RPGs

Stacking the Odds

Reviews from R'lyeh -

The Job: A Game of Glorious Heists & Everything That Can Wrong In Them is a storytelling roleplaying game from an unexpected source—Games Omnivorous. The publisher is better known for its horror scenarios such as Cabin Risotto Fever and Eat the Rich, its systems neutral supplements such as Bottled Sea and its Old School Renaissance-style releases such as the Isle of Ixx and Frontier Scum: A Game About Wanted Outlaws Making Their Mark on a Lost Frontier. It is specifically designed for one-shot sessions in which the players take the role of a gang of expert thieves, who will plan and execute a heist or robbery, and overcome the obstacles that they as players build into the story as part of their characters’ planning for the ‘job’. This is a roleplaying game inspired not just by great films such as Ocean’s Eleven, The Italian Job, Logan Lucky, and Baby Driver, but also roleplaying games such as Leverage, Dread, and Fiasco. Perhaps the only entries missing from this bibliography are Reservoir Dogs and Rififi, but otherwise this is a solid bibliography and nice to see the author acknowledge his inspirations.
The Job: A Game of Glorious Heists & Everything That Can Wrong In Them is about stealing expensive jewels, priceless artworks, and world-famous artefacts and it is played in two parts, the Preparation Phase and the Action Phase, with between three and five players taking the roles of archetypes classic to the genre. To play, The Job requires a handful of six-sided dice and pen and paper. In the Preparation Phase, the players will plan the heist and set up scenes that they want to see played out in the Action Phase, stacking the heist against their characters as they add complications, describe locations, and build the world in which the heist is going to take place. In the Action Phase, the players will resolve the heist attempt, using their characters’ stunts to overcome complications, push the story forward, and to give each character time to shine. The Action Phase is played using a stack of six-sided dice which represents the pressure or tension in the heist attempt, with tension relieved by removing dice and ratcheted up by adding dice. When this stack falls, it is reset and thus the tension in the game begins again at zero, but after the first dice stack has fallen, more dice are added on the second and third rebuilds of the dice stack. If the third dice stack falls or is knocked over, the game ends as the heist fails and the Crewmembers suffer the consequences. If the third dice stack does not fall and the players complete all of the scenes they have created, the game ends with their characters being successful and getting away with the loot.

The start of The Job consists of the players picking an archetype, each one recognisable from the heist genre. These consist of the Animal Handler, Boss, Bruiser, Con Artist, Genius, Greaseman, Pickpocket, and Wheelman. A Crewmember does not have any stats in The Job, but the capacity to hold four items in his Inventory and four Stunts. Items are added to a Crewmember’s Inventory as necessary, but once a Crewmember has four items, he can carry no more and they cannot be changed. Which can mean that find himself in a situation where none of his equipment is going to help him. In general, Stunts give an Advantage for the character as well as special actions. For example, the Pickpocket has the Stunts of ‘Pickpocketing’, ‘Steal the Stack’, ‘Safecracking’, and ‘Magic Tricks’. ‘Pickpocketing’ gives him Advantage when stealing small objects and ‘Safecracking’ Advantage with delicate tasks such as picking locks, setting detonators, and the like. ‘Steal the Stack’ lets him steal a die from the dice Stack once during the Action Phase and ‘Magic Tricks’ actually gives him a magic trick, from close up magic to big stage events, and roll with Advantage. The four Inventory slots remain empty until the player decides he needs an item of equipment.

Once each player has decided upon the archetype he wants to play, the Referee presents them with the Brief. This gives the Crewmembers an object to steal, a budget to spend whilst conducting the heist, and six Complications. The Budget is spent during the Heist to equip a Crewmember with an item which will help him complete the Heist. The six Complications have to be added to the twelve Scenes that the players will create during the Preparation Phase. Depending on the Brief, they can be reinforced doors, laser sensors, guard dogs, and so on. The Complications are essentially the key points upon which the players will build and describe the scenes for their characters’ heists, their purpose being not to impede the heist or make it easier, but provide moments where the Crewmembers can shine as they do cool things to overcome the problem. All together these scenes will number exactly twelve—no more, no less, and consist of Infiltration, Deployment, Execution, and Escape scenes. When played out, they must be played in the order as written, and unlike other heist-themed roleplaying games, there are no flashbacks involved. What this means is that The Job is much more like a film heist rather than like that depicted on Leverage. The whole process for the Preparation Phase is collaborative, both between the players and between the players and the Referee, whose job it is make suggestions and adjudicate the players’ ideas in order to help fit the style of the heist. The Preparation Phase will appeal to players who like to plan.

The Action Phase begins with some set-up scenes. This is a chance for the players to narrate a pre-heist scene that establishes their character and gets them involved in the opening moves of the heist. This can include practicing manoeuvres and dummy runs, making a reconnaissance of the routine at the target of the heist, hacking into the building to make getting in later that much easier, getting hired as staff to get access to the building, and even stealing a particular item of equipment that will make the heist easier. None of this requires dice rolls, but it can generate Heat. For each set-up scene that generates Heat, the Referee adds a single die to the Dice Stack. This is a tower of dice, one on top of each other, which will be added to over the course of the Action Phase as the Crewmembers suffer setbacks, while certain Stunts can actually remove dice. For example, the Bruiser’s ‘Happy Birthday, Punk’ Stunt lets his player blow on the Dice Stack in an attempt to knock dice off.

Then the Action Phase proper begins. The Referee and the Referee work through the scenes one by one, resolving them in order. Whenever a Crewmember does anything risky, the Referee can call for a dice roll. Mechanically, The Job is very much like Powered by the Apocalypse. A player rolls two six-sided dice. If the result is six or less, the action fails, the player has to use an alternative method, and dice are added to the Dice Stack. On a result of seven or eight, the action is successful, but the player must either decide to add more dice to the Dice Stack or accept a Setback. A Setback is a complication which will come back to cause problems in subsequent scenes. If the result is ten or more, the action succeeds and the player gets to remove a die from the Dice Stack. If a Crewmember has an appropriate item of equipment or Stunt, his player can roll with Advantage, that is, roll three six-sided dice and ignore the worst result, but if the situation has adverse conditions or a Setback comes into play, the player rolls at a Disadvantage, that is, roll three six-sided dice and ignore the best result.

Play continues like this until either the third Dice Stack falls or all twelve Scenes are successfully narrated and roleplayed out. In the case of the latter, the Heist is successful and very player gets a final scene in which to narrate what happens to their Crewmember. However, if the third Dice Stack is knocked over, the Heist is unsuccessful, and the character of the player who knocked it over is caught. Everyone else is given one minute to write down what they do in response and which one of the other Crewmembers they involve. The notes are revealed and one player is designated to act as spokesman to narrate what happens based on the notes. If there are inconsistencies in the narration, the Referee can actually send a Crewmember to gaol! This, though, puts a lot of pressure on that one player not to screw the narration up and is at odds with the flow of the rest of the game where the players and their Crewmembers work together throughout both the Preparation Phase and the Action Phase.

To help her run The Job, it comes with an example Brief and its twelve Scenes all written out, an example play, solid advice for the Referee, and five sample Briefs, complete with Objects to steal and a Location to steal them from, as well as a Budget and a set of six complications. They include stealing cash from Madison Square Gardens, the Imperial State Crown from the Tower of London, a triceratops skull from the Natural History museum in London, Michelangelo’s David from a Scottish castle, and a prisoner from an unspecified high security prison. This in addition to the worked examples that the Referee can easily adapt to her own crew of players. Overall, these provide plenty of variety in terms of settings, objectives, and complications. There are notes too, on using The Job with other roleplaying games and even the Old School Renaissance.

Physically, The Job is incredibly eye-catching. The graphical style echoes that of Saul Bass and the film posters of the sixties and seventies, with use of stark blocks of colour and black and white images, giving the book a sense of energy and drama.

The Job: A Game of Glorious Heists & Everything That Can Wrong In Them is a neatly self-contained roleplaying game that is pleasingly portable, easy to learn, and engagingly familiar in its genre. It combines dramatic storytelling possibilities with the tension of a towering Dice Stack, but without going the full Jenga.

A Wingless Butterfly

Reviews from R'lyeh -

The Mariposa Affair is a scenario for Traveller. It takes place on the balkanised world of Ruie in the Aramis Subsector of the Spinward Marches Sector and continues a storyline begun in Manticore and sees the Player Characters hired to investigate a threat the Third Imperium, one that threatens interstellar war. It ideally requires the Player Characters to have basic training in both weapons and various technical skills, and ideally, a starship. The scenario includes a set of eight pre-generated Player Characters, four of which between them have the skills necessary to operate a starship as well as one of them owning an S-Type Scout. However, one of the problems with this is that the Player Characters are expected to to own a merchant ship of some kind and certainly a vessel capable of carrying cargo. Both the mechanics and the plot of The Mariposa Affair are straightforward enough that running it using Traveller, Classic Traveller, or Cepheus Deluxe Enhanced Edition are all easy enough to do.

The Mariposa Affair is written by Carl Terence Vandal and is a sequel of sorts to The Phoenix Initiative, which ended with the Player Characters being recruited as agents in the service of Duke Norris and his family, and a sequel to Manticore. It begins with the Player Characters on Regina in the Regina subsector in the Spinward Marches Sector, with the sudden interdiction of the planet. This is with good reason—Emperor Strephon Aella Alkhalikoi! is paying Regina a state visit. Then, the Player Characters get an invitation to the state banquet by lottery. This automatically throws them into the spotlight and then again, when a disastrous incident occurs. This is the assassination of the Emperor himself—in 1106 rather than a decade later in 1116—an event which propels the Player Characters back into the service of Duke Norris once again. He reveals that it was not the Emperor who killed, but a clone. Not though a sanctioned clone, designed to stand in for the Emperor, as revealed a few years after his ‘assassination’ at the hands of Archduke Dulinor. He wants them to travel to the neighbouring world of Ruie, which lies just on the other side of the Imperial border and there locate the laboratory and outpost where this clone was created.
The scenario proceeds apace in straightforward fashion, but the plotting is distinctly underwhelming. The Player Characters’ contact is also targeted by an assassination attempt, but no matter what the outcome of the assassination attempt, the clues point to a worked out mine on a nearby continent. Once there, they sneak into the mine, break into the secret laboratory, and destroy it. And that really is it... Effectively, The Mariposa Affair is a dungeon crawl, with seemingly innumerable checks for traps in the mine. In fact, the most interesting aspect of the scenario is the Library Data included at the back. Besides the Library Data, the scenario includes details of the world of Ruie and the Regina Subsector.
There has long been a tradition of writing scenarios based around major events in the canon of roleplaying settings. In the case of The Mariposa Affair, it is the causes behind and instigation of, the Fifth Frontier War. Unfortunately, The Mariposa Affair does not let the Player Characters discover those causes or affect their revelation. Instead, all that is handled by Duke Norris and his staff off-screen whilst the Player Characters are simply dealing with the one aspect of it. So it undermines their agency and the storytelling potential of the plot of both The Mariposa Affair and the other parts of its trilogy. Another issue is that the scenario does not really explore the consequences of what it sets up in any depth. That is, the assassination of a clone of the Emperor and a conspiracy to undermine the Third Imperium. It hints at the possibilities, but never really explores them. 
Physically, The Mariposa Affair is cleanly and tidily presented. The maps are decent enough, but layout grates on the eyes where the skills are laid out in bold. These really should have been separated from the paragraphs so that they do not just look like blocks of black text. The illustrations are nicely chosen.

Although it is better organised and written than the previous scenarios in the trilogy, The Mariposa Affair brings the trilogy to a distinctly underwhelming close. It feels as it should have been a bigger affair with more secrets to be revealed and more interesting things for the Player Characters to do, whereas all that it currently does is let them creep round the edges in a ‘dungeoncrawl’ type scenario whilst someone else makes all of the discoveries. Ultimately there are some interesting storytelling and plot possibilities to be found in The Mariposa Affair and the other scenarios in its trilogy—of which Manticore is the best—but they are simply not developed enough to be intersting.

Friday Fantasy: The Lost Universe

Reviews from R'lyeh -

Exlaris was once a peaceful world where Dark Elves, Elves, Orcs, Goblins, Halflings, and Tieflings lived in harmony. Above all, these different peoples valued knowledge and scholars, wizards, and sorcerers were widely revered. They learned to harness the energy of the vacuum surrounding their planet, and they continued to grow and prosper, until The Breaking when Exlaris, along with its moon, was literally broken out of its orbit by too close an encounter with a Black Hole. Chaos erupted across the world as perpetual darkness fell and the heat from Exlaris’ sun was lost. In response, an archmage brought together a team of scholars and wizards who wove magics together that created a shield that surrounded the planet. This had two effects. First, it protected the rogue planet from the dangers of space travel and second, it maintained its atmosphere. This was magic so powerful it was kept secret lest it fall into the wrong hands. The energy drawn from the vacuum was harnessed to power lamps, both to light cities and heat the fields so that the farmers could continue to grow food. In the four centuries since, the peoples of Exlaris elevated the studious to positions of power and followed a tradition of making information freely available. Five major cities, all connected by a teleportation network, have specialised in the study of various sciences, but study of the cosmos is paramount. More recently, this has included making contact with the Earth in secret via the Hubble Space Telescope in order to learn about the world and its knowledge. Yet something has gone wrong in that contact and the Hubble Space Telescope has not only gone missing, it is as it never was… It is going to take a team of dedicated scientists and engineers from NASA’s Goddard Space Flight Center, mysteriously flung from the Earth onto Exlaris, to adventure on what is to them a whole new world in order to discover what has happened to the missing telescope!

This is the set-up for The Lost Universe, a scenario published by the last organisation you would be expecting to write and release a roleplaying scenario—NASA! It is designed to be played by a party of between four and seven Player Characters of between Seventh and Tenth Levels and is easily adaptable to the roleplaying game of the Game Master’s choice, the most obvious being Dungeons & Dragons, Fifth Edition. It is intended to be played in a single session and designed around certain scientific principles. These include the ‘Energy of the Vacuum’, ‘Gravitational Lensing’, and ‘Red shifts/blue shifts’. These, as well as details of the Hubble Space Telescope and its Control Centre, are covered in several appendices at the back of the adventure, adding depth and detail to the scientific basis for the scenario.

