungeon, with just four locations. These are decently detailed, with links to monster stats and other details in the book clearly marked. The plotting is quite simple. The Player Characters must overcome or solve two puzzles located in two parallel watery chambers. Doing so enables them to unlock access the main room, the Sanctuary, where they confront Captain Grimscar before his master, the fiend, Y’agthul. This is a challenging combat, as not only do the Player Characters have to fight the pirate captain, but they also have to defeat Lubber and Swabbie, his eel fiend familiars, and all under the baleful influence of Y’agthul!
Four pre-generated Player Characters are available to download via the publisher’s website. They consist of a Half Orc Mist Born Ranger who can tether others with magical, ethereal harpoons and then zap them with lightning; a Human Buccaneer Fighter; a High Elf Spellskin Wizard whose spells are tattooed onto his skin some which can be shared with his allies; and a Half-Elf College of Tidesong Bard who can entreat allies to join in a Sea Shanty and gain Advantage on a single attack, ability check, or saving throw each turn for a minute. Of the four, the Fighter feels underwritten, but otherwise they showcase some of the Player Character options in the Sink! setting.
In addition to the four tattoos in the book—which the Dungeon Master is encouraged to let the players choose one each for their characters, Treasures of Deep Grotto describes three magical items. All of these work with the ‘Soul Link’ mechanic introduced in the scenario. For example, Dead Man’s Promise is a ring of coral found on the fingers of drowned sailors which grants the wearer an extra Hit Die to use with the ‘Soul Link’ mechanic and which can be used once to expend that Hit Die to recover Hit Points.
Physically, Treasures of Deep Grotto is a small, slim book. It needs a slight edit in places, but artwork stands out. Done in the style of traditional nautical tattoos, they really are very good and for the Dungeon Master impart an engaging sense of the Sink! setting. The writing could have been clearer in places. In particular, it is not quite clear if Captain Grimscar has the Player Characters’ souls or not.
Treasures of Deep Grotto is a short, action-packed scenario, with an emphasis on combat and puzzles. In fact, there is very little interaction and roleplaying involved in the scenario. For a one-shot, that is less of an issue than for a longer scenario where the plot would be longer and more involved. That said, Treasures of Deep Grotto can easily be added to a campaign in the Sink! setting and with some adjustment shifted to another setting with a strong nautical or piratical theme. Overall, Treasures of Deep Grotto is solid introduction to the Sink! setting and some of its ideas, with much of the flavour being imparted by the traditional tattoo artwork.

Dracula, The Hunters' Journals: 8 August Cutting from "The Dailygraph" (Pasted into Mina Murry's Journal)

The Other Side -

The story of Demeter is told in full after it runs a ground.

Dracula - The Hunters' Journals CUTTING FROM “THE DAILYGRAPH,” 8 AUGUST

(Pasted in Mina Murray’s Journal.)

From a Correspondent.

Whitby.

ONE of the greatest and suddenest storms on record has just been experienced here, with results both strange and unique. The weather had been somewhat sultry, but not to any degree uncommon in the month of August. Saturday evening was as fine as was ever known, and the great body of holiday-makers laid out yesterday for visits to Mulgrave Woods, Robin Hood’s Bay, Rig Mill, Runswick, Staithes, and the various trips in the neighbourhood of Whitby. The steamers Emma and Scarborough made trips up and down the coast, and there was an unusual amount of “tripping” both to and from Whitby. The day was unusually fine till the afternoon, when some of the gossips who frequent the East Cliff churchyard, and from that commanding eminence watch the wide sweep of sea visible to the north and east, called attention to a sudden show of “mares’-tails” high in the sky to the north-west. The wind was then blowing from the south-west in the mild degree which in barometrical language is ranked “No. 2: light breeze.” The coastguard on duty at once made report, and one old fisherman, who for more than half a century has kept watch on weather signs from the East Cliff, foretold in an emphatic manner the coming of a sudden storm. The approach of sunset was so very beautiful, so grand in its masses of splendidly-coloured clouds, that there was quite an assemblage on the walk along the cliff in the old churchyard to enjoy the beauty. Before the sun dipped below the black mass of Kettleness, standing boldly athwart the western sky, its downward way was marked by myriad clouds of every sunset-colour—flame, purple, pink, green, violet, and all the tints of gold; with here and there masses not large, but of seemingly absolute blackness, in all sorts of shapes, as well outlined as colossal silhouettes. The experience was not lost on the painters, and doubtless some of the sketches of the “Prelude to the Great Storm” will grace the R. A. and R. I. walls in May next. More than one captain made up his mind then and there that his “cobble” or his “mule,” as they term the different classes of boats, would remain in the harbour till the storm had passed. The wind fell away entirely during the evening, and at midnight there was a dead calm, a sultry heat, and that prevailing intensity which, on the approach of thunder, affects persons of a sensitive nature. There were but few lights in sight at sea, for even the coasting steamers, which usually “hug” the shore so closely, kept well to seaward, and but few fishing-boats were in sight. The only sail noticeable was a foreign schooner with all sails set, which was seemingly going westwards. The foolhardiness or ignorance of her officers was a prolific theme for comment whilst she remained in sight, and efforts were made to signal her to reduce sail in face of her danger. Before the night shut down she was seen with sails idly flapping as she gently rolled on the undulating swell of the sea,

As idle as a painted ship upon a painted ocean.

Shortly before ten o’clock the stillness of the air grew quite oppressive, and the silence was so marked that the bleating of a sheep inland or the barking of a dog in the town was distinctly heard, and the band on the pier, with its lively French air, was like a discord in the great harmony of nature’s silence. A little after midnight came a strange sound from over the sea, and high overhead the air began to carry a strange, faint, hollow booming.

Then without warning the tempest broke. With a rapidity which, at the time, seemed incredible, and even afterwards is impossible to realize, the whole aspect of nature at once became convulsed. The waves rose in growing fury, each overtopping its fellow, till in a very few minutes the lately glassy sea was like a roaring and devouring monster. White-crested waves beat madly on the level sands and rushed up the shelving cliffs; others broke over the piers, and with their spume swept the lanthorns of the lighthouses which rise from the end of either pier of Whitby Harbour. The wind roared like thunder, and blew with such force that it was with difficulty that even strong men kept their feet, or clung with grim clasp to the iron stanchions. It was found necessary to clear the entire piers from the mass of onlookers, or else the fatalities of the night would have been increased manifold. To add to the difficulties and dangers of the time, masses of sea-fog came drifting inland—white, wet clouds, which swept by in ghostly fashion, so dank and damp and cold that it needed but little effort of imagination to think that the spirits of those lost at sea were touching their living brethren with the clammy hands of death, and many a one shuddered as the wreaths of sea-mist swept by. At times the mist cleared, and the sea for some distance could be seen in the glare of the lightning, which now came thick and fast, followed by such sudden peals of thunder that the whole sky overhead seemed trembling under the shock of the footsteps of the storm.

Some of the scenes thus revealed were of immeasurable grandeur and of absorbing interest—the sea, running mountains high, threw skywards with each wave mighty masses of white foam, which the tempest seemed to snatch at and whirl away into space; here and there a fishing-boat, with a rag of sail, running madly for shelter before the blast; now and again the white wings of a storm-tossed sea-bird. On the summit of the East Cliff the new searchlight was ready for experiment, but had not yet been tried. The officers in charge of it got it into working order, and in the pauses of the inrushing mist swept with it the surface of the sea. Once or twice its service was most effective, as when a fishing-boat, with gunwale under water, rushed into the harbour, able, by the guidance of the sheltering light, to avoid the danger of dashing against the piers. As each boat achieved the safety of the port there was a shout of joy from the mass of people on shore, a shout which for a moment seemed to cleave the gale and was then swept away in its rush.

