RPGs

Friday Filler: Chariot Race

Reviews from R'lyeh -

Chariot Race is a ‘Roll & Race’ board game. Now lots of board games are races, involving the rolling of dice to move. For example, Snakes & Ladders and Ludo are both children’s classics, both involving races, but Chariot Race is a modern board game and uses its dice rolls to create different effects and determine what a player can do from turn to turn, much like the earlier King of Tokyo. In the game, the players are charioteers, standing in their chariots, reins and whip in hand, javelins and caltrops to one side, ready to race, to the sound of the roaring crowd of the colosseum. To win, a player must be first across the line after completing two laps of the arena. Unfortunately, his rivals will not only do their best to outrace him, but they will also do their best to stop him—dropping caltrops into his path if he is behind, throwing javelins at him if close enough, and even ramming him! The result is a fantastic spectacle for the crowds and glory for the winner who can survive long enough to cross the finishing line. All this will be done according to the rolls of the dice—can a player slow his chariot down enough to get round a corner without risking damage or speed up to catch his competitors? Can he change lane to avoid an obstacle, a rival charioteer and his chariot, or caltrops thrown in his path? Can he attack a competitor? Can he gain the Favour of Fortuna and make repairs to his damaged chariot or alter the results of the other dice? Only the bravest of the brave and luckiest of the lucky charioteer will be able to find out in Chariot Race.

Published by Pegasus Spiele, the biggest draw for Chariot Race is the fact that it is designed by Matt Leacock, who is best known for designing Pandemic, the board game of the CDC attempting to find cures to diseases before they overwhelm the world. Where Pandemic is co-operative, Chariot Race is not. It competitive, combative even. Designed for two to six players aged eight and up, it can be played in fifteen to forty-five minutes, is easy to set up and play, and includes advanced options too.

The core components consist of a double-sided game board, six chariot pieces in different colours, six double-sided chariot boards which match the chariot pieces, twenty wooden caltrop markers, eighteen pointer clips, and five dice. There are also Dolphin tokens to indicate if a player is on his first or second lap. Everything is in full colour and easy to use in play. The game board depicts the oval of the colosseum with three tracks. On the one side, this is plain, but on the other, it is marked with heaps of stone which will damage any chariot which runs over them. The chariot boards are marked with three tracks—the Damage Track, the Speed Track, and the Fate Track. The Pointer Clips are used to track these numbers. The amount of Damage a player’s chariot has taken restricts its maximum speed and the amount of dice the player can on his turn. The five dice are marked with Horse (Normal movement), Double Horse (Sprint), Steer, Attack, and Favour of Fortuna symbols. In play, a player will use these to alter his chariot’s speed, change lane, attack his competitors, and alter his luck.

Initial order of the chariots is determined randomly and then the turn order works from the chariot in the lead backwards, that is, from front to back. A player’s turn consists of six phases—Repair, Adjust Initial Speed, Roll Dice, Obtain the Favour of Fortuna, Move, and Attack. The Repair and Attack phases are optional. In the Repair phase, a player can spend three Fate Points to repair his chariot by up to three points of damage. The Adjust Initial Speed requires the player to check that his chariot’s Initial Speed does not exceed its current Damage Value as more damage reduces its maximum speed. The player than rolls the dice, the number again determined by the chariot’s current Damage Value. Then the player rolls the dice. A player can reroll as many dice as he likes once, but can spend Fate points to reroll again or to adjust a single die face to any non-Fortuna side.

Once a player has rolled the dice and made any rerolls, he begins applying them to his chariot. To Obtain the Favour of Fortuna he records any Fortuna symbols rolled on the dice. He can have a maximum of six. Then he can Move and Attack. However, actual movement is equal to his chariot’s Speed, and what the Horse (Normal movement) and Double Horse (Sprint) symbols do, is adjust that Speed. Horse (Normal movement) symbol lets a player adjust his chariot’s Speed, up or down, by one, whereas the Double Horse (Sprint) symbol lets a player adjust his chariot’s Speed, up or down, by two, but at the cost of a point of damage. The obvious reason for adjusting his chariot’s Speed is to catch up with another chariot, whether to pass it or ram it, but he may also need to slow down. This is because he might want to avoid another chariot or because he has to career around a corner! Both ends of the arena are marked numbers—higher numbers on the outside, lower numbers on the inside. If a chariot has a Speed higher than this number when it crosses through it, the chariot suffers damage. The inside track is shorter, but tighter, and so their number is lower. The outside track is longer, and its number is higher. On the expert board, which has stone heaps, the player might slowing down to avoid hitting them.

The Steer symbol allows a chariot to change lanes. Lastly, the player can use the Attack symbol to inflict damage on his rivals. First, by dropping a Caltrop on the track which another chariot might ride over and take damage from, and second, by throwing a javelin at a rival chariot. Another means of inflicting damage is to ram a chariot, but this inflicts damage to both the ramming chariot and the rammed chariot. It is possible to destroy a chariot, whether through poor handling round corners, riding over caltrops, being rammed, or having javelins thrown at it. A destroyed chariot means the player is out of the game, it leaves wreckage which does the same damage as a caltrop.

Chariot Race includes rules for two- and three-player games, with teams of chariots rather than singles. This enables a player to keep playing if he loses a chariot. Besides the alternative board on the other side marked with stone heaps, the chariot boards each have a different chariot on the back. They add a degree of variety to the game and a bit more individualism to the game.

Physically, Chariot Race is underwhelming. The components, done in full colour, are on thin card. The chariots are cardboard standees rather than wooden or plastic pieces. The dice are decently done though. Consequently, the feel is of a game with a lower budget and less durability. The rule book though, is clearly written, easy to read, and includes examples of play that ease learning the rules.

Chariot Race is primarily luck driven, with little in the way of player choices or tactics. Does a player race ahead to get a good start or hold back and avoid the carnage upfront as players battle for the lead, only to push forward on a chariot that has taken less damage and can thus maintain a higher speed? Other than that, a player is really only trying to make the best use of his dice rolls from one turn to the next. The result though tends to be a chaotic free-for-all, a brawl on two wheels drawn by thundering hooves and steaming nostrils of the horses. So, in the way Chariot Race does make a good filler. It is light, easy to understand, and quick to play. However, a group wanting something more thoughtful, less combative, but of a similar length, might try Ave Caesar. For more detailed, simulationist version of chariot racing, the classic Circus Maximus would be a good choice.

Ultimately, Chariot Race feels just a little too light, a little too lacking in depth for repeated play, and not enough choices. The variant rules do not add enough to keep the players’ attention for more than a few games, and ultimately, Chariot Race is more going to be remembered for the designer than the design.

The Rose Sisters, Witches of the Hill (B5 Horror on the Hill)

The Other Side -

B5 Horror on the Hill, Rosabella and Rosalinda

I was going through all my notes for my 1979 Campaign centered around the Keep on the Borderlands as a Pathfinder-like adventure path.

I have found that there are a lot of people out there who are equally fascinated with the B1 and B2 adventures, that this is something I spend a long time doing. I would not even have to add anything else to it all.

So, of course, what am I doing?  Adding something else to it.  

I noticed I did not have a copy of B5 Horror on the Hill. I always kind of wanted it since I knew a little bit about it and it was from the "Golden Age" of D&D. I had never bought a copy because by 1983 (when it was published) I had moved on to AD&D instead.  More folly for me I guess.  The recent GM's Day Sale at DriveThru had it on sale, so I grabbed the PDF and Print on Demand versions.  While waiting for the print I read through it a bit and found it would make a great addition to the surrounding of Keep. In fact, I think I would merge Guido's Fort and the Keep into one place. I am certainly not the first to think this or try this.

I was reading through the rumor table and saw this:

rumors of witches

I don't think you quite get the thrill I get when I am reading an older D&D product and there are witches in it! It is not something I am going to get to experience much more of, but it is always special.

So B5, Horror on the Hill has a rumor about an evil witch, and it is marked as TRUE?  Hell yeah!

Well, not so fast. There are two spellcasting women living on the Hill. But they are not really witches and they are a far cry from evil.

At least it is encounter #13.  

I am fine with them not being evil, but a cleric and a magic user? Must be something in the water around here that they all decide to live together. But I also know an opportunity when I see it.

We have two elderly women, Rosabella, 5th level and Rosalinda, 6th level, living near an area where there are ghouls, hobgoblins, rumors of a dragon, and more? In a cabin that is bigger on the inside?

Yeah, they are certainly witches.  But what kind?

Since this is overtly a BECMI product and from 1983 no less, I think my earliest OSR Witch book would be best suited for these two.  I also could not help but think of the sisters Ada Brook and Agnes van Rhijn in The Gilded Age on HBO played by Cynthia Nixon and Christine Baranski, as Rosabella and Rosalinda, respectively.

Rosabella & Rosalinda, The Rose Sisters

How these two witches came to live on the Hill is something lost to time out of mind. It is known that they are the last of the Rose Witch Coven that had operated in the area for many years and they inherited their magic home from their mother.  