Although the Player Characters are actually scientists and engineers from the Goddard Space Flight Center, what the players actually roleplay are characters native to Exlaris. These are typical adventurers found in Dungeons & Dragons into whose bodies, the minds of the engineers and scientists are suddenly cast, effectively tripling the strangeness of their situation. Not only do they have to get used to whole new world and a rogue planet cast into darkness at that, but they also have to adjust to new bodies and the sometimes strange and wondrous abilities that these bodies have, whether that is being able to wield a sword effectively or cast spells straight out of fantasy fiction. This aspect is not played up in the scenario, but rather the characters intrinsically know what they and their new host bodies can do, so there is no great sense of discovery there. That said, the Game Master could expand this aspect of the scenario if she wanted to. The Player Characters arrive at a transport hub for the teleportation portals between the planet’s major cities, and will quickly learn that they are in the city of Aldastron and that the city has been beset by a rash of disappearances powerful researchers in the last few weeks, which the city guard thinks were successful kidnap attempts. No one has yet claimed responsibility and tensions in the city are rising as a consequence. The Player Characters have a couple of avenues of investigation here. They can either approach the city guard, get introduced to a fixer in the city’s criminal underworld, or both. Of course, neither the fixer or the city guard have any love for each other and dealing with leads to some tension. Whomever they deal with, it quickly becomes apparent that people of Exlaris are aware of Earth and have a good idea that the Player Characters are from there, before they are directed to visit the city’s observatory.

At the observatory, the Player Characters are able to find out more information, including how they got to Exlaris and the fact that the Hubble Space Telescope is missing. Part of the explanation involves the scientific work that the Hubble Space Telescope was being used for and the Player Characters will learn something about this too. They can even find some notes related to the observatory’s study of the Hubble Space Telescope, its origins, and what it is being used for, these being provided as scientific handouts in the appendices. The clues point to Mokhsana, the former capital city of Exlaris.

If the play of The Lost Universe began with roleplaying in the city and continued with research at the observatory, the third shifts to Mokhsana, a city in the dark, and exploration and puzzles. The latter are tied to the scientific principles underlying the scenario, so there is an element of informing and educating to The Lost Universe. This should be no surprise since that is part of NASA’s remit, but here the players get to use that knowledge in practical, if literally fantastical, fashion as well. The scenario quickly comes to close with a confrontation with the villain responsible for the disappearances and a successful conclusion to the Player Characters’ investigation.

There are however, three things that The Lost Universe either does not include or includes only very lightly. It does not include a set of pre-generated Player Characters or stats for any NPCs or monsters, whilst its inclusion of rules and mechanics is very light, though what mechanical detail that is given definitely indicates a Dungeons & Dragons-style roleplaying game. This is all by design, because it means that the scenario is not tied to a specific rules system and NASA is not seen as favouring one particular Dungeons & Dragons-style roleplaying game over another. So, The Lost Universe can be played using Dungeons & Dragons, Fifth Edition, Old School Essentials, or Lamentations of the Flame Princess Weird Fantasy Roleplay, with the Game Master providing the mechanical details of the rules and the monster stats, as necessary. The absence of pre-generated Player Characters means that the players can create their own characters or the Game Master can create her own. That said, whilst all this does make the scenario easily adaptable to the roleplaying game of the Game Master’s choice, it actually increases the amount of preparation work she has to undertake before running the scenario.

Behind the eye-catching cover, The Lost Universe is cleanly and tidily laid out. It does need a slight edit, and bar photographs and technical drawings taken from NASA’s extensive library of images, it is very lightly illustrated. This has two consequences. First, the majority of the images are at the back of the scenario, and secondly, the scientific and historical details of the science behind The Lost Universe, are far better illustrated than the scenario’s fantasy elements. This is understandable though, given NASA’s prominent role in space sciences and the scientific basis for the scenario, but it does leave the Game Master without anything to take inspiration from visually when describing the world of Exlaris. A map of Aldastron and its surrounds is included, but not of any one particular location. The advice for the Game Master is decent throughout and the roleplaying advice on portraying each of the scenario’s NPCs is very good.

It is an odd day when NASA—yes, NASA!—writes and publishes a roleplaying scenario. Not just a roleplaying scenario, but a fantasy one rather than a Science Fiction one! Of course, that fantasy is used as a vehicle to teach the players about the research being conducted via the Hubble Space Telescope, so in comparison to other fantasy roleplaying scenarios that is likely to feel heavy-handed because it is not something they are designed to do. Nevertheless, The Lost Universe is a solid scenario, good for a one-shot, but with a setting that is intriguing enough for a return visit or a sourcebook of its very own.

#FollowFriday AND Kickstart Your Weekend

The Other Side -

 A special double feature today because I have a bunch I want to share.  Lets get to it.

#FollowFriday Oneiropolis

Oneiropolis

I mentioned this one yesterday, but I wanted to make it special today. Oneiropolis is the new Patreon from game designer Joseph D. Carriker. I worked with Joseph on Six of Cups for Green Ronin Publishing's Blue Rose. He was in charge of a product featuring various cities in Blue Rose's World of Aldea. I got the wonderful chance to put my little mark on Garnet. 

So yeah, Joseph knows his cities. He is now on Patreon and detailing cities in FRPGS. He posts about every two days so far, and he certainly doesn't lack inspirational material. I am coming back to this one for any and all Waterdeep lore.

I have always wanted to do a pure urban campaign. This is giving me more material to work with and use to make that real.

So, absolutely check it out. While you are at it check out his DMsGuild offerings.

Friday is settled, let's talk weekends and Kickstarters. I have one on both ends of their funding calendars.

Metanthropes: Introductory Zine

Metanthropes

https://www.kickstarter.com/projects/legitamine/metanthropes-introductory-zine?ref=86o0n7

This is a zine-sized TTRPG where the characters are Metanthropes or "Beyond Human."  The author is building Foundry support and the mock-ups of the books look great. It has a super-hero vibe, but also something more akin to Exalted. The rules are easier though.

The PDF is only 10€ and the physical book is 20€. So, not a bad price, really.

It looks interesting and I think I'll give it a try.

Legend of Seven Golden Demons & Slime Pits of Sewer Witch

Legend of Seven Golden Demons & Slime Pits of Sewer Witch
Legend of Seven Golden Demons & Slime Pits of Sewer Witch

https://www.kickstarter.com/projects/marktaormino/legend-of-seven-golden-demons-and-slime-pits-of-sewer-witch?ref=theotherside

Does this guy or his adventures even need an introduction here anymore? Mark is back with FOUR adventures. Ok, two...one and a mini adventure, but both for 1st Edition and 5th Edition. Which is perfect for me. One Kickstarter, an adventure for me (1st Ed) and one for my kids (5e).

Now he FINALLY is giving me a witch adventure AND it takes place in the sewers, so it ties into this week's mini-theme of urban adventures.

Mark's adventures are crazy, fun and rock solid. The only thing that runs better are his Kickstarters for them. He is a model of how to do Kickstarter right.  Grab these.

Friday Filler: Let’s Call the Exorcist

Reviews from R'lyeh -

It is always bad when dad brings his work home with him. It is doubly bad when dad is an archaeologist and brings home a collection of rare artefacts from his latest excavation, some of which happen to be cursed. Not only cursed, but possessed by demons. Now, those demons have taken advantage of their situation to find whole new homes for themselves by possessing some of the children. Fortunately, mum has telephoned her friendly local exorcist and he has come round right away. Unfortunately, demons are clever, so neither mum nor the priest can tell which of the children is possessed and which of the children is not. The priest does know that if he can identify which of the artefacts carried the demons into the house, but they are scattered round the house. So, he has set up a scavenger hunt that all of the children can participate in, the aim being to find the right artefacts and dispel the demons! The downside to this is that the demon-possessed children are going to try and stop the priest and the innocent children. This is the set-up for Let’s Call the Exorcist, a hidden role and social deduction game whose theme and art is based on the work of graphic designer, Steven Rhodes, whose work parodies the children’s books of seventies and pokes a sly snook at the social attitudes of the period.

Let’s Call the Exorcist is published by Cryptozoic Entertainment and is designed to be played by between four and eight players, aged fourteen and up. The game is played over the course of several rounds in which the Innocent players attempt uncover the Holy Artefacts and the Possessed players try to find the Cursed Artefacts. Doing so will score points for the side that does so, whilst Blessings will score points for individual players. Mischiefs will disrupt and change the state of the game, sometimes to a player’s advantage, sometimes not. The first person to score seven points at the end of a round is the winner. A game can be played through in roughly thirty minutes.

Let’s Call the Exorcist consists of eight Role tiles, forty-three cards, and forty-five point tokens, plus a ten-page rule book. The Role tiles are divided between Innocent and Possessed, with there being more Innocent than Possessed. The cards are divided into four types—Holy Artefacts, Cursed Artefacts, Mischiefs, and Blessings. All four card types have instructions on them which come into play when they revealed. For example, the Holy Artifact, ‘The Blessed Prepuce’, lets the Chosen player peek at all of his remaining cards in play if it is the first Holy Artefact to be revealed; the Cursed Artefact, the ‘Disenchanted Mirror’ enables the Chosen and the Seeker at look at each other’s Roles; the ‘Consecration’ Blessing gives a point to both the Seeker and the Chosen; and the Mischief, ‘Is That You, Satan?’, forces the Seeker and the Chosen to shuffle their Roles together and deal back out randomly, but lets the Chosen take a peek at one of the Roles, either his own or the that of the Seeker. In general, Blessings will alter the number of points a player has, whilst Mischiefs allow a player to peek at Roles, change who will be Seeker next, or restrict who will be Seeker next.

Let’s Call the Exorcist is played out over a series of rounds, each of which consists of several deals. Each set up for the game and a deal varies according to the number of players. The more players there are, the more cards of each type in play, but no matter whether there are four players or eight, the number of Innocents always outnumbers the Possessed and the number of Holy Artefacts always outnumbers the Cursed Artefacts. Each player receives a random Role tile which is placed down in front of him. He can look at this Role tile when he is given it, but he cannot do so again unless a Mischief card instructs him to do so. Once the deck has been sorted and shuffled—this is the most complex part of play—it is dealt out to the players. Each player is free to look at his hand of cards and describe what they are as much as he wants, and can tell the truth about his cards or lie, but then shuffles the hand and places its cards face down in front of him. Then play begins. This switches back and forth between two roles, the Seeker and the Chosen. The Seeker selects a player, who becomes the Chosen, and any card in front of the Chosen. This card is turned over, and its instructions followed. Once this has been done, the Chosen becomes the next Seeker and can select another player to become the next Chosen. The resolved card goes into the middle of the table. Blessings and Mischiefs go out of play, whilst the Holy Artifacts and Cursed Artifacts add to a running total. Play continues back and forth until a total number of cards equal to the number of players have been revealed. This ends the deal.

To start a new deal, all of the face down cards are collected, shuffled, and dealt back out to the players as before, but this time with one fewer card each. Play then proceeds back and forth between the Seeker and Chosen roles until a total number of cards equal to the number of players have again been revealed. In this way, a maximum of four deals can be played per round, each deal reducing the number of cards a player has to reveal. The round ends when either the last Holy Artefact or the last Cursed Artefact is revealed. At this point, everyone reveals their Role tiles and the side that managed to reveal all of their Artefacts—Holy Artefacts for the Innocent and Unholy Artifacts for the Possessed—wins the round the points. A new round is begun and play continues until a player has scored seven points by the end of the round and thus won the game.

Let’s Call the Exorcist differs from other social deduction games in a number of ways. The most important being that a player’s Role can change from one round to the next. Consequently, there is no successfully deducing a player’s Role in one round and then excluding them from taking action in subsequent rounds. The point of the game is not to win because of the Role a player throughout the game, but adapt to the Role the player has during a round. However, a Role can also change within a round, so a player who begins a round as an Innocent and wants Holy Artefacts revealed in order to win the round, may end up being a Possessed who should instead be attempting to reveal Cursed Artefacts to win. Unfortunately, although a player will know when his Role tile has been changed, he will not know if it has actually been changed. So, he needs to find a way to peek at his own Role tile to find out which side he is now on. Effectively, not only is a player trying to work out what side his fellow players are on, but also potentially, what side he is on. In addition, a player only knows what cards he has in play at the beginning of a deal and again, that can change during play. Although it is possible to keep an approximate track of Roles and cards to a certain extent, the high possibility of changes in both cards and Roles adds a random factor and limits both a player’s knowledge and reliance on deducing other Roles.

The other factor that changes Let’s Call the Exorcist from other social deduction games are the cards and their cards which constantly change play. These also mean that there is always something happening throughout a deal. In addition, the cards are actually fun and reference a wide number of films. For example, the ‘Book of the Mostly Dead’ rather than the Book of the Dead from Evil Dead; ‘That One Ring’ rather than the One Ring from The Lord of the Rings; ‘The Ark of the Coveted’ rather than ‘The Ark of the Covenant’ from Raiders of the Lost Ark; and let’s not forget ‘The Blessed Prepuce’.

Physically, Let’s Call the Exorcist is decently presented. The rulebook is short and easy to read, and includes an example of play as well as explanations of what the various cards do. The artwork, with its bright, bold colours, is excellent, Steve Rhodes’ illustrations are sly and subversive, throwing the card game’s children into a very jolly version of The Exorcist.

The combination of horror and children in Let’s Call the Exorcist is not going to be to everyone’s taste. Others, though, will find it to be a lot of fun, and Let’s Call the Exorcist is fun. Fun and silly and ever so slightly tongue in cheek, Let’s Call the Exorcist is an antidote to all of those other po-faced social deduction games.

Reviews: Cities of the Forgotten Realms

The Other Side -

 I am going a little out of order today with my Forgotten Realms reviews. I still have one (or two) 1st Edition products to review, but I wanted to cluster these three together—all three, not my originally planned two—since I am opting to add in a PDF when my original plan was only to review items on my shelf. So, I am breaking all my rules in one post. It does tie into the mini-city adventure I did with them this weekend.

Forgotten Realms City books

Given some recent movie announcements, I could not help but popping in my well-worn soundtrack to "The Crow."  Every city in the 90s was dark and rainy. 

I also want to state that NONE of these products were what I once thought they were and I often mixed them up.

FR1 Waterdeep and the NorthFR1 Waterdeep and the North

Design and Development: Ed Greenwood, Product Coordination: Jeff Grubb, Editing: Karen S. Martin, Cover Art: Keith Parkinson, Interior Art: Chris Miller. Maps: Frey Graphics and David Sutherland, Heraldic Escutcheons: David E. Martin, Typography: Kim Janke, Keylining: Stephanie Tabat.