Before long the searchlight discovered some distance away a schooner with all sails set, apparently the same vessel which had been noticed earlier in the evening. The wind had by this time backed to the east, and there was a shudder amongst the watchers on the cliff as they realized the terrible danger in which she now was. Between her and the port lay the great flat reef on which so many good ships have from time to time suffered, and, with the wind blowing from its present quarter, it would be quite impossible that she should fetch the entrance of the harbour. It was now nearly the hour of high tide, but the waves were so great that in their troughs the shallows of the shore were almost visible, and the schooner, with all sails set, was rushing with such speed that, in the words of one old salt, “she must fetch up somewhere, if it was only in hell.” Then came another rush of sea-fog, greater than any hitherto—a mass of dank mist, which seemed to close on all things like a grey pall, and left available to men only the organ of hearing, for the roar of the tempest, and the crash of the thunder, and the booming of the mighty billows came through the damp oblivion even louder than before. The rays of the searchlight were kept fixed on the harbour mouth across the East Pier, where the shock was expected, and men waited breathless. The wind suddenly shifted to the north-east, and the remnant of the sea-fog melted in the blast; and then, mirabile dictu, between the piers, leaping from wave to wave as it rushed at headlong speed, swept the strange schooner before the blast, with all sail set, and gained the safety of the harbour. The searchlight followed her, and a shudder ran through all who saw her, for lashed to the helm was a corpse, with drooping head, which swung horribly to and fro at each motion of the ship. No other form could be seen on deck at all. A great awe came on all as they realised that the ship, as if by a miracle, had found the harbour, unsteered save by the hand of a dead man! However, all took place more quickly than it takes to write these words. The schooner paused not, but rushing across the harbour, pitched herself on that accumulation of sand and gravel washed by many tides and many storms into the south-east corner of the pier jutting under the East Cliff, known locally as Tate Hill Pier.

There was of course a considerable concussion as the vessel drove up on the sand heap. Every spar, rope, and stay was strained, and some of the “top-hammer” came crashing down. But, strangest of all, the very instant the shore was touched, an immense dog sprang up on deck from below, as if shot up by the concussion, and running forward, jumped from the bow on the sand. Making straight for the steep cliff, where the churchyard hangs over the laneway to the East Pier so steeply that some of the flat tombstones—“thruff-steans” or “through-stones,” as they call them in the Whitby vernacular—actually project over where the sustaining cliff has fallen away, it disappeared in the darkness, which seemed intensified just beyond the focus of the searchlight.

It so happened that there was no one at the moment on Tate Hill Pier, as all those whose houses are in close proximity were either in bed or were out on the heights above. Thus the coastguard on duty on the eastern side of the harbour, who at once ran down to the little pier, was the first to climb on board. The men working the searchlight, after scouring the entrance of the harbour without seeing anything, then turned the light on the derelict and kept it there. The coastguard ran aft, and when he came beside the wheel, bent over to examine it, and recoiled at once as though under some sudden emotion. This seemed to pique general curiosity, and quite a number of people began to run. It is a good way round from the West Cliff by the Drawbridge to Tate Hill Pier, but your correspondent is a fairly good runner, and came well ahead of the crowd. When I arrived, however, I found already assembled on the pier a crowd, whom the coastguard and police refused to allow to come on board. By the courtesy of the chief boatman, I was, as your correspondent, permitted to climb on deck, and was one of a small group who saw the dead seaman whilst actually lashed to the wheel.

It was no wonder that the coastguard was surprised, or even awed, for not often can such a sight have been seen. The man was simply fastened by his hands, tied one over the other, to a spoke of the wheel. Between the inner hand and the wood was a crucifix, the set of beads on which it was fastened being around both wrists and wheel, and all kept fast by the binding cords. The poor fellow may have been seated at one time, but the flapping and buffeting of the sails had worked through the rudder of the wheel and dragged him to and fro, so that the cords with which he was tied had cut the flesh to the bone. Accurate note was made of the state of things, and a doctor—Surgeon J. M. Caffyn, of 33, East Elliot Place—who came immediately after me, declared, after making examination, that the man must have been dead for quite two days. In his pocket was a bottle, carefully corked, empty save for a little roll of paper, which proved to be the addendum to the log. The coastguard said the man must have tied up his own hands, fastening the knots with his teeth. The fact that a coastguard was the first on board may save some complications, later on, in the Admiralty Court; for coastguards cannot claim the salvage which is the right of the first civilian entering on a derelict. Already, however, the legal tongues are wagging, and one young law student is loudly asserting that the rights of the owner are already completely sacrificed, his property being held in contravention of the statutes of mortmain, since the tiller, as emblemship, if not proof, of delegated possession, is held in a dead hand. It is needless to say that the dead steersman has been reverently removed from the place where he held his honourable watch and ward till death—a steadfastness as noble as that of the young Casabianca—and placed in the mortuary to await inquest.

Already the sudden storm is passing, and its fierceness is abating; crowds are scattering homeward, and the sky is beginning to redden over the Yorkshire wolds. I shall send, in time for your next issue, further details of the derelict ship which found her way so miraculously into harbour in the storm.

Notes: Moon Phase: Full Moon

This is the start of Chapter 7.  I have already placed the Demeter's logs in chronological order in this series to get a full reckoning of all events. 

This is a rather picaresque bit of prose to describe the Whitby environs. While newspapers of today are more direct and to the point, this style was very common.  

Stoker invokes Coleridge here for "The Rime of the Ancient Mariner." This won't be the last time. His descriptions of Lucy later on are similar to Coleridge's Specter-Woman. 

The captain of the ship, steadfast to the end, is discovered dead at the helm. 

Even now, the storm that would inspire so many artists (as claimed) is abating. 

The question I have remaining. Did Mina paste this into her Journal right away, or did she add it after the event were known to her? 

Dungeons & Dragons Stamps

The Other Side -

 I picked these up last week but forgot to mention them here.

Dungeons & Dragons stamps

These are the first class "Forever" stamps and there are 20 stamps of 10 designs. At 73¢ each this sheet costs $14.60.

Given the amount of letters I send, this might last me till D&D's 60th anniversary!




#RPGaDAY2024 An Accessory You Appreciate

The Other Side -

 There is one accessory that I have to say has helped me more than any other when it comes to my games. That is Wikipedia

Wikipedia

Wikipedia first went online on January 15, 2001, and was created by Jimmy "Jimbo" Wales and Larry Sanger. As of July 2024, English Wikipedia hosts approximately 6.85 million articles and has about 47.68 million registered users, of whom 114,409 have made at least one edit in the past month.  As of early 2024, there are over 1,300 articles on Wikipedia related to "Dungeons & Dragons."

While I don't use Wikipedia for my "day job" as an academic, it is great for D&D and other RPGs.  I would not use it for an academic paper of any sort, but I will go there to get a summary of something. Or if I need to know something like when were sewers introduced in Europe or how a flying buttress was made.  It is also great for RPG and D&D specific information.

I started as an editor back in September of 2007 and I have touched a majority of the D&D articles over the years as an independent fact checker and source finder. I helped get a few articles to "Good Article" status like Drizzt Do'UrdenDwellers of the Forbidden City, and Bunnies & Burrows. I even got a small grant for that last one.  Even better, I got the Ravenloft and Expedition to the Barrier Peaks articles to Featured Article status. 

I don't edit there as much as I used to, but I still check in on various articles and provide support where and when I can.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

#RPGaDAY2024 RPG with 'good form'

The Other Side -

 Not 100% sure what is being asked here, but to me there are a couple of RPGs that can fall into this. Though admittedly, I could be confusing "good form" with "good formatting."

The first ones to come to mind are Dungeons & Dragons 4th Edition and Old-School Essentials.

Dungeons & Dragons 4e

Both for the same reason. Their layout facilitates laying the book open at the game table with all information needed on facing pages. 

Dungeons & Dragons 4e

OSE takes this a step further, with all the information needed on a particular topic fitting on just two pages.

Old School Essentials Layout
Old School Essentials Layout
Old School Essentials Layout

So much so that I took it upon myself to get a spiral-bound copy made of Old School Essentials Classic.

Old School Essentials Classic
Old School Essentials Classic

It's not an easy task getting all the text to fit like this but the results are impressive.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Dracula, The Hunters' Journals: 6 August Mina Murray’s Journal

The Other Side -

Lucy has no word from Jonathan.

Dracula - The Hunters' Journals

6 August.—Another three days, and no news. This suspense is getting dreadful. If I only knew where to write to or where to go to, I should feel easier; but no one has heard a word of Jonathan since that last letter. I must only pray to God for patience. Lucy is more excitable than ever, but is otherwise well. Last night was very threatening, and the fishermen say that we are in for a storm. I must try to watch it and learn the weather signs. To-day is a grey day, and the sun as I write is hidden in thick clouds, high over Kettleness. Everything is grey—except the green grass, which seems like emerald amongst it; grey earthy rock; grey clouds, tinged with the sunburst at the far edge, hang over the grey sea, into which the sand-points stretch like grey fingers. The sea is tumbling in over the shallows and the sandy flats with a roar, muffled in the sea-mists drifting inland. The horizon is lost in a grey mist. All is vastness; the clouds are piled up like giant rocks, and there is a “brool” over the sea that sounds like some presage of doom. Dark figures are on the beach here and there, sometimes half shrouded in the mist, and seem “men like trees walking.” The fishing-boats are racing for home, and rise and dip in the ground swell as they sweep into the harbour, bending to the scuppers. Here comes old Mr. Swales. He is making straight for me, and I can see, by the way he lifts his hat, that he wants to talk....

