RPGs

Miskatonic Monday #187: Lost Light

Reviews from R'lyeh -

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

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

—oOo—
Name: Lost LightPublisher: Chaosium, Inc.
Author: Michał Pietrzak

Setting: A forest
Product: ScenarioWhat You Get: Twenty-four page, 892.62 KB Full Colour PDF
Elevator Pitch: The mystery of a lighthouse inland...Plot Hook: Discovery of a lighthouse in the forest!Plot Support: Staging advice, three handouts, one map, one NPC, and four Mythos monsters.Production Values: Decent.
Pros# One-on-one, one Keeper, one Investigator, one session investigation# Nice sense of the weird and unworldly# Another lighthouse scenario, but not at sea!# Three threats not one, separate to each other# Three separate threats provide flexibility# With effort could be interwoven# Strongly plotted# Xanthophobia# Angelophobia# Hotatsosphobia! Who knew?

Cons# Needs a slight edit# Strongly plotted# Another lighthouse scenario# Threats separate with no advice to interweave them together# Using one threat means the other threats cannot really be used for that player
Conclusion# Strongly plotted one-on-one scenario which offers three different threat options# Another lighthouse scenario for Call of Cthulhu, but weirder, more unworldly, and more flexible than usual

Dungeon Crawl Cataclysm

Reviews from R'lyeh -

As prophesised long ago, in the early years of the twenty-first century, a rogue object from outer space struck the Moon. This triggered a shockwave that fractured the very surface of the Earth and set off the Great Cataclysm. That though is only one story to explain the state that the land of Umerica finds itself in. There are many others, but if the inhabitants of cannot agree about how this world came about, they can agree that is no longer like that depicted in the archives of Hollywood. It is a world of savagery, cruel sorcery, and twisted science, with technology scavenged from the ruins of the past, stolen from aliens from outer space or other dimensions, or inspired by Hollywood and bodged together from scrap. Lying between the Northern Ice Wall and the Amazonian Sea, Umerica is a barren land, dry and dusty, crisscrossed by the shattered highways of the past upon which cars rust and decay, but there are green places to be found, around which cluster settlements and farms. There are larger metropoli too, some still broken and rusting ruins, home to marauding gangs and worse, but others have been reclaimed and fortified through great technology or wizardry—if not both. The greatest of these is the Citadel of Scrap, a marvel of pre-Cataclysm splendour that actually has running water and electricity, sewers, paved streets, and broadcast entertainment in many of its districts.
Located between the Misery and Kansan Rivers, the Citadel of Scrap is also where the train lines run by the various Train barons all meet, making it an important trade hub. The Citadel of Scrap is governed by the Three Royals, technologists and wizards who from the headquarters in the Growling Tower, control the God in the Pit which sits walled off in the centre of the city. Many gods are worshipped in the Citadel of Scrap, including Buddy O’Burger, the Clown God of Feasting, Customer Service, and Cannibalism whose burger franchises can be found across Umerica, Elmos, the puppet host of eternal pain and suffering, Kizz, the mighty intergalactic god of rock and roll, Nuka, the gentle lady of the Holy Glow and mother of all Mutants, Petrolex, deity of Fuel and Fire, and Santa, the giving god. The city also welcomes visitors, but only if they have money! The Ruins, where all of the city’s rubbish is dumped, is a haven for scavengers prepared to put up with decades of refuse dumped on old, broken buildings, but is the source of the tiny brightly coloured plastic bricks which snap together and the city’s very wealthy use from which to build their homes. Beyond the walls of the Citadel of Scrap lie the Burning Lands of Yellowstone, a mixture of churning lava and boiling mud fields; to the south the Glowing Dome of Dinotastic Park, five miles high, two hundred wide, and nobody has ever been inside; to the north, the Floating Iron Isles stand on Lake Mishigun, said to be home to Fairyfolk; to the far west is Old Seattle and the Necromancers of the Space Needle; and to the south-east in Floor-Da is the Kingdom of the False Gods, a realm ruled by mad mascot gods! This is the setting for Umerica, a Gonzo Post-Apocalyptic Campaign Setting and Sourcebook for use with the Dungeon Crawl Classics Roleplaying Game.

The Umerican Survival Guide – Core Setting Guide is published by Shield of Faith Studios and distributed by Goodman Games. Based on articles which originally appeared in issues of the fanzine, Crawling Under a Broken Moon, it presents a post-apocalyptic setting which combines technology and Science Fiction, gods and magic, aliens and mutants, robots and cyborgs, steam trains and Mad Max-style scrap vehicles, and more. It comes complete with new Classes, rules for combat, mutations, vehicle construction and combat, a pantheon of weird gods and their magics, plus lots and lots of tables to help the Game Master run a campaign. It is important to note that The Umerican Survival Guide – Core Setting Guide is really compatible with Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, Goodman Games’ own post-apocalyptic roleplaying game. Or rather, they are compatible mechanically, but not tonally or thematically. The Mutant Crawl Classics Roleplaying Game very much takes its cue from Gamma World with its Player Characters as Stone Age tribesmen who have little grasp of technology, but experimenting with found items being very much part of the play. However, in the setting of The Umerican Survival Guide, the Player Characters know what technology is, and even if not everyone knows how any one item actually works, they often have an idea of how it is operated. This is not to say that the Stone Age tribesmen might not be found in some forgotten corner of Umerica, but theirs is a world where Clarke’s Third Law—‘Any sufficiently advanced technology is indistinguishable from magic’—applies and that is not the case with Umerica. Of course, this does mean that the Game Master will need a copy of the Dungeon Crawl Classics Roleplaying Game to run The Umerican Survival Guide – Core Setting Guide.

The Umerican Survival Guide – Core Setting Guide really begins and ends with the Citadel of Scrap, being all but bookended by sections devoted to the city. The first, in the opening section of the book, is done as an in-game travelogue delivered by a citizen as he guides visitors round the city. The last chapter in the book, ‘Secrets of the Citadel’ expands upon this for the benefit of the Game Master’s eyes only. For the most part, this is given as specific background content, such as explaining the source for each Buddy O’Burger franchise’s yummy, yummy meat or who the Three Royals are, what they are capable of, and how to bring them into play. For one of the biggest secrets in the setting, however, just exactly is the God in the Pit, is left up to the Game Master to decide, but she is given a handful of suggestions as to what it might be. The expanded descriptions of various districts in the Citadel of Scrap are accompanied by two or three adventure seeds, and more can be found throughout the book. The Umerican Survival Guide only focuses on the Citadel of Scrap in this fashion, leaving the earlier locations described earlier in the book to be detailed in other supplements,* but city itself is interesting and the book provides a lot for the Game Master to work with. Further, more detailed plot seeds can be found in the preceding chapter, the ‘GM Section’, which examines some of the themes of the setting—the world is fragmented and strange, very little is new, and advanced science is rare and as frightening as powerful sorcery, as well as offering ‘A Few interesting Places to Die’ for the benefit of the Players Characters.

* In fact, many of them are actually more detailed in issues of Crawling Under a Broken Moon.

The Umerican Survival Guide – Core Setting Guide offers nine new Classes as well as rules for creating Zero Level Player Characters suitable for the classic Character Funnel of the Dungeon Crawl Classics Roleplaying Game. The Cleric of the Wasteland is relatively little different to the Cleric Class of the core rules, though of course, he has access to a pantheon of some sixteen gods particular to the Umerica setting. The Cyborg gains partial protection from his implants and upgrades at certain Levels, such as a Weapon Port, Rapid Response Servos, or Spring-Loaded Legs, and can self-repair with his Jury Rig die. The Feral Urchin can be a Wildchild which transforms into a mini-beast, a Slinger who is a deadly shot, or a Nerd who is good with language and technology. The Fossorian is burrowing humanoid, much like a badger, has Vicious Claws and is good at Tunnelling. This Class is similar to the Dwarf in Dungeon Crawl Classics, but with claws rather than beard. The Gray is the classic alien of UFOlogy, assigned to Earth by the Gray Directorate for purposes only each Gray knows. The Gray can speak any language, is vulnerable to iron and at various Levels receives Tech Gifts from home like a Holographic Guise or a Hovering Disc. The Mutant has mutant abilities and a pool of Glow Points which can be spent to modify rolls made to use his abilities. At later Levels, the Mutant can force Spontaneous Mutagenesis to gain more mutations. The Petrol Head—much like the earlier Feral Urchin, is inspired by Mad Max—has an Ace Die to roll when driving due to his supernatural bond with his vehicle, as a Fuel Hound can sniff out petrol, and begins play with a battered buggy or motorcycle. The Robot comes from a nearby dimension or timeline and can either be a Domestic/Companion, Labour/Maintenance, or Security/Military model. Again, at various Levels, the Robot can be upgraded, components including Flight Vents, Emergency Medical Unit, and Nth Dimension Non-Euclidean Logic Generator. The Scavenger is good at finding useful scrap and is in general similar to the Thief Class. The Technologist is good at Tinkering whether that is with weapons, robots, computers, and other devices, although his actual skill in each area varies according to his Alignment. The Technologist Class is accompanied by a set of tables to roll on whenever a Tinkering check is fumbled. The Wasteland Warrior is the equivalent to the Warrior Class, but also receives an additional Mighty Deed, ‘Armour Mastery’, which works with the new armour rules in The Umerican Survival Guide. Lastly, the Wizard of the Wasteland is similar to the Wizard from Dungeon Crawl Classics and must take a supernatural patron to cast spells. Overall, the range of Classes are fun and engaging and help bring the setting’s genre into play, even where the changes are relatively minor.

The Umerican Survival Guide – Core Setting Guide introduces significant changes to combat. Although Armour Class is retained, it is no longer modified by armour worn. Instead, a Player Character gains an Armour Die which is rolled to reduce damage suffered and can be increased by wearing better armour or even layering armour. The rules for guns are kept simple, but allow for aiming—this increases the Action Die rolled to attack, and automatic fire—more dice are rolled for damage and more ammunition is expended. There are rules too for gunsmithing and a variety of different grenades, as well as new fumble and critical tables for both firearms and grenades. The equipment focuses on arms and armour, detailing a wide range, including options cheap and/or damaged goods.

The major addition to The Umerican Survival Guide – Core Setting Guide is vehicles and vehicle combat. Operating a vehicle requires a Vehicle Control Roll, especially when performing a stunt or avoiding a hazard, and not every Player Character is necessarily going to be trained to drive. Failure can result in the roll of a Wipeout Die and consultation of the Wipeout Results table, just like critical results in combat. A driver can attempt to pull stunts, the player wagering a penalty, ranging between one and five, on the Vehicle Control Roll which if the roll is failed, also increases the Action Die rolled on the Wipeout Results table. Again, the rules are kept fairly simple and easy to use, in this case, there is a pleasing balance between risk and consequences. There is no list of possible stunts and their possible penalties, so player and Game Master alike will need to improvise. Supporting the vehicle rules are stats for all sorts of vehicles from bicycles and buggies to ultralight aircraft and gyrocopters—very Mad Max, as well as trains and mechs! The latter range in height between ten and twenty feet, and are either light or heavy, and may be used labour or military purposes. All of the vehicles are kept at a low scale rather than being over the top designs capable of inflicting hundreds of points of damage. The damage their weapons would do to a Player Character is deadly enough without overdoing it. One factor limiting vehicle use is fuel supply and the Player Characters may have to spend some of their time hunting and bartering for fuel, especially if they have a Petrolhead amongst their number.

For the Wizard of the Wasteland and other spell-casting characters there is a table for ‘Mercurial Magic of the Wastelands’, whilst the ‘Grimoire of the Wastes’ adds an array of new spells specific to Umerica. These include Curse of Life which can age a target, Tech Jinx, which causes a device to malfunction or go out of control, or Former Glory, which restores an item to its previous condition. For the Cleric of the Wasteland and the Wizard of the Wasteland, there is also a long list of gods and patrons, each with their own spells, powers granted when they are invoked, and Patron Taint when that fails. All are fantastically themed, matching the gonzo feel of the setting. For example, Kizz, the mighty intergalactic god of rock and roll grants the spells Kizz My Axe, Mosh Pit, and Aspect of Kizz, all inspired by a certain rock group to very silly, thematic effect, and this applies to the other Gods and Patrons too.

As per other post-apocalyptic settings, The Umerican Survival Guide – Core Setting Guide includes rules for mutations, which work with the Mutant Character Class in particular. If a Player Character encounters a sufficiently potent radiation source or other form of mutagen, a Fortitude Save must be rolled. If this is failed, the Player Character mutates, although a Cleric can Lay on Hands to prevent this from happening. Mutations can be bestial, botanical, altered biology, freak abilities, or more, and there are table of possible mutations for each of the six categories. For example, the ‘Testudine’ entry on the Bestial Table gives a Player Character tortoise-like features, increased Armour Class, but reduced Initiative, and has a chance of also giving him an armoured carapace, better Stamina and a longer life, as well as slowed speed and poorer Agility. The rules for mutations here differ greatly from those given in the Mutant Crawl Classics Roleplaying Game, granting straightforward effects which come into play as soon as they are rolled, whereas in many cases, those in the Mutant Crawl Classics Roleplaying Game work like spells in the Dungeon Crawl Classics Roleplaying Game and so have to be rolled for each time to determine their effect they are used. As much fun as the mutation are in the Mutant Crawl Classics Roleplaying Game, those presented here are simpler and not necessarily as complex to bring into play.

Physically, The Umerican Survival Guide – Core Setting Guide is clean and tidy. The artwork varies in quality and most of it is decent enough. It does not have an index, though there is a list of tables. The former is very disappointing in this day and age, but the latter makes up for it a little.