1987. PDF, Full-color covers, and maps. 78 pages.

I am basing this review on the PDF from DriveThruRPG only. If I can find a good copy (game store auction tomorrow night!) then I will grab it. And this is one where the boxed set would be nice to have.

This is the first proper Forgotten Realm reference, with the Moonshaes the second

You might have noticed that I listed everyone involved with this product above. The Realms, in this iteration, has become a joint effort. Yes, Ed Greenwood is the father to this brain child of the Realms. He has suitably impressed me here and in the pages of Dragon Magazine. Ed's position here is solid and secure. But if "it takes a village," it takes much more for a city like Waterdeep.  Even *I* know about Waterdeep, I still call myself a novice here.

This book introduces us to Waterdeep, the "City of Splendors", and the surrounding countryside of "The North."

It is a good introduction really, starting with Chapter 1: An Introduction to the North. The surrounding lands are detailed. While I knew of some of these, this put them into better relationship with each other. For me? I like having a map open to see where I am while reading. There are no maps of this area in this product. Not a huge deal, really, since they are with the Forgotten Realms boxed set. But a small one might have been nice, at least of the area in question. Thankfully there are also plenty of good maps for this area online.

Chapter 2: An Introduction to the City of Waterdeep, takes us to the City of Splendors. We get some history, some names of important people, and (most importantly to me right now) the city's legal code. 

Chapter 3: The City Wards divides the city up into various wards. As a Chicagoan, this makes a lot of sense, and I am sure to anyone that has ever lived in a good-sized city, it will as well. I will point that while this is all about Waterdeep there is an assumption here that you can use this information to also build your own cities. Each ward has a name (Castle Ward, Sea Ward...) and various locales are mentioned. Some are just a name and what they are ("The Blue Jack," Tavern) so it leaves a lot of room to expand on what you can do with own Waterdeep. There are over 280 named locations, not counting the sewers, here.  There is a lot of life here and almost none of it is detailed. YES, I mean this as a GOOD thing. I don't want the names and detailed back stories of every magistrate down to beggar orphan here. I want room to discover and grow. Give me enough and then back off. 

Chapter 4: Life in the City. (Yes...Despite listening to the Crow Soundtrack, this is the song going through my head as I type this. Any resemblance between my Sinéad and Kate St John of Dream Academy is purely coincidental, I am sure.) Everything that makes a city work. Religion, money, goods and services. This is the life blood of any city and Waterdeep is livelier than most. There are notes about spending the winter in Waterdeep as well. The Forgotten Realms always says the quiet part out loud, and this is a world full of adventurers. To paraphrase the old saying, "All roads lead to Waterdeep." And while you are there, behave yourself. There is even a section on the going out at night, manners and dress. Now I want all my characters to go out an buy some nice part clothes for an after-hours party.

Chapter 5: The Guild and Factions of the City covers exactly that. Ever since Fritz Leiber (and of course WAY before) and Fafhrd and the Gray Mouser, FRPG Cities have had thousands of thieves' guilds, merchant's guilds, secret guilds, and, in a Forgotten Realms trademark, Adventuring Guilds. The guilds of Waterdeep are listed in three columns and then detailed in the next 7-8 pages. Again, there is the tacit notion here that you can lift these and use them in your own Forgotten Realms city. This becomes more implicit in future products.

Chapter 6: Noble Families of Waterdeep gives us some names and crests, the most "Greyhawk" like chapter so far.  

Chapter 7: Selected Non-Player Characters of Waterdeep covers some notable NPCs in greater detail. It would not be a Forgotten Realms product without some notable NPCs.

Next are adventure hook chapters.

Chapter 8: Beginning a Campaign in Waterdeep covers exactly that. And there are some great ideas here too for such a short chapter. Though to be honest if you get to this chapter and don't already have ideas then this one won't help you.

Chapter 9: Adventures in Waterdeep is the one chapter I wanted to read the most. Chapters 1-7 are great and full of ideas, but I want to discover this city as an adventurer, not as a scholar. Back when I lived in Southern Illinois, right before I moved to Chicago, I had a map of the city on my wall. I would go over that map for hours on end just fascinated by it. When I moved to the near West Side (just a notch north of Little Italy and west of the Loop) I was surprised for how little that prepared me for all of it. The City is a living place. Chicago is. New York is. And so should Waterdeep.

There are seven "mini" adventures here. I ended up using none of them!

After this (what would have been the inside covers), there are maps of the major wards and a large piecemeal map of the city for the next 10 pages. Yes, I could print them out, but I am holding out for now.

This is not the final nor most authoritative word on Waterdeep by any stretch. It is a start though and a good one. 

The next two products should have probably swapped names. 

City System

by Ed Greenwood and Jeff Grubb, Editing: Karen Boomgarden, Typography: Betty Elmore, Cover Art: Larry Elmore, Keylining: Stephanie Tabat, Cartography: Dennis Kauth and Frey Graphics.

1988. PDF and Print on Demand. Full color covers and maps. 

Again this one takes a lot of work from a lot of people. This book follows quickly on the heels of FR1 Waterdeep and the North.  It was a boxed set, but for this review I am considering my PDF and Print on Demand versions from DriveThruRPG.

There is some repeated information in this set from the Waterdeep set. For example the entire legal code on Page 7 of this product is the same to the one in FR1 Waterdeep and the North starting on page 18. I am not 100% sure if I mind this though. I mean in truth back in 1988 this might have bothered me, but now? Well, I have the PDFs I could print them out and put them into a big binder called "Waterdeep" and organize how I see fit. I might do that in fact.

This book is more like a tourist directory to Waterdeep. The laws are discussed, the buildings are numbered and given a name. The BIG attraction to this set are the maps (which are printed here and given as a separate ZIP file.) Well, the Larry Elmore cover is striking as all hell to be honest. 

If you like random tables then this is your book. Lots of tables on encounters, goods, items gained from pick-pocketing, and more. 

Ignoring the use of this as an independent product it makes for a great addition to FR1 Waterdeep and the North. The two together would be a perfect product really.  Looking ahead to my other Forgotten Realms books I see I don't actually have a giant map of Waterdeep. Should I rectify this?  The maps in this product are gorgeous, and it would be worth my time, effort, and money to get them combined and professionally printed. Or burn through my printer ink to do it on my own and mount them to some cardboard with Scotch tape. Depends on how much I end up playing here. If I don't, it certainly will not be for lack of options!

FR8 Cities of Mystery

by Jean Rabe. Art Larry Elmore (cover), Dennis Kauth (buildings), Christopher T. Miller (interior art).  Editing Kim Mohan. Product Manager Bruce Heard. 

1989. Boxed Set and PDF. 64 page book, 2 large 25mm compatible maps, 4 6-page card stock buildings.

This is a fascinating product, and there is a lot going on here. I am reviewing my boxed set for this. There is a PDF and a softcover Print on Demand from DriveThruRPG as well. 

What do I love about it? Well, for starters, that Larry Elmore cover is one of my favorite covers of all time. Really. I love how if looks and while the old adage is true, this cover made want to buy this product. When my old DM and I talked about our "Urban Survival Guide," this was the cover we thought about. 

Also it came out in the liminal time between 1st Ed and 2nd Ed with a note on the cover that is was compatible with both. That is not entirely true. It is broad enough to be compatible with ANY fantasy RPG that has a city. There are almost no game stats here save for the adventures at the end. 

In truth this product should have been called "City System" since that is what it is. This not about Waterdeep except in the most broad of terms. 

The first part is a 64-page book that covers all sorts of details on building your city. This includes details like where it is (and how that changes the city), how big is it, taxes, defences, the government. Everything that was laid out for you in the Waterdeep and the North and City System sets are now up to you to figure out. 

There is also a section how make Characters work in a city based adventure. Honestly that would have been the gold right there. 

The rules are put to use in Sauter, City by the Sea, and there are five mini-adventures to help the DM and Players along. Honestly I want to run the Maltese Roc based on the name alone.

If that were all then yes, this would be a fine product. Not great, but added to the Waterdeep and the North and City System books it would make a great trilogy of playing in the city (sounds like a Stevie Wonder album). But that is not all there is. 

There are two large double-sided maps for 25mm scale minis and four packages of 6-page cardstock building to build.

Cities of Mystery set

Since it is a boxed set, I am also keeping duplicates of old Dragon magazine articles about cities in it. 

This is from 1989. D&D would not get this mini-focused for another 11 years. And it all still works with any edition you care to play with it.  I read that this was going to be the first of some similar products to expand the cities even further. But honestly I am not surprised that there were not more. This looks like an expensive thing to make. 

Sinéad encountering two desperate thievesSinéad encounters two desperate thieves
For the PDFs you would need to print out the maps and buildings to build them. I would glue them to some cardstock or print them on cardstock if your printer can do that. The advantage of the PDF and this system? As long as you can print, you can have as many of these buildings as you need.

Looking at All Three City Sets

FR1 Waterdeep and the North, City System, and FR8 Cities of Mystery are all great for that late 80s feel of the Forgotten Realms AD&D.

While each product is good individually and does what it sets out to do, one of the others points out its minimal shortcomings. Combined, they work fantastically together. So well, it makes me wonder whether I even need to leave the city! 

Regardless of what city in the Realms becomes my home base (I am still partial to Baldur's Gate, but Waterdeep might win me over) I have the tools and the means to expand on it all.

Ill Met in Waterdeep

So, for my first foray into Waterdeep, the characters were all arrested. No "we met in a bar." It is "we met in jail." Sinéad, Arnell, and Rhiannon meet up with Nida (I wanted her introduction to be memorable), Jaromir, and Argyle. Who are these characters? Well, Nida, I have talked about already. Argylle is my experiment on having a character from another world end up in the Forgotten Realms. In this case a Dwarf from Rockhome, aka Mystara and the D&D B/X set. In his world his class and race is Dwarf. Here he is now a Dwarf Fighter, but I started him off as a BX Dwarf. My oldest loved that since he is playing an alternate game with his groups using D&D Basic. 

Ill met in Waterdeep

Jaromir is my first real barbarian character ever. I will full admit I am playing him like I played Minsc in Baldur's Gate 3. In the video game Minsc is a Ranger, but I always gave him levels in Barbarian. Jaromir is my Minsc stand-in. Big, dumb, blonde, but a heart of fucking gold. He is so very different than anything I have ever played before. Well...he is Rashemi (like Minsc) and he is on his Dajemma. But he set out without a witch (I have no idea why yet; I only recently learned about Dajemma), so he has decided that Rhiannon MUST be his witch. Which gets him fighting with Arnell, who turns into a wolf. Nida is there picking pockets in the ensuing chaos (gotta use those tables!) and the lot of them get thrown into jail.

Since I am moving ahead in time with my reviews I also opted to use the revised AD&D 1st Ed sheets here. Except for Argyll's he has a Basic Sheet.

I wanted to get a bit further than that, but this is where I am now. I know that the characters are bailed out by a minor magistrate named Eldrith Dunslaughter, a rather pompous and unpleasant human with designs of his own. I also know the characters need to work together to find a minor stolen item called the "Stargazer's Compass," which he claims was stolen from his own collection. I have my doubts it was his. (note: no idea if this is related to the MTG item of the same name. No one here plays.)

Find the compass, and their debt to society is paid. Fail? Well, there is always community service. 

Hope to learn more soon!

If you like cities and the Waterdeep in particular I highly recommend checking out Oneiropolis, the new Patreon site from game designer Joseph D. Carriker.  He was the one who helped me bring Garnet to life in Blue Rose, and now he is taking his skills to a wider audience. Well worth checking out.

Mail Call Tuesday: Mini Duchess & Candella, Spanish WitchCraft

The Other Side -

 Got some things to support two of my new on-going obsessions.  

Up first, some new HeroForge "standee" minis of Duchess & Candella.

Candella & Duchess Standee minis
Candella & Duchess Standee minis
Candella & Duchess Standee minis

They are flat, made of plastic about 3 mm thick. Their colors and design perfectly match those I used on HeroForge. 

Candella and Duchess

They got here rather quick to be honest. Much faster than the 3D-printed color minis. And cheaper too.

I always wanted to try these, and since I needed these minis in a hurry I opted to go this route for these two. I am happy with them, but I do prefer the 3D color minis. But they do come with nice little bags to store the mini or dice in.

Hero Forge minis and standees

Next up a "new to me" version of one of my all-time favorite games.  The Spanish Language version of CJ Carella's WitchCraft RPG.

WitchCraft RPG

The Spanish Language version from Edge most resembles the Eden Studios 2nd Edition. The text is the same and the art is the same.

Wicce in Spanish

The difference of course is this new Edge version is in Spanish.

I am happy to have this as this was one of the other "Holy Grail" items for my Spanish collection of RPGs. It was also the last CJ Carella WitchCraft book I am likely able to buy. 

CJ Carella's WitchCraft RPG

I am pleased that I was able to read a lot of it. Granted, my Spanish is still very limited, but I know this book very, very well. 

My collection of Spanish Language RPGs is not huge, but it covers my favorite games and about 85-90% of the games I like to play.

Spanish Language RPGs

Not a lot, but enough to keep me busy for a while.

Miskatonic Monday #267: Flash Cthulhu – Fair Porcine Prize

Reviews from R'lyeh -

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

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

—oOo—
Name: Flash Cthulhu – Fair Porcine PrizePublisher: Chaosium, Inc.
Author: Michael Reid

Setting: Dark Ages EnglandProduct: One-Location, One-Hour Scenario for Cthulhu Dark Ages
What You Get: Eight page, 2.02 MB Full Colour PDF
Elevator Pitch: Harvest horror as a horrid hog hogs it all.Plot Hook: A missing pig means everyone is slop!Plot Support: Staging advice, four pre-generated Investigators, one Mythos TomeTale, one Mythos spell, and one Mythos pig.Production Values: Plain
Pros# Some pigs are destined for bigger things. Are the Investigators?# Mini-scenario for Cthulhu Dark Ages # Short, sharp, encounter# Easy to slot into a campaign or between scenarios# Easy to adapt to other times and settings# Potential convention mini-scenario# Mysopobia# Phagophobia# Swinophobia
Cons# Needs a slight edit# No village map
Conclusion# “That’ll do, Pig. That’ll do.” NO! It damned well, won’t do!# Short, strange swinishly scarey encounter that is easy to use no matter the time and setting

Monstrous Mondays: Giants Apes and Progress on Basic Bestiary 1

The Other Side -

 Editing continues to Basic Bestiary 1. Right now, I am working under the assumption that is will be one very large book for Vol. 1, currently subtitled: "Monstrous Maleficarum."