I have been quite touched by the change in the poor old man. When he sat down beside me, he said in a very gentle way:—

“I want to say something to you, miss.” I could see he was not at ease, so I took his poor old wrinkled hand in mine and asked him to speak fully; so he said, leaving his hand in mine:—

“I’m afraid, my deary, that I must have shocked you by all the wicked things I’ve been sayin’ about the dead, and such like, for weeks past; but I didn’t mean them, and I want ye to remember that when I’m gone. We aud folks that be daffled, and with one foot abaft the krok-hooal, don’t altogether like to think of it, and we don’t want to feel scart of it; an’ that’s why I’ve took to makin’ light of it, so that I’d cheer up my own heart a bit. But, Lord love ye, miss, I ain’t afraid of dyin’, not a bit; only I don’t want to die if I can help it. My time must be nigh at hand now, for I be aud, and a hundred years is too much for any man to expect; and I’m so nigh it that the Aud Man is already whettin’ his scythe. Ye see, I can’t get out o’ the habit of caffin’ about it all at once; the chafts will wag as they be used to. Some day soon the Angel of Death will sound his trumpet for me. But don’t ye dooal an’ greet, my deary!”—for he saw that I was crying—“if he should come this very night I’d not refuse to answer his call. For life be, after all, only a waitin’ for somethin’ else than what we’re doin’; and death be all that we can rightly depend on. But I’m content, for it’s comin’ to me, my deary, and comin’ quick. It may be comin’ while we be lookin’ and wonderin’. Maybe it’s in that wind out over the sea that’s bringin’ with it loss and wreck, and sore distress, and sad hearts. Look! look!” he cried suddenly. “There’s something in that wind and in the hoast beyont that sounds, and looks, and tastes, and smells like death. It’s in the air; I feel it comin’. Lord, make me answer cheerful when my call comes!” He held up his arms devoutly, and raised his hat. His mouth moved as though he were praying. After a few minutes’ silence, he got up, shook hands with me, and blessed me, and said good-bye, and hobbled off. It all touched me, and upset me very much.

I was glad when the coastguard came along, with his spy-glass under his arm. He stopped to talk with me, as he always does, but all the time kept looking at a strange ship.

“I can’t make her out,” he said; “she’s a Russian, by the look of her; but she’s knocking about in the queerest way. She doesn’t know her mind a bit; she seems to see the storm coming, but can’t decide whether to run up north in the open, or to put in here. Look there again! She is steered mighty strangely, for she doesn’t mind the hand on the wheel; changes about with every puff of wind. We’ll hear more of her before this time to-morrow.”



Notes

Moon Phase: Waxing Gibbous

The Demeter has entered into Mina's life, though she does not know the importance of this just yet.

#RPGaDAY2024 RPG that is easy to use

The Other Side -

 When it gets right down to it, you can't get more basic than Basic D&D.

Moldvay Basic

Like many of the RPGs I am going to talk about this month, this one is so easy that everyone can go from no knowledge to playing their new characters in a matter of minutes.  I know people have very fond memories of the Mentzer set and I personally got my start with the Holmes Basic set, but it is this one I consider my first "real" D&D.


--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Ghoul Agglomeration

Reviews from R'lyeh -

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

In addition to any number of scenarios for Achtung! Cthulhu, Modiphius Entertainment also publishes what it calls ‘Section M: Priority Missions’. These are smaller missions and scenarios intended to help a Game Master is hard-pressed for time or needs an alternate scenario when there are fewer players. Alternatively, they can be used as one-shots or woven into ongoing campaigns. Each though, provides a single mission that can be played in a single session as well as adventure hooks should the Game Master want to expand the scenario.

Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is the first entry in the series. As the frontlines shift between the Allied and Axis forces, Allied intelligence has learned of a network of Great War-era tunnels near an impending advance, whilst Section M suspects that it might actually be the site of Ghoul colony. The Section M agents are assigned to investigate the tunnel network, confirm its suspicions, and if necessary, wipe out the colony. The obvious location for the scenario is along the trench lines left over from the Great War, either in France or Belgium. It could also be shifted to the Italian/Austrian frontline from the Great War. Chronologically, if set in Northern France, Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men could be run during the operations of the British Expeditionary Force in Northern France in 1939 and 1940 or at any time after D-Day. One alternative to this, would be for the Player Characters to be all members of the French Resistance, which would make for a different scenario and mean that it would work better as a one-shot.

The scenario requires some preparation upon the part of the Game Master. There are no stats provided, so the Game Master will need to provide stats for the ghouls and a German patrol that the Agents might have to try and avoid, but that is all. What the scenario provides is a good map of the remains of the World War I tunnel network and some advice and suggestions. This covers how the ghouls will react to the presence of the Agents, what else the Agents might encounter, and a total of ten adventure hooks. This includes Allied forces being concerned about corpses vanishing, a former French officer-now ghoul with no love of the Nazis claiming to have intelligence to share, looking for an agent believed dead, but was supposed to have been carrying important information and now her corpse is missing. The ten adventure seeds are all decent ideas and all will need fleshing out by the Game Master. One alternative could be that Section M needs the information learned by a recently dead agent and the only way to learn that information is have some ghouls pick his brains! The variety also suggests the ways in which the Agents might go about fulfilling the mission—full out assault, a claustrophobic and tense series of close quarters bug-hunt style battles in the tunnels, or even approaching with an open hand.

Physically, Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is cleanly and tidily laid out. It is not illustrated, but the map of the tunnels that make up the ghoul nest is very nice.

Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is not quite ready to run, but it really only requires minimal preparation. Nor is it quite a full mission, but as a small location with lots of ideas as to how to use it, there can be no doubting its utility. For the Game Master wanting something quick to prepare and run, Achtung! Cthulhu 2d20 – Priority Mission 1: Resurrection Men is just the ticket, but if the Game Master has a bit more time, it can be made to be much more.

#RPGaDAY RPG with great writing

The Other Side -

This one was a bit harder since there are so many well-written RPGs, many with well-designed rules and others with well-crafted narratives. But the one that ticks all those boxes for me is CJ Carella's WitchCraft.

C.J. Carella's WitchCraft RPG

I talk about this game a lot here, and with good reason. It is one of my all-time favorite games. 

Mere words can't express my love for this game. Though I have tried many, many times. This is the game I come back to. This is the game that I hold up as my Gold Standard of Games.  Not that it isn't without its own issues, of course, but nothing I can't work around or even with.  I have often said I wrote Ghosts of Albion as nothing but a giant love letter to the WitchCraft RPG.

WitchCraft was the game that pulled me back into RPGs. I was ready to give up until I found this game. I have never looked back.