There are four issues with The Umerican Survival Guide – Core Setting Guide. One is that it was compiled from a series of fanzines and it does feel like it in places, a series of parts put together rather than a roleplaying game designed from the start. So, the setting of Umerica does not feel like a complete whole, not helped by the lack of a good overview of the setting. However, everything works together and it is coherent and easy to grasp. The second issue is a lack of maps. There is no map of Umerica or worse, given how much attention is paid to it in the book, the Citadel of Scrap. The inclusion of such maps would perhaps have helped with the first problem, bringing the setting together and making it easier for the Game Master to grasp. The third issue is a lack of scenario which would have given the Game Master something to run and given her an idea of what sort of adventures it is designed to do. That said, it includes plenty of scenario hooks for her to develop. Lastly, a bibliography would have been nice to have seen the author’s inspirations.

Weirdly, what The Umerican Survival Guide – Core Setting Guide is reminiscent of is the roleplaying game Rifts, published by Palladium Books. It has magic, it has technology, it has mutations, it has magic, reasonably sized stompy mecha, it has a world recovering from a great disaster, and more, although not psionics. Both are post-apocalyptic roleplaying games and both share a lot of the same elements and content. However, the twenty-five-year difference between The Umerican Survival Guide – Core Setting Guide and Rifts is important. Rifts can be best described as what is technically known as a ‘Hot Mess’, a nonsensical morass of ideas with all the organisation and accessibility of a rubbish dump given book form accompanied with a complete lack of idea as what to do with it or run with it. The Umerican Survival Guide – Core Setting Guide despite sharing a great many of the same elements, is not that. It is organised in a coherent fashion and it not only includes advice for the Game Master, but it also has adventure seed after adventure seed. If Rifts is garbage dump of ideas, then The Umerican Survival Guide – Core Setting Guide is the equivalent of that rubbish actually having been sorted for recycling meaning that everything in the book is ready to use and accessible in a way that Rifts is not!

The Umerican Survival Guide – Core Setting Guide is not complete or quite fully together, but comes with everything for a gonzo post-apocalyptic campaign. It is accessible, its rules additions are straightforward and easy to use, it has lots of options in terms of Player Characters, and the setting is intriguing and run through with a dark streak of satire. For the Game Master who wants a post-apocalyptic setting and is happy with the mechanics of the Dungeon Crawl Classics Roleplaying Game, then The Umerican Survival Guide – Core Setting Guide is a great choice.

Solitaire: Numb3r Stations

Reviews from R'lyeh -

Throughout the Cold War and even today, secret messages were broadcast across international borders and around the world, enabling instructions to be passed from handlers to their agents in the field. The means were Number Stations, shortwave radio stations which broadcast formatted numbers, often vocalised, but also broadcast as music or in Morse Code. Perhaps one of the most famous is the ‘LincolnshirePoacher’, which broadcast bars from the English folk song ‘The Lincolnshire Poacher’. These Number Stations and the messages they broadcast form the basis for Numb3r Stations– A Solo RPG. Published by LunarShadow Designs and available in print here, the reader and player takes on the role of a spy posted to a foreign country where he will undertake an important mission. Tuning in to regular broadcasts, he will receive instructions and updates and in turn pass back news of the mission’s progress and what he has learned so far. However, successfully or spectacularly completing each stage of the mission has a price—it brings the activities of our patriotic spy to the attention of counter-intelligence operations in the country he is spying upon. Ultimately, if the spy is too successful, counter-intelligence will identify him as a spy and arrest him. This is espionage in the style of John le Carré and George Smiley rather than Ian Fleming and James Bond.
Solo roleplaying games and journalling games are built around prompts, typically generated in random fashion either through rolling dice or drawing cards from a standard deck of playing cards. Using those prompts, the player typically creates and resolves a scene or encounter, and then writes it down in his journal. Numb3r Stations also uses prompts, but instead of using neutral mechanical means of generating them, it uses prompts that are both random and highly thematic. In other words, it uses the Number Stations and their broadcasts as prompts. During the Cold War, an agent would listen to the designated number station for the code being broadcast and use it to decode a message on a one-time-pad. In Numb3r Stations, the player is doing exactly the same, if not to commit acts of espionage himself, then to tell the story of the agent and his mission. Nevertheless, there is a sense of vicarious subterfuge to Numb3r Stations, as the player listens in, knowing that someone else once did the same on some secret mission far away from his home, or even could be on a secret mission right now, depending upon which number station the player decides to listen to and use for the source of his prompts.
To play Numb3r Stationss, the player requires pen and paper and ideally, access to Priyom.org. This site provide numerous number stations to listen to and all the player has to do is select one to generate a random three-digit code. This is his prompt. Alternative methods of generating this number are also suggested, but for real immersion, the authors suggest using the same number station, such as E11, even if that means listening in at the same time of day to hear its broadcast. Numb3r Stations is played out over five stages—Infiltration, Mission: Objective, Mission: Recon, Mission: Execution, and Exfiltration. At each stage, the player uses a three-digit code to select a one-time-pad from the ten in the back of Numb3r Stations and from this a combination of a letter and a number. The entry on that one-time-pad is then crossed out. The letter indicates the prompt for that stage of the mission and the number the Success Rating. There are five prompts per stage, from A to E and the Success Rating ranges from ‘1’ and “You have failed this stage of your mission so poorly, adversary counterintelligence don’t even know something happened” to ‘5’ and “Outstanding work, among the best your organization has seen. All eyes are on you now, mostly unwelcome.”.Using both Prompt and Success Rating, the player writes a report to his handler. This report must include a code. There are ten given in Numb3r Stations, such as “Your report must contain a secret message that is composed of every 5th word in the message.” or “Include a list within the text, of exactly five items, listed in alphabetical order.”
Lastly, the player determines his Exposure Level based on the Success Rating. If it is too high, his messages have been Intercepted by Counter-Intelligence and his progress is easier to tracked. If he is Intercepted twice, or if a three-digit code indicates an entry on a one-time-pad that has already been used and crossed out, player is captured by counter-intelligence. This is alternative to the fifth and last challenge and gives the player a chance to write one last two-hundred-and-forty-character message to his loved ones. (In other words, a tweet!) If the player or agent completes his mission, his final Exposure Level determines handler’s or even history’s verdict on the mission.
Physically, Numb3r Stations – A Solo RPG is a rather grey, dreary little book. However, that actually feels thematically appropriate, matching the often-drab nature of espionage during the Cold War. The cover is decent though, depicting a man in fedora hat and trench coat and carrying a briefcase. Wholly unremarkable, he could be a travelling salesman, a businessman, or even a spy! The book is otherwise decently written, but in places a close study is required to understand what a player is required to do.
Numb3r Stations – A Solo RPG is at its heart, a writing exercise in five stages. At each stage, the player will be given a prompt as a subject matter, and both a degree of success and a code which will influence and complicate what the player has to write. Even overcomplicate what a player has to write if he is intercepted! Numb3r Stations – A Solo RPG is a delightfully drab espionage roleplaying game, capturing the fraught, grey no-man’s land feel of the Cold War, beginning in thematic fashion by listening into messages from a bygone age before being prompted to draft dreary report after dreary report!

Corsairs Versus Cthulhu

Reviews from R'lyeh -

It is odd to think that in over forty years since Call of Cthulhu was first published, it has been supported by numerous supplements detailing other times and places, from the classic period of the Jazz Age and the here and now to the Roman Empire of Cthulhu Invictus and the more recent late Georgian period supplement, Regency Cthulhu: Dark Designs in Jane Austen’s England, but not the Age of Sail or indeed, anything piratical. This is not to say that that that have been no scenarios involving both Lovecraftian investigative roleplaying and roleplaying. Arguably, Green Ronin Publishing’s Freeport Trilogy for Dungeons & Dragons, Third Edition was the first to do it in 2000, but there have been a few scenarios since specifically for Call of Cthulhu, such as Lost Port Royal and The Curse of Black Teeth Keetes, which have involved pirates, if not actual piracy. That changes with Corsairs of Cthulhu – Fighting Mythos in the Golden Age of Piracy, a supplement for Chaosium, Inc.’s Call of Cthulhu, Seventh Edition, published by New Comet Games following a successful Kickstarter campaign. This is a rules and setting supplement detailing the Golden Age of Piracy—between 1650 and 1730 CE, for Call of Cthulhu, and further, it provides a complete campaign in which the Player Characters, or Corsairs, will set sail on the high seas to face and fight the evil of the Mythos. They will chase and board other vessels, encounter strange ice demons in the frigid lands to the far south, sail across the Pacific to make land at numerous islands and encounter strange practices the inhabitants engage in, and travel far beyond their imagination before returning to sail into battle against an alien foe they could never have imagined!

Corsairs of Cthulhu – Fighting Mythos in the Golden Age of Piracy is an ambitious book. Which given that it is published by New Comet Games should be no surprise given that the publisher has aimed high with each of its previous titles for Call of Cthulhu. However, in the case of all three of those books— The Star on the Shore – Struggles Against Evil in 1920s New England, Devil’s Swamp – Encountering Ancient Terrors in the Hockomock, and A Time For Sacrifice—that ambition remained undeniably unfulfilled. The question is, has New Comet Games again sets its ambitions too high with Corsairs of Cthulhu – Fighting Mythos in the Golden Age of Piracy, its first period sourcebook and campaign? If not, has the publisher actually fulfilled those ambitions and presented content that the Keeper can bring to the table with ease, without need for further development, and be both enjoyable and engaging for her players? The answers to those questions are ‘yes, but no’, for although Corsairs of Cthulhu is a very straightforward sourcebook and campaign, explaining how good both the source background and the campaign actually are, is far from straightforward.

It is important to note what Corsairs of Cthulhu is not and that is an examination of the Mythos during the Age of Piracy, the late seventeenth and early eighteenth centuries. Thus, there is no background at all pertaining to the presence of the Mythos in the Caribbean or indeed what its adherents, races, or entities might be doing during this period. Its background and source material is wholly mundane then. This though does not necessarily mean that it is bad. In fact, the source material is decent enough. There are roleplaying books which do it far better, such as Skull & Bones: Swashbuckling Horror in the Golden Age of Piracy, but nevertheless, Corsairs of Cthulhu is decent enough in terms of background content. It starts with a solid if repetitive overview of both the period of the Golden Age of Piracy and the Caribbean before diving into the rules. Character creation follows the standard rules for Call of Cthulhu, Seventh Edition but adds a wide selection of new Occupations—Adventurer, Boatswain, Coxswain, Criminal, Fisherman, Master Carpenter, Master Gunner, Sailing Master, and more. Many of them are specific to positions aboard ship, although Alchemist and Voodoo Priest/Priestess are included as optional. There is an array of new equipment, as well as skills such as Antiquarian—the equivalent of Archaeology, Artillery—for cleaning and firing cannon aboard ship, Language: Pirate Chant, and Seamanship, whilst Art/Craft (Voodoo Rituals) and Science (Alchemy) are for the optional rules and Occupations.

Alchemy is based on Hermetic sorcery and practitioners study a variety of formulae—divine and greater and lesser arcane, but can only learn a relative few. For example, Transmutationibus, one of the Arcanum Mortis Divina Formulae, creates a salve which can be spread over lead to turn it into gold as per the legendary aims of the science of alchemy, whilst the Orbis potion, one of the Arcanum Mortis Luminare Minus Formulae, allows the imbiber to always know magnetic north. What an Alchemist knows in terms of formulae is very much limited by his skill rating, and learning more as the Alchemist gains in skill will be a challenge in itself and for the major formulae, likely sanity draining. Finding ingredients and mixing up the potions also takes an Alchemist time and effort, countering their often-powerful effects. Voodoo practitioners—known as Bokor or Caplata—call upon the deities and saints known as Loa, through song, dance, and other rituals to cast rituals such as Create Zombie, Curse of Misfortune, and Gift of Tongues. All rituals cost both Magic Points and Sanity to cast, and like Science (Alchemy), a practitioner’s skill in Art/Craft (Voodoo Rituals) limits the number of rituals he can perform. Learning a new ritual takes time, but are faster to cast than creating potions. In addition, Bokor or Caplata may begin play with an understanding of the true nature of the world and thus the Cthulhu Mythos. The rules for Alchemy and Voodoo are optional, but workable enough should a Keeper decide to bring them in to her game.

For all things nautical, Corsairs of Cthulhu details the ship’s crew and their duties, pirate culture and life, as well as the major parts of a ship, ship types and sizes, ship’s weaponry, as well as how to handle ship-to-ship combat. The rules for chases and combat are succinctly described, but an example of combat does help the Keeper understand how they work. Once ships start exchanging volleys of cannon fire, combat can become very deadly for the crew. Unfortunately, the critical result tables for combat do not include the possibility of the Player Characters killed unless they hold one of the important positions aboard ship. This is not all of the background content in Corsairs of Cthulhu, although the rest of it is at the back of the book, separated by the campaign itself and placed in a series of appendices. ‘Ports of Call’ details several notable pirate ports across the Caribbean, ‘Pirates and NPCs’ give stats and write-ups for notable pirates such as Anne Bonny and Edward Teach, and ‘Slang, Swears, Songs & Shanties’ is exactly that and can be used to add colour and flavour to a Corsairs of Cthulhu campaign. Apart from rules for using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos in Corsairs of Cthulhu and ‘More Adventures’ which provides several extra adventures for the Keeper to develop, the rest of the appendices support the campaign. They consist of the ‘Bestiary’, which has full stats for the monsters and NPCs in the campaign, plus the officers of the ship in the campaign, whilst ‘Pre-generated PCs’ provide read-to-play Corsairs, and finally, all of the handouts. One change to the ‘Pre-generated PCs’ which is absolutely necessary is to ensure that one of them speaks Ancient Greek when transposed onto Investigator sheets as none of them do, and for the campaign, they do need to be able to read Ancient Greek.