How big?

Well. Right now, it is at 340 pages and 138,000 words.  That is not counting art or introductory text.  Or problems like what I have today.

As I am editing and sending stuff out of peer review and editing, I am also seeing more gaps. Not gaps in content per se, but gaps in things I wanted but forgot to add. This next monster is a pretty obvious one to me. 

One of the biggest reasons I wanted to do my own monster book was largely due to a love affair with monsters since I was a child. My mom always had great horror stories to tell us while growing up, and more than a few monsters in BB1 were her ideas. But my dad and I watched all sorts of horror movies together. In particular, we loved what I called "Monster Movies," which featured a monster or creature. Among these were of course a lot of "Dracula movies," Godzilla, and one of the first movies I can ever remember watching with my dad. The 1933 King Kong. I have seen every Kong movie since then and the always remind me of sitting down when I was little and watching them with my dad.

The fact that my first pass of the Basic Bestiary didn't have a Giant Ape in it is criminal. 

Now in my defense I was sure that Giant Ape had already been done in the classic monster books. But it turns out it wasn't. Well, today, I will change that. 

This is also the format I plan to use for the Basic Bestiaries. Some "Advanced" information here is helpful and Descending and Ascending AC. I added a "To Hit AC 0" line and a line for Languages.  Also, each monster will get ability scores. AC, hp, and damage adjustments have all already been added.

ApeApe, Gargantuan
Gargantuan Beast (Primate), Very Rare

Armor Class: 0 [19]
Hit Dice: 14d8+56 (119)
Move:  360' (120')
Attacks: 2 fist (bash), 1 bite
Damage: 3d6+5 x2, 1d10+5
Special: Gargantuan size
To Hit AC 0: 4
No. Appearing: 1 (1)
Save As: Monster 14
Morale: 10 (NA)
Treasure Type: None
Alignment: Neutral (Unaligned)
XP Value: 2,300

Languages: Own

S: 24 I:W: 8 D: 10 C: 20 Ch:

The gargantuan ape is a rare and awe-inspiring creature to behold. It appears as an ordinary ape, though it makes more use of bipedal movement than a typical low-land gorilla, which also uses its forearms. There is also more than just a hint of intelligence in its eyes. The overall effect is one that this could have been, if not for its great size, some lost link between humanity and apes. Its most distinguishing feature, though, completely rules out this possibility. The gargantuan ape towers over ordinary apes and humans at an astonishing 25' tall. Thankfully, such creatures are rare and often only found in remote parts of the world.

The gargantuan ape's behaviors are similar to that of its smaller cousins. It eats prodigious amounts of plant food and lives in isolated plant-rich areas like rainforests and jungles. This creature is also known to add various animal life to its diet, likely resulting in their slimmer frames, like that of a carnivorous ape, and keener intellect. They are not hunters per se; their massive size prevents sneaking or ambush hunting, and they can typically pick up and eat any smaller animal. They are more opportunistic hunters. Culling herds of their weakest members. They typically eat giant-sized insects, large birds, or the occasional large lizard.  

These creatures are often found in "lost world" locations where explorers have also found great lizards of an ancient and bygone age (dinosaurs). Their battles with dinosaurs are awesome and terrifying to behold. Sometimes, they are even worshiped as gods by local primitive human populations.  

Gargantuan apes have no treasure. They have no concept of it and have no use for it. However, the land they live in is often filled with items collectors find valuable. In addition, and perhaps the most troubling, are their graveyards. Not only does this mean these creatures are intelligent enough to have a concept of death and rituals around them, but also what some of these remains imply. There have been skulls located in these burials that suggest that some of these creatures grew to 150' or more in height. Some of the largest skulls have even been decorated to honor the dead. Others still have damage to them, suggesting an even larger predator with large, sharp teeth.

--

Currently, I do not have a solid publication date for Basic Bestiary 1 save for sometime this year.

Miskatonic Monday #266: Monsieur Deloffre Has Gone Quite Mad!

Reviews from R'lyeh -

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

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

—oOo—
Name: Monsieur Deloffre Has Gone Quite Mad!Publisher: Chaosium, Inc.
Author: Cameron Hays

Setting: Paris, 1830Product: One-shot
What You Get: Twenty-eight page, 24.24 MB Full Colour PDF
Elevator Pitch: Les Misérables meets the Mythos (singing optional)Plot Hook: Madness, Monarchy, & the MobPlot Support: Six pre-generated Investigators, six NPCs, two maps, one Mythos spell, and one Mythos monster.Production Values: Excellent
Pros# Intriguing historical background and setting# Potential convention scenario# Nicely done NPCs
# Nicely done pre-generated Investigators# Dementophobia# Submechanophobia# Phasmophobia
Cons# Needs a slight edit# Plot outline could be clearer# What does the invisible body feel like?# No NPC stats# No mob rule
Conclusion# Intriguing background and set-up supports a solid plot # Lack of mechanical development undermines the ease of use

The Lay of the Lone-lands

Reviews from R'lyeh -

There are certain parallels to be drawn between Tales from the Lone-Lands and Tales from Wilderland. Both are, of course, supplements for The One Ring, the roleplaying game set in Middle-earth between the events of The Hobbit and The Lord of the Rings, and both are by Gareth Ryder-Hanrahan. Of course, Tales from the Lone-Lands is for The One Ring: Roleplaying in the World of Lord of the Rings, the second edition published by Free League Publishing, whereas, Tales from Wilderland is written for The One Ring: Adventures Over The Edge Of The Wild from Cubicle 7 Entertainment. Both have companion volumes which greatly expand upon the regions where they are set. Thus, Tales from the Lone-Lands has Ruins of the Lost Realm, the regional guide to the lands of southern Eriador, and Tales from Wilderland has The Heart of the Wild, the regional guide to the lands bordering Mirkwood, which is also a companion to the campaign, The Darkening of Mirkwood. Further, Tales from the Lone-Lands and Tales from Wilderland are both campaigns that work as anthologies. In other words, all of their scenarios can be run separately, but to get the absolute best out of them, the Loremaster should run them as a campaign. Lastly, both Tales from the Lone-Lands and Tales from Wilderland present ancient threats from the north.
Tales from the Lone-Lands is actually the first collection of adventures for The One Ring: Roleplaying in the World of Lord of the Rings, as Ruins of the Lost Realm presented a number of major Landmark locations replete with important individuals at each, and the grand plots that will play out and befall the region if the Player-heroes do not get involved and nothing is done to stop them. Instead of pre-written scenarios then, Ruins of the Lost Realm contains numerous plots, both immediate and long term, that the Loremaster can use and develop for her campaign. Tales from the Lone-Lands contains six adventures, each of which should provide two or three good sessions’ worth of play, which together will take the Player-heroes back and forth across Eriador—and beyond. Together, they will locate and confront the Hill of Fear, an ancient and blighted site where the Witch-king of Angmar performed foul rites to darkness, and as Third Age wanes and great evil waxes once again, the shadow cast by the hill promises to rise up and engulf all of Eriador. A hero once swore to defeat the darkness that is the Hill of Fear, but his courage failed and he fled, and though he sought inspiration and guidance to return, he never did. Thus, his oath remains unfulfilled, but there is another who may be equal to the task, who will discover his ancestor’s intent and take up the oath, make the journey to the far north, defeat the darkness, and so become a hero worthy of his ancestor, if not more. This will be a Player-hero, who as part of the play of Tales from the Lone-Lands becomes ‘the Heir’. Ideally, this should be a man or woman, either of Bree or a Ranger, although alternatives are suggested for a Dwarf or Elf Player-character. The aim here is not for the story to focus on ‘the Heir’, but on the fellowship he is part of as its other members aid him in his quest. Indeed, whilst the campaign acknowledges ‘the Heir’ at certain points, it does not focus on him very much.

The anthology opens with ‘A Troll-Hole, If Ever There Was One’. It begins in Bree, at the Prancing Pony, with the Player-heroes being inveigled into accompanying a chirpy Dwarf and his dour and bedraggled Man companion to locate a buried treasure hoard. The question is, can they be trusted? Well, of course not. However, neither Man nor Dwarf are exactly villainous and there is a lot more going on than simple villainy. The scenario does not take the Player-heroes very far, but it serves up nasty monsters, desperation, and a chance at redemption. All of which takes place in a rain sodden, boggy valley. One of the issues with the scenario is that the players and their heroes are unlikely to trust either NPC, but the scenario addresses this, suggesting how the NPCs might react under the questioning of the Player-heroes. It is a solid start to the collection.

‘Messing About In Boats’ takes the Player-heroes and The One Ring: Roleplaying in the World of Lord of the Rings in totally unexpected direction—to sea, and in doing so, it begins the campaign proper. Heading to port of Lond Dear on the southwest coast of Eriador, one of the Player-heroes is grabbed by one of the kingdom’s champions, a Hobbit knight, and dragged before the queen. Not because he has done something wrong, but because he has been seen in a vision by a local seer. This is of the Player-hero—‘the Heir’—standing on the shore of lonely island, a great dark sword in his hand. The queen decides that this warrants investigation and the Player-heroes are ferried up the coast of Eriador and out further than they would have ever imagined travelling (unless they were an Elf) by a fisherman who has motives of his own, wanting to find his missing daughter. Their destination is the Isle of the Mother, and here the Player-heroes will encounter hunters from the very far north, a long-abandoned Númenórean fortress, and the first signs that the reach of the Hill of Fear is greater than they had imagined.

‘Kings of Little Kingdoms’ returns the Player-heroes to land and a small, but engaging scenario that plays on the reputation of Gandalf. Back in Bree, the Player-heroes are accosted by a woman complaining that as adventurers they have done nothing about her son and worse, they probably know Gandalf. Her problem is that her son ran off to join the wizard, who was hanging around Bree two weeks before, on promise of the discovery of buried treasure and has not returned. Of course, the Player-heroes are going to look bad if they do nothing and so upon investigating, begin to realise that something is amiss. The trail leads east of Bree, to an isolated farm and its family headed by a cantankerous old man who is definitely not pleased to see the Player-heroes, even if they do offer him help with attacks his farm is under. Numerous options are given as what might happen, but alongside the mundane, if slightly silly plot of the young man having run off in search of adventure, there is something much darker going on—the spreading influence of the Hill of Fear which plays upon the personalities of the NPCs.

‘Not to Strike Without Need’ begins with the Player-heroes on the road to the water-logged city of Tharbad in southern Eriador, which is fully detailed in Lone-Lands has Ruins of the Lost Realm. They are escorting a criminal to the city in the hopes of exchanging him for a visiting merchant who is currently imprisoned there for non-payment of fines. Yet it turns out that the criminal might actually have changed his ways because he has been aiding the Rangers including getting messages in and out of Tharbad where the Rangers are greatly mistrusted. Which sets up a dilemma for the Player-heroes. Are they willing to let a possibly reformed criminal suffer the ill-justice to be found in the city in order to arrange the release of another? There is the possibility too of the Player-heroes being imprisoned for non-payment of the random fines levied by the city guards, so essentially, the scenario becomes a break-in and a break-out as the Player-characters sneak into the partially ruined Fortress of Garth Tauron, locate the prisoners, and get out again. However, the prison is so large, it has to be explored to find the location of the right cells. This is done in narrative rather than by running a dungeon-type crawl. Once the Player-heroes have escaped the city, preferably with the latest message from the Rangers’ spy in Tharbad, the scenario switches to a hunt for the subject of the message—a Man travelling in lands that even the Rangers tend to avoid. It will be revealed that he has some interest in the Hill of Fear, but what they interest will remain a mystery.

The Player-heroes are asked by a Dwarves friend, Floki, to deliver a message to his brother in the fifth scenario, ‘Wonder of the Northern World’. In the far northwest of Eriador, they discover tragedy as the brother and his settlement of fellow Dwarves has been sacked and spoiled by an Orc warband as part of the opening plans of Sauron to defeat all the Free Folk. The scenario is more open than the previous ones, with the Player-heroes having multiple courses of action rather than a more obvious one. There are some great set pieces in the scenario—a chase across the Lone-lands after the Orc warband, a great council with the Dwarves of the Blue Mountains, and an attack on the Fort of Blood, an ancient fortress from the days of the Witch-king of Angmar, now home to a servant of Sauron! This can be done by force of arms if the Player-heroes mange to raise a Dwarven host in the council, or they can use stealth. There are rules for both, but at the end the Player-heroes will learn that that the servant of Sauron—who of course, gets away—has plans of his linked to activities that they will already be aware of.

The sixth and final scenario in Tales from the Lone-Lands is ‘The Quest of Amon Guruthos’. This takes the Player-heroes into unknown territory once again. This is Forodwaith—the northern waste—and it requires a great expedition rather than the simple toing and froing of the previous scenarios. With the help of the tribesmen that they met on the Isle of the Mother in ‘Messing About In Boats’, the Player-heroes can track east in search of the Hill of Fear and then a way to approach it successfully from yet another unexpected source and an utterly unexpected encounter! This is with the scenario’s villain and is a great moment in the campaign, giving the Lore-master a fun NPC to portray and a chance to portray him in a situation other than the big final encounter and when he and the Player-heroes are on equal footing. The scenario and the campaign will come to an end with the Player-heroes first approaching and then descending into the Hill of Fear. This a foul place, once from which they are unlikely to return from unscarred such is the malevolence of the Shadow here. As they are assailed from within and without, it is likely their strength of character that will save them, though numerous methods are suggested as to how the Hill of Fear might be defeated.