CJ Carella's WitchCraft

--

I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

[Free RPG Day 2024] Lost Tome of Monsters

Reviews from R'lyeh -

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—
Bar the dice, the smallest and very probably the weirdest release for Free RPG Day 2024 is the Lost Tome of Monsters: Free RPG Day Edition. Unlike the majority of the other releases, it is not a booklet, but what at first appears to be a pin (or badge) with a backing card. And this is more or less what it is, except that it is also something more. Published by Foam Brain Games, it is actually a ‘Pinature’ and an encounter. Except that description does not help given the fact that right now you are asking yourself, “What the hell is a ‘Pinature’?” It is a portmanteau word that combines ‘pin’ and ‘miniature’, and like that portmanteau word, what you get with is the Lost Tome of Monsters: Free RPG Day Edition is both a ‘pin’ and a ‘miniature’! The pin-part depicts a zombie in all of its ‘purple decayed flesh, knock-kneed, brain exposed, ragged cloth wearing, and blood dripping from the mouth’ glory. It is cartoonishly lurid as it looms over an open book, its pages marked with a ribbon. The book sits slightly forward of the zombie-figure, obscuring its twisted feet. This looks a bit odd, but the reason becomes apparent once you turn the pin over. On the back are two ‘Rubber Clutches’* and they look and are perfectly normal. However, at the bottom of the ‘pin’ there appears to be a hinge, right where the zombie’s feet are. The hinge enables the book on the front of the ‘pin’ to twist through ninety degrees and in doing so, provides a base for the zombie, which now stands vertically like a miniature much like the two-dimensional miniatures sold by W!ZK!DS. Thus, with the twist of the book base, the zombie goes from ‘pin’ to ‘miniature’ and back again. Hence, ‘pinature’.
* This I did know was a thing or what Pin Backs and Pin Attachments were called until I read ‘Custom Pins 101: Types of Pin Backs and Attachments’.
The encounter is described on the card that comes with the ‘pinature’. It is a ‘Challenge Rating 6’ encounter that begins with the adventurers playing dice and having a nice time at ‘Ye Olde Local Game Store’. This is interrupted by a storm and an unnatural darkness which surrounds the establishment and as thunder and lighting flash outside the store’s windows, the doorbell chimes. The shopkeeper screams in fear as it is not another customer that has entered the shop, but a zombie—the zombie of the ‘pinature’. As it lurches towards the adventurers, it utters one word: “Gammeeeesssss……” Do the Player Characters cower in fear or do they let the zombie join in? Also, where did the zombie come from, are there more? How can the zombie understand the rules of the game? And lastly, does the zombie have anything to do with the unnatural dark and the storm? The first question is the crux of the encounter, whilst the others are hooks that the Game Master can expand as possible further hooks.
There is no clear suggestion as to what roleplaying game exactly the encounter is written for, but the ‘Challenge Rating 6’ of the encounter suggests either Dungeons & Dragons, Fifth Edition or the Pathfinder Roleplaying Game. That said, with the ‘Challenge Rating 6’ being the only mechanical element to the Lost Tome of Monsters: Free RPG Day Edition, the encounter can be very easily adapted to the roleplaying game of the Game Master’s choice.
Physically, the Lost Tome of Monsters: Free RPG Day Edition is decently done. The zombie ‘pinature’ is small, but nicely detailed and really quite cute. The card captures the zombie ‘pinature’ in all of its lurid detail on the back, whilst the encounter is given on the back. The text for that is small though, and not easy to read.
The Lost Tome of Monsters: Free RPG Day Edition is both cute and silly. The zombie ‘pinature’ is the cute, in addition to being gory, whilst the adventure is the silly, what with adventurers playing in ‘Ye Olde Local Game Store’ and a zombie wanting to play games. Overall, tongue in cheek and not without its charms, but definitely the weirdest release for Free RPG Day 2024.

Dracula, The Hunters' Journals: 4 August Log of the Demeter (Cont.)

The Other Side -

Final Log of the Demeter.

Dracula - The Hunters' Journals


4 August.—Still fog, which the sunrise cannot pierce. I know there is sunrise because I am a sailor, why else I know not. I dared not go below, I dared not leave the helm; so here all night I stayed, and in the dimness of the night I saw It—Him! God forgive me, but the mate was right to jump overboard. It was better to die like a man; to die like a sailor in blue water no man can object. But I am captain, and I must not leave my ship. But I shall baffle this fiend or monster, for I shall tie my hands to the wheel when my strength begins to fail, and along with them I shall tie that which He—It!—dare not touch; and then, come good wind or foul, I shall save my soul, and my honour as a captain. I am growing weaker, and the night is coming on. If He can look me in the face again, I may not have time to act.... If we are wrecked, mayhap this bottle may be found, and those who find it may understand; if not, ... well, then all men shall know that I have been true to my trust. God and the Blessed Virgin and the saints help a poor ignorant soul trying to do his duty....


Notes

Moon Phase: Waxing Gibbous

These logs are published along with the account of the Demeter when it runs aground.

Review 2500: The Adventures of Indiana Jones Role-Playing Game

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
The Adventures of Indiana Jones Role-Playing Game was published in 1984 by TSR, Inc.it was an attempt to create an introductory roleplaying game based on the highly successful films, Raiders of the Lost Ark and Indiana Jones and the Temple of Doom. Although supported by six adventures and an accessory pack, it was poorly received and would prove to be a failure. The licence lapsed the following year. In the years since, it has gained a poor reputation for not only being a flop, but also for being a badly designed game. Even in some cases, one of the worst roleplaying games ever published. Its problems can be attributed to just two design decisions. The first decision limited what you could play. The options were Indiana Jones and then Sallah, Marion Ravenwood, Short Round, Willie Scott, Wu Han, and Jock Lindsey. They were the only options because The Adventures of Indiana Jones Role-Playing Game does not have rules for character creation. Even then, the choice of characters for a young teenage audience was extremely limited. Did anyone really want to roleplay Willie Scott, let alone Wu Han or Jock Lindsey? Plus, this is not a roleplaying game for more than a few players, one of whom gets to roleplay Indiana Jones, whilst the others play his sidekicks, who are going to change from one story to the next. The second decision is more mechanical, but effectively, none of the heroes can die in The Adventures of Indiana Jones Role-Playing Game. This models the films—except for poor Wu Han, of course—but no matter how bruised or battered he gets, how far he falls, Indiana Jones cannot die. He can suffer a lot of damage, but he cannot die. Then, when he does suffer damage, he takes weeks to heal, which does not model what we see on screen. Forty years since it was published, is The Adventures of Indiana Jones Role-Playing Game as bad as its reputation claims it to be?

The Adventures of Indiana Jones Role-Playing Game comes as a boxed set. Inside is the sixty-four-page Games Rules Booklet, an eight-page Evidence File, a World of Indiana Jones Map, a Referee’s Screen, and three-dimensional cardboard figures to cut out and use in play. The Games Rules Booklet contains all of the rules to play, as well as a solo scenario, ‘The Ikons of Ikammanen’, which leads in a scenario that can be played by multiple players. The Evidence File gives stats for Indiana Jones and his six companions, plus maps and clues for the ‘The Ikons of Ikammanen’ scenario. The World of Indiana Jones Map depicts the world as it was in the nineteen thirties and is marked with the common travel routes, sadly not in thick red lines though. The Referee’s Screen has many of the tables on it needed to play, but not all. The Referee will need to refer to the Games Rules Booklet for the ‘Chase Flow Chart’ as well as the back of the Games Rules Booklet for the ‘Modified Check Table’ and the ‘Check Results Table’ as both require full colour and only the front of the Referee’s Screen is in colour. The three-dimensional cardboard figures include all of the heroes, NPCs that appear in ‘The Ikons of Ikammanen’ adventure, and generic Goons and Villains. They also include a few rough buildings.

With a little colour fiction, the Games Rules Booklet pulls the reader into an explanation of what a roleplaying game is and the basics of the mechanics and what a Player Character looks like. Following this is ‘The Ikons of Ikammanen’ scenario, at this stage a solo adventure, although not a ‘choose your own’ style of solo adventure. Rather, it provides a few options, but keeps them all to the same page. In each case, what it is doing is getting the reader to make a few dice rolls and show how the previously explained rules work in practice, going from one page to two, and then more as the rules have to handle more complex situations. It does this in turn for combat, chases, and more, until it gets to part four and dealing with ‘Cronies & Contacts’ where Indiana Jones has to interact with some NPCs. This requires an actual player and a Referee. Up until that point it has been the reader playing through this, so what this means is that to get to this point, the Referee has to play through the first three parts and the player has to play through the first three parts, and then they have to come together for part four and beyond… This is annoyingly clumsy in its execution when the simplest solution would have been to have had player and Referee involved from the start. From this point on though, the remaining five chapters of the adventure do require the Referee and then  another player to take the role of Indiana Jones. That said, the format of the author explaining or telling the reader rules and then showing the reader the rules and getting him to use them in play is a good idea. It is just that its execution is poor.

Instead of character generation, The Adventures of Indiana Jones Role-Playing Game simply gives the stats for Indiana Jones and his sidekicks from the films Raiders of the Lost Ark and Indiana Jones and the Temple of Doom. A character has seven attributes—Strength, Movement, Prowess, Backbone, Instinct, and Appeal. Prowess is his fighting ability; Backbone is his determination and his guts, as well as his ability to overcome irrational fears; and Instinct is his perception. There is no Intelligence type ability, but there are Knowledges, areas of expertise that let a character do certain things or simply know about them. Notably Indiana Jones is not that much better than his sidekicks. Both Indiana Jones and Willie Scott have irrational fears that require a Backbone Check to overcome lest they be frozen in fear and ultimately, their players to roleplay their way past them. Some of the Player Characters have notes such as Wu Han knowing a little archaeology and being a master of disguise.