The Corsairs of Cthulhu campaign is set in 1697 and begins en media res in exciting fashion, chasing down another vessel and about to engage it in an exchange of cannon fire. The Corsairs are crew members recently hired, aboard the Cronos under the command of Captain Kristoff, who is in search of a treasure known as the Astronomer’s Map. This treasure plays a major role in the campaign. It has been broken into multiple pieces and as the Corsairs locate more and more sections of it, they will gain further clues as to what the campaign is about and where the next sections are located. Full colour illustrations are provided for the various sections of the Astronomer’s Map, but the Keeper can also use STL files to print copies of the section as physical handouts so that the Corsairs can piece the artifact together as they progress further into the campaign. As members of the crew of the Cronos, the Corsairs are directed, if not led, by Captain Kristoff, and as members of the crew they sail from capturing the ship in the first scene to shore leave in Nassau and then onwards into the Pacific after a difficult journey through the Drake’s Passage. From Easter Island—visited by the Cronos some twenty-five years before Europeans actually visited it historically—to Galapagos and beyond, the Corsairs track the sections of the Astronomer’s Map across the Pacific to experience one extremely strange encounter after another. This includes hunting wererats on Easter Island, dining with the vampire daughter of Nyarlathotep in the Dreamlands, freeing and being thanked by Mother Hydra, being transported into a post-apocalyptic future of a city that is yet to be, and so on. Ultimately, as written, the Corsairs will discover the true nature of the Astronomer’s Map and the identity of the villain of the piece, and sail on the risen isle of R’lyeh, ready to unleash volleys of cannon fire upon Great Cthulhu himself!

Given all this background material and the great scope of its campaign, the actual campaign itself in Corsairs of Cthulhu should be good. Yet it is not. In fact, it is far from good. The idea of sailing the high seas to ultimately face Cthulhu as pirates sounds good, but in practice, the campaign is linear and the Corsairs themselves have no agency over the direction of the campaign. Instead, the Corsairs essentially island hop back and forth the Pacific Ocean, first at the direction of the captain of the Cronos, then from clues given on the Astronomer’s Map, until the final confrontation. Much of the action in the scenario takes place in the Pacific and thus away from the Caribbean. Consequently, barring a couple of scenes, the Corsairs have extraordinarily little opportunity to engage in piratical activity of any sort. And although they start play aboard the Cronos, the Corsairs have little motivation to be aboard to begin with or really engage with the campaign except for the fact that Captain Kristoff will them throw overboard if they do not swear to remain aboard as part of the crew. This applies to the pre-generated Corsairs, let alone what the players might come up with. Once under sail, there are all too often scenes where the Corsairs have to stand around and await until some ceremony is over and an NPC can advise them before they can act. Then there are scenes which are more plot fiat rather than actually adding to either play or plot, such as automatically, but accidentally killing a cat in the Dreamlands or when sailing through the Drake’s Passage to the Pacific, the crew of the Cronos have the choice of sailing the quicker, but more dangerous route closer to the shallows of the coast of South America or the calmer, slower, but much colder waters to the south. It does not matter what choice they decide on as ultimately the Cronos will be driven south into the colder waters where they will be attacked by Ice Demons which skip across the sea to board the ship. The encounter is pointless, an excuse for some combat and dice rolling which only serves to scrape some Hit Points and Sanity Points from the Corsairs—and that is ignoring the fact that Ice Demons add nothing to the Mythos. Similarly, there are points where one of the Corsairs has to sacrifice himself to in order for the campaign to progress, and whilst there are ways round this, it makes progress that much more difficult. Then, when the Corsairs do encounter the Mythos, it is with Elder God after Elder God—Nyarlathotep, Nodens, the Yellow King, as well as Father Dagon, and Mother Hydra—all put in an appearance, like some sort of Mythos medley. Father Dagon and Mother Hydra do make sense, but the others? Lastly, the campaign drops hints as to who the villain of the piece is, mostly coming from the dead Corsair who can appear in his former comrades’ dreams, but never really lets the Corsairs act on it as if trying to forestall the inevitable showdown at the end of the campaign.

Physically, Corsairs of Cthulhu – Fighting Mythos in the Golden Age of Piracy looks clean and tidy, and for the most part it is. Unfortunately, the layout is not always consistent and certainly early on in the book, Corsairs of Cthulhu needs the input of a professional editor, as the content is repetitive and oddly phrased. The maps are actually nicely done, but the artwork is highly variable in quality. Some of it is good, the rest is often just artless.

Yet for all of its faults, Corsairs of Cthulhu – Fighting Mythos in the Golden Age of Piracy is not necessarily a bad campaign or a bad supplement for Call of Cthulhu, Seventh Edition. It does provide the rules for running a pirate scenario or campaign for Call of Cthulhu, Seventh Edition and it does provide a campaign that can be played. In that, New Comet Games has achieved its aims and definitely fulfilled its ambitions. However, that does not mean that those ambitions have been in any way exceeded, or as the publisher’s best book to date, that Corsairs of Cthulhu is a good supplement. The new rules and background included in the pages of Corsairs of Cthulhu are undoubtedly fine. A Keeper can take those and can run a scenario or campaign using them. The campaign though, is not fine, and definitely not good, but at the same time, not terrible. Fundamentally, it is too linear and does not give the players and their Corsairs enough agency, and it is more like a heavily plotted Derlethian video game than a roleplaying campaign. Ultimately, Corsairs of Cthulhu – Fighting Mythos in the Golden Age of Piracy is arguably the best book for Call of Cthulhu, Seventh Edition that New Comet Games has published to date, but then only for part of the book.

Friday Fantasy: Bottled Sea

Reviews from R'lyeh -

The classic hex crawl is an open-ended sandbox-style adventure in which the players and their characters explore a large geographical area, containing various Points of Interest, each of which can be explored individually or perhaps in a sequence determined from clues found at each location. Typically, the Player Characters will have a good reason to explore the area, such as being tasked to find a specific location or person, but instead of knowing where the location or person might be, only know that they are somewhere in that region. Armed with limited knowledge, the Player Characters will enter the area and travel from one hex to the next, perhaps merely running into a random encounter or nothing at all, but perhaps finding a Point of Interest. Such a Point of Interest might be connected to the specific location or person they are looking for, and so might contain clues as to its location, then again it might not. In which case it is just a simple Point of Interest. Initially free to explore in whatever direction they want, as the Player Characters discover more clues, their direction of travel will typically gain more focus until the point when they finally locate their objective. Classic hex crawls include X1 Isle of Dread for Expert Dungeons & Dragons and Slavers for Advanced Dungeons & Dragons, Second Edition, whilst more recent examples have been Barrowmaze and What Ho, Frog Demons!.

Bottled Sea is a hex crawl—or sea crawl (seabox?)—from Games Omnivorous dotted with the flotsam and jetsam of the ages, coral-reefs stung together from debris from across the universe, wrecks both sunken and afloat, technology scavenged and jury-rigged to new purpose—survival, dolphin-riders, Mother Sea Cucumbers spraying acid, Mimic-Islets that swallow ships whole, strange tides that sweep ships away, and more. The Bottled Sea is an in-between dimension where ships lost at sea end up, from past, from today, from the future, and from elsewhere. Here survivors search for the food and water necessary to survive, but also myths of the Bottle Sea, rumours of solid land, and salvage that can be used to make repairs or even something better. At the heart of the Bottle Sea is the Harbourage, a palimpsest of waste and rubble kept assiduously buoyant, where Travellers are always welcome, especially if they have resources, in particular, the rare dirt, paper, and plants, to trade and use as currency. Four factions vie for control of Harbourage. The Collectors are a masonic lodge of inventors working haphazardly to create an article island. The Ichthys are amphibious mutants, highly capable deep-sea salvagers, who want a greater unity between the sea and the surface. The Shepherds are an ascetic cult which worships and herds Sheep for their wool and their milk, and want to take its herd home. The Rainmakers are priests of the rain.
The Bottled Sea takes its cue from the publisher’s earlier The Undying Sands, being part of its ‘Hex-n-Screen’ format series. It is thus a hex crawl of a different stripe. First, it is systemless; second, it is improvisational; third, it is random; and fourth, it is physical. The Bottled Sea consists of four elements. These are forty hex tiles, Game Master Screen, two double-sided card sheets, a cloth bag, and two pamphlets. The hexes, done in sturdy cardboard and full colour using a rich swathe of tones, measure six-and-a-half centimetres across. Their backs are either blank or numbered. The former show simple calm seas on their front, whilst the latter have locations on their front. There are eighteen such locations, all of which are different. There is the floating city of Harbourage, home to the four factions which dominate the Bottled Sea. On their journey across the Bottled Sea, the Player Characters may run into the Alabaster Fingers, colossal rocks scoured by guano and inscribed by Myths; the Drifting Dealers aboard their lashed-together ships, ready to trade salvage and other goods; the Hives, where enigmatic Beekeepers harvest and sell hallucinogenic honey; and the Great Dross Reef at the shallowest point in the Bottled Sea, a combination of rubbish and coral. There are many more, the most notable of which is the Floating Hexahedron, a sealed cube of highly polished, reflective material, which so far nobody has been able to gain access to and has any idea as what might be inside. The style of the artwork on the hexes is busy and cartoonish, but eye-catching, and gives the Bottled Sea a singular look which sets it apart from both other gaming accessories and neighbouring regions.

The Game Master Screen is a horizontal, three panel affair. The front depicts a paddle-galleon on the Bottled Sea itself, about to be overtaken by a tempestuous storm. The back is the meat of the supplement. Here, from left to right, it explains what Bottled Seas is, how to use and the best way to use it; tables of myths, salvage, pelagic—meaning open sea—encounters, weather, and details of the locations across the Bottled Sea—including areas of Solid Ground and the Mythical Whirlpool. Two locations are described in detail, one The Beacon, a lighthouse home to a Wizard, said to be able to use magic or psionic powers, depending upon, of course, who you ask, whilst the other is the Harbourage. Here can be found the Sea Lion Milk Farm, the Museum of Discarded Curiousity, the Blood Polo Sharkadrome, the Oyster Ranch, Wishing Windows, and other establishments. These require development upon the part of the Game Master, as they are not as detailed as other locations (and tiles) on the Bottled Sea, and similarly the entries on the tables of tasks and jobs will also need some development.

The first of the two posters has a full illustration of The Beacon on the one side and Harbourgae on the other. The second depicts and describes not what is on the Bottled Sea, but in the Bottled Sea. On the front is a cross section of the sea below the surface with various creatures and features illustrated and numbered, whilst on the back, ‘What is in the Sea’ provides a quick description, plus rules for fishing and deep-diving.

The Bottled Sea also includes two small pamphlets. ‘The Floating Hexahedron’ describes the six-sided, very shiny polyhedron, which literally floats above the surface of the Bottled Sea. The Shepherds from the Harbourage make an annual pilgrimage to wherever it is currently located, but like everyone else, cannot find their way in. What is inside is thus a mystery for everyone. The means to open it can be found somewhere across the Bottled Sea and locating said mean will form part of the backdrop to any campaign set on the Bottled Sea. The pamphlet provides basic descriptions as to what is inside the Floating Hexahedron, its major features, and also some adventure hooks to bring into play. The one piece of advice for the Game Master is that she should watch the 1997 film, Cube. The smaller, but longer pamphlet, ‘Watercrafts’ details some ten of the water-going vessels on the Botted Sea, from Rubbish Raft and Hydro-Cage to Catamaran Wavecutter and Benthic Bell. All have a lovely illustration, a short description, and details of their speed, price, crew requirement, power source, and cargo capacity. These are very nicely done and the illustrations are thoroughly charming. These are all vessels that the Player Characters can encounter, build, purchase, or sail—or depending upon their scruples, attack and/or capture.

So that is the physicality of Bottled Sea. What of the random nature of Bottled Sea? Simply, the hexes are placed in the cloth bag and drawn one-by-one, as the Player Characters cross or explore one hex and then move onto the next, creating the region hex-by-hex. If the hex is simple sand dunes, the Game Master might roll on the ‘Pelagic Encounters’ or ‘Weather’ tables to create random encounters. When the Player Characters reach a numbered location, they can explore one or more of individual places there, the Game Master improvising what will be encountered there based on the sentence or two description given for each. There is more detail for Harbourage, The Beacon and the Floating Hexahedron, especially the latter, and thus more for the Game Master to base her improvisation upon. This randomness means that playing Bottled Sea will be different from one gaming group to the next, more so than with other hex crawls or scenarios.

So that is the random nature of Bottled Sea and the improvisational nature of Bottled Sea? What of the systemless aspect of Bottled Sea? No gaming system is referenced anywhere on Bottled Sea, yet there is an assumed genre within its details. So it is weird. It is more Science Fiction than fantasy, especially with the inclusion of the Floating Hexahedron and many of the watercraft. However, it would work with Player Characters from any setting with a tradition of sailing, whether the ancient world or the Age of Sail or the modern day. Player Characters can come from the same setting, perhaps the same ship, or from an array of backgrounds or settings. Then depending upon what style and tone of game that the Game Master wants to run, a Bermuda Triangle style game could be using a fairly mundane ruleset, such as Savage Worlds or Basic Roleplay. However, there are numerous choices for a more fantastic style of play considering the Science Fiction elements of the setting. Numenera would be an obvious choice, as would Electric Bastionland: Deeper into the Odd, Hypertellurians: Fantastic Thrills Through the Ultracosm, and Troika!. It could even be run using Rifts if the Game Master wanted to! A more generic rules system would also work too, as would any number of Old School Renaissance retroclones. Another genre to shift Bottled Seas into would be that of the Post Apocalypse, for example, using Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic or Barbarians of the Ruined Earth. However, Bottled Sea underplays its Post Apocalyptic elements, so the Game Master will need to bring them into play more. Ultimately, whatever the choice of rules, the Game Master will need to know them very well in order to improvise.