Tales from the Lone-lands works better as a campaign than it does as an anthology of scenarios. Really, only ‘A Troll-Hole, If Ever There Was One’, ‘Kings of Little Kingdoms’, and ‘Not to Strike Without Need’ work effectively when run on their own. The other scenarios are key to the campaign and cannot be effectively untied from it. So there is scope for just an anthology of scenarios, all unconnected, still. The format also leaves room aplenty for the Loremaster to insert her own scenarios and that does not take into account the plots given in Ruins of the Lost Realm that she interweave between that of this campaign. That may prove to be helpful since the campaign as a whole does feel quite short and it does feel as if it should be longer. What the campaign does fail to address are the consequences of the Player-heroes’ actions. What happened if they succeed? What happens when they fail? These are really the only issues with Tales from the Lone-lands. Other than that, there is good Loremaster advice throughout and there are notes on adjusting the starting points of each of the scenario’s depending upon the Player-heroes’ locations and patrons.
Physically, Tales from the Lone-lands is a fantastic book. It looks great and the artwork is very, very good. The depictions of moments where a Player-hero hides behind a pillar in a cellar as a wight hunts him and a mighty troll lolls on a lakebed as she stretches her arms up out of the water to attack a raft full of Player-heroes are both genuinely scary. That said, the maps are not often as good as they could be, the Loremaster often wanting more detail. In many cases, the maps given, all of them Landmarks, so representative rather than mapped out to the inch, will be used narratively rather than mechanically.
Tales from the Lone-lands captures the bleakness of the period between the events of The Hobbit and The Lord of the Rings, when the darkness was again growing and spreading across Middle-earth. The Player-heroes have a chance to hold some of that back with Tales from the Lone-lands, far removed from the traditional manoeuvrings of the Dark Lord of Mordor, but that attempt will be grim and terrible and the likelihood is that even if they succeed, the Player-heroes will come away scarred and marked with the Shadow. Being a hero and helping to save even some of the land is not without its consequences.

The Other OSR: Miseries & Misfortunes III

Reviews from R'lyeh -

Miseries & Misfortunes is a roleplaying game set in seventeenth century France designed and published following a successful Kickstarter campaign by Luke Crane, best known for the fantasy roleplaying game, Burning Wheel. Notably, it is based on the mechanics of Basic Dungeons & Dragons. Originally, Miseries & Misfortunes appeared as a fanzine in 2015, but its second edition has since been developed to add new systems for skills, combat, magic, and more. However, the underlying philosophy of Miseries & Misfortunes still leans back into the play style of Basic Dungeons & Dragons. For example, the differing mechanics of rolling low for skill checks, but high for combat rolls and saving throws. Plus, the Player Characters exist in an uncaring world where bad luck, misfortune, and even death will befall them and there will be no one left to commiserate or mourn except the other characters and their players. Further, Miseries & Misfortunes is not a cinematic swashbuckling game of musketeers versus the Cardinal’s guards. It is grimmer and grimier than that, and the Player Characters can come from all walks of life. That said, it is set in the similar period as Alexandre Dumas’ Three Musketeers and Twenty Years After, so will be familiar to many players. The other major inspiration for Miseries & Misfortunes is Les Misères et les Malheurs de la Guerre, a set of eighteen etchings by French artist Jacques Callot that grimly depict the nature of the conflict in the early years of the Thirty Years War.

Miseries & Misfortunes – Book 3: The Sacred & The Profane is the third of the roleplaying game’s rulebooks. The first, Miseries & Misfortunes – Book 1: Roleplaying in 1648 gives the core rules for the roleplaying game, and the second, Miseries & Misfortunes – Book 2: Les Fruits Malheureux provides the means to actually create Player Characters, and together they make up the core rules. Miseries & Misfortunes – Book 3: The Sacred & The Profane does two things. One is that it provides the rules for learning and casting various types of magic and the other is a set of Lifepaths for both religious and arcane character types. The Game Master can make use of some of the Lifepaths without making use of the rules for magic.

Magic in Miseries & Misfortunes can only be learned through the reading and studying of the written word. This is primarily from grimoires which contain hidden truths far beyond that of the two divine books of Christianity—the Book of God and the Book of Nature. This knowledge is called ‘Gnosis’ and it is required to perform rituals, cast spells, and mix formulae. Through Gnosis, a practitioner can study the physical and metaphysical properties of the world and learn to alter numerous substances through Chymistry; Goëtia to summon and command demons; Necromancy to affect the world, particularly spirits and the dead; Theology to understand and communicate with the divine to invoke prayers of one’s faith; and Theurgy to summon and bind aerial spirits or angels. There are parallels certainly in the study of ‘Gnosis’ and the Mythos of Call of Cthulhu, but with differences. One is that there is no Sanity loss for reading the grimoires in Miseries & Misfortunes, but the other is that where a Player Character will know how much Cthulhu Mythos knowledge his Investigator has, a Player Character in Miseries & Misfortunes does not. Instead, it is kept secret by the Game Master.

Miseries & Misfortunes – Book 3: The Sacred & The Profane lists some one-hundred-and-forty grimoires. Most have a language requirement to be read, and any attempt to read a grimoire can lead to a successful interpretation or a misinterpretation. The reader who misinterprets a grimoire can attempt to read it again, but the amount of Gnosis he can learn from it is reduced. If this happens too many times, the grimoire actually becomes useless. A reader’s Gnosis also needs to be high enough to be able to interpret the grimoire, which takes time. However, a failure to misinterpret can lead to a long period of meditation without learning anything, the learning of false knowledge, and again, the degradation of the text. The process takes time, whatever the outcome. Another way of gaining Gnosis is through appreciation of great art and beauty, though the Player Character needs to be open to this rather than being stubborn.

Once learned, Gnosis represents the degree of knowledge a practitioner knows, no matter which tradition he follows or studies, each of which has its own skill. Chymistry includes a list of chymical formulae; Goëtia comes with a list of demons, their form and office—the latter the purview of their powers, and Demons can only be summoned at certain times of the day; Necomancy a list of highly detailed spells; Theology divides its prayers between those used by Catholics and those used by Protestants; and Theurgy, a surprisingly short list of Angels and their offices. Notably, each of the practices has its own set of unintended results and catastrophic results, many of which are quite amusing. In addition to the major difficulties of learning and casting, there are social challenges in learning Gnosis. Many of the traditions have been declared heresy and practitioners are hunted by the Inquisition.
The particular tradition that a practitioner studies depends on the Lifepaths they have followed. Miseries & Misfortunes – Book 3: The Sacred & The Profane includes five new Lifepaths. These are Exorcist, Jesuit Priest, Occultist, Protestant Pastor, and Philosopher. Thus, the Exorcist studies Goëtia, the Jesuit Priest and the Pastor Theology, the Occultist both Goëtia and Theurgy, and the Philosopher, Chymistery. All five begin a six-sided die’s worth of Gnosis.
Physically, Miseries & Misfortunes – Book 3: The Sacred & The Profane is well presented and written, and although it does include some examples, these feel underwritten in places. It is illustrated with a period artwork and etchings which helps impart its historical setting. If it is missing anything, it is an index, but at just forty pages, this is not too much of an issue.

Miseries & Misfortunes – Book 3: The Sacred & The Profane provides a solid set of rules for adding ‘magic’ to the world of Miseries & Misfortune, although it is not really magic or even as simple as magic. In many cases the practitioners are dealing with the profane and the heretical, so dangerous both metaphysically and socially. It also takes time to research and interpret, so it involves more effort and work than most magic systems, so more commitment upon the part of the players and their characters. Of the traditions, Theurgy does feel underwritten, but the others are nicely detailed, and if there is anything missing, it is a Nun Lifepath and notes for Gnosis studying NPCs. Otherwise, Miseries & Misfortunes – Book 3: The Sacred & The Profane expands its Early Modern France setting both mechanically and thematically adding dangerous knowledge.

Stone Age Science Fantasy

Reviews from R'lyeh -

Primal Quest – Weird Stone & Sorcery Adventure Game is a roleplaying of a Stone Age that never was, inspired by Edgar Rice Burroughs’ The Land That Time Forgot and The People That Time Forgot, Quest for Fire and One Million Years, B.C., Thundarr the Barbarian, Horizon Zero Dawn, and the Cavemaster RPG and Hollow Earth Expedition. This is a world in which humanity survives alongside dinosaurs and other creatures and ancient secrets and aliens lurk, the Player Characters as warriors and hunters, shamans and sorcerers, exploring an environment dominated by a natural untrammelled by mankind. Designed by Diogo Nogueira because of his love of dinosaurs and published by Old School Publishing, the core rules for Primal Quest – Weird Stone & Sorcery Adventure Game are presented in Primal Quest – Essentials. Besides a surprisingly thorough bibliography, this includes a simple set of mechanics using six-sided dice designed to handle both consequences and narrative control, character creation, survival and exploration, sorcery, and a complete mini-hexcrawl that encompasses twelve, lightly-detailed locations, that introduces the World of Thaia. In addition, Primal Quest – Weird Stone & Sorcery Adventure Game is not only supported by its own licence enabling others to write and publish for it, but also its own series of supplements, including The Primal World of Thaia fanzine.

A Player Character in Primal Quest – Weird Stone & Sorcery Adventure Game has three attributes—Body, Mind, and Heart. These can be negative values, but typically range in value between 0 and +3, though can be higher through experience. He has five Tags, one each for his Concept, Talent, Motivation, Relationship, and Trouble. His Vitality represents his Hit Points, whilst his Defence is dependent upon armour worn and shield carried. To this are added name, gender, looks, and personality. To create a character, a player divides three points between the three attributes, to a maximum of +3. A bonus attribute point can be gained by lowering one attribute to -1. He defines his five Tags and the five aspects of his character, and then chooses an equipment option. Three are given, one each suitable for a warrior with more weapons and armour and shield, one for a hunter with hunting tools, and one for a sorcerer or shaman with three foci for casting spells.

Name: Dres’zhi
Body -1 Mind +3 Heart +1
TAGS: Curious Shaman (Concept), Secrets (Talent), To Prove Herself (Motivation), Cantankerous Master (Relationship), Mother (Trouble)
Vitality: 9
Defence: 1
Equipment: wood spear, light armour, arcane foci (Fire, Spirit, Life), three torches, fire, three units of Food, three units of Water.

Mechanically, Primal Quest – Weird Stone & Sorcery Adventure Game uses pools of six-sided dice, needing several of two different colours. One colour is Positive Dice, the other Negative dice. A player always rolls one of each die type. More Positive Dice can be gained by invoking a Tag, which can be a Player Character’s own, or come from an item of equipment, the environment, and even an opponent. Extra Effort, gained by sacrificing Vitality, provides further Positive Dice. Further Negative Dice can also be added to the pool, whether from poor equipment, difficult terrain, or spell or monster effect. Once the combined pool is rolled, the value of the highest Negative Dice is subtracted from the value of the highest Positive Die. The value of the appropriate Attribute is added to the resulting value and compared to the Difficulty of the task, which ranges between zero and moderate and six or Legendary. The default is zero, but it is otherwise determined by a stat, such as an Attribute, Defence, and so on. If the final value is equal to, or greater than the difficulty, the character succeeds.

The degree of success, or Effect, of a task, is determined by subtracting the result from the Difficulty. In addition, a Player Character can benefit from Boons and Setbacks. A Boon is gained for rolling a six on a Positive Die, a Setback for rolling a six on a Negative Die. A Boon can be used to add an extra Stat if appropriate to the result, give an extra Positive Die to another Player Character’s action, impose a Negative Die on an opponent, or to gain insight about a situation. A Setback can grant an extra Stat if appropriate to an opponent’s result, add an extra Positive Die to an opponent’s action, inflict a Negative Die on the Player Character’s next action, or add a negative consequence to the current situation.

Combat uses the same mechanics, with an opponent’s Defence value, derived from his armour, determining the Difficulty. A shield blocks an attack entirely, but used to block too many attacks and it will break. Weapons inflict either one, two, or four points of damage depending upon their size, plus the Effect value of the attack roll. Combat can be short and brutal, but the healing rules are fairly forgiving.

The primary resources in the game are food and water, and Player Characters need one of each per day to survive. The primary means of exchange is barter, and there are simple rules for encumbrance and material durability, which includes bronze—though not copper—as well as wood, stone, and bone.

Sorcery requires two things—an Arcane Focus and an associated word. The latter can be ‘Fire’ or ‘Truth’ or ‘Grasp’, and once a focus—a particular object like a stone with a hole through it or a piece of carved leather or bone—it cannot be used with another word. That said, different foci and their words can be combined for different spell effects. Primal Quest – Weird Stone & Sorcery Adventure Game does not include spell lists, but instead a sorcerer decides upon the desired spell effect and describes how he is using the Arcane Focus to cast it. Once a player has described the spell that he wants his character to cast, the Game Master decides whether it is a Cantrip, Invocation, Ritual, or Miracle, each one more difficult to cast than the last.

For the Game Master there is the recommendation that safety tools be used and several pointers of good advice. Much of it will be obvious to an experienced Game Master, but useful, nonetheless. Further rules cover opponents, exploration, getting lost, camping, and so on. Half of Primal Quest – Weird Stone & Sorcery Adventure Game is dedicated to ‘Mother’s Vale’, a ‘Weird Stone & Sorcery mini-Hexcrawl’. To the north lies Father Mountain rich with life upon its slopes; to the south in the Deep Jungle the Mother Tree upon which grows fruit that can restore life to the dead, to the west the Fanged Hills that smell of fear, sweat, and death; and to the east, lies the Tower That Fell, a strange organic structure that left a ravine and Mother’s Mounds, a series of ravines that stretch for miles and lead beneath the vale where the remains of ancient, non-human civilisations can be found. There are twelve locations strewn across Mother’s Vale, each given a broad description, a combination of a problem, a secret, a danger, or a special detail, and a table of random encounters. The latter ranges from tribesmen from the three humankind villages in the Mother’s Vale, aurochs, and Triceratops to Argentinosauruses, a Giganotosaurus, and Devouring Chaos Beasts via Red Gorillas, Yeti, Giant Constrictors, Brachiosauruses, and a whole lot more. These encounter tables also serve as the bestiary for Primal Quest – Weird Stone & Sorcery Adventure Game.

Although obviously an anachronistic mix of Stone Age man and dinosaurs, in very Ray Harryhausen fashion, Primal Quest – Weird Stone & Sorcery Adventure Game is also a Pulp adventure setting, a lost world of sorts which mixes in elements of Science Fiction too. Much of these require further development upon the part of the Game Master, as the ‘Mother’s Vale’ is drawn in quite broad detail. Once that is done, the Game Master can add an adventure site or two and be in position to respond to what the players and their characters want to do. That said, there is plenty of further content available for the roleplaying game, plus each of the three villages in Mother’s Vale—the obvious starting point for any campaign—has a problem that can easily serve as a hook for the Player Characters.