Indiana Jones
Attributes
Strength 68
Movement 80
Prowess 76
Backbone 72
Instinct 80
Appeal 88

Movement Rate (running); 25 squares (5 areas)/turn
Weapons: bullwhip, pistol, knife
Money: $500
Knowledges: Archaeology, Driving, Parachuting, Surveying
Irrational Fears: fear of snakes
Notes: Indy wears glasses to correct an astigmatism

Mechanically, The Adventures of Indiana Jones Role-Playing Game is a percentile system, similar, but very simplified in comparison to, the mechanics used in Marvel Super Heroes, also published in 1984. To have a character undertake an action, his player makes an Attribute Check. The Attribute Check is easily modified by either doubling the value if the task is easier, or halving or even quartering it if the task is difficult. Modifiers cancel each other out, so that a Prowess Check to shoot an NPC would be doubled because the weapon is resting on a solid object, but halved because the target is in cover. If the result on percentile dice is equal to, or less than, the attribute value, the character succeeds, but if how well the character succeeds, the Referee can consult the ‘Modified Check Table’ on the back of the rulebook. This compares the result of dice roll to the modified Attribute Check. The result is a colour coding and when that colour is checked on the ‘Check Results Table’ it will give a more nuanced outcome, depending upon whether a character is attempting to inflict damage in combat, discover something using Instinct, or persuade someone using Appeal.
For example, Indiana Jones wants to find the next clue to the location of a tomb. He is in a library, but a gang of goons is after him, so the Referee rules that this increases the difficulty and halves Doctor Jones’ Instinct of 80. So, his player will be making an Instinct Check of 40. He rolls ‘07’. This is between ‘06’ and a quarter of his current Instinct Rating and indicates a yellow box. Checking the corresponding yellow box under Instinct ‘Check Results Table’ and the Referee can tell Indiana’s player that he has a ‘What or Where’ result, meaning that he has found the information he was looking for.If the result is five or less, then the character gets a ‘Lucky Break’, but suffers a ‘Bad Break’ if the player rolls ninety-six or more. A Lucky Break on a Movement Check might be that the enemy falls and trips up his companions or a trap fails to work on an Instinct Check. A Bad Break might be that an NPC finds the character repulsive on an Appeal Check or the character’s knife or sword breaks on a Prowess Check. However, the important line here is, “No one ever dies as a result of a Lucky Break or a Bad Break. Such events just make things just a little more interesting—one way or another.”

Combat is more complex and stats slightly oddly in that rolling for initiative is optional. The players and the Referee only roll if they want to act before anyone else. A Movement Check is used for initiative and also if a character’s action is to move, whilst a Prowess Check is used for all attacks. Specific actions, such as Indiana Jones using his bullwhip to snatch a gun from a goon’s hand or attempt to knock a goon off his feet rather than inflicting straight damage are handled as modifiers to the attacker’s Prowess. The level of damage inflicted is determined by the quality of the roll and checking on both the ‘Modified Check Table’ and the ‘Check Results Table’. The outcome can either be light, medium, or serious damage. Brawling inflicts injuries, whilst Shooting inflicts wounds. Some weapons increase the severity of damage inflicted, for example, from light to medium. This tends to be weapons that inflict injuries, such as a blackjack or the buttstock of a rifle when used as a club, whilst piercing or cutting weapons inflict wounds. Both injuries and wounds can lead to Attribute Ratings being reduced and unconsciousness, whilst wounds can result in death—although how that is handled is not addressed and in fact, this is the only mention of death in the roleplaying game. Goons—such as Nazi guards or Nepalese thugs—always act after the heroes and are knocked out if they suffer serious damage, whereas villains, like rival archaeologist René Belloq, act and take damage like a Player Character. The fact that Goons can be knocked out by serious damage does model the films, for example, Indiana Jones shooting the swordsman in the marketplace scene or the fistfight against the German Luftwaffe mechanic. The roll also determines where the damage is inflicted. This is done by reversing the numbers on the roll and consulting the ‘Action Results Table’ on the Referee’s Screen.
For example, Indiana Jones is fighting his way out of the library and wants to punch one of the Nazis in front of him. This is a Prowess Check. Indiana has a Prowess of 76. His player rolls ‘25’ and the Referee compares it to the ‘Modified Check Table’ and the ‘Check Results Table’. This is between a quarter and a half of Indiana’s Prowess and indicates medium damage. The result of ‘25’ is reversed to ‘52’ and the ‘Action Results Table’ consulted—Indiana has landed a good blow in the Nazi goon’s gut! This forces a Strength Check on the goon. The check is successful and so all of the Nazi’s Attribute Ratings are halved for this and the next round. (If the roll failed, then the Nazi would have been knocked unconscious.)As this is a roleplaying game based on Raiders of the Lost Ark and Indiana Jones and the Temple of Doom, there are rules for vehicles, chases, and combat whilst in a chase. This is the most complex part of the rules in the roleplaying game, but is decently explained, there is an example of it in play, and then the reader gets to try it out. The rules also make use of the ‘Chase Flow Chart’, which model routes and intersections and possible hazards that the Player Characters might encounter. (A similar chart would later appear in Top Secret/S.I., published by TSR, Inc. in 1987.) Other rules cover money, travel, equipment, and dangerous events. Of these, the rules for money are arguably superfluous since money never plays a factor in the films. The rules for dangerous events, whether falling, hanging on to a failing rope bridge, riding a runaway cart in a mine, drowning, and more are simply given a Danger Rating which works like an Attribute in play, using the same ‘Modified Check Table’ and ‘Check Results Table’.

There is good advice for the player as well as the Referee. For the player, this is about having fun, getting into the adventure spirit, and playing the good guys. In fact, there is a rule for enforcing the latter, the Referee having the right to demand a Backbone Check if she thinks that Indiana Jones, or a sidekick, is about to do something out of character. Since there is no means of creating Player Characters in The Adventures of Indiana Jones Role-Playing Game, there is no way of improving them either. There is, though, an optional rule for Player Points. These are earned by achieving the objectives in an adventure overall and in some episodes as well, such as rescuing an NPC or obtaining the artefact that Indiana Jones is searching for, whilst the Referee can earn them by having the NPCs capture the Player Characters or retain the artefact that the Player Characters are after. The players and the Referee can also reward each other with Player Points at the end of an adventure or episode for making the play fun, good roleplaying, and coming up with good ideas. A player cannot earn more than five Player Points per adventure or episode and cannot have more than fifteen in total. Player Points can only be spent to reduce the severity of a Player Character’s wounds or injuries, for example, from serious to medium, at a cost of five Player Points each time. This also applies to the Referee and her NPCs.

Another way to earn Player Points is a special bonus if a Player Character sacrifices himself to save another Player Character or NPC. If a Player Character is killed, the Player Points are carried over to the player’s new one. Given the lack of discussion of character death in The Adventures of Indiana Jones Role-Playing Game, this seems at odds with the nature of its play, and whilst the expenditure of Player Points counters the sometimes severity of the combat system, in hindsight it feels so limiting that they cannot be spent to undertake heroic or cinematic action. That said, this is a roleplaying game published in 1984 and the idea of Hero Points or Luck Points, of which Player Points are a sort, had yet to be adopted by the wider gaming hobby. Yet this is despite the pioneer of their broader use, James Bond 007: Role-Playing In Her Majesty’s Secret Service, being published by Victory Games the year before.

In terms of background, The Adventures of Indiana Jones Role-Playing Game provides a timeline and a very short history of the 1930s, plus descriptions of various archaeological locations around the world, none of which are marked on the World Map. The advice for the Referee is decent enough. The scenario though, ‘The Ikons of Ikammanen’, is in parts exciting, but as a whole never more than serviceable. It opens with the death of a former student of Doctor Jones, which puts him on the trail of a set of legendary artefacts from West Africa. Here he will be captured along with the student’s sister—who also took classes under Indiana Jones—by a greedy local, and together they will be forced to explore a mysterious and deadly volcanic island. The scenario stretches credulity in places, such as when a Nazi submarine torpedoes the ship they are on, rescues them, and actually transports them across the Atlantic to New York! It is a direct adaptation of the first story of Marvel Comics’ The Further Adventures of Indiana Jones series and highlights how ultimately, The Adventures of Indiana Jones Role-Playing Game is a very direct adaptation of the source material rather than a setting to be explored. It is disappointing that an original story could not have been included, perhaps one that could actually have involved more than one player. That said, it does get comic artist and writer, John Byrne, who wrote ‘The Ikons of Ikammanen’ for The Further Adventures of Indiana Jones comic, a roleplaying game design credit!