Both sisters are Family Tradition witches, with their knowledge of witchcraft handed down throughout the ages. Rosalinda had a son, but he seems to have had no intention of marrying and has so far not produced any female heirs to their family's tradition.

They now live in this cabin/mansion and barter and trade with the local Keep when possible and with the various demi-humans who fear them.

B5 Horror on the Hill, Rosabella and Rosalinda

Rosabella
5th level Witch, Family Tradition
Neutral 

S: 12 I: 13 W: 14 D: 12 C: 13 Ch: 17

AC: 6 (Ring of Protection +3)
HP: 20

Attack: 1, by spell

Occult Powers: Familar (Spirit of a long-dead ancestor)

Spells
Cantrips: (5) Alarm Ward, Clean, Detect Curse, Mend Minor Wounds, Quick Sleeping
First Level: (2) Detect Invisible, Magic Circle vs. Evil
Second Level: (2) Hold Person, Scare
Third Level: (1) Stop Thief

Rosalinda
6th level Witch, Family Tradition
Neutral

S: 10 I: 13 W: 12 D: 10 C: 10 Ch: 15

AC: 9
HP: 17

Attack: 1, by spell

Occult Powers: Familar (Spirit of a long-dead ancestor)

Spells
Cantrips: (4) Arcane Mark, Daze, Mend, Spark
First Level: (3) Cause Fear, Sleep, Spirit Dart
Second Level: (2) Minor Image, Phantasmal Spirit
Third Level: (2) Fly, Mirror Image


Pretty good if you ask me. They are high-level to characters of the 1st to 3rd level to be sure.  Though I think they should be higher to keep the various monsters at bay.  Mind you they have desire to fight them, just scare them a little. 

And like all proper witches, they have a Tea Ritual. They are not above adding a sleeping draught to the tea of rude guests and sending them on their way. 

Looking forward to seeing what else I can do with this adventure!
Basic Witches


#AtoZChallenge2023: Doctor Who Quatermass

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The Tenth Doctor: You named a unit of measurement after yourself?
Malcom: Well, it didn't do Mr. Watt any harm. Furthermore, 100 Malcoms equal a Bernard.
The Tenth Doctor: Who's that, your dad?
Malcom: Don't be ridiculous, that's Quatermass.
The Tenth Doctor: Right. 

- The Planet of the Dead

Few things are as quintessentially British sci-fi as Doctor Who. Unless of course, you are talking about Quatermass.

First a bit of background.

Prof. Benard Quatermass is a brilliant scientist and part of the (fictional) British Experimental Rocket Group.  In his work he is constantly dealing with all sorts of alien threats.  Sound familiar?  The Quatermass stories have a solid sci-fi bend to them but are not afraid to do a little bit of horror, as in Quatermass and the Pit


The Doctor Who Connections

Lots really. I mentioned in my review of Quatermass and the Pit that finding an ancient skeleton older than humanity has been covered by Who in Image of the Fendahl and in horror by The Creeping Flesh. But that is just a story. The connections run deeper.

The whole Jon Pertwee (Third Doctor) was designed to have a solid Quatermass feel to it; brilliant scientist fighting off alien threats with the aid (to his annoyance) of the military and some secret organization. Are we talking about The British Rocket Group or U.N.I.T. here? 

In the 1988 series "Remembrance of the Daleks," which takes place in 1963,  military, scientific advisor Alison Williams remarks to her colleague Dr. Rachel Jensen, "I wish Bernard was here." Rachel replies, "British Rocket Group's got its own problems."  Even the episode "Hide" set in 1974 featured a very Quatermass-like character in the form of Professor Alec Palmer, who was supposed to be Benard Quatermass but they could not get the rights cleared.  

"The Planet of the Dead" has an energy reading in Benards which is 100 Malcoms. Named in honor of Quatermass.

In "The Christmas Invasion," David Tennant's first turn as the Doctor, a British Rocket Group logo can be seen in the command center of Guinevere 1. This one is especially interesting because of the very recent (2005) "The Quatermass Experiment," which featured David Tennant playing a Doctor. Not the Doctor, but he did get the roll in Doctor Who while working on this show. 

The Doctor?

In addition to David Tennant this show featured Mark Gatiss, a regular Doctor Who actor and writer. Gatiss also wrote a Doctor Who novel "Nightshade" about a serial that exists in the Doctor Who universe that is not quite Doctor Who and not quite Quatermass. 

Quatermass and the Doctor

Some fans have even suggested that the reason Ace calls her Doctor, "Professor" all the time is because of her familiarity with Quatermass. 

I'd love to see a full-on crossover with Doctor Who and Quatermass. Set it in the late 1950s or early 1960s. That would be a lot of fun.

If nothing else, then it would make for a good Doctor Who RPG adventure!



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

#Dungeon23 Tomb of the Vampire Queen, Level 4, Room 20

The Other Side -

 Moving on to Room #20 these tunnels seem to have a more "finished" or carved feel to them. 

In this cave are three very large Cave Bears

cave bears

The eldritch glow of these caves is much stronger here and it is reflected in these bears' eyes.

They look like they could be sick, but in reality, it is just the necromantic energies feeding on them; they are every bit as strong, fierce, and angry as their normal counterparts.  Because of the necromantic energies, these bears are starving and only living blood will satisfy them.  For this reason, their morale is set to 12.

These bears have no treasure and have wandered into this cave from other parts of this level.

#AtoZChallenge2023: Doctor Who PBS (and Pluto)

The Other Side -

"Support for this PBS station comes from Viewers like you."

- The Unofficial Start of Every Doctor Who episode in my youth.

At the risk of sounding like a grumpy old man. Doctor Who fans today have it easy. We have DVDs, Blu-Rays, BBC America, BritBox, Pluto (more on that) and untold ways to watch our favorite episodes of Doctor Who.

In the 80s this was not the case. Back in the 1980s we had ONE choice to watch Doctor Who and that was our local PBS station. If your station didn't carry it, well you had to hope you had a friend who did have access and access to a VCR to record them. 

For me that was KETC PBS Channel 9 out of St. Louis, MO. 

I grew up on Channel 9. As a little kid I watched Sesame Street and the Electric Company. As I got older I watched Cosmos with Carl Sagan and 3-2-1 Contact.  I tried to watch Upstairs, Downstairs and Masterpiece Theater. I knew they were good, but I never caught them often enough to know what was going on. But I, Claudius, was amazing.  I was primed to accept that anything on this channel was quality.

KETC Channel 9 PBS

So when I was introduced to Doctor Who in the early 80s (1983) I was ready to accept it as the best thing ever on TV. It was A.) British and B.) on PBS. So of course it was great. Sadly it was not on till 10:30 pm on a Sunday night and I had school and a morning paper route to do on Monday morning. I got into a lot of trouble trying to watch it.

Doctor Who ad

Another issue for me? I only had an old Black & White TV, so my first experiences with Doctor (namely the Key to Time series) were all in Black & White!  I didn't get my first color TV until I, and this is no kidding, traded my 18 ft long Doctor Who scarf for one.

I think there is a sort of rite of passage with older Doctor Who fans. We all can readily identify which PBS stations we watched them on.  KETC always took the individual parts and showed them as one complete story.  Other stations showed 1 or 2 parts a night. This was the case for WTTW in Chicago. I did not get that station then, but now it is my local station.

The whole "Viewers Like you" thing hit me hard too. I felt like I was watching Doctor Who but not a real fan since I didn't help PBS out. So one year I finally asked my parents to send in support. I paid them back and got this sweet TARDIS key chain that I still have to this day.

TARDIS key chain
TARDIS key chain

Still pretty pleased to have that.

The TARDIS Data Core wiki has a great history on PBS and its association with Doctor Who.

Doctor Who on Pluto

Nowadays you can get Doctor Who nearly anywhere, but the closest experience to the old PBS stations is watching Doctor Who on PlutoTV.

Pluto TVThere are "Doctor Who" channels that play the Classic Doctor episodes 24 hours a day, 7 days a week.
Doctor Who on Pluto

I have been catching them as I can and it has been fantastic.  If you are new Who fan it is worth checking out. Plus Pluto is 100% free! You can even watch it on any device.

Additionally, on Tubi, you can catch the old Doctor Who Dalek movies.

Something I never expected to happen back in the 1980s, sometime after 10:30 pm on a Sunday night when I was supposed to be asleep. 



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

#Dungeon23 Tomb of the Vampire Queen, Level 4, Room 19

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 The secret door, really just a hidden one, is to the right from the perspective of heading toward Room 20. There are a few stones to move (combined strength of 20 required, up to three characters) the biggest obstacle is the dark.

Trolls

This appears to be the Grimlock's larder. In here are four Trolls. They are tied up and their limbs have been hacked off.  The grimlocks have captured them and are keeping them near death as a regenerating food source.  Their limbs are growing back at odd angles and lots of mutations.

Each troll only has 1d4 HP each. They can be easily killed but only give 10 XP each.