Physically, Primal Quest – Weird Stone & Sorcery Adventure Game is well done. It is lightly illustrated, but the artwork is decent, whilst the cartography for Mother’s Vale is engaging. It does need an edit in places and feels slightly underwritten in others.

In terms of tone and to an extent play style, Primal Quest – Weird Stone & Sorcery Adventure Game is like an Old School Renaissance roleplaying game, but mechanically, it is anything but that. Its dice pool mechanics are far more modern and its narrative controls in the form of Boons and Setback are distinctly opposite the mechanics you would find in an Old School Renaissance retroclone. That aside, Primal Quest – Weird Stone & Sorcery Adventure Game is a solid Pulp-style Stone Age-set roleplaying game in which its Science Fiction and Fantasy elements and thus many of its stories are wrapped up as mysteries for the Game Master to develop and make her own.

Friday Fantasy: Galileo 2: Judgment Day

Reviews from R'lyeh -

Galileo Galileo is famous as the astronomer who attracted the ire of Pope Urban VIII and the Catholic church and the Roman Inquisition by championing Copernican heliocentrism, the concept of the Earth rotating daily and revolving around the Sun, rather than the Aristotelian geocentric view that universe revolving around the Earth. Tried for heresy, in 1633, he was condemned and sentenced to house arrest, remaining in his villa outside Florence until his death in 1642. What though, if Pope Urban VIII, deeply irked at an insult Galileo had insinuated at him in his work of 1632, Dialogue Concerning the Two Chief World Systems, believed that house arrest was too good for the heretical natural philosopher? How far would the Holy Father go in order to have his revenge? Would he commission a clockwork automaton that would tramp the halls of Galileo’s villa, tormenting him verbally and playing tricks on him, day after day? Well, to be fair, very probably not, but since this is the set-up for a scenario for Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess, it is safe to assume that this did happen and the Player Characters got caught up in it, because otherwise, there is no scenario. The scenario in question is Galileo 2: Judgment Day, which if you are thinking the title of which sounds an awful lot like Terminator 2: Judgement Day, you definitely have some idea what this scenario is about, because it does involve Galileo and it does involve a big, near unstoppable, clomping robot. Just not from the future.

Galileo 2: Judgment Day takes place roughly in 1640. Galileo Galilei has been under house arrest for several years and the Inquisition maintains a steady watch on his villa, the Villa Il Gioiello, hiring spies to do so from a neighbouring house. The Player Characters are the latest to be hired to fulfil this role, discovering the pay to be a pittance and the house where they stationed, a mould and rat-infested tumble down ruin. The job is also boring. Nothing happens. Except on this summer’s night when strange noises are heard in the villa and then a figure runs out through the games. Followed, not long after, by a mountain of a man, heavy-footed, but determined. With the change in circumstances, do the Player Characters have the chance to take advantage of the situation and come out of it richer either than they were before or they would have been if nothing had happened? Their choices are simple? Do they ransack the Villa Il Gioiello, said to be home to untold riches? Do they race after the fleeing man, and then after determining who he is—most likely Galileo—work what to do with him then? Hand him into the Inquisition and collect the reward or let him go free because they believe him to have been unjustly imprisoned? And if they do let him go free, do they follow him, or do they take advantage of an empty house, to go back and ransack the Villa Il Gioiello and make off with any money and valuables that Galileo has left behind? Then what of the great bear of man, huffing and puffing after Galileo, taunting him all the way? Can he be stopped, bribed, or does he simply need to be bribed and done with it?

Galileo 2: Judgment Day takes places in the default setting for Lamentations of the Flame Princess Weird Fantasy Roleplaying of the Early Modern period, the first half of the seventeenth century. What it promises is a pair of one-shot adventures, but that is really not what it provides, because what Galileo 2: Judgment Day really sets up is a situation with a handful of options and another handful of endings. In one option, the Player Characters might see Galileo run out of Villa Il Gioiello and decide to burglarise the building and make a run for it themselves, being hounded by the Inquisition once the authorities realise what they have done and they attempt to fence their loot. In another option, they chase Galileo to nearby Florence, help his escape, and he rewards them with details about the Villa Il Gioiello and the many traps he has laid, letting them grab the loot. Alternatively, they capture Galileo, hand him over to the Inquisition and take the reward for doing so, and head for the nearest bar and get stinking drunk? These are the main options, but there are others too, including one where the Player Characters end up in the hands of the Inquisition themselves and face the possibility of torture and death—the table for that is just ever so slightly unpleasant—and another where the neighbours of Galileo decide the rob the Villa Il Gioiello before anyone else does. And that still leaves the unstoppable killing machine which has been tormenting Galileo and will stop at nothing to prevent his escape to Florence and beyond...

However, it is possible for the Game Master to run Galileo 2: Judgment Day as two separate things. For example, whilst the Player Characters chase after Galileo on the road to Florence, his neighbours could be attempting to loot the Villa Il Gioiello. To that end, several nosy neighbours are provided, who either turn up whilst the Player Characters are still there or could be played as would be looters with a little bit of development. They include a widow wanting to prove the capability of old people, a castrato who takes the opportunity to perform, an Ottoman mercenary, a gossipy chandler and his wife, and so on. These are simply drawn, but could developed into playable characters.

And then there is the Automaton or ‘L’Assassino Meccanico’. All six feet of it, a half-tonne of steel, and dressed in the best boots, wig, and cloak that money can buy. Designed to impersonate a man to the best of its abilities and then placed to taunt the poor Galileo for as long as he shall live. The thing is described in some detail, and comes with a table of twelve wrestling moves for the Game Master to roll on and randomly determine if it engages in combat. Galileo Galileo is similarly detailed, though as an NPC rather than a monster.

Galileo 2: Judgment Day includes the detailed background for Galileo’s situation, his means of escape, and the resulting chase from the Villa Il Gioiello to Florence, plus a set of encounters along the road in the dark. Possible events in Florence are also covered, including a case through its streets and encounters with the Inquisition. The Villa Il Gioiello itself is described in detail should the Player Characters decide they want to take advantage of the absence of its occupants. The description includes some really nasty traps, though of course, the Player Characters may avoid them should they help Galileo and he reward them with their particulars.

Physically, Galileo 2: Judgment Day is a short, clean and tidy affair. It is well laid out, and easy to read. The cartography is decent and the artwork is excellent. The illustration of the Automaton is particularly good and in combination with its portrayal by the Game Master with its booming voice, it should enforce its imposing nature.

Galileo 2: Judgment Day demands a greater suspension of disbelief than might be required in other scenarios. If that is achieved though, then all bets are off, and that includes quite where the events of the scenario and the Player Characters will end up. This is very player-driven scenario, with their decisions deciding which its parts will come into play. Go in one direction and only Villa Il Gioiello does, go in another and only Florence comes into play, although there is the possibility of the scenario coming back round from Villa Il Gioiello to Florence and then back to Villa Il Gioiello. Yet if it does not, there is possibility of using Villa Il Gioiello all by itself as a target of the Player Characters’ larceny. So there is the possibility that the Game Master could use the parts of the scenario rather than as a whole. The nature of the scenario also means that it is difficult to work into a campaign, but an inventive should be abale to come up with something suitable.

Galileo 2: Judgment Day—inspired as the author admits by Terminator 2: Judgement Day—takes the concept of the unstoppable robot killing machine and drops it into the last situation you would think of. It has the potential to be a classic slasher horror with a really weird premise that could be run as a one-shot and thus a convention scenario, or it swirl out of control and end up in another of the scenario’s various endings, which would probably take another session to play. Galileo 2: Judgment Day is a ridiculous, but still enetrtaining scenario, whose set-up is pleasingly detailed as are it various different endings.

—oOo—

DISCLAIMER: The author of this review is an editor who has edited titles for Lamentations of the Flame Princess on a freelance basis. He was not involved in the production of this book and his connection to both publisher and thus the author has no bearing on the resulting review.

Pocket Sized Perils #4

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For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” And just as with roleplaying games, this ever-shrinking format has been used for scenarios as well, to see just how much adventure can be packed into as little space as possible. Recent examples of these include The Isle of Glaslyn, The God With No Name, and Bastard King of Thraxford Castle, all published by Leyline Press.

The Pocket Sized Perils series uses the same A4 sheet folded down to A6 as the titles from Leyline Press, or rather the titles from Leyline Press use the same A4 sheet folded down to A6 sheet as Pocket Sized Perils series. Funded via a Kickstarter campaign as part of the inaugural ZineQuest—although it debatable whether the one sheet of paper folded down counts as an actual fanzine—this is a series of six mini-scenarios designed for use with Dungeons & Dragons, Fifth Edition, but actually rules light enough to be used with any retroclone, whether that is the Dungeon Crawl Classics Roleplaying Game or Old School Essentials. Just because it says ‘5e’ on the cover, do not let that dissuade you from taking a look at this series and see whether individual entries can be added to your game. The mechanics are kept to a minimum, the emphasis is on the Player Characters and their decisions, and the actual adventures are fully drawn and sketched out rather than being all text and maps.
Death in Dinglebrook is the fourth entry in the Pocket Sized Perils series following on from An Ambush in Avenwood, The Beast of Bleakmarsh, and Call of the Catacombs. Designed for Fourth Level Player Characters, the scenario is a gothic mini-mystery, much in the style of the Hammer Horror films or Warhammer Fantasy Roleplay. Although written for use with Dungeons & Dragons, its theme and tone make the scenario easy to adapt to other fantasy roleplaying games or even to the Victorian era. It does have some set-up requirements which limit its usefulness, in that it suggests that each of the Player Characters is ill at the beginning of the scenario, but these can be worked around. Perhaps an NPC is ill or one of the characters whose player is present is ill, and so on. Whichever of the Player Characters (or not) is ill, they are all travelling into the mountains to the isolated vale of Dinglebrook. Here, it is rumoured that a gifted healer named ‘Sirona’ can be found, one who is capable of curing whatever rare disease it is that ails them.

Upon arrival, it seems bar the local tavern, ‘Thin Fat Jim’s’, Dinglebrook is deserted and when the Player Characters do discover the locals, it turns out that they are all skeletons, although going about their normal lives, just as they did before their undeaths. After realising that the skeletons are not actually evil and do not want a fight, probably after the bones have knitted themselves back in order and the correct place, probably after the bones have knitted themselves back in order and the correct place—ideally to the sound of ‘Dem Bones Dem Bones Dem Dry Bones’—the Player Characters are going to be wondering quite what is going on in Dinglebrook. Which is when three stone golems, dressed as orderlies turn up and attempt to take them away... So, what has happened to the inhabitants of Dinglebrook? Who are the stone orderlies working for and where are they taking their captives? And lastly, where is ‘Sirona’ and why has she not cured all of this?

Flip through the few, but heavily illustrated pages of Death in Dinglebrook and the story will take the Game Master and her players and their characters to the village and the local tavern, ‘Thin Fat Jim’s’, and from there outside to look up the Abbey that looms over the village from the mountainside. To reach this the Player Characters will need to climb the mountain, but all the Game Master has to do is open up the pages of the scenario, flip it over, and pull it open. This reveals the abbey in all its glory, fantastically drawn in isometric style, with room descriptions round the edge and Sirona’s stats and roleplaying hints below. The abbey is no longer a place of worship, but part-hospital gone wrong and part-alchemical laboratory gone awry, overseen by stone, golem-like orderlies, and Sirona, would be healer driven to madness and monstrousness by her failure to heal the sick.

Death in Dinglebrook is straightforward enough, but its set-up is all for a standup, knockdown fight, without any scope for roleplaying. This is a pity, since there is the fun earlier of interacting and roleplaying with tongue-less and therefore speechless skeletons in the tavern, whereas Sirona is only given a motivation. Given the genre and tone of the scenario, she deserves more, and the Game Master should really seize the opportunity to let her explain her actions and motivations, and have her chew some scenery!

Physically, Death in Dinglebrook is very nicely presented, being more drawn than actually written. It has a cartoonish sensibility to it, that although it plays up the scenario’s tone and genre, lacks the humour of the previous releases in the Pocket Perils series. The combination of having been drawn and the cartoonish artwork with the high quality of the paper stock also gives Death in Dinglebrook a physical feel which feels genuinely good in the hand. Its small size means that it is very easy to transport.

Ultimately, the plot of Death in Dinglebrook is short, simple, and the whole thing can be run and played in a single session. It is not as sophisticated or as engaging as previous entries in the Pocket Perils series, and its set-up requirements are quite strict, which in combination, does limit its usefulness. That said, if the Game Master can meet the requirements for its set-up and is prepared to develop her portrayal of its villain, then Death in Dinglebrook is easy to prepare and run for a single session’s worth of play.

Review: N5 Under Illefarn

The Other Side -

N5 Under Illefarn My exploration of the Forgotten Realms continues with the next adventure on my list, N5 Under Illefarn by Steve Perrin.  I actually ran this adventure a while back at the start of my 5e Second Campaign long ago. My first real attempt at getting a Realms game going. While that game would end up in different directions, the adventure is still a solid one. 

N5 Under Illefarn

by Steve Perin. 1987. 50 pages, color covers (Jeff Easley) and maps (Stephen Sullivan), black & white art (Luise Perenne). 

I am reviewing the PDF and Print on Demand versions from DriveThruRPG. 

This is a "Novice Level" adventure and, likely due to timing, became connected to the Forgotten Realms.  It is also the first of the N series to feature the Forgotten Realms banner. Something similar happened to the H series on the other end of the level spectrum.

When I talked about Module N4 Treasure Hunt, I mentioned that it was a great starting adventure that missed a little of what also made B2 Keep on the Borderland so great. This is fine since we already had Keep on the Borderlands. N5 strikes a middle ground. There is a base of operations, plenty of "wild" areas to explore, and a hook. It also works as a direct sequel to N4. You can play it stand-alone (as I did in 2017) or as a follow-up.  Both have advantages.

Like N4, we are given an overview of the AD&D 1st Ed game, in particular the races and classes. Now, back in 2017, I said: "I am going to run it through like an AD&D game. So no tieflings or dragonborn. More gnomes, though, never have enough of those." That was a mistake in retrospect. If anywhere is open to Dragonborn, Tieflings, and all the new post-AD&D 1st-ed races (remember, tieflings are AD&D 2nd-ed), then it will be Faerûn.  There is a bit on how you all get to Daggerford and what happens once you are there. I admit I did not like the idea of the characters needing to be in the Town Militia until I started thinking of this adventure as akin to an episode of "Cops" or, more to the point, the parody "Troops."