Physically, The Adventures of Indiana Jones Role-Playing Game is underwhelming. The Games Rules Booklet is illustrated with images from the first two films, all in black and white, but the rulebook does feel cramped and busy. The most colourful items are the three-dimensional cardboard three-dimensional cardboard figures, but the artwork is far from great. It captures the look of Indiana Jones and his sidekicks in the clothing that they wear rather than their actual appearance.

—oOo—The first review of The Adventures of Indiana Jones Role-Playing Game appeared in Imagine No. 21 (December 1984), appropriately in an issue dedicated to superhero roleplaying games! In ‘Games Reviews’, Paul Mason said, “The main strength of the rules lies in the system used. The designers have come up with an ingenious way of combining chance with success, quality of result and (in the case of combat) hit locations with a single percentage role. The whole game depends on this simple system, making it easy to pick up.” In the main though, he was critical of the game, finishing with, “…[W]hile the game structure is spot on, the execution is poor, making me feel overall that the game is a missed opportunity.”

The most positive of its reviews would appear in the pages of Imagine magazine’s rival. In Adrian Knowles’ review of The Adventures of Indiana Jones Role-Playing Game in ‘Open Box’ in White Dwarf Issue 61 (January 1985) he highlighted how the rules are designed for someone with little roleplaying experience, commenting that, “It is very obvious that the game has been produced entirely with a young market in mind - players totally new to the idea of roleplaying will find it easy to play and pick up and good fun to boot.” and that, “Experienced gamers, I suspect, will regard the game with horror - a character who is unthinkable [sic], ridiculous!”. (Presumably, he meant ‘unkillable’ rather than ‘unthinkable’.) He concluded with, “Although I found the game to be quite enjoyable (but then I had spend [sic] the evening propping up a bar before tackling it) it only has appeal as a ‘one-off’ game - good for a break but unlikely to have lasting appeal. It is fun, however, and no matter what crazy stunt you attempt, Indy will survive.” before awarding it seven out of ten.

Steve Crow was less charitable in his review which appeared in the ‘Capsule Reviews’ section of Space Gamer Number 73 (March/April 1985). He was critical throughout and ended with, “Indiana Jones is so locked into the concept of the two movies that it is practically useless for anything outside of reenacting the movies or similar plots. FGU’s Daredevils and Hero Games’ Justice Inc. both take a broader look at the genre of 30s roleplaying, giving you a chance to take your life into your own hands with characters of your own creation. Indiana Jones does neither.”

The negative reviews continued with Different Worlds Issue 39 (May/June 19865). In ‘Game Reviews’, Russell Grant Collins reviewed The Adventures of Indiana Jones Role-Playing Game as well as the first two adventures, IJ1 – Indiana Jones and the Temple of Doom Adventure Pack and IJ2 – Raiders of the Lost Ark Adventure Pack. He summed up both roleplaying game and scenarios with “In conclusion, avoid this game; if you play some other system that is set in this time period and are willing to do the conversions, the modules might be worth it, especially Raiders of the Lost Ark.”

Perhaps the oddest review would appear in the pages of Dragon No. 215 (March 1995). In ‘Role-Playing Reviews’, Rick Swan gave an overview of numerous roleplaying games and settings with ‘Something for everyone? West end Games’ MASTERBOOK game’. In examining The World Of Indiana Jones—which was published exactly ten years after The Adventures of Indiana Jones Role-Playing Game, he said of the first version that, “It wasn’t a big hit—I picked mine up at a GEN CON® Game Fair for fifty cents, still in the shrink wrap—possibly because of the elementary mechanics, more likely due to the exclusion of a character-creation system. Instead of dreaming up your own PC, you simply assumed the role of your favourite character from the films. Thus, the game ensured a flurry of fist-fights as players squabbled over who got to be Indy.”—oOo—
Although the licence for the roleplaying game would lapse in 1985, The Adventures of Indiana Jones Role-Playing Game would infamously and curiously have an afterlife that lives on today. According to legend, when the licence was lost, all copies of the roleplaying game had to be burned. Employees at TSR (UK) rescued the last, partially burned copy, and its remnants would end up encased in a Perspex pyramid, the only words legible being ‘diana Jones’. In the twenty-first century, this became the trophy for the Diana Jones Award For Excellence In Gaming, serving as an accolade for everything that The Adventures of Indiana Jones Role-Playing Game was not. The irony is not subtle.

The Adventures of Indiana Jones Role-Playing Game was, notoriously, the roleplaying game that applied the ‘™’ or trademark symbol to the word ‘Nazi’ as in ‘Nazi™’. Except this really is a roleplaying myth. Many of the three-dimensional figures do have both the Trademark and the Copyright symbols on their bases. These are all named characters from the films—Indiana Jones, Sallah, Marion Ravenwood, and so on. The others like the various Goons, the Ship Captain, and yes, the Nazi, do not.

What is surprising about The Adventures of Indiana Jones Role-Playing Game is that in some ways it is not as bad as its reputation suggests, but in every other way, its poor reputation is deserved. Mechanically, The Adventures of Indiana Jones Role-Playing Game is a good game and the way in which a single Attribute Check can determine its qualitative outcome and in combat, the hit location, with a single roll, is actually elegant and fast playing. Yet the way in which it handles the effects of damage, death, and effectively, script immunity for Indiana Jones, Sallah, Marion Ravenwood, and so on, underwhelms any sense of jeopardy. Of course, the sense of peril seen on screen is not real, because ultimately, we know that Indiana Jones will prevail, but The Adventures of Indiana Jones Role-Playing Game makes it explicit. Indiana Jones can take any amount of damage and come back from it, and though optional, the use of Player Points, enforces this. At the same time, you want the Player Points to allow you to do other things, just like Indiana Jones does on screen, but the rules are not there for that. The limitations of who and what you can play also limits choice and the number of participants. What The Adventures of Indiana Jones Role-Playing Game really is, is not so much a roleplaying game, with its freedom for the Game Master and her players to create their content in terms of characters and adventures, as an ‘adventure’ game designed to emulate very closely the films and stories upon which it is based.

By modern standards, it would not actually take much to adjust The Adventures of Indiana Jones Role-Playing Game into something more playable. The underlying mechanics are workable. It is the choices made to model the films too closely that undermine the rules and the roleplaying game as a whole. The result is that as both a roleplaying game and a roleplaying based on the world of Indiana Jones, The Adventures of Indiana Jones Role-Playing Game fails to satisfy.

Dracula, The Hunters' Journals: 3 August Log of the Demeter (Cont.) & Mina Murray's Journal (Cont.)

The Other Side -

The Demeter continues through fog and the first mate kills himself. Mina has no new word from Jonathan and Lucy's sleep walking is getting worse. Are they all related?

Dracula - The Hunters' Journals


Log of the Demeter (Cont.)

3 August.—At midnight I went to relieve the man at the wheel, and when I got to it found no one there. The wind was steady, and as we ran before it there was no yawing. I dared not leave it, so shouted for the mate. After a few seconds he rushed up on deck in his flannels. He looked wild-eyed and haggard, and I greatly fear his reason has given way. He came close to me and whispered hoarsely, with his mouth to my ear, as though fearing the very air might hear: “It is here; I know it, now. On the watch last night I saw It, like a man, tall and thin, and ghastly pale. It was in the bows, and looking out. I crept behind It, and gave It my knife; but the knife went through It, empty as the air.” And as he spoke he took his knife and drove it savagely into space. Then he went on: “But It is here, and I’ll find It. It is in the hold, perhaps in one of those boxes. I’ll unscrew them one by one and see. You work the helm.” And, with a warning look and his finger on his lip, he went below. There was springing up a choppy wind, and I could not leave the helm. I saw him come out on deck again with a tool-chest and a lantern, and go down the forward hatchway. He is mad, stark, raving mad, and it’s no use my trying to stop him. He can’t hurt those big boxes: they are invoiced as “clay,” and to pull them about is as harmless a thing as he can do. So here I stay, and mind the helm, and write these notes. I can only trust in God and wait till the fog clears. Then, if I can’t steer to any harbour with the wind that is, I shall cut down sails and lie by, and signal for help....