There are a few magic items here too. One is a sword +1/+3 vs. trolls. It glows in the present of trolls. When the trolls are dead the glow will stop.  The trolls were afraid of it, and the grimlocks hated the light.

There is a wand of magic missiles here as well. It has 2d6+4 charges remaining.



Wasted Lands Playtest: Ereshkigal

The Other Side -

Queen of NightWe are in the midst of the Wasted Lands playtest right now. It is fun to play a game I am at the same time familiar with (it is very similar to NIGHT SHIFT) and yet brand new at the same time.  For me, there is extra fun here since I can use so much of my own One Man's God material in my home games.  

My home game, right now, is a bit of a riff on my "Second Campaign" ideas.  Recall that in the Wasted Lands during the "Dreaming Age," the first generation of humanity (or proto-humanity) has thrown off the yoke of the Old Ones (the stars went "wrong" again), and now they have an Earth to themselves.  It is part Mythical Age and part Post-Apocylptic. 

With the Old Ones gone, humanity renews its battles with their most significant threats, the reptiles. So I have reptiles and Snake People as my big bads here, at least for this trail run of the game.

Since the characters will become the gods of our myths and legends, I want to try out some of my favorite gods here.

Up first is one I have called "The World's First Goth Girl" Ereshkigal.

She was the Queen of the Underworld and the Goddess of the Dead in Sumerian mythology. In the Dreaming Age, though, she is now just a 1st Level Necromancer.  This is good for me since my very first D&D character was a cleric dedicated to destroying the undead. So a nice little flip side to that.

Wasted Lands: The Dreaming Age uses the same O.G.R.E.S. rules as NIGHT SHIFT does. So following along here will be easy. 

So. Let us see what we can do.

Siouxsie Sioux as EreshkigalSiouxsie Sioux as EreshkigalEreshkigal

Class: Necromancer (Persona Aspect)
Level: 1
Species: Human

Alignment: Dark Neutral

Abilities
Strength: 16 (+2)
Agility: 13 (+1)
Toughness: 15 (+1) N +1
Intelligence: 13 (+1)
Wits: 15 (+1) N +1
Persona: 17 (+2) A +2

Fate Points: 
Defense Value: 7
Vitality: 5 (d6)
Degeneracy:
Corruption:

Check Bonus (A/N/D): +2/+1/0
Melee Bonus: +2
Ranged Bonus: +1
Saves: +3 to Persona based

Special Abilities
Channel the Dead 22%
See Dead People
Summon the Dead 15%
Command (Spirits)
Protection from Undead
Turn Undead 20%

Divine Notes: Death, Earth Psychopomp
Background: Undertaker

Gear
Leather armor: DV 8
Dagger: 1d4

Here is my concept for her.

At this time, Ereshkigal of Irkalla & Kur is the daughter of Nanna, an oracle of the moon. It has been her task to take care of the dead of the city and in particular, the dead that have been killed by dark magics. 

I have yet to do much with her, but rolling her up was as easy as rolling up any D&D-like character. Faster even if you are a fan of NIGHT SHIFT. Now I don't have everything figured out just yet, but I want to get her into a game to figure it all out. 

The campaign I am working up will be against a cult of Snale Men that are trying to rise up in the vacuum left by the Old Ones. Humanity is on the brink of being wiped out before they even begin and only one group will inherit the Earth. 

Since I see Ereshkigal as the world's first goth girl, it only makes sense that she is portrayed in my games by Siouxsie Sioux.

Want to know more about The Wasted Lands? Head on over to Jason's blog to read more.

#AtoZChallenge2023: Doctor Who Occult Themes

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#AtoZChallenge2023: Doctor Who Occult ThemesThe Doctor: This lot have still got one foot in the Dark Ages. If I tell them the truth they’ll panic and think it was witchcraft.
Martha: Okay, what was it then?
The Doctor: Witchcraft.

- The Doctor and Martha, The Shakespeare Code

Doctor Who is overtly a sci-fi series and a family show. So one would imagine that themes of the occult and horror would not pop up, but you would be wrong!

Doctor Who has a long-established tradition of "hiding behind the sofa" when the Daleks show up and with some of the scarier episodes.  While there are plenty of scary episodes and plenty more that met with the disapproval of Mary Whitehouse, I want to focus on ones that had occult overtones as befitting my typical interests around here.  I'll also look into that most quintessential of all British horror, Folk Horror.

The Dæmons

This one has the dæmons returning to Earth, but they are not diabolic, but rather a race of giants that have "sufficiently advanced science" that looks like magic. Though it does have the Master posing as a Satanic Priest and using rituals to summon the dæmon Azal.  There is even a white witch in this one.

The magic here is couched very much in the science of Doctor Who, it is just highly advanced.

This episode is very much a British Folk Horror tale. And there was that time where the 11th Doctor fought them off with the help of Buffy and her friends

The Dæmons

Image of the Fendahl

Talked about this one all the way back on "F" day.

The Stones of Blood

Here is another "Science disguised as Magic" the large standing stones are disguised blood drinking creatures and the alien of our tale is disguising herself as The Cailleach of Scottish and Irish myth. 

Of note: This episode gave me the idea for Gog and Magog.

The Awakening

Another British Folk Horror episode this deals with a demon-like creature and old pagan rites. In some ways it reminded me a lot of The Dæmons. So much so that I was disappointed it wasn't more closely tied to it. 

The Curse of Fenric

I'll go into this one in more detail later on, but there are some interesting occult associations here as well. 

The Unquiet Dead

Ghosts in Cardiff. Or really, the Gelth caught in a time rift. In Universe, this was the reason that Charles Dickens wrote about ghosts in A Christmas Carol. In the real world this gave us some background for the Torchwood series. 

The Impossible Planet / Satan Pit

Ah. Now this one was so good.  I might have to add this as my one "TV Episode" per year to my Horror movie marathon in October. This one is more straight up horror than occult, but the appearance of the "Devil" at the end sends this one into occult territory.

The Beast of this episode does bring to mind the Dæmons of the Pertwee era. They might even be related to this creature as their former ruler. Maybe it was them that chained him up in the Pit.



The Shakespeare Code

Ah. This is not the first Doctor Who episode to feature witches or witch-like creatures, but it is a fun one. This Tenth Doctor romp features a subtly bisexual Shakespeare ("Fifty-seven academics just punched the air,") and former HEX actress Christina Cole as Lilith. 

Again this episode implies that magic and "witchcraft" are just a different type of science. Maybe an older type.

Hide

Hide is a fantastic haunted house episode. Among other things, there is a monster, a psychic, a witch, and all sorts of strange goings on. Our psychic is played by the amazing Jessica Raine, who will have more involvement with Doctor Who and our monster...well it is a quintessential Doctor Who twist. The monster is just a poor alien trapped in time. The witch is a time traveler from the future trapped in every moment of time but stuck at this house. So in the words of The Doctor, "this isn't a ghost story, it's a love story."

The Witchfinders

Few things are as British occult as the witches of Pendle Hill. It is here in this episode the Doctor, now in the form of Jodie Whittaker, finds herself in the middle of. 

Again, no witches or demons here, just aliens. In fact the Doctor says "A brilliant man once said, 'any sufficiently advanced technology is indistinguishable from magic.'" One of Arthur C. Clarke's Three Laws

While the Doctor will deal with various occult themes, the explanation will always be some sort of advanced science. It is a conceit of the show's universe and one that works well enough for me. 



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

#Dungeon23 Tomb of the Vampire Queen, Level 4, Room 18

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Going left in Cave #17 takes the party through a short narrow tunnel (only single file here) it opens to a large, and mostly dark cave. 

Photo by Christina PetsosPhoto by Christina Petsos
Inside the cave a small group (2d10+4) of Grimlocks have made their home.  

The grimlocks are blind, but they can sense the party.  Two of these creatures are larger with 3 HD and there one leader of 4 HD. The leader also has a +1 sword. The sword does not glow. All the grimlocks are combative, even the youths will kill, and eat, anything they do not recognize.

There is Treasure Types E and J found here, mostly from other creatures the grimlocks have killed in the past. 

There is an exit straight ahead from the entrance (to Room 20) and a hidden exit (secret door) to the right as the party came in (Room 19).