As suggested by the range of roleplaying games which Bottled Sea would be a natural fit for, its influences are equally as diverse. Those given include Waterworld, New Weird, and a Canticle for Leibowitz, but there is also the feel of boy’s own adventure or Saturday morning cartoons combined with elements of horror, such as the Floating Hexahedron. Of course, Bottled Sea need not be run as a standalone mini-campaign, but as an extension to an existing one. All the Game Master need do is provide a reason for the Player Characters to visit the Bottled Sea. For example, the Bottled Sea could be a rumoured location of a device of the Ancients in the Third Imperium for Traveller or what if the Player Characters were passengers from a crashed starship in the MOTHERSHIP Sci-Fi Horror Roleplaying Game?

In terms of play, Bottled Sea sort of traps the Player Characters within its confines. It keeps them within its limits until the last hex is drawn from the bag and they can find their way out. By that time, the Player Characters will probably have visited every hex and encountered multiple threats and dangers, and if they have engaged with any of the four factions to be found in Harbourage, they are likely to have found employment too, and that will drive them back out onto the Bottled Sea again. How or when that will happen all depends upon when the city location is drawn during play. What this means is that the Bottled Sea is a mini-campaign in its own right.

Bottled Sea is fantastically thematic and fantastically presented. A Game Master could grab this, set-up the Game Master’s Screen, pull the first tile, and start running a mini-campaign. However, that would take a lot of improvisation and improvisational skill upon the part of the Game Master, who also has to know the game system she is running the Bottled Sea with very well to run it easily. All of which is needed because the textual content of The Undying Sands really consists of prompts and hooks with little in the way of detail—if any. Perhaps a better way of approaching Bottled Sea—especially if the Game Master is not as confident about her ability to improvise—is to work through the locations, especially Harbourage, and prepare, prepare, prepare. Some Game Masters may relish the prospect, but others may wish that there had been more information given in Bottled Sea to make the task easier for them.

Ultimately, Bottled Sea gives a Game Master the means to improvise and run a fantastically pulpy campaign in a range of genres against a weird Science Fiction, lost worlds, lost at sea background. How much improvisation and how much preparation is required, will very much be down to the individual Game Master.

The Other OSR—The Black Hack – Classic Monsters

Reviews from R'lyeh -

The Black Hack – Classic Monsters is a bestiary for use with The Black Hack, Second Edition, the player-facing retroclone originally published in 2016. It is both incredibly dull and incredibly useful before it gets a bit interesting. Designed to support the play of classic fantasy, it contains some the stats and mechanical details of some two-hundred-and-forty monsters based on those that appeared in Original Dungeons & Dragons and the version of Basic Dungeons & Dragons and Expert Dungeons & Dragons designed by Tom Moldvay. So almost everything from Ankheg, Ant, Giant Worker, Soldier, and Queen, Ape, Man-eating, Basilisk, Bat, Giant, Bear, Black, Grizzly, Polar, and Cave—and that is just on the first page, to Wraith, Wyvern, Xorn, Yellow Mould, Yeti, and Zombie—and that is on the last page! Which is a lot of monsters to get on the one page. So, the question is, how does The Black Hack – Classic Monsters manage to cram as much monster on the one page?
The Black Hack – Classic Monsters is not a bestiary in the classic sense, despite containing a large number of classic monsters. To get as many monsters as it does in its forty-six pages it forgoes any monster description and almost any monster illustration. Instead, it contains just the stats, or rather the stat for each monster and a list of each monster’s abilities or notable features. Often with a little bit of humour. This for example, is the entry for the classic Dungeons & Dragons monster, the owlbear.

Owlbear – HD5
Claw, Claw, Bite – STR (1 Close) 6 dmg
  • Huggy bear! If a failed Defence Roll is an odd number, the target takes Ongoing Damage until they make a successful STR Test as an Action.
The result is short, to the point, easy to use, but not necessarily all that interesting to read or look at. Certainly, in comparison to The Black Hack, Second Edition, which has its own bestiary and illustrations. However, The Black Hack – Classic Monsters is handy, especially if the Game Master is running an old module or scenario which itself draws from the same sources, as a ready reference to have at the table. The Game Master will still need to add some flavour to any encounter using these stats, but the likelihood is that either she would actually know many of these monsters and what they look like or her players will—if not both. Further, the scenario she would be running would have details she could use to add flavour and detail as well. So, an eminently serviceable supplement then? Well actually, The Black Hack – Classic Monsters contains a bit more than just one big list of monsters and their stats virtually free of any illustrations.

In fact, The Black Hack – Classic Monsters contains several lists. The main and longest lists contains the aforementioned monsters. The rest of the slim book consists of appendices. The first of these is a page of dinosaurs—just the one?—whilst the second consists of ‘Monsters of Legend’. These are reinterpretations of monsters extremely specific to Dungeons & Dragons. These include the Bestial Eye, Dimension Cat, Hooked Lurker, Koi-Ped, Mushroom Men, Under-Mauler, and more. These are decent adaptations, slimmed to the minimum of information necessary. However, in contrast to the easier entries in the book, the ‘Monsters of Legend’ are illustrated. This is as much to indicate to the Game Master what they are actually given the fact that the names have been changed for reasons! So, the Bestial Eye is a floating orb with a single large eye, a maw full of large teeth, and a halo of tentacles each ending in an eye of their own. The third appendix is the ‘Monsters’ Spell Index’. This lists all of the spells used by the monsters in the supplement for easy reference. It includes on how monsters cast spells according to the rules, that is, the players rolling to avoid or reduce the effect of a spell rather than the Game Master making the equivalent of a casting roll. There are guidelines too for creating shaman and witch doctor Humanoid monsters.

The fourth appendix is more expansive and possibly the most useful section in book. The ‘Conversion Guide’ provides a means for the Game Master to adapt any monster from Dungeons & Dragons to The Black Hack. This is a step-by-step process, explaining which stats and elements of Dungeons & Dragons monsters to adapt to The Black Hack. It is a quick and easy process, which with a bit of practice, the Game Master can even do during play. The notes also cover how to create powerful foes as well, and there is a list of sample abilities too. Most of these have been drawn from the abilities given for the various monsters listed earlier in the book, and of course, the Game Master can peruse their entries for other ones as well. Lastly, the final appendix, ‘Poison Tables’, provides a set of tables for determining poison effects other than death of Out of Action. These work with the book’s monsters as well as any assassins wielding a poison-coated blade!

Physically, The Black Hack – Classic Monsters is a handsome little book. The artwork is decent, if occasionally cartoonish, but the writing is clear and the layout clean and simple.

The Black Hack – Classic Monsters is more serviceable than it first appears to be. The lists of monsters are useful—and with some adjustment could be used with other microclones such as Knave or Cairn, but the ‘Conversion Guide’ makes just about every scenario or supplement monsters for classic roleplaying fantasy accessible and convertible to The Black Hack. Which is why every Game Master for The Black Hack should have it on her shelf.

Miskatonic Monday #186: Swamp Song

Reviews from R'lyeh -

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

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

—oOo—
Name: Swamp Song: A 1920s Scenario for Call of CthulhuPublisher: Chaosium, Inc.
Author: Keeper Doc

Setting: 1920s New Orleans
Product: ScenarioWhat You Get: Forty-four page, 9.11 MB Full Colour PDF
Elevator Pitch: The dangers of the demon drink will drive you to your deaths...Plot Hook: A missing author pulls the Investigators into the French Quarter of New Orleans and a ghoulish plot.Plot Support: Staging advice, five pre-generated Investigators, three NPCs, four handouts, one map, one non-Mythos tome, one non-Mythos creature, one Mythos tome, one Mythos spell, and one Mythos monster.Production Values: Good.
Pros# Detailed investigation# Nice evocation of the period and louche culture# Fun NPCs for the Keeper to portray# Small, but flexible options included for the Keeper# Easy to shift to Cthulhu by Gaslight
# Easy to add to a Tales of the Crescent City: Adventures in Jazz Era New Orleans campaign# Ligyrophobia# Taphephobia# Methyphobia# Zerevophobia

Cons# Cartoonish NPC portraits# Underwritten explanation for the Keeper upfront# Location floorplans would be useful# Plot not necessarily obvious to the Investigators
Conclusion# Woozy investigation where New Orleans nightlife and occult underground intersect that is easy to add to a campaign# Unclear plotting makes the scenario harder to prepare and the plot may never quite become clear to the Investigators

Miskatonic Monday #185: Game Night

Reviews from R'lyeh -

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

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

—oOo—
Name: Game NightPublisher: Chaosium, Inc.
Author: Sean Liddle

Setting: 1980s USA
Product: Scenario OutlineWhat You Get: Five page, 173.91 KB Full Colour PDF
Elevator Pitch: Twixmas Terror.Plot Hook: Students stuck in a store in a snow storm leads to scares.Plot Support: Staging and set-up advice, timeline.Production Values: Undemanding.
Pros# Straightforward plot outline # Phasmophobia# Chionophobia
Cons# Requires development by the Keeper# Requires Player Characters to be created# No Sanity losses or gains# Works hard to trap the Player Characters in place to face the Mythos at the end
Conclusion# More mundane clean-up duties than meeting with the Mythos
# Sit tight until the terror might work for the screen, but for Player Characters, not so much...

A Love Letter to Lankhmar

Reviews from R'lyeh -

The influence of author Fritz Leiber and his tales of the adventures of Fafhrd and the Gray Mouser on fantasy roleplaying are undeniable. Of course, they introduced the reader to the world of Nehwon and the city of Lankhmar, also known as the City of the Black Toga, an urban jungle rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Sitting on the Inner Sea, it is the greatest city in Nehwon, over which hangs the pall from fire pits, charnel houses, chimneys, and smoke houses, which when combined with the fog which rolls of the Hlal river, turns into a dense smog, the bane of the city’s brown-armoured city watch, and much to the delight of the city’s many thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Not for nothing is Lankhmar called the City of Sevenscore Thousand Smokes. Yet the stories of Fafhrd and the Gray Mouser also introduced the concept of urban adventures to the hobby and added both the concept of the thieves’ guild and the assassins’ guild to Dungeons & Dragons, as well as influencing the look and feel of numerous fantasy cities in roleplaying. It is no wonder that their world has been visited by roleplaying not once, but six times!
TSR, Inc. first included the Nehwon mythos, its gods and various characters to Advanced Dungeons & Dragons, First Edition in 1980 with Deities & Demigods, before publishing Lankhmar – City of Adventure in 1985. This would be followed by The New Adventures of Fafhrd and Gray Mouser boxed set for Advanced Dungeons & Dragons, Second Edition in 1996. Mongoose Publishing’s Lankhmar, published in 2006, was written for use with RuneQuest, whilst Lankhmar: City of Thieves, published in 2015 by Pinnacle Entertainment Group, was written for use with Savage Worlds. The sixth and most recent version is Dungeon Crawl Classics Lankhmar, published by Goodman Games following a successful Kickstarter campaign, for use with the Dungeon Crawl Classics Role Playing Game. It is designed to help the Dungeon Crawl Classics Judge run swords and sorcery urban-set campaigns of semi-heroic adventure charting the ups and downs, successes and failures, triumphs and travails of a band of ne’er-do-wells, who will break into homes in the Rich Men’s Quarter and sneak into the temples on the Street of the Gods, run the ‘rooftop road’ to avoid the city watch, fence their stolen goods at the back of the Plaza of Dark Delights, before frittering away their ill-gotten gains by carousing and gambling early into the morning. Then with a heavy hangover, they will probably have to lie low for a week or two as the city watch searches high and low for them. Of course, those particular ne’er-do-wells may not be responsible for the crime that the city watch wants them for, but lie low long enough or bribe the right person, and with pockets empty of coin and stomachs rumbling, they are back out on the streets looking for the next score.

The Dungeon Crawl Classics Lankhmar Boxed Set is a handsome affair, filled to the brim with books and maps. This includes ‘The Judge’s Guide to Nehwon’, ‘Compendium of Secret Knowledge’, ‘Lankhmar: City of the Black Toga’, and ‘Dungeon Crawl Classics Lankhmar #0: No Small Crimes in Lankhmar’, plus a 33” × 17” poster map of the City of Lankhmar, 17” × 22” map of Nehwon, and a Judges’ Screen specifically for Dungeon Crawl Classics Lankhmar. As well as describing both the world of Nehwon and the city of Lankhmar, Dungeon Crawl Classics Lankhmar includes stats for the notable characters from Fritz Lieber’s stories, details of the setting’s gods, new magic, and beasts, rules for creating and playing Player Characters—who are heroes rather than cheesemakers or gongfarmers trying to escape their dull lives, and this being for the Dungeon Crawl Classics Roleplaying Game, table after table to help the Judge create exciting, interesting things and NPCs for those Player Characters to encounter and do, and so bring her Lankhmar to life. The Dungeon Crawl Classics Lankhmar Boxed Set is not designed as a definitive or comprehensive guide to the city and inhabitants, but rather as a combination of guide and toolkit for the Judge. The result will be a campaign that is fundamentally different to a typical Dungeon Crawl Classics campaign—darker, city-based, heroic, and adult in tone.