 

It is nearly all over now. Just as I was beginning to hope that the mate would come out calmer—for I heard him knocking away at something in the hold, and work is good for him—there came up the hatchway a sudden, startled scream, which made my blood run cold, and up on the deck he came as if shot from a gun—a raging madman, with his eyes rolling and his face convulsed with fear. “Save me! save me!” he cried, and then looked round on the blanket of fog. His horror turned to despair, and in a steady voice he said: “You had better come too, captain, before it is too late. He is there. I know the secret now. The sea will save me from Him, and it is all that is left!” Before I could say a word, or move forward to seize him, he sprang on the bulwark and deliberately threw himself into the sea. I suppose I know the secret too, now. It was this madman who had got rid of the men one by one, and now he has followed them himself. God help me! How am I to account for all these horrors when I get to port? When I get to port! Will that ever be?


Mina Murray's Journal (Cont.)

3 August.—Another week gone, and no news from Jonathan, not even to Mr. Hawkins, from whom I have heard. Oh, I do hope he is not ill. He surely would have written. I look at that last letter of his, but somehow it does not satisfy me. It does not read like him, and yet it is his writing. There is no mistake of that. Lucy has not walked much in her sleep the last week, but there is an odd concentration about her which I do not understand; even in her sleep she seems to be watching me. She tries the door, and finding it locked, goes about the room searching for the key.


Notes

Moon Phase: Waxing Gibbous

On the Demeter, the Captain comes so very close to discovering the secret of what is happening with the boxes of Earth. The mate actually saw Dracula, who is still described as pale, and attempted to kill him. Instead he throws himself overboard.

Back in Whitby, Lucy is sleep walking again and it seems worse to Mina. Again, I don't think this is 100% Dracula's doing. I think he found an "eager disciple" and someone who was already prone to his psychic attacks. Good examples of this from the movies are  Francis Ford Coppola's Bram Stoker's Dracula (1992) and John Badham's Dracula (1979). In Badham's Dracula we get Lucy and Mina swapped and the 1890s are replaced by the 1910s. In both cases the "Lucy" character (Mina in Badham's) succumbs to Dracula's will readily and almost eagerly. She represents the England Dracula thinks he is about to dominate. In reality England has moved on to Mina, the modern woman, whom Dracula can try to control but never truly conquer. 


Goodman Games Gen Con Annual VIII

Reviews from R'lyeh -

Since 2013, Goodman Games, the publisher of the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, community content, and a whole lot more, including adventures and lots tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo in 2019, the first to be reviewed was the Goodman Games Gen Con 2014 Program Book. Fortunately, a little patience and a copy of the Goodman Games Gen Con 2013 Program Book was located and reviewed, so since 2021, normal order has been resumed with the Goodman Games Gen Con 2016 Program Book, the Goodman Games Gen Con 2017 Program Book, and Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston.

With both Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, the series had begun to chart a new direction. Each volume would contain a mix of support for the various RPGs published by Goodman Games and the content recognising the Goodman Games community, but the major feature of each volume would be a tournament scenario, staged the previous year at Gen Con. Unfortunately, events caught up with the eighth entry in the series, intending to highlight the presence of Goodman Games at Gen in 2020, which would cancel Gen Con and every other event as well as face-to-face gaming. It meant that Goodman games had to adapt and adapts its by now traditional Gen Con Program Guide. The result was Goodman Games Yearbook #8: The Year That Shall Not be Named.