Miskatonic Monday #190: The Things We Feed

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: The Things We FeedPublisher: Chaosium, Inc.
Author: Zander Ford

Setting: 1926 New Orleans
Product: ScenarioWhat You Get: Twenty-page, 15.28 KB Full Colour PDF
Elevator Pitch: Hunted house horror as theft turns to terror.Plot Hook: Can a book be recovered before state officials intervene?Plot Support: Staging advice, six handouts, one NPC, one map, one Mythos tome, and one Mythos monster.Production Values: Decent.
Pros# Suitable for criminals, antiquarians, and art experts alike# Weird haunted house horror in which the horror lurks between# Easily adapted to other time periods# Mnemophobia# Toichophobia# Ommetaphobia# Paranoia
Cons# Needs an edit# No pre-generated Investigators# Investigation could be better developed
# The horrors seen in the scenario could have been better developed# Pre-generated Investigators could have meant more tailored horror
Conclusion# Claustrophobic ‘haunted’ house horror with engaging sense of otherness.# Rushed and slightly underdone in places, but otherwise solidly serviceable scenario

#AtoZChallenge2023: Doctor Who New Who (and the Ninth Doctor)

The Other Side -

The Doctor: I'm the Doctor, by the way, what's your name?Rose Tyler  Rose.The Doctor: Nice to meet you, Rose, - run for yer life!
- The Ninth Doctor, "Rose"
Doctor Who premiered in November 1963 and ran until 1989. There was a TV movie that, while fun, was not great and went no where. Sadly we Doctor Who fans settled in to just enjoying the new novels and the audio dramas. 

Then Russel T. Davis came on the scene and, in 2005 brought Doctor Who back!

At first, we did not know if this new series was a new series or tied to the original series. So many of us began to call this "New Who" or even "NuWho."

Not only did we get a wonderful series that had all the charm of the old series, but we would also learn that this Doctor was the Ninth Doctor and he was the only survivor of the Great Time War between the Time Lords and the Daleks. 

The original series ran 26 years and had seven total Doctors. Eight if you count the movie. The new series has run for 14 seasons (though almost 18 years) and has had six doctors, or eight, or nine depending on how you count it. 

The new series of Doctor Who has done so much to bring in new fans to the show and make it a world-wide phenomena. While the Tenth and Fourteenth (both David Tennant) and the Eleventh (Matt Smith) did much to make the show popular we really have to thank Christopher Eccleston for bringing the character back to life.

Eccleston's Doctor was a Doctor consumed with guilt and sadness. He was fresh off the Time War (tune in for that on "W" day), and you feel that Rose was his first companion in a very, very long time.  This Doctor had seen everything he loved burn and to make it all worse, he knew he was the one that caused it all. This new reality; the Time War, Gallifrey destroyed, and the Doctor alone, made for a great way to bring in both new and old fans. It was, well to quote the Ninth Doctor, "Fantastic!"

This was the Doctor that got my wife and kids hooked on the show and made us a Who-loving family.

While Eccleston had his own reasons for leaving (and I won't debate his choice here) it did do one very, very perfect thing. It gave new viewers a complete Doctor Who experience in one whole season.  

His regeneration at the end of his first and only season gave the new fans something we old fans always had. That fear and anticipation about who this new doctor was going to be. 

My wife was SO upset with this. And as you can expect David Tennant's Tenth Doctor went on to become her favorite.

New Who has been fantastic to me as an old-school Doctor Who fan. 

If you want more details on the new series of Doctor Who, pop on over to fellow A to Z blogger, Elena Square Eyes, and see what she is doing. She is also doing the A to Z of Doctor Who but focusing on the newer stories.



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Miskatonic Monday #189: Walk Among Us

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: Walk Among UsPublisher: Chaosium, Inc.
Author: Marco Carrer

Setting: 1926 New Orleans
Product: One-hour scenarioWhat You Get: Fourteen-page, 3.90 MB Full Colour PDF
Elevator Pitch: Zombies, werewolves, and the Black mafia down the bayou. Oh my!Plot Hook: William Faulkner asks the Investigators look into the return of a friend’s friend and his listless state.Plot Support: Staging advice, four pre-generated Investigators, four NPCs, one map, four non-Mythos monsters, one Mythos artefact, and one Mythos monster.Production Values: Plain.
Pros# Pulpy, noir-style mystery in New Orleans# Decent plot to be found if properly prepared# Kinemortophobia# Lupophobia# Limnophobia
Cons# Needs a strong edit# Underdeveloped, unclear, and unkempt# Decent plot to be found properly prepared# Irrelevant werewolf# No handouts
Conclusion# Messy, underdeveloped plot and set-up hides a reasonable plot to be found if properly prepared by the Keeper# Irrelevant werewolf

Review 2000: James Bond 007

Reviews from R'lyeh -

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

—oOo—
James Bond 007: Role-Playing In Her Majesty’s Secret Service was published in 1983 by Victory Games, a subsidiary of Avalon Hill. It was not the first espionage roleplaying game. That honour goes to Top Secret: An Espionage Role Playing Game for 3 ormore players, ages 12 to adult, published by TSR, Inc., and whilst Espionage! from Hero Games and Mercenaries, Spies and Private Eyes from Blade, a division of Flying Buffalo, Inc., were both published in 1983, it was the James Bond 007 roleplaying game which not only took the crown, it remained the preeminent espionage roleplaying game, arguably never to be equalled. After all, what it had was brand recognition and few of the espionage and spy roleplaying games which came after James Bond 007—and certainly none of those that came before it, were not influenced by the films adapted from Ian Fleming’s novels. The James Bond 007 roleplaying game took that brand recognition and offered the players the opportunity to roleplay in the setting of the world’s greatest spy, to travel the world and visit its greatest cities, enjoy the most luxurious food, play at the best gaming tables, seduce the most attractive women, use the most amazing gadgets, thwart the diabolical plans of evil masterminds, and so save the world, and of course, seduce the attractive women again. All whilst looking suave.

James Bond 007: Role-Playing In Her Majesty’s Secret Service is based upon the James Bond films and the original James Bond novels, but drew more from the former than the latter. This would have consequences for the roleplaying in terms of background. The rules—primarily percentile based—covered every type of action seen in the films. Action, combat, chases, gambling, seduction, thrilling cities, and gadgets are all there. Most of the major characters to have appeared on screen are also included with full stats, Bond himself receiving a chapter of his own. The one element missing from the roleplaying game and the one that everyone expected to be there, is SPECTRE and its leader, Ernst Stavro Blofeld. At the time of James Bond 007’s publication, the rights to them were contested and so they could not be included. Instead, the roleplaying game provided a similar organization called T.A.R.O.T. or ‘Technological Accession, Revenge, and Organised Terrorism’, complete with a range of NPCs, including its leader, the evilly named Karl Ferenc Skorpios. Although disappointing, the absence of both SPECTRE and Ernst Stavro Blofeld actually frees up the Game Master to create her own missions, free of the associated backstory between Bond and Blofield and obviously designed around the Tarot card theme of T.A.R.O.T., and Karl Ferenc Skorpios and his minions can become the nemesis for the Player Characters in ways that SPECTRE and Ernst Stavro Blofeld never quite will.

James Bond 007: Role-Playing In Her Majesty’s Secret Service opens with a bold statement: “The James Bond 007 Game in [sic] not like most role playing games available today. Those games are designed to make the GM all-powerful and give the NPCs a much greater advantage over the Player Characters.” It expands on this by saying that NPCs in fantasy games are often incredibly powerful because of their armies or magical artefacts, and that in Science Fiction settings, the universe is so big that the Player Characters have little influence on any course of events, before explaining whyJames Bond 007 is different. It gives Player Character agency, the ability and authority to act and so succeed rather than fail, to fulfil a mission and save the world rather than fail and let some criminal mastermind’s plans come to fruition. There is both truth and hyperbole in this statement, but JJames Bond 007 does place the Player Characters at the centre of the story and the action. It also gives both them and their players the means to succeed. The Player Characters are skilled spies and they are often equipped with gadgets devised by ‘Q’ which give them an advantage. For the players, James Bond 007 provides them with a magnificent gift—Hero Points. Arguably the roleplaying game’s greatest innovation, in play they are used to alter the effect of skill rolls and to shrug off wounds and even death, and so allow the Player Characters to be more heroic. Although a Player Character will not necessarily succeed on every action—and why should he, otherwise how else is he going to be captured and have the opportunity to listen to the villain’s monologue?—he has the means to succeed where it counts. The rest of course, is down to player decisions and roleplaying, although it is interesting to note that although the players are encouraged to roleplay like Bond, when it comes to the published scenarios, most of which were directly based on the films, they are advised not to roleplay like Bond, or at least not follow the exact same actions as he did in the films. This is because although a scenario like Goldfinger would follow the plot of its film, it had significant details changed to make it challenging and to ensure that the Player Characters would fail if they followed the exact same path of investigation and action as seen in the plot.

The introduction to the roleplaying game is excellent. Besides the provocative opening statement above, it explains the nature of roleplaying in James Bond’s world, the core concepts, terms, and rules of the game, and provides six example characters ready to play—James Bond, Anya Amasova, Felix Leiter, Holly Goodhead, Mary Goodnight, and Lieutenant Chong Sun Hip, all taken from the films. It also includes an exceptionally good example of play. In fact, it is arguably the best example of play in any roleplaying game. Six pages long, it takes two scenes from Goldfinger, first where Bond escapes the factory in the company of Tilly Masterton, but when she is killed by Oddjob, he gives himself up before attempting to flee again, using the ejector seat built into his Aston Martin DB5 by ‘Q’, and when captured again, his interrogation scene with Goldfinger. Parallel to the fiction is Game Master Jessica running the game for Dave, who is playing Bond. This is great writing, the parallels between the two working our imagination, showing how a roleplaying is played (and its highs and lows), and of course, the rules. Although the rules do not include another example of play like this, they do include numerous examples of the rules, all highly thematic and readable.