At one-hundred-and-four pages, ‘The Judge’s Guide to Nehwon’ is the longest book in the Dungeon Crawl Classics Lankhmar Boxed Set. When you discover that a lot of those pages consist of spells particular to Lankhmar and you realise just how detailed each spell in Dungeon Crawl Classics actually is, and that ‘The Judge’s Guide to Nehwon’ also details the effects of invoking various patron gods and the possible taints that a Player Character might suffer in poorly invoking said patron gods, then it turns out that ‘The Judge’s Guide to Nehwon’ is actually not that long a book, or least not that dense. ‘The Judge’s Guide to Nehwon’ introduces the setting and the fiction it is based upon, describing in turn the various countries and locations surrounding Lankhmar, the cultures of the Inner Sea and beyond, languages and gods, and more. Some of the cultures do feel like clichés by modern standards—the nomadic horse-riding Mingols who hail from the Steppes, the barbarian Northerners feared as pirate raiders, the Kleshites of the Jungle of Klesh who trade in slaves, and so on—but bear in mind that the stories that Dungeon Crawl Classics Lankhmar is based upon are over fifty years old and this is the swords & sorcery genre. Nevertheless, the Judge may want to be circumspect when dealing with this aspect of the setting.

There are details of Nehwonian alcoholic drinks too, such as the Bubbly Wine of Ilthmar, Ool Hruspian Old Wine, and the notorious Mushroom Wine which can grant the imbiber certain benefits or drive him to madness. These nicely tie in with the rules for recovering Luck in through carousing, later in ‘The Judge’s Guide to Nehwon’, which mostly involve a Player Character spending an evening in the bars and taverns of the city, getting drunk, and suffering the consequences. ‘The Judge’s Guide to Nehwon’ also provides a range of new spells for the setting, such as Confounding Glamour, which makes the caster difficult to detect, or Mouse’s Painful Suffering, which enables the cast to inflict suffering on another using a doll or fetish. These are not readily available to the Player Characters, and any wizard wanting to learn them will have to track down the right tome or scroll, or find someone who can teach it to him. All Player Characters in Dungeon Crawl Classics Lankhmar can be agents and servants to patrons such as the gods. Those who enter into simple agreements become agents, whereas those who enter into magical compacts become servants, much like the Patron bond spell in Dungeon Crawl Classics, and in return, a Player Character can receive certain benefits. The patrons are of course the watchful gods of Lankhmar and Nehwon, including Ningauble of the Seven Eyes, Mog the Spider God, Issek of the Jug, and others, and as well as their possible debts and boons, there are tasks which they can set those who have taken their patronage. The patrons are excellent tools for the Judge to use to drive adventures and bring the setting’s mystical elements into play.

‘The Judge’s Guide to Nehwon’ provides new rules and adjustments for a Dungeon Crawl Classics Lankhmar campaign. This includes the aforementioned Carousing rules for recovering Luck and also Laying Low, including complications associated with both, plus a list of magical items and a bestiary. There is also advice on running urban-set campaigns, which highlight in particular how different such a campaign will be from a standard Dungeon Crawl Classics campaign. This is to primarily run a campaign as an urban sandbox, to have the Player Characters face and hopefully escape the consequences of their actions, with almost everything they do having repercussions—good or bad. Burglarise a jewelry shop and the Player Characters and possibly whomever hired them, will be rich, but the city watch will be after the Player Characters, as will the Thieves’ Guild, who the jewelry shop owner was paying protection money, and then if the person who hired them to do the job turns up dead and the loot nowhere to be seen, who are the primary suspects? What the guidance highlights is that in a Dungeon Crawl Classics Lankhmar campaign, the Player Characters are not going to be comfortable, going from weird dungeon to the next. Instead, they will often be hungry or hunted, forced to rely on each other as well as their wits and their contacts—who in turn may come to rely on the Player Characters at a later date. Consequently, a Dungeon Crawl Classics Lankhmar campaign will often be more player-driven and have an occasional narrative focus as time passes, so is not as straightforward to run.

One big difference between Dungeon Crawl Classics Lankhmar and standard Dungeon Crawl Classics is the lack of a Funnel. This is a standard feature of Dungeon Crawl Classics, a scenario specifically designed for Zero Level Player Characters in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. Instead of a Funnel, Dungeon Crawl Classics Lankhmar provides the Meet, the moment or adventure when the Player Characters all met for the first time, as First Level—rather than Zero Level—characters, just as in the Fafhrd and the Gray Mouser story, ‘ Ill Met in Lankhmar’. Annoyingly the Meet is mentioned before the explanation, so at first the Judge is left to wonder what it is, but the Meet is designed to get a party together, have its members make contacts, and lastly, provide its members with an opportunity to learn more about the world, if not Lankhmar, then at least the neighbourhood. Overall, the advice is excellent and will very much help the Judge make the switch to a Lankhmar-set campaign. Lastly, ‘The Judge’s Guide to Nehwon’ does address the issue of where Fafhrd and the Gray Mouser are during the Player Characters’ adventures with several options, but really their presence should not have that much of an impact.

The second book, ‘Lankhmar: City of the Black Toga’, runs to forty-four pages and is the Dungeon Crawl Classics Lankhmar Boxed Set gazetteer. It is a more straightforward book covering the history, government, powers, guilds, crime and punishment, known Overlords of the city during the time of Fafhrd and the Gray Mouser, and more. Its exploration of the various neighbourhoods or quarters of the city, such as the Temple Quarter and Crafts Quarter, are supported by descriptions of places of interest, like the Forbidden Temples in the Temple Quarter, the Thieves’ House in the Crafts Quarter, the Plaza of Dark Delights in the Plaza Quarter, and so on, are backed up with tables of interesting events, random noble tables, curious people found in the Rich Men’s Quarter, and others that the Judge can use to create events and plots, perhaps chaining them together to pull the Player Characters across the city. Other tables enable a Judge to create and populate a neighbourhood, perhaps as a starting point or base for the Player Characters, and there is a table of adventure seeds too.

The third book in Dungeon Crawl Classics Lankhmar Boxed Set is the forty-page ‘Compendium of Secret Knowledge’ and is the book for the Player Characters. As well as being urban-set and using the Meet to introduce Player Characters rather than the Funnel, Dungeon Crawl Classics Lankhmar is a humancentric setting. What this means is that there are no Dwarves, Elves, or Halflings. There are also no Clerics as a Class. This is because any character can enter into a relationship with a god and take him as a patron—even multiple gods—and gain the benefits and drawbacks of doing so. This limits the Classes to just Thief, Warrior, and Wizard, who are all rogues and in play work together as a gang rather than a party. Player Characters begin play at First Level, have more Hit Points, and have a Doom and a Benison. These replace Birth Augurs from Dungeon Crawl Classics and are derived from a Player Character’s origins rather than the sign under which he was born. Sample Boons include Accepted Freelance Thief, Former Wizard’s Pupil, or Mingol Bow, whilst sample Dooms include Bad Reputation in Certain Circles, Illiterate, or Superstitious. It is possible to have an extra Benison, but this costs permanent points of Luck and an extra Doom. Overall, the effect is make the Player Character a more heroic figure, but not that much more heroic!

There are other changes to the rules of Dungeon Crawl Classics too, such as whether or not to retain Alignment, but that is only a minor change. The changes to magic and healing are not so. Nehwon is considered a ‘low magic” world and does not allow for the mercurial magic of standard Dungeon Crawl Classics, so magic takes more effort or has condition to being cast, such as the caster only being to cast spells indoor without a penalty or requiring a large boiling cauldron filled with odd ingredients to be able to cast successfully. In addition to a big table of Spell Stipulations, there tables for spell corruption, which go from minor to greater via major, reflecting the mutative effect of casting more powerful spells. Other options for a Wizard include Black and White magic, divided by spell type and casters of White inflicting less damage versus casters of Black magic suffering more corruption. Without the presence of Clerics, the Player Characters will need to find other means of healing. Some Patrons provide healing, but in the main, the Player Characters will have to obtain ointments, unctions, unguents, and other restoratives, although the Judge is provided other options too. This includes Cinematic healing for an even more heroic style of play. Lastly, Dungeon Crawl Classics Lankhmar adds ‘Fleeting Luck’, reflecting the capricious nature of Nehwon’s gods, which can come and go through play, gained for rolling a natural twenty, pulling off an amazing stunt, or roleplaying, but lost when any player rolls a one. This will give play an entertaining ebb and flow, but potentially even more fun is the optional ‘Banter’ rule, in which a Banter token passes back and forth between the players as they roleplay their characters trading quips and barbs. Whoever has the token can trade it in to gain Luck points for his character’s next role or affect another character’s or NPC’s roll, but after that, the token goes back to the Judge until the quips and barbs begin flying again. For the right group, this really rewards their roleplaying and turns play into a buddy style caper.

The last book in the Dungeon Crawl Classics Lankhmar Boxed Set is ‘Dungeon Crawl Classics Lankhmar #0: No Small Crimes in Lankhmar’. At just twelve pages, this is also the shortest book, providing a first adventure for First Level Player Characters. It is designed to be run after they have met as part of their Meet adventure, which given that the Dungeon Crawl Classics Lankhmar Boxed Set is designed to introduce the setting and provide the Judge with everything necessary to run a campaign, to include an adventure set after the Meet rather than a Meet adventure itself seems like a major omission. However, there is advice on how to run it as a Meet, but another given option is to play Dungeon Crawl Classics Lankhmar: Masks of Lankhmar, which specifically designed to be run as a Meet, and then run ‘Dungeon Crawl Classics Lankhmar #0: No Small Crimes in Lankhmar’. Inspired by both The Swords of Lankhmar and The Incredible Shrinking Man, the scenario begins with the Player Characters breaking into a long-abandoned home, rumoured to contain a cache of gold, and suffering a curse—being shrunk down to the size of rats! The Player Characters must brave the dangers of their newly enlarged world in search of a means to lift the curse and restore themselves to full size, all whilst being stalked by a cat! The change of scale makes this adventure both memorable and deadly, but with care and luck, the Player Characters should be able to survive and discover a secret or two about Lankhmar. This a pleasingly inventive scenario and fun to play.

In addition to the four books, the Dungeon Crawl Classics Lankhmar comes with two maps. One is a full colour poster map of Lankhmar, the other a black and white map of Nehwon. Both are attractive and useful. Similarly useful is the Judges’ Screen, which includes several of the tables found in the various books in the Dungeon Crawl Classics Lankhmar Boxed Set. Of course, those books include a lot more tables and the Judge will need to consult those during play. Lastly, a copy of Goodman Games Gazette, the latest issue of which is included with each new Kickstarter. This issue has an interview with Michael Curtis, the designer of the Dungeon Crawl Classics Lankhmar Boxed Set, as well as extra content, meaning that it very nicely complements the rest of the box.

Physically, the Dungeon Crawl Classics Lankhmar Boxed Set is very well produced and everything crammed into the box is too. The books are all well-written, the art is decent, and the maps nicely done too. The books are in black and white, which is not standard today, but it fits the style of Dungeon Crawl Classics.

The Dungeon Crawl Classics Lankhmar Boxed Set is a thoroughly impressive, boxed set. It has everything to get a Lankhmar-based campaign started and whilst it is not a definitive guide to the world of Nehwon and the City of Lankhmar, it is a definitive guide for the Judge to run a campaign set there. It not only provides her with the background, the tools, and the options she needs to do so, but also the advice to make the switch to doing so. For the Judge who wants to run a grim and gritty, yet heroic Swords & Sorcery campaign on the streets of the greatest city in the world, Dungeon Crawl Classics Lankhmar Boxed Set is perfect.

The Other OSR: CY_BORG Asset Pack

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The CY_BORG Asset Pack is a supplement for CY_BORG, a cyberpunk purgatory that is modelled upon Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. It is both useful and utilitarian, consisting of four things that the Game Master can use to enhance her campaign.

The first of these is a double-sided map, done on heavy stock paper. On one side is a map of the city of CY, the location for CY_BORG. It is done in full, dark, grim glory on black and with interesting touches such as the district of Galgenbeck—the central city in the land of Tveland in Mörk Borg—being marked in gold. At the bottom of the poster is an index to the district locations in the rulebook. This is great to lay out before the players in play, to help them and their doomed characters around the city. On the other side is the diagram showing the major corporations, their logos, and some details connected to them, such as advertising, rumours about them, opinions, and more. Both the diagram and the map are reprinted from the core rulebook, but the map is definitely more useful than the diagram in play, whereas the corporation diagram may provide the Game Master with some possible scenario hooks.

‘Reaper Repo’ is a scenario for CY_BORG. The second item in the CY_BORG Asset Pack, it has the Player Characters hired to steal the new chrome legs of a Killmatch VIP! Instead of resting, Steel Jackhammer is of course, holding a marathon party. Cue the Player Characters getting in amongst the guests, including random other VIPS, subduing Steel Jackhammer, stealing his legs and getting out again. The two-page spread presents a detailed and described floorplan of Steel Jackhammer’s apartment, stats for both him as well as his guards, pet gene-spliced big cats, and random VIP NPCs. The Player Characters then, are reapers, jacking cyberware off an unwilling victim. Getting this done will be a challenge, but doing so without notice even more difficult. The Player Characters have the advantage of the party going on around them and will doubtless act accordingly. The floorplans for Steel Jackhammer’s apartment are very well done and everything that the Game Master needs to run the scenario is placed in front of her on the two-page spread. ‘Reaper Repo’ is a one location scenario, playable in one session—and therefore a good convention scenario—driven by a combination of the Player Characters’ and random acts. Steel Jackhammer’s party would probably have run its course in a few days, but with the intervention of the Player Characters, it will probably turn into a chaotically memorable party.