Goodman Games Yearbook #8: The Year That Shall Not be Named also marked a name change as well, the traditional Gen Con Program Guide becoming a ‘Yearbook’ instead. It opens in tremendous fashion with a lengthy interview with the doyen of British fantasy gaming artwork, most well known for his work on The Warlock of Firetop Mountain and the Fiend Folio for Advanced Dungeons & Dragons, First Edition. In ‘An Interview With Russ Nicholson’ by Thorin Thompson, the late illustrator takes the time to talk about his influences, how he got into drawing, and how he became involved with Games Workshop, all before coming up to date and providing covers for two covers he did for Goodman Games’ Dungeon Crawl Classics Dying Earth #2: The Sorcerer’s Tower of Sanguine Slant. Although not a gamer himself, it is clear that Nicholson is as much aware about games and the hobby as he is fantasy and that he also enjoys working in the medium. The interview is accompanied by a wide range of artwork, including the covers of several fanzines that he drew in the 1970s, that nicely showcases his style down the years. The only downside is that the interview is in the black and section of Goodman Games Yearbook #8: The Year That Shall Not be Named, and so we do not get to see any of his artwork in colour. That said, we do get see plenty of the line art that Nicholson is so famous for. It is a good interview and a great way to start the yearbook.
The mechanical content in Goodman Games Yearbook #8: The Year That Shall Not be Named begins with two articles by Marzio Muscedere. The first is ‘Monster Fumbles’. This provides a solution for what happens if the Judge rolls a one when rolling for an attack by one of his monsters. The exact die she has to roll depends on the Luck Modifier of the Player Character, so the higher the die type the Judge rolls, all the way up to a sixteen-sided die for a Player Character with a Luck Modifier of ‘+3’. This is accompanied by tables in turn for ‘Devils and Demons’, ‘Dragons’, ‘Giants’, ‘Humanoids with Weapons’—including orcs, kobolds, goblins, bugbears, lizardmen, cultists, and similar, ‘Monsters’, ‘Undead’, and ‘Elementals’. The latter category is the most complex, but only to the extent that the Judge has to adjust the results to fit the type of elemental who fumbled. The second is ‘Seven Mighty Deeds From The City Of Sevenscore Thousand Smokes’ which gives options for the Warrior Class’ Mighty Deed of Arms for the Dungeon Crawl Classics Lankhmar Boxed Set. Most of these are a ‘Tandem Deed’, that is, a Mighty Deed which requires two Player Characters to work rather than the traditional one. For example, ‘Bewilder and Backstab’ enables one Player Character to distract an NPC and so give a bonus to another Player Character about to perform a Backstab manoeuvre on the distracted NPC. Others include ‘Back-To-Back Badasses/Back-To-Back Fighting’, ‘I Got You Bro!/Draw Attacks Away From Allies’, and ‘Launch Ally’, all of them nicely capturing that idea of Fafhrd and the Gray Mouser working together as well as giving play a little cinematic flourish. The rest, such as ‘ Increased Critical’ are more straightforward, whilst the last one, ‘Snowball Fighting’ is a bit of silliness, but can be easily adapted to include any improvised thrown weapon. All are accompanied by excerpts from Fritz Leiber’s novels to give them colour and background.
James A. Pozenel, Jr. provides yet more Mighty Deeds of Arms, but where ‘Seven Mighty Deeds From The City Of Sevenscore Thousand Smokes’ was specific to the Lankhmar setting, ‘Dwarven Rune Tracing – Mighty Deeds Of Rune-Powered Combat’, is specific to the Dwarf Class. A cross between a magical skill and a martial art, they are intended to add flavour to Dwarf combat. The Dwarf needs to have an Intelligence of thirteen or more to know even a single Rune. Once known, with a Mighty Deed of Arms, he can trace it in the air, on a shield, or his armour, and it will come into effect the following round. They include the ‘Rune of Strength’, the ‘Rune of Rage’, the ‘Rune of Speed’, and so on. The effect of each depends on the roll on the Deed Die and there are suggestions too for being able to raise the effect all the way up to nine on the Deed Die and making the learning or gaining of new Runes a mini-quest in itself. Again, this is optional, but in play it nicely makes the Dwarf Class just that little bit different to the Warrior Class.
Stephen Newton has already penned two horror-themed scenarios for Dungeon Crawl ClassicsDungeon Crawl Classics Horror #1: They Served Brandolyn Red and Dungeon Crawl Classics Horror: The Corpse That Love Built – 2018 Halloween Module—so it makes perfect sense for him to write ‘Stokerian Vampires: Bringing Bram Stoker’s Dracula To DCC RPG’. As the title suggests he adapts the archetypal vampires from the most famous vampire novel of all time, classifying them as ‘The Cursed’ like Mina Harker, ‘The Un-Dead’ like Lucy Westenra, and The King Vampire, who of course, is like Dracula himself. The article covers habits, lairs, hunting territory, traits, and more, much of which will be more than familiar. After all, Dracula is the basis for a very great deal of the vampire lore and the vampire in popular culture so the likelihood is that very little of the article is new. Nevertheless, this does not in any detract from the descriptions and details given for use with the Dungeon Crawl Classics Roleplaying Game, which all together give the perfect adaption if the Judge is looking for Bram Stoker-style, classic vampires.
‘The Dying Wish Of Daog The Blue: An Option For Arcane Healing In DCC RPG’ is a bit different and a bit controversial. Written by Jeff Goad, it suggests a way of bringing arcane rather than divine healing into the Dungeon Crawl Classics Roleplaying Game. It consists of two parts, the first fiction telling how Daog The Blue, having heard of arcane wizards casting healing magics on other worlds, from Middle-earth to Zothique, successfully brought it to Aereth. The other is the spell itself, Daog’s Dying Wish. This makes sense in a setting without the Cleric Class, but otherwise, it may be seen as poaching upon the territory of the Cleric Class.
The penultimate gaming content in Goodman Games Yearbook #8: The Year That Shall Not be Named is ‘Deadly Hands of DCC: Eight Epic NPCs For Your DCC Game’ by Michael Curtis, Brendan LaSalle, and Harley Stroh. This is an entertaining selection of villains and heroes inspired by martial arts films. ‘Baron Von Strangle’, a cursed set of armour that empowers its wearer, but also forces him to strange everyone he can and so the demonic strangler has become feared across the Steppe Kingdoms; ‘Flamehand, Jack’ is a wandering monk, ageless, who might be a charlatan or he might be a genuine saint, who strikes so fast the air appears to ignite around his kicks and punches; and ‘Qin Qian’ is a member of Spangled Court of the Endless Cycle, the clergy of Aleea, Goddess of Ordinary Days, whose radical interpretation of the need for ongoing peace and normality, has led her to launch a crusade against anything and everything that threatens that. Although this has greatly upset the rest of her fellow priests and her goddess cannot quite condone her activities—though is pleased about the peace they have brought many, ‘Qin Qian’ continues her work and may even direct adventurers such as the Player Characters to attack some local threat. If they take her hints, then the Player Characters may gain a small blessing in return. There are some fun NPCs included in the octet in this article and many of them can be used by the Judge to develop hooks and encounters.
Lastly, Michael Curtis complains about how his ‘Glaive Expectations’ were not met. His disappointment came about because the Player’s Handbook for Advanced Dungeons & Dragons, First Edition did match the description of the glaive he was expecting. What he was expecting was the glaive from the film Krull. What he got was the ‘Glaive – Guisarme’, a polearm. So he instead provides a version of the Glaive from Krull, plus a magical one, for use with Dungeon Crawl Classics. Silly and self-indulgent.
Goodman Games has always been highly supportive of its community and showcases in every issue of the ‘program guide’ or ‘yearbook’. It begins in this volume with some images that capture the public spirit in terms of voting and preventing the spread of COVID-19 in 2019 and 2020 in ‘Goodman Games Tries To Change The World: Images Of 2020’. There are many, many convention photographs from Gen Con 2019 and Gama Expo 2020 before the world changes and play moves online, as showcased by photographs from Cyclops Con, DCC Days Online, and Bride of Cyclops Con. There are also the logo used for Goodman Games’ then new Twitch channel displayed in ‘Going Live On Twitch Goodman Games Evolves In 2020’. In 2020, it all felt like a radical change, one brought on by necessity, but now it feels much more like a normal state of affairs and everyone is far more used to playing online. There are also tongue-in-cheek ‘GG Joe Profiles’ of everyone involved at Goodman Games and the ‘2020 T-Shirt Designs’.
Goodman Games’ stand at Gen Con receives some attention with the hand drawn signs the publisher’s ‘Gen Con Book Shelves’, whilst Chuck Whelon draws the ‘Luck Award Winners’ of various winners on the Luck Token Redemption Table found at the back of the Goodman Games 2019 Yearbook: Riders on the Phlogiston, not once, but twice! There is, however, a wistfulness to ‘The Ziggurat That Never Was’ by Wayne Snyder. Having previously built the Doom Gong and then the Obelisks of Doom for the stand, for 2020, he was set to build a skull encrusted ziggurat, part-book stand, part storage space. Unfortunately, due to COVID-19 and the cancellation of Gen Con, the Ziggurat of Doom was not to be.
Lastly, Michael Curtis looks at the design of Original Adventures Reincarnated #3: Expedition to the Barrier Peaks and Chris Doyle looks at the design of looks at the design of Original Adventures Reincarnated #4: The Lost City in a trio of articles each. ‘Barrier Peaks Designer’s Notes, Entry 1: Of Sleek, Futuristic Design’ examines some of the issues in extracting the back story to the original module and developing that further, whilst ‘Barrier Peaks Designer’s Notes, Entry 1: The Future Was Then’ details how Curtis went about presenting the look of the original module, famous for its illustrations, in the new edition. Similarly, in ‘The Lost City Designer’s Diary, Entry 1: Converting A Classic Adventure’, Doyle explains about the process of adapting a forty-year-old thirty-two-page module into a homage written for Dungeons & Dragons, Fifth Edition, hundreds of pages long, whilst ‘The Lost City Designer’s Diary, Entry 3: Hunting For Easter Eggs’ lists and explains some of ‘Easter Eggs’ he slips into the updated edition. All three articles for both modules—for a total of six—are short, but fascinating reads, more so if the reader has access to Original Adventures Reincarnated #3: Expedition to the Barrier Peaks and Original Adventures Reincarnated #4: The Lost City.
Physically, the Goodman Games Yearbook #8: The Year That Shall Not be Named returns to format of Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, a book, rather than a collection of booklets. It is, as you would expect, well presented, easy to read, and a decent looking affair.
Ultimately, Goodman Games Yearbook #8: The Year That Shall Not be Named is almost, but not quite the ‘Goodman Games Year Book That should Be Forgot’, for as fun as some of the content is, it simply is not as good as in years past. That shows primarily in the lack of a scenario and then in the a medley of things and shorter articles that leave the reader with a feeling of brevity to the whole affair. Of course, the fault cannot be squarely laid at the feet of the Goodman Games, After all, circumstances dictated a very different book to the one that the publisher had likely intended.

#RPGaDAY Most often played RPG

The Other Side -

 I don't think this one is even a contest. That would be Basic-era D&D. 


Dungeons & Dragons Basic Set What treasures in such a small box!

The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading them today, I marvel that we all conquered this stuff at age 10-11. It may have only covered the first three levels of character growth, but they were a quality three.

I bought the Expert Set for my birthday in 1982. For the longest time, that was all I needed. Eventually, I moved on to AD&D. I discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those games, and I love playing them still, but they never quite had the same magic as that first time I opened up that box and saw what treasures were inside. I did not have to imagine how my characters felt when they discovered some long-lost treasure. I knew.

Today, I still go back to Tom Moldvay's classic Basic book. It is my yardstick for measuring any OSR game. Almost everything I need is right there, just waiting for me.

Three Basic Sets
Three Basic Sets, Books and Dice

Holmes Basic, also called the "Blue Book," was my start. Sort of. The rules I used back when I began were a hodge-podge of Holmes Basic and AD&D, particularly the Monster Manual. This was fine, really, since, at the time, 1979, these game lines were a lot closer to each other. I have talked about this in my "1979 Campaign" posts.

Edited by Dr. John Eric Holmes, this book took the original D&D books and re-edited them to a single cohesive whole, though limited to 3rd level, as a means to get people introduced to the D&D game.  The Original Rules (see "O" day!) were an eclectic collection of rules that grew out of Gary Gygax's and Dave Arneson's playstyles. Debate continues on who did what, and I am not going to provide anything close to a definitive answer, but the game sold well but had a steep learning curve to others who were not part of that inner circle or came from War Games. The Holmes Edition attempted to fix that.

Mentzer Basic, or the BECMI (Basic, Expert, Companion, Master, Immortals) rules, was published after the Moldvay Basic, Cook/Marsh Expert sets. The rules between the B/X and BECMI rules are largely superficial (I will discuss this more), and the BECMI rules go past level 14 into the Companion rules (more on that tomorrow).

There is evidence that the Mentzer Basic set, also known as the "Red Box," was one of the best-selling editions of D&D ever, even outselling the flagship line of AD&D at times. It was also sold in more countries and more languages than any other version of D&D. If you recall Sunday's post, the D&D Basic line was in play for 22 years, covering the same time period as AD&D 1st and 2nd Edition rules. And it is still widely popular today. 

UK, American, and Spanish Mentzer BasicsBasic books from England, the USA, and Spain

Basic D&D has great online support regarding books from DriveThruRPG and other "Old School Renaissance" creators. But it is an older game. One of the oldest in fact. So, some things made perfectly good sense back then that would cause people to scratch their heads at the various design choices (Descending Armor Class? Level limits?), but that doesn't detract from the fun. Finding a Basic game or even people to play it with will be harder.


I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Pages

Subscribe to Orc.One aggregator - RPGs