In James Bond 007, the Player Characters are secret agents working for MI6, the British Secret Intelligence Service, and sometimes its allied agencies, such as the CIA or Japan’s Public Security Intelligence Agency. Depending upon their ability and assignments, they are ranked ‘00’, ‘Agent’, or ‘Rookie’. James Bond is of course, ‘00’ rank, as is Anya Amasova from The Spy Who Loved Me, whilst Felix Leiter is ‘Agent’ rank and Mary Goodnight from The Man with the Golden Gun is ‘Rookie’. Rank determines the number of points to be spent during character creation and to a certain extent the number of Player Characters in the game. Higher ranked characters are more capable and thus fewer of them are required to complete a mission.

A Player Character in James Bond 007 has five characteristics, Strength, Dexterity, Willpower, Perception, and Intelligence. These range in value between five and fifteen. He also has numerous skills, such as Charisma, Driving, Evasion, Local Customs, Science, Seduction, and Sixth Sense. Notably, like the films, the roleplaying game does not include the use of languages (and similarly money). These are rated between one and fifteen. His height, weight, and appearance also matter, as the more notable a Player Character looks, the more Fame Points he will have, and the easier it is for him to be recognised. Derived values such as Speed, Hand-to-Hand Combat Damage Class, Stamina, and Running/Swimming Value are all primarily used in combat. All Player Characters have the Connoisseur, First Aid, and Photography, which are set values and work like skills, but optionally, a Player Character can also have Fields of Experience, which represent areas of knowledge and skill gained prior to becoming an agent for MI6, and also a weakness, for example, Board Games, Computers, Toxicology, and Rare Collectibles. Selecting one or more Fields of Experience increases a Player Character’s age, but grants him more points to spend on associated skills. To create a character, a player is given Generation Points to spend on the skills and attributes. The skill level is then added to the appropriate attribute to determine its Primary Chance. A Rookie receives 3000, an Agent 6000, and a ‘00’ 9000 points to spend. The process is a little complex and does take a bit of time.

Character Name: Claudia Romanov
Character Rank: Rookie
Age: 33 Fame Points: 76 Hero Points: 0
Appearance: Striking Height: 5’ 3” Weight: 125 lbs.

Strength 5 Dexterity 10 Willpower 7 Perception 8 Intelligence 7

Speed: 2 Stamina: 28 Running: 25 Carry: 60-100
Hand-to-Hand Combat Damage Class: A

Charisma (5) 12, Driving (4) 13, Fire Combat (3) 12, Gambling (5) 13, Hand-to-hand Combat (4) 9, Lockpicking and safecracking (7) 17, Mountaineering (4) 10, Seduction (2) 8, Sixth Sense (5) 12, Stealth (7) 11

Weakness: Greed
Abilities: Connoisseur, First Aid, Photography
Fields of Experience: Fine Arts, Jewellery, Law, Mechanical Engineering, Rare Collectibles, Snow Skiing

Mechanically, James Bond 007 employs a percentile system. The Success Chance of an action is determined by multiplying the Primary Chance—typically that of a skill—by an Ease Factor, which ranges from ½ to ten. The harder the task, the lower the Ease Factor, and vice versa. A roll under the Success Chance succeeds, whereas a roll of one hundred always fails. For ease of play, a multiplication table is included on the character record sheet. In addition, the quality of a successful roll can matter. This is measured by the Quality Rating of the roll, which ranges from 1 to 4, or Acceptable, Good, Very Good, or Exceptionable. These various degrees of success determine how well the Player Character has done or how quickly, or in combat how damage is inflicted.
For example, Claude Romanova is attending the party held by the Russian oligarch, Samuil Vorobev, at his villa on the Côte d’Azur. She has already sneaked upstairs, into a bedroom, and then into his study. She quickly locates the safe and begins to crack it. The Game Master sets the Ease Factor at 3, as the safe is modern, meaning that with Claudia’s Lockpicking and safecracking Primary Chance of 17, her Success Chance is 51%. Claudia’s player rolls 18. This gives a Quality Rating of 3 or Good. This means that she has cracked the safe, purloined the jewellery that Samuil Vorobev’s girlfriend is not wearing that night and closed up before one of the oligarch’s security guards comes knocking at the door. Now to get back downstairs to the party…Combat and other action scenes in James Bond 007 are played out in Action Rounds. Declarations of actions are made in reverse order of Speed—slowest first, and then enacted in order of Speed—fastest first. Combat handles hand-to-hand combat and gun combat in a decent fashion, with the Ease Factor used to modifier the Primary Chance if a specific location is being targeted. Chases are a special case though. Whether Boating, Diving, Driving, or Piloting, the participants in a chase bid against each, not up, down, lowering the Ease Factor and increasing the difficulty of the manoeuvre they want to perform. The manoeuvres include ‘Pursue/Flee’, ‘Force’, ‘Quick Turn’, ‘Double Back’, and ‘Trick’, the latter a catchall for all manner of stunts—jump a ditch, grab an opponent’s parachute mid fall, and so on. Failing a roll can lead to mishap as can driving below the Redline of a vehicle and exceeding its capabilities. The chase rules are clear and simple, handling the narrative of Bond-style chases in a tense fashion.

Other rules in James Bond 007 cover interaction with NPCs—Persuasion, Seduction, and Interrogation, as well as gambling and gambling life. The latter includes a range of card games plus descriptions of casinos around the world. Fame handles the chances of the Player Characters being recognised by the wrong (or right) people, and then there are Hero Points. These enable a Player Character to alter the outcome of a skill roll, adjusting Quality Rating in his favour. So, he might lower the Quality Rating during a chase to ensure he pulls off a manoeuvre or raise the Quality Rating of an NPC’s attack roll to reduce the damage he would otherwise suffer. They are also used to perform a stunt or at the Game Master’s discretion, even affect the environment around the Player Character. The advice on handling Hero Points in this fashion is underwritten in comparison to their mechanical use, but the possibility is there to pull off some great stunts. For the Game Master, there are Survival Points, which she can spend on her important NPCs to do the same thing. In play, this can lead to great action scenes as the Player Characters and villainous NPCs attempt to outdo each and the Hero and Survival Points fly.
Having successfully raided the safe, Claudia is attempting to return downstairs to the party, but a security guard has come looking for her. As she exits into the hallway, bottle of champagne and glass in hand, slightly dishevelled after clambering over the balcony, she is confronted by the guard, asking what she is doing there. The Game Master sets the Ease Factor at 4, since the guard is suspicious and although out of place, she looks as if she is meant to be at the party, meaning that with Claudia’s Charisma primary Chance of 12, her Success Chance is 48%. Claudia’s player rolls 61. This is a failure, but Claudia’s player decides to spend a Hero Point to adjust the roll to Quality Rating of 4 or Acceptable. She has just about convinced the guard. …For now.It is important to note that James Bond 007 was not actually the first to use a mechanic similar to its Hero Points. The earlier Top Secret: An Espionage Role Playing Game for 3or more players, ages 12 to adult had included an optional rule for Fame and Fortune Points. However, they were only used to overcome a fatal wound and not affect game play in a wider fashion as in James Bond 007. Essentially, James Bond 007 takes the concept and refines them, making them intrinsic to both play and playing in the style of James Bond.

In terms of support, James Bond 007 details and illustrates numerous weapons and vehicles, as well as detailing other pieces of equipment. These all feel just enough to get started, but really the Game Master is going to want to have a copy of the Q Manual: The Illustrated Guide to the World's Finest Armory, which along with equipment descriptions and illustrations includes an assessment of every item by ‘Q’. The book is brilliant read and consequently a great resource for any cinematic spy roleplaying game. For the Game Master there is solid advice on running the game and handling NPCs and personalising major villains; a description of MI6, its facilities and full write-ups and stats for its personal, including ‘M’, ‘Q’ (Major Boothroyd), Miss Moneypenny, and more; and of course, T.A.R.O.T. This is followed by similar stats and write-ups for James Bond’s allies and enemies, enabling the Game Master to have her players be helped or confronted by the signature characters from the films. Thrilling Cities describes some of the exotic locations that Bond and thus the Player Characters might visit—Hong Kong, London, Nassau, Paris, Rio de Janeiro, and Tokyo. Included in the descriptions are hotels, casinos, places to visit, restaurants, and so on, essentially location guides where encounters can be had in places of interest. Just as with the equipment section formed the basis for the Q Manual supplement, these city locations would form the basis for the supplement, Thrilling Locations.