The third item in the CY_BORG Asset Pack is the ‘Location Pad’. This a thick sheaf of locations—a cargo ship, clinic, dive bar, street alley, bodega, coffin hotel, killmatch arena, underground anarchist art commune, and more—a total of thirty-four of them, which provide a floor plan of each, plus three random tables of what the location is and what might be found there. There is also room for some notes. With a roll of three six-sided dice, the Game Master has some basic details about the location, and with the addition of a hook to get the Player Characters involved and stats for NPCs, she has a ready-to-play location. For example, the Datacrypt, the answer to “What’s in the Crypt?” might be that “Cables merged with roots from forgotten biological experiments below Cy, creating a sentient biotech ghouls that have taken over the crypt.”; “Secured on their local servers you can find”… is … “the far-reaching cyber tentacles of a powerful AI trapped deep in the Net long ago.”; and “Stuffed inside an unused server rack is” … “a motion detector alarm.” Roll again and the Game Master has an entirely different Datacrypt and with three sheets per location, she can mark it up again and add notes as needed. With a mix of contributions from both Stockholm Kartell and freelance contributors, this a resource that the Game Master can come back to again and again, creating new plots and encounters each time. The maps in the ‘Location Pad’ will, of course, work in any Cyberpunk roleplaying game.

The fourth item in the CY_BORG Asset Pack is a pad of characters sheets. These are clearly laid out, simple to use, and have game notes where necessary.

Physically, the CY_BORG Asset Pack is a decent package. The Artpunk style of both CY_BORG and Mörk Borg is kept to a minimum, whilst the ‘Location Pad’ is more utilitarian. The layout of the scenario, ‘Reaper Repo’, is very well done.

With the CY_BORG Asset Pack, the Game Master has some that she can immediately prepare and run for her players in the form of ‘Reaper Repo’. Then the poster map and the character sheets provide useful, serviceable support to a campaign, but in the long term, the Game Master has a set of tools in the form of the ‘Location Pad’ which she can use to quickly create a scenarios and encounters, whether that is before a game or even during a game, if a particular location is needed. Although it does not look it at first glance, the ‘Location Pad’ is actually the best item in the CY_BORG Asset Pack and certainly the most useful. It would be fantastic if Ockult Örtmästare Games and Stockholm Kartell could produce a companion to the ‘Location Pad’, a book of encounters and scenarios built around designed by contributors and fans of CY_BORG. In meantime, the CY_BORG Asset Pack will energise the Game Master’s CY_BORG campaign until the last Miserable Headline…

Delving into Doctor Who

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It is clear from the start that a lot of thought has gone into the design of Doctor Who: Roleplaying Game Second Edition – Starter Set. Open the box and underneath the dice is what appears to be a sheet of heavy paper with an image of the TARDIS on it. Pull it out of the box and it is that and more because the front shows the doors to the TARDIS, whilst the back, shows the other side of the TARDIS. Further, the front opens up almost like the doors of the TARDIS to reveal what is in the box. It is, of course, a classic ‘What’s in the box’ sheet, the first thing you should always see when opening a boxed roleplaying game for the first time, but here done as thematically as is possible. Combined with its ‘READ THIS FIRST’ section and what you have is an explanation of what is the box, what exactly the reader has in his hands, and what it is designed to do. It is great start to the Doctor Who: Roleplaying Game Second Edition – Starter Set, but then the publisher, Cubicle Seven Entertainment, has form here, having published the thoroughly excellent and playable Warhammer Fantasy Roleplay Starter Set for Warhammer Fantasy Roleplay, Fourth Edition.
Cubicle Seven Entertainment has held the licence for a roleplaying game based on the adventures of the time-travelling Time Lord known as Doctor Who since 2009, being with the publication of Doctor Who: Adventures in Time and Space. It was intentionally designed to be played by Doctor Who fans new to roleplaying as well as veterans, and over the years has been supported by supplements covered both Classic Who—the first eight generations of the Doctor—and New Who—the later four generations. Only in 2022, did the roleplaying game come up to date to cover the adventures of the thirteenth Doctor with Doctor Who: Roleplaying Game Second Edition, and by then, the Doctor had once again regenerated into the Fourteenth Doctor and will do so again with the Fifteenth. That though, is all to come. What Doctor Who: Adventures in Time and Space never received as its own starter set, a box containing basic rules, ready-to-play characters, advice for the Game Master, dice, and an adventure or two, all sufficient to provide a good feel for how the game plays and an idea of whether or not the players want to have further adventures. That though, changes for Doctor Who: Roleplaying Game Second Edition, which has its own starter set. The Doctor Who: Roleplaying Game Second Edition – Starter Set is designed to be played out of the box, its play discovered and revealed as the reader delves deeper into the box. So, delving deeper into the box…

Below the ‘READ THIS FIRST’ folder is a sheaf of five character sheets. These use the same gatefold sheet format as the ‘READ THIS FIRST’ folder. On the front is the name of the Player Character, what he does, a thumbnail portrait, some quotes that a player can bring into play, a quick explanation of who he is, what he is like, what he enjoys, and reasons to play that character. It is kept quick, simple, and clear, making the basics of the character easy to understand. On the back, there is an even larger portrait of the character, but just like the ‘READ THIS FIRST’ folder, open up a character sheet and there is much more information. The character and his stats, skills, experiences, equipment, focus, and more are presented in the middle. To the left, a column explains the character concept and various game terms, including Focus, which is the Player Character’s motivation, Tech Level, Short-Term and Long-Term Goals, Attributes, Skills, Distinctions which mean that the Player Character is an alien or has a special skill, and Conditions that the Player Character might suffer. To the right is given the Character Background, a description of what make the Player Character’s heart sing, family, friends, and rivals, elements which the Player Character is encouraged to describe, and an introduction. The sheets all feel complete, and the five include a twenty-first century IT worker who wants to be a baker, a nineteenth century stage performer who wants to be a double act, an augmented human investigator who wants to uncover a conspiracy, a hospitality android from the Luxury Station Phaeton who wants to make a friend, and a Silurian scientist who wants to make a big discovery. Like the ‘READ THIS FIRST’ folder, the characters are done on heavy stock paper, in full colour, and are attractive to look at.

Underneath the character sheets is the first of two books in Doctor Who: Roleplaying Game Second Edition – Starter Set. This is ‘The Timeless Library’ and it has pictures of the Thirteenth Doctor, some Daleks, and a library with flying books on the front. This is both the first adventure in the starter set and the explanation of the rules, and one of the first things it explains is why the Doctor is not an option as a Player Character, which is because she is missing and the Player Characters have to find her as part of the adventure. The adventures in Doctor Who: Roleplaying Game Second Edition – Starter Set are designed to be played by three to five players and ‘The Timeless Library’ to teach the rules step-by-step. It starts with the Player Characters finding their way into the TARDIS, introducing themselves, having an opportunity to explore the TARDIS, and make a few skill rolls in determining quite where they are. Doctor Who: Roleplaying Game Second Edition uses the Vortex System in which if a player wants his character to undertake an action, he rolls two six-sided dice and add the values of an appropriate attribute and skill to beat a Difficulty. A typical Difficulty is twelve. Rolls of one on either die indicate that an attempt has failed in some way, even partially, whilst rolls of six indicate that the attempt was not only successful, but a superior success too. Story Points—each Player Character starts with several—can be used to modify any result. If a Player Character has the Advantage, three dice are rolled and the lowest value discarded whilst the highest result is discarded if at a Disadvantage.

The scenario of ‘The Timeless Library’ takes place in a vast, fabled library, which when the Player Characters arrive, has been recently attacked and instituted security response. Which makes navigating the different sections of the library a challenge, but if the Player Characters can find the head librarian, a Judoon—which should be lots of fun for the Game Master to portray—they can make progress. As they proceed through the library, the players have the opportunity to learn how the Vortex System works, including the core mechanics, how gadgets work, how to get the best use out of Story Points, extended tasks and conflict, there are points where it is suggested that the Game Master can improvise, and there is occasional appearance of the Doctor to throw in, if only to give words of encouragement as a holographic message. When it comes to conflict, the initiative rules are notable in that who goes first depends not a die roll, but on Player Character actions. Talkers go first (or Screamers if a Companion possesses both a set of lungs on her and the Screamer Trait), followed by Doers, then Runners, and last of all Fighters. Meanwhile, the Player Characters can explore the library—or at least examine its shelves, overcome technological barriers, persuade recalcitrant NPCs, and survive an encounter with the Doctor’s greatest enemy—the Daleks, and in the final sequence, get chased up to the highest levels of the library in order to reach the scenario’s McGuffin before the Daleks do. In other words, get to do all of the things that the Doctor and her companions do in an episode.

However, that is not all there is to ‘The Timeless Library’ or indeed in Doctor Who: Roleplaying Game Second Edition – Starter Set. There is advice on how to use the scenario in ‘The Timeless Library’ as a one-shot, but there is trio of adventure hooks for each of the five pre-generated Player Characters as well as ideas for further scenarios once they have played through the events of the campaign in ‘The Echo Chamber’. The adventure in ‘The Timeless Library’ is fun, taking the Player Characters from their first steps into the TARDIS to running around, saving people, and winning the day in a place that is out of this world. Unfortunately, the step-by-step process of learning the rules to the Vortex System through play does not quite work. Initially, the rules are quick and easy to learn, but as the adventure progresses, they do get comparatively more complex. Certainly, when it comes to conflicts and chases, the Game Master will need to prepare those rather than learn on the go.

‘The Echo Chamber’, the second book, picks up where ‘The Timeless Library’ left off. It contains two scenarios, one which is a direct sequel, the eponymously titled ‘The Echo Chamber’. It begins with an investigation in modern London before taking the Player Characters into deep space and an even deeper mystery, until confronting the villain of the piece and rescuing the Doctor on a planet from Classic Who’s past. The middle section is something of a spaceship sandbox—if the spaceship sandbox is also a travelling theatre—which the Player Characters can explore, interact with the crew and the performers, and try and find out more about what is going on. The scenario also provides opportunities for each of the Player Characters to shine, whether that is baking or performing, as part of the investigation, and the Game Master also scenes and nods from Classic Who to portray. If there is an issue with the scenario it is that it could have done with some floorplans for the spaceship to help the Game Master visualise it for her players, and perhaps a few suggestions could have been provided to help the Game Master portray the scenario’s many NPCs. A more open affair, it assumes that by this time the Game Master and her players will have come to understand the rules, and the boxes of information for the Game Master focus on extra content for the scenario rather than Game Master tips. ‘The Echo Chamber’ is an entertaining adventure and brings the events of ‘The Timeless Library’ to a rousing collection.

The second scenario in ‘The Echo Chamber’ is ‘The Hermit’s Lantern’. It is designed to be run as a sequel with the same Player Characters, who if successful, end up with their time travel device, enabling them to continue on their adventures without the Doctor. Stats are provided for the Thirteenth Doctor, should the Game Master want to involve her in the scenario. ‘The Hermit’s Lantern’ is a race to obtain an artefact of the same name, its location a planet only accessible once every fifty years due to severe storms. Means are suggested as to how to get the Player Characters involved other than at the bequest of the Doctor, but once on the planet, they will have a hard journey ahead of them across rough terrain, often stalked by the local fauna. This is a shorter, straightforward, and linear affair, more physical in nature, which does not go out of its way to bring the various aspects of the pre-generated Player Characters into play. Consequently, it is not as interesting to play through ‘The Timeless Library’ and ‘The Echo Chamber’, but it is a decent enough scenario.

In addition to the ‘READ THIS FIRST’ folder, the five character sheets, ‘The Timeless Library’, and ‘The Echo Chamber’, the Doctor Who: Roleplaying Game Second Edition – Starter Set also includes a sheet of Story Point tokens in thick card, and two reference sheets. One has the ‘Attributes and Skills Reference Sheet’ on one side and the ‘Story Points Reference Sheet’ on the other, whilst the second reference sheet has the ‘‘Making a Roll’ Reference Sheet’ on one side and the ‘Success Reference Sheet’ on the other side. ‘Success Reference Sheet’ is also printed on the inside of the lid to the box.

Physically, the Doctor Who: Roleplaying Game Second Edition – Starter Set is very well put together, Everything is bright, breezy, in full colour, and easy to understand, with coloured sections in both books designed to highlight and explain rules, give advice for the Game Master, provide NPC details, and so on. They are only light illustrated, with images taken from the series. One issue however is that the books do need an edit in places as there are several incidences of references to other sections of a book or parts of the starter set are inaccurate, and the authors cannot quite decide what the names of the two books in the starter set are. Unlike ‘The Echo Chamber’, the second book, ‘The Timeless Library’ does not have a card cover, so is more like a magazine and less durable. Another issue is that not all of the NPCs detailed in the three adventures in the Doctor Who: Roleplaying Game Second Edition – Starter Set. Mainly due to a lack of ready photographic sources and the expense of producing full colour art, this however leave the Game Master with pictures for some NPCs and not for others. It feels inconsistent and perhaps something that the Game Master might like to source herself.

An experienced player or Game Master will have no problem opening up the Doctor Who: Roleplaying Game Second Edition – Starter Set and beginning play. If the Game Master has run Doctor Who: Adventures in Time and Space, the previous incarnation of the roleplaying game, she will have even less of a problem. The rules have changed only slightly, and then only to streamline them very slightly. The rules are far from difficult to play, but a little extra attention is needed to understand how conflicts and extended tasks are handled according to the rules, so that does slow down the learn-by-play, step-by-step process. Nevertheless, a lot of thought has gone into the process of learning the game by drawing both Game Master and her players deeper into the box and the game, and the resulting rules are easier to understand and the scenarios engaging and entertaining.

Of course, if the Game Master already has access to the Doctor Who: Roleplaying Game Second Edition, then the scenarios in the starter set can be run from those rules. However, both ‘The Echo Chamber’ and ‘The Timeless Library’ are designed to be played using the pre-generated Player Characters, so they will need some adjusting to suit other Player Characters.

The Doctor Who: Roleplaying Game Second Edition – Starter Set is a great introduction to the Doctor Who: Roleplaying Game Second Edition. It eases the players and their Game Master into the rules and provides them with some exciting adventures to have in time and space!