The base of operations for the characters is the small frontier town of Daggerford. So, like the Keep. From here the characters can go on quick adventures and then come back. An idea implicit for B2 KotBL, but here it is baked in. 

Forgotten Realms, Starter Sets

The DM's section gives some background on the village of about 300 people and some 1,000 total living in the surrounding area. Sounds like where my wife grew up. The area and the city make are given. This includes many of the shops and building and what surrounds the village. There is even a bit on the "Big City" Chicago,  I mean Waterdeep. 

The main personalities of the town are also detailed. One of the things I had to used to (and get over) was that the Realms is about people. I can choose to use who I want. In 1987 this annoyed me, but in truth I was already switching my point of view then. Now? Now it is great. I mean, do I need to use Duke Pwyll Greatshout Daggerford? No. But why would I not want to? 

This covers about the first half of the book. After this are adventures.

What kind of adventures? Lots! The first page has the AD&D staple, the Random Encounter Tables. One of the outcomes is a Ceratosaur! Imagine this. You are a still a newbie adventurer. You just recently learned which is the pointy end of the spear and which is the end you hold. Now you are on milita duty, and someone finds dinosaur tracks on your very first day on what you were told was going to be dull work making sure kids don't steal apples in the marketplace.

Kudos to Steve Perrin for getting going. And that is just one random encounter. I mean there is also a hermit. Yes, I said he is the same one from the KotBL. Why not. There are also werewolves, which I am using later on. 

Among the detailed adventurers are a raid by Lizard Men (why I grabbed this in 2017 to be honest), basic Caravan duty, a kidnapped daughter of the Duke, and the titular Illefarn in the Laughing Hallow. The adventures range from a couple of pages to several. 

The best thing about this adventure. Well, one of the best things. You can run it in many short adventures to get new players into the game. Need to spend an extra hour explaining rules? No worries, do that and send them on Militia duty to guard a caravan against orc raiders. That's a solid session.

Note About the Pring on Demand Print

The PDF from DriveThruRPG looks great and served me well in 2017. Recently I also grabbed the Print on Demand copy from DriveThru. There is some dithering from lower resolution art being brought up to print quality, but the text looks like it has been redone so it is nice and sharp and easy to read. I should note that it is not all the art. Some look rather crisp and clear as well. They may have had some of the higher resolution versions still on hand.

Under Illefarn text
Under Illfarn, Print on Demand cover

Again, we have a great introductory adventure. Not just good to introduce people to the AD&D 1st Edition game but also a great way to ease into the Forgotten Realms. Waterdeep is too big of a bite for new players (and characters) and many of the "big names" are still too big. This is nice little village with some fun problems to solve. A taste of adventure. An appetizer in small portions OR more akin to Tapas or Dim Sum. Small plates that can add up to a nice full meal.

Sinéad's Perspective

"Just a small-town girl. Livin' in a lonely world..."

At the outset of these reviews, I said I wanted to explore the Realms through the eyes of a native, but one that was just as naïve as me. Sinéad is that character. 

She finally made it to the main land after surviving her own kidnapping and adventures in the Moonshaes and the Korrin Archipelago. And was absolutely broke. Like I said, at first I balked at the idea of forcing the characters into the Daggerford Militia, but in truth it works very well. Sinéad, given she knows how to play an instrument was given the job of trumpeter. She at least gets a spear too. 

This actually works. I went back to look over her Baldur's Gate 3 setup and her background there was Militia as well. This was before I knew I could change it. So, yeah. I guess that is what I am doing.

When my oldest son gets off of work from his bakery job (he is a pastry chef and a damn good one) we work out what these characters are doing and roll some dice. It has been great really.

So. Sinéad is in the Militia. She has a shiny new trumpet, a not-as-shiny new spear, and a blue tabard proclaiming she is part of the militia. If she is going to survive the Realms, she will need some friends.

My Realms Crew

So, who do we have here?

Nothing Like the Sun...

Up first is Rhiannon. Yeah, I am embracing the clichés here. But in my defense, I did start her up with that in mind.  She is a Dragon Magazine #114 witch. There is some evidence that Ed used the Dragon Magazine witches in his own game. She is a member of the "Sisters of the Moon" coven, something that will become important later on. If Sinéad is my Realms exploration character, and Larina is my witch exploration character, then Rhiannon is where they meet. Again. Expect clichés here. This my chance to go all out.  

I already decided that Sinéad honors Sehanine Moonbow as her personal Goddess, even above that of The Earthmother of the Moonshaes. Maybe this is one of the reasons she wanted to leave. Rhiannon knows about Sehanine. She also knows about Selûne and, oddly enough, Shar.  At this point, Sinéad doesn't know enough about Shar to find this odd. 

Rhiannon is not in the militia, but she is the friend of someone who is. 

Bad Moon Rising

The next character is an in-joke with my son and me, but I really liked where the character is going.  Arnell Hallowleaf is a male moon elf cleric of Selûne. He is in the militia as a healer. There are obvious reasons why Sinéad would seek him out. He is a cleric for starters, also he is the first full-blooded moon elf she has met other than her own mother. So, this has given her a chance to find out more about the moon elves.  Players of Baldur's Gate 3 might recognize this name. He is the father of Jenevelle Hallowleaf, aka Shadowheart, in the game. But that is not until DR 1492. Jenevelle is not born until DR 1447 and this is still DR 1358.  Arnell is a young elf. His future human wife, Emmeline, has not even been born yet. So maybe (taking a page from Sarek of Vulcan's book) Rhiannon (a human) is his current girlfriend/wife. Which? I don't know, I have not gotten there yet. 

I do know that at some point in this adventure, he is bitten by a werewolf and becomes one. His devotion to Selûne is what keeps his lycanthropy in check. 

Arnell HallowleafRhiannon

Both characters are here to let me explore some different ideas. Talking it over with my oldest, he suggested that if Johan were from the Realms, he would have been a cleric of Selûne. Arnell is not a Johan stand-in, but he will let me explore playing a cleric in the Realms. Rhiannon is my "don't just embrace the cliché, live it character." I'd love to see how far I can get with her as a "Dragon #114" witch. 

Sinéad and Arnell finish their tour of duty and, along with Rhiannon, venture out into the wide world.

1984: Toon

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—
It is interesting to note that two of the hobby’s mostly highly regarded humour roleplaying games were co-designed by Greg Costikyan and both were published in 1984. One, the dystopian Science Fiction roleplaying game, Paranoia, published by West End Games, was most obviously published in 1984, because after all, that was the year that George Orwell’s eponymous novel is set. The other was Toon – The Cartoon Roleplaying Game. Published by Steve Jackson Games, it was based on an original idea by Jeff Dee which was inspired by a conversation about genres that nobody had then yet designed roleplaying games for. As its title suggested, that genre was cartoons. Not the cartoons of Saturday mornings, but rather the short, sometimes violently anarchic cartoons of Warner Bros’ Looney Toons, Hanna and Barbera’s Tom and Jerry, and Walt Disney’s Silly Symphonies and others. This is a genre that almost everyone is familiar with, making the resulting roleplaying game incredibly familiar in terms of what you were playing and the world in which it took place. However, Toon also asked a great deal of its players in terms of how it was played, because in many ways it was asking them to do everything which other roleplaying games had taught them to do.

In almost every other roleplaying game, the player not only wants his character to survive, to grow, and to thrive, which invariably means plotting and planning, and taking the time to come up with the best tactics or strategy to achieve all three. Not so in Toon. Let alone the fact that a character in Toon cannot die—only fall down for three minutes of real time—the play is all about the immediate. What does my character want? How does he achieve that right now? What is the simplest and more direct way of getting that? It does not matter if that direct way is not the most logical, for it serves its purpose right now. So rather than ‘think before you act’, the credo of Toon is ‘ACT before you THINK’. The roleplaying game will even punish a player if he thinks before he acts or attempts to think before he acts, rendering his character Boggled and unable to do anything until his next turn. This is a roleplaying game played at high speed, even breakneck speed, in which the action passes from one character to the next in a flurry, in which Short Subjects and Feature Films always take place in Anytown, Outside of Town, The City, and Outer Space, where there is always a mailbox close by to receive that thing you just ordered, logic has a way of being illogical in an entirely logical way, coincidences are perfectly normal and to be expected, cause and effect might go one way for a character, but not another, and nobody reads the fine print until you write it and persuade everyone as to its veracity.

Toon – The Cartoon Roleplaying Game is a roleplaying game with a genre that everyone will know and will understand how its worlds work, supported by simple, fast-playing mechanics, good advice for the Animator—as the Game Master is known, and four Short Subjects and one Feature Film. One of the Short Subjects is designed to teach the game and so with a quick read through and copies of the characters ready, the Animator really could be running her first game in fifteen minutes.

A character can be anything. An ant, a robot ant, a sea serpent, a kangaroo, a pig, a parakeet, and so on. He can run and talk, take part in the Cartoon Olympics, go to Outer Space, and more, whether he is a Milkman, a Retired General, a French Chef, or a Cowboy. He has four attributes—Muscle, Zip, Smarts, and Chutzpah—which determine how strong, how fast, how intelligent, and how pushy he is. They are range in value between one and six. Each attribute has a number of skills, which range in value between one and nine. He will have a natural enemy, such as a cat for a dog or a park ranger for a bear; a Belief and a Goal, for example, “I hate elephants” and “Stop the hunter from hunting me in Rabbit Season”; a possession or two; and Shtick. A Shtick is an amazing ability that breaks rules. For example, a Bag of Many Things from which innumerable objects can be drawn, Shape Change, Hypnosis, and so on. Mechanically, they are rolled for just like skills to see if they work.

To create a character, a player rolls a six-sided die for each of the four attributes. Species, Occupations, Beliefs, and Goals can selected or rolled for, or selected, whilst Natural Enemies are always chosen. The base value for each skill is equal to its associated attributes, but a player has thirty points to divide between them. Alternatively, a character can have a Shtick, which costs five skill points and always begins play with a value of five. This cannot be increased during character creation, only later through experience. The process is quick and easy and takes five minutes.

Doctor Freuderick “It’s pronounced ‘Frederick’” von Mesenme (Actually Joe from Pittsburgh)
Species: Human
Natural Enemies: Patients and other doctors
Belief: I always know what is best for my patients
Goal: Get rich
Hit Points: 9

Muscle 3
Break Down Doors 3, Climb 3, Fight 6, Pick Up heavy Things 3, Throw 3

Zip 2
Dodge 7, Drive Vehicle 2, Fire Gun 2, Jump 4, Ride 2, Run 4, Swim 4

Smarts 5
Hide/Spot Hidden 5, Identify Dangerous Thing 7, Read 5, Resist Fast Talk 8, See/Hear/Smell 5, Set/Disarm Trap 5, Track/Cover Tracks 5

Chutzpah 6
Fast-Talk 9, Pass/Detect Shoddy Goods 9, Sleight of Hand 6, Sneak 6

Shticks
Hypnosis 5

Possessions
Medical Diploma from The Republic of Užupis University of Universal Study, Pocket Watch, Pipe (for bubbles), medical forms

Mechanically, Toon is simple. To undertake an action, the player rolls two six-sided dice, and aims to roll equal to or lower than the skill or attribute. It is a simple yes or no mechanic. Situations where there is an opposed roll, such as a fight or a chase or a competition, the outcome is determined by who rolls successfully and who fails. Thus, in a chase, the character who makes a successful roll with either Drive Vehicle, Run, or Swim will get away from the character who fails his roll, whereas if both make a successful roll or fail, neither makes any progress. Combat uses the Fight or Shoot Gun skills, with brawls and bust ups being opposed rolls. In general, if neither side is successful, that is, makes a successful roll whilst the other fails, then after three rounds of both making successful or failed rolls, both characters fall down exhausted. If a character is successfully hit in a fight or shot, then he suffers a six-sided die’s worth of damage. If he loses all of his Hit Points, the character will Fall Down. This is bad, but not actually that bad, because unlike every other roleplaying game, the character is not dead. Instead, he is out for the count, but can bound back, because that count is three minutes of real time. After that, the character and his player are back in the game with full Hit Points, ready to play.

The mechanical aim of play is to earn Plot Points. These actually reflect how well a player has roleplayed his character and served the genre of the Short Subject or the Feature Film. Each Short Subject and Feature Film has a budget to divide amongst the Player Characters at the end, but a player can earn more when his character makes another Fall Down, roleplays the character’s Beliefs & Goals, has his character make a Natural Enemy Fall Down, roleplays his character in a clever or entertaining fashion, and even for making the Animator laugh. Conversely, he loses them if he does not roleplay the character’s Beliefs & Goals or if the character is made to Fall Down by an NPC. Plot Points are used to increase a Player Character’s skills and shticks, including buying new shticks.

In terms of game play, Toon – The Cartoon Roleplaying Game begins before Player Character creation. This gives a description the base elements of the game, how the skills work, a quick introduction to Plot Points, and some advice the Animator. All this in preparation for ‘The Cartoon Olympics’, a Short Subject designed for the Animator and two players. Taking place in the Anytown Anydome, this sports event will see the Player Characters compete in boxing matches, javelin toss, and marathon to determine the winner. They will also have to deal with Judge Mole, who of course, is blind as and also armed with a deadly starting pistol, and a bunch of monkeys. Although intended for two platers, the Short Subject includes a quartet of potential Player Characters, such as Mack the Mouse, Olga Hippopovna, Fred Bulldog, and Fifi La Feline. This is an easy to prepare Short Subject that can be brought to the table very quickly.

It should be noted that Toon also emphasises adversarial play, a feature also shared with Paranoia. Player Characters can have conflicting goals even as they work collectively towards the objective of a Short Subject or Feature Film, but more often than not, they are directing competing against each other, as in ‘The Cartoon Olympics’, and unlike in other roleplaying games, there can be a winner. Offset that though, with the fact that Toon is designed for ephemeral, one-shot play rather than campaigns, so even if the same Player Characters appear in a subsequent Short Subject or Feature Film, the events or outcome of a previous Short Subject or Feature Film will not have any real influence on the next one.