Rounding out James Bond 007 is the introductory adventure, ‘The Island of Dr. No.’ This is a solo adventure based on the film of the same name (though it would also receive a standard adventure that could be played with a group in 1984). It is intended to be played after the reader has read the introduction and understood the basics of the game. Consisting of just over a hundred entries, if used in this fashion, it does leave the player unprepared for any combat that might occur. Ideally the player should read that beforehand as well, or at least be prepared to refer to them in play. Otherwise, the scenario can be run by the Games Master and one player with relative ease. The scenario is decent and should help a player learn the rules, but it does leave the prospective Game Master needing a new scenario if she wants to run something for more players.

Physically, the James Bond 007: Role-Playing In Her Majesty’s Secret Service core rulebook is done in black and white with tones of blue, which gives it a distinctive look all of its own. It does need an edit here and there, but what really stands out is the artwork. Unable to obtain the rights to stills from the films, the roleplaying game is illustrated throughout with black and white line art. Unfortunately, although inspired by the firms, the artwork does not always work. In general, the action pieces feel slightly off, but the character pieces and the portraits are actually really very good. Plus, the use of black and white line art actually gives the rulebook a consistent look and style whereas black and white stills from the various Bond films from the sixties, seventies, and eighties would have looked discordant.

Ultimately, the issues with James Bond 007 as a roleplaying game are fourfold. First, there is the matter of the source material. To quote Judi Dench as ‘M’ in the 1995 Goldeneye, “I think you’re a sexist, misogynist dinosaur. A relic of the Cold War.” The social attitudes of both the novels and the films, then starring Roger Moore as Bond, are outdated, but reflected those of the time. Worse, Bond himself is seen to travel world, drinking, gambling, and seducing women, with the latter in particular, embodying the least attractive aspects of the character. Of course, the roleplaying has rules for seduction, but it has to in order to fit the genre. The Game Master advice for Seduction—as well as Persuasion and Interrogation (and Torture, though for NPCs only)—are they that are used as tools to gain information. To be fair, the inclusion of the Seduction mechanics cannot really be seen as the fault of the roleplaying game itself, and although attitudes have changed since the publication of James Bond 007 in 1983, it would be difficult to write a roleplaying game based on the licence today without including them. However, the likelihood is that the advice for their use would be very different in a contemporary Bond roleplaying game. Just as the depiction of Bond has changed over the years so have roleplaying tastes.

Second, it is a fantasy. The stories of James Bond and thus James Bond 007, do not reflect reality and certainly not the reality of espionage during the Cold War when the stories are set. Compared to the often-grubby world of spies, James Bond is an outlandish superhero, but in the public imagination, he is a spy and not only that, a superspy and his missions and adventures are exciting and thrilling. James Bond 007 reflects this, just as the many other espionage roleplaying games do. Ron Edwards’ Spione: STORY NOW in Cold War Berlin is one of the very few spy-themed roleplaying games to actually eschew the over-the-top style of James Bond.

Third is the absence of SPECTRE and Ernst Stavro Blofeld. This is less of a problem than it first seems. After all, the Game Master is free to create both if she wants and the provided T.A.R.O.T., and Karl Ferenc Skorpios free her to create a wide range of themed missions. Fourth, James Bond 007 is not a roleplaying game for multiple players. It simply does not work with the typical group of four, five, or six players in other roleplaying games, such as Dungeons & Dragons. There is rarely enough story for every Player Character to have time in the spotlight, plus, when it comes to the gadgets, not every Player Character is going to get to play with them. After all, who wants to sit in the back seat of the Aston Martin DB5? James Bond 007 can of course be played with a single agent and the Game Master, but works equally well with two Player Characters or three. There are other minor issues. James Bond 007 is chart heavy, so requires more page flipping than a Game Master might like. Then there is artwork which is used instead of stills from the films. Some of it is bad, but not all.

—oOo—James Bond 007 was reviewed extensively at the time and since. It was first reviewed in Space Gamer Number 67 (Jan/Feb 1984) by Aaron Allston. (Notably, the issue also included ‘Spy Vs. Spy Vs. Spy: a comparative review’ by W.G. Armintrout of Espionage! and Mercenaries, Spies and Private Eyes, the then newly released rivals to James Bond 007.) The review was extensive, Aaron Allston was critical of elements of the game—the Hero Points gave the players too much power, the legal issues over the rights to Spectre and its associated characters, its Britishness, the art, the lack of references for the NPCs presented in the book, and its preponderance of charts. However, he liked the rest of the game and its innovations, saying that, “James Bond 007 does a good job of simulating the Bond milieu. It won’t make me give up Espionage, but I was intrigued by some of the game mechanics, impressed by the flow of play, and glad of the background detail involved. Bond aficionados looking for a decent game will find it here. Gamemasters for practically any contemporary RPG should look into the Q Manual. And the price isn’t bad. I give the game a qualified recommendation; it’s a valid effort, and generally does what it set out to do.”

James Bond 007 was reviewed not once, but twice in the pages of Dragon Magazine. First in Dragon Magazine #83 (March 1984) in ‘Good evening, Mr. Bond – The 007 role-playing system reviewed’ by Tracy Raye Hickman. He concluded, “As a game designer, the James Bond game made me sit up. I guess I’ll have to work a little harder. As a game player, I decided this game fills the bill. With a rule book that is easy to digest and use, the game system conveys all the sizzle of 007’s world. Don’t expect this game to be anything more than James Bond fantasy – but be assured that you.re getting nothing less.” It was then reviewed in Dragon Magazine #137 (September 1988), in ‘Role-playing Reviews’ by Jim Bambra, who said in his evaluation that, “The JAMES BOND 007 game is a good, action-packed system that neatly captures the flavor of its subject. The need to refer to numerous tables during play tends to slow the action down, but the Hero Point system allows agents to perform just like 007 himself. To anyone looking for a game firmly based in the Bond mythos, the need to check tables proves to be a minor inconvenience, but for anyone looking for easy-to-use mechanics, the JAMES BOND 007 game is not an ideal choice.”

Nick Davison reviewed James Bond 007 in Imagine No. 11 (February 1984). He said, “Needless to say, I have some reservations about this game. The combat system takes a backward step, which is a pity: there is no hit location. Presumably the designers would argue that their simplistic approach was to speed up the game. True, but most role-players want interesting combat. Finally, this game is clearly unsuitable for a large group of players — imagine them packing into M’s office, packing into lifts and queueing up to seduce the villainess. Indeed, if there are too many, then villains will need platoons of infantry to overcome them. A necessary evil to improve play balance would be to separate them. However, this never works due to the extra complication for the GM.” Despite this, his review ended positively, “An excellent game for those primarily interested in role-playing rather than combat. It is not recommended for more than three players and is best with less.”

It was reviewed by Larry DiTillio in Different Worlds Issue 34 (May/June 1984). He said, “Overall I give 007 the highest marks as a game. It is easy and fun to play, and it simulates the Bond films (not the books, as fans know there is a big difference) excellently. Players could even play Bond himself with ease, using the stats provided (of course the mission would have to be big). Most of all, the designers have instilled the flavor of Bond, the color, the dash, the improbable stunts, and the adventure we expect from the world of Bond. Moreover, since it works in a milieu that players can easily relate to, it is more vivid than most spy games on the market. Most of all, it is true to its subject, the designers state that it is not created to play hard-edged spy stories in the John Le Carre genre, it is Bond, plain and simple.”

Bob Neville reviewed James Bond 007 in ‘Open Box’ in White Dwarf Issue 57 (September 1984) and only gave it a rating of six out of ten. Despite this, he said, “As a complete system, the 007 game stands up quite well, with a real feeling of belonging to part of the Bond mythos being generated in play. There are faults, however, resulting from complexity of mechanics which can hinder play if adhered to. The rules also concentrate on the more modern pieces of equipment to the detriment of earlier Bond movies (which relied more on plot and action rather than gadgets) and a number of essential areas remain untouched or insufficiently developed. The game might not be the best spy role-game available, but is more complete and playable than any of its rivals.”

Retrospective reviews would follow in 1996. First in Shadis Issue 27 (May 1996) by John Wick in the ‘Lost Treasures’ section of the Reviews department. He said, “A lot of people ask me why I run games without dice Well, it all started with the James Bond Role-Playing Game. You see I was dating this girl when I was living back in St. Paul who was also a gamer and a Mission Impossible/Avengers fan (they used to run them back to back on Channel 11 on Saturday afternoon). So, when I saw the JBRPG, I had to pick it up. We spent many a long, cold evening in front of a fire—with me as the GM and her as the Agent. Sheila and me, we didn’t need any dice. So when gamer couples came into the store (yes, they do exist!), I’d always refer them to the James Bond RPG. The system was simple: it was great for beginners and those of us who prefer storytelling over statistics. 0f course, as the engineers in the office remind me, it’s the guys who know statistics that make it easy to play. The sourcebooks were also a lot of fun (although not accurate). The Q Manual was packed with gadgets and submarine cars, wristwatches with laser cutters and iron teeth.” … “So if you sit around on Saturday afternoons watching old reruns of Mission: Impossible, The Avengers, Secret Agent and The Saint, then you must go out to your local con and start digging through those used game boxes. I picked mine up for $5.”