Friday Fantasy: The Isle of the Plangent Mage

Reviews from R'lyeh -

The Isle of the Plangent Mage is a scenario published by Necrotic Gnome. It is written for use with Old School Essentials, the Old School Renaissance retroclone based on the version of Basic Dungeons & Dragons designed by Tom Moldvay and published in 1980. It is designed to be played by a party of Third to Fifth Level Player Characters and is a standalone affair, but can be easily added to a campaign by the Referee. All it requires is a temperate coastline as a location, and possibly legends of a land lost to the waves in ages past. In the case of the latter, the Player Characters might have the opportunity to restore that, so bringing about a major change to the Referee’s campaign world and giving them somewhere new to explore. Likewise, if there is opportunity here to change the campaign world, there is also the possibility that the Player Characters will be changed and mutated by some of the encounters in the scenario. It is self-contained and so could be run as a one-shot, but unlike the earlier, official scenarios for Old School Essentials, such as The Hole in the Oak and The Incandescent Grottoes, it is not a suitable addition to the publisher’s own Dolmenwood setting. This is primarily due to the coastal rather than arboreal setting, but also because the scenario has a comparatively  technological feel to its magic. Whatever way in which the Referee decides to use the adventure, like so many other scenarios for the Old School Renaissance, The Isle of the Plangent Mage is incredibly easy to adapt to or run using the retroclone of the Referee’s choice. The tone of the dungeon is weird and unworldly, taking the Player Characters deep under the sea into a strange, James Bond villain-like secret base like that of Doctor No, to encounter the results of strange experiments, whilst elsewhere, the adventure has a mournful tone and a touch of the Lovecraftian.
The Isle of the Plangent Mage—‘plangent’ meaning ‘a loud and resonant sound with a mournful tone’—begins in the coastal village of Imbrich, whose inhabitants are possess mutations reminiscent of the Deep Ones from H.P. Lovecraft’s Shadows Over Innsmouth, including gills, scales, webbed fingers, and more. This though is only minor aspect of the scenario, one that the author does not play up and rightfully so since The Isle of the Plangent Mage is neither a horror scenario nor a Lovecraftian one. Instead, this aspect of the village of Imbrich is seen as normal by the inhabitants, and there is even a table of possible responses by the villagers should the Player Characters bring the subject up. Plus, they have bigger concerns. A pod of whales has beached itself along the cove. Cetus, a local wizard who lives on nearby Darksand Isle where he maintains a lighthouse to keep local shipping safe and conducts experiments, has gone missing. Then there are the strange sounds coming from the sea! Could they be the cause of the creatures from the sea beaching themselves?
The Isle of the Plangent Mage is a mini-wilderness and dungeon scenario which takes the classic format of a village in peril with a nearby wizard’s tower, the wizard not having been seen in a few days, and inverts it—literally. The wilderness areas consists of several caves along the coast which the Player Characters are free to explore and once they get to the island, Darksand Isle itself. One of the most notable encounters is with the pod of beached whales, which the players and their characters are likely to feel great sympathy for, but which the villagers see as bounty from the sea! This has the potential to be an interesting roleplaying encounter and perhaps there is the possibility of learning further information if the Player Characters are clever. Once the Player Characters reach Darksand Isle, they can encounter more of the villagers, with even greater signs of mutation, pirates, not one, but two lighthouses, a sad ghost, and the tower of the wizard, Cetus. However—and this is where the scenario inverts the trope to clever effect—the tower is not a tower in the traditional sense. Instead of going up, like an ascending dungeon, it goes down and does so through the centre of Darksand Isle under the sea, with great, magically sealed, observation windows looking out into the briny depths. This is not a tower, but an Undertower!
The Undertower has a weird technological feel to it, heavily themed around sound. A central lift runs up and down the tower, operated by unlabelled buttons, there are doors which can only be opened by musical tones, numerous devices which manipulate sounds and even magic, and combined with the great vistas presented by the various observation levels, the dungeon has a superbly fantastical feel. Yet imparting this to her players and their characters is going to be a challenge for the Referee because of the succinct style in which the location descriptions are presented. These work in helping the Referee grasp the details of any location with ease, but what they do not do in help her bring them to life. There is a sense that actually, sections of purple, descriptive text would really have helped here. An alternative perhaps, would have been to include some illustrations which could be shown to the players to help them visualise what their characters are seeing, much in the mode of S1 Tomb of Horrors, S3 Expedition to the Barrier Peaks, and Dwimmermount. Given the number of buttons on the lift, the Soundkey device used to open many of the doors in the Undertower, the numerous sound devices, and pipes, and more, all of these are begging for illustrations and they are never given that.

One major weakness of The Isle of the Plangent Mage—especially in comparison to the earlier The Hole in the Oak and The Incandescent Grottoes—is the lack of factions and the lack of motivations for factions. In both of those adventures, the factions and their motivations helped drive the story and bring their respective dungeons alive, but not so in The Isle of the Plangent Mage. There are multiple groups throughout the adventure, including the villagers of Imbrich, pirates visiting Darksand Isle, tribes of Sahuagin which want to attack the village, the staff in Cetus’ tower, and more. Yet apart from the individual wants of various villagers, the Referee is not told what the other factions want and are doing. The staff in Cetus’ tower, in particular, are barely mentioned beyond their quarters and the kitchen. They have disappeared without explanation, whereas their presence would really have given some pointers for the Player Characters as to the nature of Cetus’ Undertower and how parts of it work. There are bodies here and there, but it is never stated if they are former staff and if not, who they were.

Another potential is Player Character motivation. The Referee will need to devise a reason for the Player Characters to want to visit the village of Imbrich, but once they get there they will find that various villagers have reasons, if not themselves, then someone else to visit and explore Darksand Isle and the Undertower. Beyond that keeping the Player Characters motivated to continue exploring will be a challenge for the Referee.

Physically, The Isle of the Plangent Mage is as well presented and as organised as previous scenarios for Old School Essentials from Necrotic Gnome—almost. The map of the whole dungeon is inside the front and covers , and after the introduction, the adventure overview provides a history of the dungeon, details of its major NPCs and monsters, the description and purpose of the great device built into the Undertower, and reasons to visit Darksand Isle. The village of Imbrich and its inhabitants are described in detail, and there are tables of rumours, treasure to be found in the adventure, random encounters to had throughout the adventure, and Oceanic Mutations that the Player Characters could, and probably will, suffer. 
In between are the descriptions of the locations up and down the coast, Darksand Isle, and in the Undertower. All sixty-four of them. These are arranged in order of course, but each is written in a parred down style, almost bullet point fashion, with key words in bold with details in accompanying parenthesis, followed by extra details and monster stats below. For example, the ‘Rocky Vestibule’ area is described as containing “Black rock (rough, natural, 6’ ceiling). Puddles of seawater (tiny red crabs, black brittle stars). Pale blue light (glowing snails on walls). Pile of broken coral on floor (very lifelike head, arm and lower leg carved of coral). A rotting human corpse (covered in seaweed, swollen with sea water, slashed and cut up).” It expands up this with “Taking stairs: Down to Area 37.” There is a fantastic economy of words employed here often to incredible effect. The descriptions are kept to a bare minimum, but their simplicity is in many cases evocative, easy to read from the page, and prepare. As with the other official adventures from Necrotic Gnome, much of The Isle of the Plangent Mage is genuinely easy to bring to the table and made all the easier to run from the page because the relevant sections from the map are reproduced on the same page. In addition, the map itself is clear and easy to read, with coloured boxes used to mark locked doors and monster locations as well as the usual room numbers.
In places though, the design and layout does not quite work. This is primarily where single rooms require expanded detail beyond the simple thumbnail description. It adds complexity and these locations are not quite as easy to run straight from the page as other locations are in the dungeon. Elsewhere, the location numbers could have been better placed alongside the rooms rather than on them and the map slips into the gutter of the book and is not as easy to read. The full colour artwork is excellent, depicting many of the strange creatures and monsters that the Player Characters will encounter, and these can easily be shown to their players.
The Isle of the Plangent Mage is a challenging dungeon for the Player Characters, who will often find themselves changed by the encounters in the adventure and many of the encounters are deadly, with some very nasty monsters, such as the betentacled, bipedal Alpha Shark Mutant, and the truly awful Night Trawler. Then there is the puzzle of what the Undertower is and how its various devices work, let alone where Cetus has disappeared too. In fact, unless the Player Characters are clever during an early encounter in the scenario, they may never find out! Depending upon the campaign or what the Player Characters have been engaged to do, that may be an issue all by itself. For the Referee, The Isle of the Plangent Mage is a challenging dungeon to run and present, and to really hook the players and their characters in to want to explore the Undertower. So ultimately, the Referee may want to develop the scenario herself before play, bringing in the factions and their motivations, giving stronger reasons for the Player Characters to act and more. Once done, The Isle of the Plangent Mage is a genuinely fantastical, even memorable environment, that will really need a bit of effort upon the part of the Referee can be genuinely fantastical, even memorable adventure.

Magazine Madness 16: Parallel Worlds Issue #03

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickstarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

The third issue of Parallel Worlds magazine was published in September 2020. Like with previous issues, bringing with the the inaugural issue, Parallel Worlds Issue #01 published in 2019, it contains no gaming content as such, but rather discusses and aspects of not just the hobby, but different hobbies—board games, roleplaying games, computer games, films, and more. Much like later issues, for example, Parallel Worlds Issue #21 and Parallel Worlds Issue #22, this third issue is fairly balanced issue, with relatively little, direct gaming content. Further, the standard of writing is better, which when combined with its selection of interesting articles and brevity serves to make it overall an engaging, even sometimes thoughtful read. Of course, Parallel Worlds Issue #03 is readily available in print, but all of the issues of Parallel Worlds, published by Parallel Publishing can also be purchased in digital format, because it is very much not back in the day of classic White Dwarf, but here and now. 
Parallel Worlds Issue #03 opens with its editorial from Tom Grundy, making the point that the value of Science Fiction, horror, and fantasy lies in its ideas and that in addressing and discussing these ideas, suggesting that in doing so, this is actually the highest form of conversation. It is an interesting stance, especially given the dismissive way in which genre content is often treated. Grundy does not take the idea any further, which is a pity. The issue then introduces a new addition, ‘Feedback’. This is the magazine’s letters page, the replies either complimentary or discussing the ‘Thinkpiece’ article ‘Ruling the World 20 – The sci-fi assumption of ‘Government Earth’’, in Parallel Worlds Issue #02, which examined the notion of the ‘global’ or civilisation-wide government. This opens up the magazine a little, making feel less like it exists in a vacuum.

The issue’s interview is with Carsten Damm, previously the developer of the fantasy roleplaying game Earthdawn—now thirty years old in 2023—and now the founder of the German publisher, Vagrant Workshop. This is quite a lengthy piece, exploring the interviewee’s beginnings as both a roleplayer and a designer, how he moved from writing in German and then English for Earthdawn, and then back again for his own content. In addition to learning a little about the publisher’s roleplaying game, Equinox, and more about growing up as a gamer in Germany. One issue with the hobby is that for obvious reasons it is dominated by the English-speaking market, so it is always interesting to hear from another gaming market and culture. The interview is a good start to Parallel Worlds Issue #03, although it is the roleplaying content in the issue.
Parallel Worlds Issue #03 has two articles devoted to wargaming. The second is the ‘Mini of the Month’ by Thomas Turbull-Ross and is definitely the less useful of the two, and probably the least interesting of the two. The figure is the Isharann Soulrender figure from Games Workshop’s range of aquatic elves and it is easy to see why the loves the figure with its lantern hanging from its helmet like an angler fish to be able to see under the sea, its man-catching polearm, and swordfish companion, but difficult to see why it warranted a double-page spread devoted to a single figure and some fiction. The first and infinitely more useful is a discussion on how to get into the miniatures hobby by ‘Wargaming on a Budget’. Written by Allen Stroud and Connor Eddies, this suggests ways and options in which a prospective player can begin wargaming with limited funds, tracking the money spent as they suggest the rules to choose, where to buy models on the cheap, what tools are needed, and so on. The budget is £70—and that includes choosing a free set of rules and opting for the skirmish level of wargaming, that is, twenty or so figures to a side. The article does gloss over the various options in terms of rules, and it might have been useful to look at the relative benefits of each, especially since there is some money left from the budget at the end of the exercise. After all, why include photographs of the Frostgrave line if it is really only going to be mentioned in passing in the text? Overall, a good guide and the most useful article in the issue.
The miniatures and wargames articles are divided by a review by Christopher Jarvis of the board game, Space Base, which at four pages feels too long. The issue is not the words, but the photographs which do not much to the review. Anyway, had the review been cut in half, there could have been room for another review or more content. For the Events article, Jane Clewett takes the reader to ‘FrightFest – Twenty Bloody Years’, to celebrate the longevity of the biggest horror film festival in the United Kingdom. This is an enjoyable piece, which not only tells us what the event is all about, but also what it is like to attend. It sounds like a fantastic event to attend if you are a fan of the horror genre, but Frightfest also showcases thrillers and other genre films too, so it may well be work checking out to what is being shown at the next event.