Beyond both ‘The Cartoon Olympics’ and Player Character creation, Toon – The Cartoon Roleplaying Game explains how Beliefs & Goals, skills, and shticks all work, plus there is good advice on being the Animator. Ultimately, this boils down to keeping things moving, throwing in sound effects, playing to the genre, and transmitting the right atmosphere to her players. The advice also stresses that the most important aspect of being an Animator is to remember that the Animator is in charge, and that anything she says goes. That said, the Animator should always be open to ideas from her players and when it counts, she should act crazy.

Rounding out Toon – The Cartoon Roleplaying Game are another three Short Subjects and one Feature Film. The extra Short Subjects include ‘The Cartoon Olympics Strikes Back!’, which really just expands on ‘The Cartoon Olympics’ with a single page; ‘I Foogled You!’ sends the Player Characters into the jungles of Darkest Africa (conveniently located Outside of Town) in search of the famed Foogle Bird, which involves lots of swinging on vines with a Tarzan-like character and his wife; and ‘Spaced Out Saps’ in which members if the Space Aeronautics Patrol Squad or S.A.P.S., take a trip to the Moon (conveniently located Outside of Town) and investigate strange activity involving The Martian and The Martian Dog. The Feature Film is ‘The Better Housetrap’ in which the Player Characters are trying to hide out in a newly built house, only for them to discover that the house is actually robotic! Each one of the Short Subjects and the Feature Films can be played in a single session and each wears its inspirations firmly on its sleeves.

Physically, Toon – The Cartoon Roleplaying Game is cleanly, tidily laid out and organised. It is liberally illustrated with entertaining cartoon artwork. The roleplaying game is well written and easy to read and grasp.
—oOo—Toon – The Cartoon Roleplaying Game was reviewed not once, but twice by Dragon magazine. First by Michael Dobson in ‘New heights(?) in silliness’ in Dragon #92 (December 1984), in which the opening line is, “TOON™, The Cartoon Roleplaying Game, appears at first glance to be just an elaborate joke.” before he qualifies this with, “…TOON is a genuine good idea – an original (if unlikely) concept in role-playing – that is enjoyable, fastmoving, and incredibly silly.” Although critical of the roleplaying game’s use of Plot Points, which he felt were, “…[A] holdover from traditional role-playing games that doesn’t quite fit the TOON spirit. In a straight adventure game, a character’s potential to improve may be important as a tool to motivate the player and to keep a campaign going. In TOON, this approach doesn’t make sense. Cartoon characters never get “better.”” Nevertheless, Dobson described Toon as “Inspired silliness…” Jim Bambra would follow this up in Dragon #144 (April 1989) in ‘Role-Playing Reviews’. He described it as “…[A] classic – a game which deserves the attention of everyone looking for a dramatic change of pace and emphasis in their role-playing.” before concluding with, “The TOON game provides an excellent change of pace and a shift of emphasis away from the more serious role-playing games. I highly recommend it as an evening’s entertainment and as a cure to role-playing blues.”

In ‘Notices’ in Imagine No 21 (December 1984), Mike Lewis was equally as positive, concluding his review with, “Toon is a very refreshing change from the usual run-of-the-mill rpgs which have been appearing recently. The game very firmly puts a sense of humour back into rpgs. If you are interested in cartoons, then Toon is an essential purchase — but even if you aren’t, try it for a change. I am very impressed with the ideas behind this game and hope that it gets more support than most minority RPGs have done in the past. It deserves it.”

R.A. Greer reviewed Toon in Space Gamer Number 72 ((Jan/Feb 1985) and like Jim Bambra would four years later, described it as an antidote to the roleplaying blues, saying that, “TOON is a quick cure for all your roleplaying ills, a fast-acting balm to be applied directly to your funny bone, speeding you back to those uncomplicated days of roleplaying when it was fun!” His conclusion was equally as complimentary, stating that, “TOON is a gen for those willing to work with it a little bit. (The game should have been published with a qualified Animator stapled inside.) It may not replace the weekly fantasy game, but it’s great change of pace. It is also a great introduction to roleplaying for that new to the hobby and really allows experienced gamers to let down their hair. Almost all of TOON’s problems can be solved by applying this simple maxim: “If you want to do it, exaggerate it; if it’s simple, complicate it; if you’re in a jam, take all steps to make it worse.” Follow these simple rules and you’ll advance the plot and add to the fun. Congratulations to Steve Jackson Games on a job well done.”

None other than Larry DiTillio reviewed Toon in ‘Game Reviews’ in Different Worlds Issue 38 (Jan/Feb 1985), awarding the roleplaying three stars out of four and praising its writing, stating that, “[Greg] Costikyan has clarity, wit, and the good sense to be brief, as well as an obvious love for cartoons. The rulebook not only reads quickly and easily, it makes you eager to play the game.” He advised that, “Role-players of a basically serious nature and gamemasters who prefer rigid detail are advised to stay away. On the other hand, for a few hours of silliness, Toon can’t be beat and is a refreshing change from the ofttimes leaden pace of other role-playing games. It’s fast, it’s fun, it’s simple.”

Lastly, Toon was reviewed in ‘Open Box’ in White Dwarf Number 63 (March 1985) by Stephen Kyle, who awarded it nine out of ten. He concluded that, “For anyone who likes cartoons, then Toon is definitely worth looking into. It concentrates more on the Warner Brothers/Hanna Barbera type of American cartoon, rather than the more sophisticated British product like Dangermouse. Nevertheless, all of us have favourite cartoons or characters and Toon enables you to recreate them easily and with a lot of fun. I just hope it gets more support than most minority RPGs.”—oOo—
Toon – The Cartoon Roleplaying Game does have one single problem—and it is a big one. That is the degree of buy-in that a Game Master and her players need to have to play and enjoy Toon, the willingness to accept its implied anarchy and mandatory impulsiveness of ‘ACT before you THINK’, and to break the learned habits of playing roleplaying games. A player unwilling or unable to make that adjustment is not going to enjoy or appreciate the fun that Toon has to offer.

Toon – The Cartoon Roleplaying Game is and was a groundbreaking roleplaying game, because of its treatment of the cartoon genre and its humour, although numerous roleplaying games have visited its genre since. It is simple, even simplistic, but the simplicity of the rules and the mechanics means that Toon is incredibly easy to teach and just as easy to grasp, and when it comes to its genre, Toon has the most accessible, most familiar genre of almost any roleplaying game. After all, who has not seen a Looney Tunes or Tom and Jerry cartoon? Which absolutely makes it great for convention play. That said, whilst it can be used as an introductory roleplaying game, it is not written as an introductory roleplaying game, so is best suited to be run by an experienced Game Master who can adapt to its fast pace and over the top, silly play. Similarly, this is a roleplaying game whose speed and tone is something that experienced players will also have to adapt to in order to get into the spirit of the roleplaying game and its silly, cartoon humour. Essentially, this is not a roleplaying game which the Game Master simply decides to run—her players have to buy into the whole concept, big anvil, stick of dynamite, and all.

Toon – The Cartoon Roleplaying Game is undemanding fun that in the hands of a good Animator awards energy, inventiveness, and impulsiveness. Toon – The Cartoon Roleplaying Game is the roleplaying equivalent of a tonic, a great pick up and play roleplaying game that enables the players to engage in all of the mayhem and madness of their favourite childhood cartoons and after they Fall Down, get back up and dive right back in.

Mail Call Tuesday - Frightshow Classics Adventures

The Other Side -

 Got a a nice little treat in the mail yesterday.

Frightshow Classics Adventures

The latest print versions of the Frightshow (formerly Fright Night) Classics Adventures designed for Chill.

Included was a 2nd printing of my own The Nightmare!

This completes my print editions (so far) of all the Frighshow Classics Adventures from Yeti Spaghetti & Friends. I know a couple more are in progress now, including my Golem adventure, though they won't be out until the spring or later.

Frightshow Classics Adventures

PDFs are available at DriveThruRPG.

If you want a print version, send an email directly to Frightshow Classics at cryptworldrpg@gmail.com.

They are all quite fun and really great for any sort of Horror RPG.

Jonstown Jottings #88: The Bully Bird

Reviews from R'lyeh -

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

—oOo—

What is it?The Bully Bird is a “A monstrous predator packed into two pages” for use with RuneQuest: Roleplaying in Glorantha which presents a creature and three hooks to use the creature in a campaign that the Game Master can develop and run as a single session’s worth of play or possibly longer.

It is a two page, full colour 329.59 KB PDF.

The layout is tidy, the artwork rough, but serviceable.

The creature and the scenario hooks can be easily be adapted to the rules system of the Game Master’s choice.
Where is it set?As written, The Bully Bird details a creature found across Dragon Pass.

Who do you play?
The Bully Bird does not require any specific character type, but the Bully Bird is hated by Orlanth-worshippers in particular, and anyone who keeps alynxes, such as Odayla or Yinkin worshippers.
What do you need?
The Bully Bird requires RuneQuest: Roleplaying in Glorantha only.
What do you get?The Bully Bird details simple, but very large creature, roughly four times taller than the average man and the size of a mammoth. It is a giant bird that talks and pecks its way back and forth across Dragon Pass, able to fly, but only with the benefit of a running start. It will stalk and eat anything it likes, but not men, though it is capable of defending itself by pecking or grappling with its beak or flapping its wings in a strong strike. Having escaped into the mortal world from God Time following a botched heroquest, it has become both a terror across the region and a much desired trophy for hunters, who are seen as being either very brave or very foolish for wanting to hunt it. One reason to hunt are its magical feathers, which either make magnificent trophies or can be used to attract predators when hunting.

In addition to describing the Bully Bird, how it came to be in the mortal world, and giving its stats, The Bully Bird includes three plot hooks. These will have the Player Characters preventing it being accidently caught by Summons of Evil cast by a clan, the Bully Bird becoming infatuated with a Player Character, and the Player Characters becoming involved in an attempt to banish the Bully Bird. These are thumbnail descriptions at best, and the Game Master will need to undertake a fair amount of development to have something readily playable.
One aspect of the Bully Bird which would have have benefited from further development is the heroquest that enabled it to escape God Quest. That might have better prepared the Game Master who wants to run a heroquest to banish it or it might even set up the possibility of the Player Characters having performed the original heroquest that set the Bully Bird free in Dragon Pass!
Ultimately the usefulness of The Bully Bird will depend upon if the Game Master does not mind adding another creature to Glorantha, especially as one as ridiculous as the the Bully Bird, and does not mind developing the included scenario hooks.

Is it worth your time?YesThe Bully Bird adds a strange beast to Glorantha that can be seen lurking here and there throughout Dragon Pass before the Player Characters go hunting for it just as in Lewis Carroll’s The Hunting of the Snark.NoThe Bully Bird is just a bit too gonzo, even silly, and needs too much effort upon the part of the Game Master to effectively use.MaybeThe Bully Bird is fantastically absurd, a looming presence which reminds others of the dangers of heroquests gone wrong and with a bit of effort its plot hooks can be developed in something worth running..

Monstrous Mondays: Trollkönig (Troll King)

The Other Side -

 Playing around with different layouts for Basic Bestiary. I did a few, and I didn't like most of them. Not a big deal, I have time.

Right now, I am trying to figure out if I want to break up BB1 into smaller 64-page volumes or one larger one. I like the idea of smaller volumes. To round that out, I might need to develop a couple more monsters here and there. Again, not a big deal.

If I did break up BB1 into say three volumes, they would have about 120-130 monsters each. Do I break them up by themes or alphabetically? I guess I need to see how big it is when I am done.

The "theme" of Basic Bestiary 1 is "Monstrous Maleficarum," or monsters I have read about, used, or developed while working on my various witch books. There are also more than a few here from various monster books I loved reading as a child and spent some time hunting down as an adult. 

In any case here is a new one I worked on when I was supposed to be doing editing and layouts.

Troll King Arthur RackmanTrollkönig (Troll King)
Large Humanoid (Fey, Faerie Lord)

Armor Class: -5 [24]
Hit Dice: 18d8+108 (189 hp)
   Large: 18d10+108 (207 hp)
Move: 120' (40')
Attacks: 2 fist slams, 1 bite or 1 weapon (x2) or thrown rock, or roar
Damage: 1d12+5 x2, 1d8+5 or by weapon (x2) or thrown rock 2d12, roar for fear
Special: Magic resistance (45%), immune to  poison;  half damage to cold, can communicate telepathically, Magic +2 weapons to hit, regenerate, roar, summon trolls, sunlight sensitivity
No. Appearing: 1 (unique)
Save As: Monster 18
Morale: 10 (NA)
Treasure Type: C x20
Alignment: Chaotic (Chaotic Evil)
XP: 8,900

Languages: Elven, Sylvan, Telepathic, Trollspeak

The King of Trolls may not be the most eloquent or attractive of the faerie lords, but he is one of the most physically impressive.  He appears as a 13' tall troll of massive build. His skin appears to be a dense rock-like hide with patchy bits of hair and numerous scars from his many battles. His eyes, though, betray a keen and malign intelligence not seen in lesser trolls.

Like his subjects, the trolls, he attacks with fist slams and a bite. Though, unlike the lesser trolls, he is also intelligent enough to use weapons. He often chooses to use a giant battle axe doing 1d10+5 hp of damage per attack.  Like a giant, he can throw rocks. The Trollkönig can roar 3 times per day. This roar can cause fear (as per the spell) in any creature of 7 HD or lower, save vs. Petrification to ignore. Creatures less than 1 HD are not allowed a saving throw.  

As their king the Troll King can summon 3d8 trolls to his side. The trolls must be nearby, and they arrive in one turn.   

The King of Trolls also has 45% magic resistance, can only be hit by +2 or better weapons, and is immune to poison and only half damage from cold. This creature also regenerates like lesser trolls, but at an alarming rate of 10 hp per round; starting on the first round, he takes damage. Unlike common trolls, the Trollkönig can regenerate even from fire and acid damage. He can't regenerate if exposed to sunlight.

The Troll King is a powerful individual who has risen above the typical troll, ruling over a vast network of tunnels and caves with utter brutality. Driven by a twisted sense of hierarchy and ambition, the Troll King seeks to assert its dominance over anything smaller or weaker. It hoards treasures stolen from those unfortunate enough to cross its path.  The Faerie Lords tolerate the Troll King, not due to any sense of loyalty or familial ties, but because they often employ him to take care of their enemies and the physical fighting they can't be bothered to do themselves. 

There is a heated rivalry between the Troll King and the Goblin King, largely due to their respective subjects' own rivalries.

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