The second retrospective review appeared in Arcane Issue Nine (August 1996). In the regular ‘Retro’ department James Swallows described the roleplaying game consisting of, “Larger than life characters, loose, almost non-existent plots, fantastic gadgets, fast cars, beautiful women, lots of shooting and explosions, megalomaniac villains and ludicrous names – all set in exotic locations in a glamorous version of our own drab world.” His review was positive, concluding that, “The James Bond 007 roleplaying game had exactly the same sort of instantly playable background that, say, Star Wars does. It had ‘M’, ‘Q’, Moneypenny, Oddjob, Jaws, Goldfinger, and Scaramanga. It even had the infamous Pussy Galore! What more need be said?” It was followed in Arcane Issue Fourteen (December 1996) by its inclusion in ‘The 50 favourite RPGs of all time’ based on a reader’s poll at position #46. Arcane’s editor Paul Pettengale commented: “Because of the subject matter, and because the rules are easy to get to grips with, this proved to be an instant hit. It has also been backed up with a couple of cracking supplements – Thrilling Locations and the Q Manual – which makes creating all manner of interesting scenarios an absolute breeze.”—oOo—
James Bond 007: Role-Playing In Her Majesty’s Secret Service would go on to win the H.G. Wells Award for ‘Best Roleplaying Rules of 1983’ at the 1984 Origins and at the 1984 Strategists’ Club Awards, it won ‘Outstanding Role-Playing Game of 1983’. It is not difficult to see why. Long out of print—although a retroclone of the rules shorn of the licence, Classified, is available—James Bond 007 is still the best emulation of James Bond stories seen on screen. The mechanics are at their core simple and elegant, and its various subsystems—gambling, chases, seduction—do all really work together to emulate the source material in a fashion that can only be described as pitch perfect and peerlessly playable. Add on top of that, the innovation of Hero Points that enable the Player Characters to get into the story and action of Bond in a fashion that had never before been seen in any roleplaying game, and what you have in James Bond 007: Role-Playing In Her Majesty’s Secret Service is an impeccable roleplaying game, the first great licensed roleplaying, the like of which would not be equalled, let alone bettered for decades.

#AtoZChallenge2023: Doctor Who The Two Doctors

The Other Side -

The Two DoctorsFifth Doctor: I'm the Doctor. Who are you?Tenth Doctor: [amazed at meeting his former self]  Yes you are! You are the Doctor!Fifth Doctor: Yes I am... I'm the Doctor.Tenth Doctor: Oh good for you, Doctor! Good for brilliant old you!Fifth Doctor: Is there something wrong with you?
- The Tenth and Fifth Doctors, Time Crash
Another Sunday Special on the A to Z. Today, I want to cover some other multi-Doctor stories, this time with just Two Doctors.

The Two Doctors

The first one that comes to mind is appropriately titled, The Two Doctors. This was set during the Colin Baker years (originally airing Feb/March 1985) and features the Sixth Doctor (Colin Baker) and the Second Doctor (Patrick Troughton).  Troughton has always wanted to come back to Doctor Who, but not as the Doctor, but as an alien. He thought it would be fun to play something under so much makeup that no one would know it was him. This was during the John Nathan-Turner years, and JTN wanted to bring back all sorts of old friends and enemies. So it really is no surprise that the Second Doctor and Jaime were brought back.

While the episode itself was not supposed to celebrate anything, like the Three and Five Doctors did, it was the 100th book put out by Doctor Who novel publisher Target. So that is nice. Also, I felt this episode marked a turning point for Colin Baker's Doctor. He became less brash after this moving towards that kinder Doctor he always wanted to play. 

The Two Doctors
Trial of a Time Lord

In the modern Doctor Who era we are used to big surprises, especially when they come to the Doctor (see below), but in the classic series this was something new and unexpected. In a story that would fir in in with New Who well we have The Trial of a Time Lord. Again with Colin Baker as the Sixth Doctor and Anothony Aniley as the Master (and doing things that will have an effect on Jodie Whittaker's Doctor and Sacha Dhawan's Master) and another figure, the Valeyard played by Michael Jayston. We learn he is an incarnation of the Doctor between his "12th and last regeneration."  So evil that the Master joins up with the Doctor to defeat him.  We don't see him after this year-long series but he is mentioned a few more times.

Michael Jayston as the Valeyard

Time Crash

This one was a short that appeared on the Season 4 DVD (or maybe Season 3) DVD sets. It was right before the Christmas Special "Voyage of the Damned" and featured the Tenth and Fifth Doctors.

Ok this one is so meta. First off, David Tennant grew up with the Fifth Doctor as his favorite Doctor. Earlier that year David had just met Georgia Moffett and they would get married in 2011. Georgia Moffett is Peter Davidson's (the Fifth Doctor) daughter. Georgia in fact played"Jenny" the Doctor's Daughter in a previous episode called, "The Doctor's Daughter."

Confused? Not surprising. When asked at a convention "what was the strangest thing a fan had ever given him" Peter Davidson replied "Grandchildren."

The episode is fun and pure fluff to be honest, but fun fluff.

Doctor Who Time Crash

Twice Upon a Time

Jumping past the 50th Anniversary special for now.  We get to our next double Doctor story. This one features the Twelfth Doctor, Peter Capaldi, as he is trying to decide if he should regenerate or not, and he meets up with his former self, the First Doctor, now being played by the amazing David Bradley, going through a similar existential crisis. 

Before I say too much about this episode (it is wonderful) I need to say something about David Bradley here. WOW. He is so great as the First Doctor (he has played him since and even played William Hartnell). Yes, yes, this script makes him seem older and more cantankerous than he really was, but it was done to show the differences between 1 and 12 more.

Technically this episode is not a Two Doctor story but rather a Three Doctor one since at the end the Twelfth Doctor does decide to regenerate into the Thirteenth Doctor in the form of Jodie Whittaker. 

Fugitive of the Judoon

Now here is an episode that totally surprised everyone.  The "Fugitive" in this episode is not The Thirteenth Doctor (Jodie Whittaker) but instead a completely unknown and never before seen incarnation from before the First Doctor. This Doctor, called the Fugitive Doctor (play AMAZINGLY by Jo Martin), had her memories wiped via a Chameleon Arch by the Time Lords. 

Look, I'll be honest. I LOVED Jodie Whittaker as the Doctor. I just felt some of the scripts were weak. But Jo Martin? Damn. She lit up and took over every scene she was in. 

My head cannon is this. We know the First Doctor took a TARDIS that was "a museum piece," according to River Song. We know that he was going to steal one, but Clara, in her Impossible Girl incarnation, directed him to a different one.  That TARDIS, old with a broken Chameleon Circuit was brand new when The Fugitive Doctor used it (it looks new in the above clip). It was her TARDIS then and when the Time Lords wiped her memories and made her into the "First Doctor" that TARDIS sat there and waited until the Doctor decided to run again. Like the First Doctor she even calls it her "ship."

I want more Jo Martin and her Doctor. I want to know what her actions were to give us the Doctor we know today. 

The War Doctor in The Name of the Doctor

Ah. There is so much to unpack here. This one will need its own post.


A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Module D2 – Shrine of The Kuo-Toa

D&D Chronologically -

What’s New
  • First 20 page module
  • First module to have 2 new monsters
  • The Background seems more clearly geared to be read to the players, with expressions like “your map shows” and “you must all exercise great care”. This is definitely a development and a refining from the previous modules
  • First module to have a map which shows multiple levels superimposed on top of each other – this can at times be a little confusing and is very rarely used in future. See those dashed lines? – those are to indicate a 10 foot wide passage underneath the top level
Art
  • DCS III front and back cover
  • Most internal art by DCS III but quite a few by Trampier as well
  • After the sequence of back covers for the G’s, and D1 showing the main 3 monsters, the back cover of this one just shows the players encountering a rust monster – an odd choice, considering rust monsters are only in the random monster tables. Again, the Australian version doesn’t have a third panel – instead the back cover is the hex map
General
  • There were two and half pages of random monster tables in D1. This module ups it to three and a half pages.
  • The 2 minor encounter areas on the way to the main area are quite interesting – Gygax seems to be adding more and more flavour as he does more and more design – names and motivations for the monsters, and descriptions of various reactions depending on what the players do
  • The massive main temple room is something else! I mean, the main cavern in D1 was big, but the jaggedness of the edges gives it a smaller feel. In this module, the players enter on to a gigantic 260’ x 270’ room with a huge statue at the centre – it’s pretty awesome as a set piece
  • I haven’t got much else to say. Rather than a bunch of random monster cupboards, the layout of the Kuo-Toan city makes a decent amount of sense. The main question I have is “why do they have money?” It’s not like they have any shops or anything…
  • The two and a half pages just for Kuo-Toans is the most extensive monster description yet
  • There’s an article in the October Dragon mag, #19, that details how they scored the tournament with a little commentary about this module
Date Information – August 1978
  • See info on D1 page
  • There’s more info about the release at GenCon in the history at DriveThruRPG

Review 1999: Cthulhu Companion

Reviews from R'lyeh -

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

—oOo—
Cthulhu Companion – Ghastly adventures & Erudite Lore was published in 1983. It was the first supplement for Call of Cthulhu, a roleplaying game which in its forty-year history has had relatively few supplements compared to the number of campaigns and scenario anthologies. It brings together a collection of essays and scenarios, some of which are drawn from the pages of Different Worlds, providing the Keeper with source material and extra scenarios, all set within the classic period of the Jazz Age. The supplement actually opens with a quick guide to adapting a Keeper’s campaign from the first to the second edition of Call of Cthulhu. The changes here are to what is recognisably the version of Call of Cthulhu which would form the basis of the roleplaying game for the next few decades until the advent of Call of Cthulhu, Seventh Edition.