The two computer game-themed articles suffer from the same issue as the miniatures articles—one good, one not so good. The first, ‘Homeworld’, by Allen Stroud, explores the history and the story of the Homeworld real-time strategy computer game with its combination Star Wars-like space opera and Battlestar Galactica-like story. It places the series in context of the computer games of the late nineties and its genre and game type, which thankfully in the modern age is made all the more interesting because its three entries and extra content are readily available. Further and with the benefit of time, the article is also useful as a primer for Homeworld: Revelations, the roleplaying game from Modiphius Entertainment. Either way, it is a solid introduction to the series. ‘Terraria – The Success of Simplicity in Modern Gaming’ by Richard Watson is the not as interesting counterpart to ‘Homeworld’. Terraria is a two-dimensional, side-scrolling sandbox which is hugely popular given its relative price and despite there being any number of multi-million dollar titles which a player could choose to play instead. A relatively short article, it nevertheless takes too long to get to what the game is about, concentrating instead on updates and what the game is not. So it never fully sells the game and the fact that it is fun to play.
In comparison, the articles on books are uniformly good. Allen Stroud’s ‘Diamonds in the Rough: Read Adventurous!’ examines the joys and dangers of reading self-published books. It highlights the difficulty of picking your way through the innumerable genre titles available today to find the proverbial diamond in the rough, providing some pointers as to what to look for—reviews, blurbs, cover designs, price, and more. It is backed up with quintet of recommendations as a starting point. They include dystopian future, tales of epic fantasy, space opera, and others, all useful pointers. This is followed by a trilogy of book reviews—Tade Thompson’s Arthur C. Clarke Award-winning Rosewater, Beyond Kidding by Lynda Clark, and Duchamp Versus Einstein—by Allen Stroud, Louis Calvert, and Tom Grundy. These three reviews are surprisingly succinct and to the point, with little in the way of wasted space—not always the case with other articles in the issue.
Penultimately, ‘TV & Film’ completes a two-part article dedicated to Star Trek begun on the previous issue. In the first part of ‘Keeping Trek’ by Ben Potts looked at the origins and history of the franchise, all the way up the earliest films. Here he picks up with Star Trek: The Next Generation and explores the franchise over the course of numerous series, Star Trek: Deep Space 9, Star Trek: Voyager, and Enterprise, and to a lesser extent, the films of the nineties and noughties. It comes up to date for for the first two seasons of Star Trek Discovery, but does not give them more than a passing mention. Essentially, this continues the solid introduction begun in the first part, turning the two-part series into an overview primarily intended for the casual or uninitiated would be fan of Star Trek as there is nothing here that the dedicated fan will not already know. As with the first part, it highlights some of the issues of the various series as well as some of the issues too. It pays particular praise to Star Trek: Deep Space 9, especially in its capacity to tell more interesting and often longer stories, whilst acknowledging the parallels with Babylon 5.
The other ‘TV & Film’ article in Parallel Worlds Issue #03 is ‘Let’s Talk About... The Dark Crystal: Age of Resistance’, which is a noted departure in format for the magazine. Together, Tom Grundy, Allen Stroud, and Beth Faulds discuss and give their opinions. There is room here for the trio to agree and disagree, the discussion good-natured and everyone has room to give their opinion. This is a solid format with little wasted space here, and hopefully, future issues will return to it to discuss other genre television or film. Lastly, the issue is rounded out with a short piece of horror fiction. ‘Erden Foe’ by Mehzeb R. Chowdhury is a short piece of Lovecraftian military fiction which nicely rounds the article off.
Physically, Parallel Worlds #03 is printed in full colour, on very sturdy paper, which gives it a high-quality feel. As with both Parallel Worlds #01 and Parallel Worlds #02, it does suffer from a lot of empty space and just too many of the articles do feel stretched out. More concision when it comes to the layout and perhaps there might have been room for more content. 
Parallel Worlds Issue #03 swings widely in tone and content. Once again roleplaying does come off a poor third in comparison to other types of gaming, too many articles feel stretched, and it does not yet escape the feeling that there should be more to it. One board game and one miniature review does not feel as if it is enough in comparison to several books. Yet there are good articles to be found in the pages of the issue. ‘Wargaming on a Budget’ is useful and informative, as are ‘FrightFest – Twenty Bloody Years’ and ‘Diamonds in the Rough: Read Adventurous!’ because they help the reader do things, whilst  ‘Let’s Talk About... The Dark Crystal: Age of Resistance’ is spirited and engaging. All four articles are ones that might bring the reader back to the issue to follow up on that help or read again, whereas the others, less so. Overall, Parallel Worlds Issue #03 is still just a bit too light, but there are sections worth reading.

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 23

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Continuing through the door of Room #23, the hallway continues there is a cell on your immediate right.

Room 23

Inside this room are three (3) large Giant Crab Spiders. They have maximum hp. Their bite has poison as per the B/X rules.

There is a glow coming from a portal 10' from the ground. If the PCs stay in this room for longer than 1 hour three more crab spiders will appear.

--

Another dip into my Monster and Treasure Assortment tonight!

Welcome to the NIGHT SHIFT

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I have a little project going on, and it would be nice to make a formal introduction to the NIGHT SHIFT Veterans of the Supernatural Wars Role-Playing Game



What is NIGHT SHIFT Veterans of the Supernatural Wars?

NIGHT SHIFT Veterans of the Supernatural Wars is a modern urban fantasy role-playing game with horror roots but with multi-genre elements as well. It is designed to be played the way you want, from light and fast to gritty and complex. It also features of examples of play thanks to our various Night Worlds. So you can be a student in Chicago's only school for Magical Youths and partake in various magic-fueled hijinks, all the way to a post-apocalyptic Earth where the forces of Good and Evil battle it out in the skies above and the streets below. Or to play a supernatural creature that just wants to live and get by in a world full of humans trying to hunt them down.

Play it silly, straight, dangerous or just fun, NIGHT SHIFT can do it.

Wait. What is a Role-Playing Game?

Role-playing games have a LONG history. But the modern role-playing game (RPG) began, roughly, in 1974 with the publication of the Dungeons & Dragons rules.  You can read more about what a role-playing game is in this excerpt from the NIGHT SHIFT core rules book.

NIGHT SHIFT Veterans of the Supernatural Wars is self-contained. Meaning every rule you need to play is found in the covers of the core book. You will need dice (available nearly everywhere now), some paper, some pencils, but most of all some good friends to play with. No computers, no phones, and if your internet goes down, you can still play!

What Can I do With NIGHT SHIFT VSW?

Anything you want! As a multi-genre game NIGHT SHIFT VSW is open to all sorts of situations and ways to play.  Have a favorite TV show, movie, or book series? NIGHT SHIFT VSW with its varying degrees of play difficulty (Cinematic, Normal, and Gritty) allows the players to set the tone of the game.

Players take on the roles of various characters of their own creations. It's the game of Chosen Ones, Survivors, Witches, and Something Weird.  YOU decide what you want to play and how to do it.

NIGHT SHIFT is an urban fantasy, horror, and dark modern supernatural game that uses a brand new system of old-school mechanics inspired by and derived from the original, basic, expert, and advanced versions of the World's Most Famous Role Playing Game. It allows you to mimic all the tropes of just about any film, TV series, or novel you like.

All of the following are possible with NIGHT SHIFT VSW:

  • Cheerleaders that are chosen to slay vampires
  • Sisters imbued with the power of chosen witches
  • Worlds where Fae of all manner battle in the politics of light and dark
  • The great-grandniece of a famous gunslinger inherits the legacy of the demon hunter.
  • A world where two brothers armed with knowledge and weapons hunt the supernatural in their father's name
  • And more!

What is Old-School Play?

Old-school play in RPGs refers to a style of play that emphasizes fewer rules and more freedom to play. This is why NIGHT SHIFT VSW is complete as a single book. Players familiar with new RPGs can still do all the same things they had done before or want to do, now it just depends on how they all want to do it. It is more about how you play with each other rather than how you play with the rules.

But if you want more details here is co-Author and lead designer Jason Vey on what Old-School play means for NIGHT SHIFT VSW over on his blog for Elf Lair Games.

Sounds Great! How Do I Get Started?

Well, start with some friends who all want to play. One person (maybe you!) will be the Game Master or the one that builds the adventures that everyone goes on. They are like the writer, director, and producer of a movie or TV show. As everyone gets more familiar with the rules you switch off Game Master roles so everyone has a chance to build your new world. Unlike watching a movie or reading a book, everyone playing gets to decide what is happening in the world. 

You can certainly buy the NIGHT SHIFT VSW core rules and supplements. But in the meantime here are free resources to get you started right now.

Not to mention all the free NIGHT SHIFT content found on the authors' personal blogs and websites.

If you are a fan of physical books you can get NIGHT SHIFT VSW directly from the publisher or if PDFs are your thing you can buy NIGHT SHIFT VSW from DriveThruRPG.

We hope to see you on the NIGHT SHIFT!

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 22

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Returning to Room #20, the characters can now go to the right (previously left).  

Room 22

This hallway leads to a closed door. The door is not locked.  Inside is a circular chamber.  There is a door just like the one the PCs entered on the other side.

On the walls above the characters are 2 Gargoyles.  As soon as the PCs are all in the room, they will swoop down and attack.  

Behind a loose stone near their roosts is their treasure hoard.  There is C x2 treasure, as well as an additional 1,000 gp in assorted gems. 

Mail Call Tuesday: The Twisted Twins

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Everyone knows I love horror. I watch more than I can ever review here to be honest and don't always talk about the ones I enjoy.

Case in point I rather love "American Mary." It is so twisted, and really Katharine Isabelle (the star as Mary) is just so great to watch in everything she is in.

But the real stars of the movie are the directors (and occasional actresses) Jen and Sylvia Soska, aka the Soska Sisters, aka the Twisted Twins.

They were having a special on their Etsy webstore before closing it down for a bit and I knew I needed something. 

Well, I got it over the weekend, and I am pretty happy.

Jen and Sylvia Soska
Jen and Sylvia Soska

I mean really? "Are you a good witch or a bad witch?" "Blessed Be!!" "Wanna Join our Coven?"

How could I possibly say no!

Yeah sorry for the glare, but I wanted to get them into frames before I scratched them. 

They would also make great "live-action" stand-ins for my two blood witches Kimbra & Kelleigh.

Now I need to find a place on my game room walls to hang them. Though knowing the Soskas they would want me to hang these with a meat hook!

#Dungeon23 Tomb of the Vampire Queen, Level 3, Room 21

The Other Side -

Going straight takes the characters to a large room with wooden doors.  There is an eerie glow from the inside of the room.

Room 21

This is a storage chamber for various items needed to keep and feed the monsters here.  All the food is long gone, but there are a few normal weapons here as well as the following magical ones.

A sword +1 / +2 vs Lycanthropes.

A gem of light (casts light 3 times per day) This is causing the glow.

A shield +2

A dagger +1

A mace +1 / +2 vs Undead

Finding these items is worth 1,500 xp total.

This room is a dead end.

Monstrous Mondays: But What About Dragons?

The Other Side -

Did quite a bit of work on my Basic Bestiaries last week.  Mostly edits and some large-scale moving around of content. I am close to publishing yet, though I have more art for BB1.

Dragon

Here is where I am on content.

akaCompleteStartedBasic Bestiary IWitch Monsters284339Basic Bestiary IIUndead131378Basic Bestiary IIIDemons155240Basic Bestiary IVDragons1220

So, nearly 600 monsters are complete, and nearly 1,000 total started in one form or another.

A couple of things. 

Basic Bestiary I has shrunk while Basic Bestiary III has grown. I moved over about 20-25 creatures from I to III since they fit better.

Also, you might notice Basic Bestiary IV, aka Dragons.  I have talked about it, but not much. Mostly because I kept it closer to my chest, but really because so little of it was done.

This project grew out of something my oldest had been working on for a while, a book about dragons we were calling "Here There Be Dragons." It has been an on-again, off-again project for a while (ok 11 years) but I was leaving it in the hands of a then 11-year-old to work on. We resurrected it a while back and I have been slowly converting material from it to my Basic Bestiary format.  But that is not all, I also want to come up with a good monster stat block that will really take advantage of how awesome (in all senses of the word) dragons are.  I experimented with this one, but it is not 100% where I want it to be yet.  

I love the idea of Dragons getting their own book. I mean if I am going to do a book of Undead and Demons then Dragons really should get their own too.

In addition to the stat block, I have other issues to work out. Should Tiamat be in the Demon book or the Dragon book? Right now she is in both. What about one of my favorites, the Piasa Bird? Is it a dragon?

Next year, 2024, is not just the 50th Anniversary of D&D but it is also the Chinese year of the Dragon.  Feels like to me that an Old School monster book about dragons would be perfect.

I just need to get my ass moving on these.

I am also ditching the current covers I have for them and looking for something new. Still figuring out what to use.  I want the same artist for all four and they must feature the creature types covered. Still searching.

BTW if you want some cool dragon content now, Bruce Heard has a bunch up on his blog.


Miskatonic Monday #184: The Depths of Bermuda

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: The Depths of BermudaPublisher: Chaosium, Inc.
Author: Thomas S. Lawrence

Setting: 1920s Caribbean
Product: ScenarioWhat You Get: Forty-nine page, 10.85 MB Full Colour PDF
Elevator Pitch: The dangers of the deep will colour this dive.Plot Hook: The chance to strike it rich is undone when something else is struck.Plot Support: Staging advice, nine pre-generated Investigators, fifteen NPCs, four handouts, one map, four non-Mythos monsters, and two Mythos monsters.Production Values: Thematically ambitious.
Pros# Winner of a Miskatonic Playhouse Bronze Award# Engaging set-up and staging for the adventure# Physical, technical adventure rather than mental adventure# Lots of pre-generated Investigators, but advice given for players to make their own# Good scenario for a journalist or author# Has a Jaws moment# Aquaphobia# Thalassophobia#& Claustrophobia

Cons# Needs a strong edit# Underwritten explanation for the Keeper upfront# No deckplans# Has a Jaws moment
Conclusion# Action-packed one-shot which makes great use of its environment and staging for an enjoyably original encounter with a classic Mythos monster
# Scenario let down by underwhelming set-up and poor editing

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