The opening essay in the supplement is ‘The Cthulhu Mythos in Mesoamerican Religion’ by Richard L. Tierney. This builds on Zealia Bishop’s novella, ‘The Mound’, to draw correlations between the Cthulhu Mythos and the religions of Mesoamerica. Thus, Cthulhu is the Aztec Tlaloc, Yig is Quetzalcoatl, Nyarlathotep is Tezcatlipoca, Shub-Niggurath is Coatlique, and more. It suggests that there are signs of Cthulhu worship at Chichen Itza, explores the role played by the Mythos in the Aztec religious practices, and so on. A more contemporary sourcebook, for example, The Mysteries of Mesoamerica: 1920s Sourcebook and Mythos Adventures for Mexico and Central America from Pagan Publishing might not necessarily equate the deities of Mesoamerica with those of the Cthulhu Mythos quite so readily, instead leaving it up to individual cults and cultists to interpret however the Keeper wants. Nevertheless, as one of the first articles on comparative theology for Call of Cthulhu and on Mesoamerican religion, there is much here for the Keeper to work with if she wants to develop the parallels for her scenarios. This is followed by William Hamblin’s translation [sic] of the Bulgarian scholar, Phileus P. Sadowsky’s ‘Further Notes on the Necronomicon’. This is a linguistical examination of the Kitab al-Azif or the Necronomicon which works from Arabic through Greek, Latin, and Egyptian to explain the meanings derivations of the names of various Mythos entities and races. It is a thoroughly enjoyable piece of faux scholarship which could worked into a campaign or scenario as a lengthy handout.
One of the great additions to Call of Cthulhu is ‘A Sourcebook For the 1920’s’, both an almanac for the Jazz Age and an expansion to the rules. The Cthulhu Companion expands upon this with ‘Sourcebook Additions’. These include a range of prisons by Lynn Willis, such as H. M. Deathoak Prison, Great Britain and the American Wayshearn Co. Work Farm. Each includes a physical description, the penal theory in force, routine functions, staff, and more. These are all horrid places and the Investigators best hope that they never end up behind the walls of any of these establishments, but in case there is plenty of detail here to help the Keeper bring them to life should an Investigator end up a prisoner for crimes he did, or did not, commit. Keith Herber details two skills, Photography and Lock Picking. The former is more interesting than latter, hinting at the difficulties of taking and developing photographs of the Fungi from Yuggoth, ghosts, and similar entities. This is an aspect, if only a small one, which Call of Cthulhu would revisit later. Sandy Petersen pens a ‘Lovecraftian Timeline’ for the various works of H.P. Lovecraft, running from the disappearance of the Starry Wisdom cult in Providence, Rhode Island in 1877 (from ‘The Haunter of the Dark’) to the autopsy performed on the Eridanus mummy in late 1932 after its attempted theft and deaths of the would-be thieves (from ‘Out of the Eons’). It is a handy little thing for the Keeper who wants to tie her scenarios into particular events depicted in Lovecraft’s fiction.

The ‘Rulesbook Additions’ gives new content to supplement the core rulebook for Call of Cthulhu. Glenn Rahman provides a long list of ‘New Phobias’, everything from Acrophobia, Ailurophobia, and Algophobia to Verbophobia, Vestiophobia, and Zoophobia. More phobias are always useful, as are the two Insanities—Quixotism and Panzaism—which Sandy Petersen contributes before working with Alan K. Crandall and Glenn Rahman on ‘Additional Deities, Races, and Monsters for the Cthulhu Mythos’, an expanded ‘bestiary’ of more Mythos entities for the roleplaying game. Many, like the Atlach-Nacha, Gnoph Keh, Gugs, Moon Beasts, and Lloigor will be familiar in the Call of Cthulhu canon today, but this article marks their first appearances and they would have been welcome additions, though not necessarily what the Cthulhu Companion would be remembered for.

‘Excerpts and Prayers’ collects pieces drawn from the works of H. P. Lovecraft, J. Ramsey Campbell, Frank Belknap Long, and Clark Ashton Smith and includes excerpts from the Necronomicon and Revelations of Glaaki as well as others. Much like the earlier ‘Further Notes on the Necronomicon’, these are all begging to be used as handouts in a campaign or scenario where they would add to their flavour and sense of verisimilitude.

If the Cthulhu Companion is remembered for anything, it is its four scenarios. These begin with John Sullivan’s ‘Paper Chase’. This is a then rare, one-on-one, one Investigator, one Keeper scenario in which the Investigator is hired to find out who is stealing some books. The trail quickly leads to a nearby cemetery where the Investigator will encounter the ghoul who is not only responsible for the thefts, but was the previous owner of the books! This is a classic which would be included in ‘Book Three—Paper Chase and Other Adventures’ of the Call of Cthulhu Starter Set. ‘Paper Chase’ is fairly benign scenario, really only deadly depending upon what the Investigator decides to do. Of course, there is the sanity-sapping realisation that the truth of the world is not as the Investigator knows it be, but this is a gentle introduction to Lovecraftian investigative horror and shows how although the Mythos is antithetical to mankind, aspects of it are not necessarily actively working against mankind.

The first long scenario in the Cthulhu Companion is ‘The Mystery of Loch Feinn’ by Glenn Rahman. Set in Scotland, it concerns the death near Loch Feinn of Professor Willard Gibbson, a noted palaeontologist working at the British Museum, whose last words were that he was onto “the biggest scientific discovery of this century or the last!” Putting aside the fact that ‘Feinn Loch’ is actually in the west of Scotland rather than due north of Inverness in the east as ‘Loch Feinn’ here, the scenario brings together the Loch Ness monster (or its equivalent) and the Mythos, a backward Scottish clan, a gothic ruin, and the first appearance of the Lloigor in a scenario. There are moments of silliness, such as giving an NPC the surname ‘MacGuffin’, but there is lots to investigate here and the scenario has an eerie, mystery of the moors feel to it, with very nasty encounters both below the castle and—if the Investigators venture out—on the waters of the loch.

Lynn Willis’ ‘The Rescue’ is a much more linear affair, taking place in the Appalachians where a US State Department official has been found dead and his daughter has gone missing. Joining the search party leads to encounters with the lowlife and the poor of the nearest town before the search sends them into the nearby hills, where the culprits behind the death and the abduction are lurking. The scenario turns feral as those responsible decide to hunt the Investigators. This is physically brutal confrontation with a Wild West style shootout in a ravine as the culprits—now revealed to be werewolves—stalk the Investigators. The scenario funnels the Investigators into this confrontation and that and the fact that it involves Lycanthropy is a potential issue. This may or may not fit the Keeper’s view of the Mythos, but the scenario gives a means of passing the Lycanthropic curse, treating it as a form of rabies.

The longest and grandest scenario is ‘The Secret of Castronegro’ by Mark Pettigrew and Sandy Petersen. Intended for moderately experienced Investigators, it sends them to the town of Silver City in New Mexico where there has been a rash of disappearances, including a Professor of Psychology, an anthropology student, and a local man from the nearby town of Castronegro. The clues should lead the Investigators to Castronegro, an odd, out of the way place dominated by two corrupt Spanish families, the de Diaz and the Vilheila-Pereira families, noted for their long teeth, black hair, and vibrantly green eyes. The Mythos seems to have run quietly wild in the town, a weird combination of Port Merion and Innsmouth, but both set in the desert. One notable establishment in the town is ‘The Tomb’, bizarrely stuffed with Mythos gewgaws and doodads for sale! The town’s inhabitants reactions to the Investigators’ presence and questions will be slow at first, but ramp up to daily pot shots and nightly bad dreams and then a kidnapping. The latter is unfortunately, a deus ex machina, that the player and his Investigator can do nothing about once it happens, forcing the player to create a new Investigator. Looming over the town is the Casa de Diaz and it is here that the Investigators will confront the scenario’s ultimate villain. If the preceding investigation has been weird and creepy, the confrontation is likely to be physical and combative and this perhaps is the biggest weakness of the scenario. It either ends in combat against tough opponents here in the almost dungeon-like or lair-like house or not at all.

The Cthulhu Companion draws to a close with ‘Poetry’. This includes four poems by H.P. Lovecraft taken from The Fungi from Yuggoth and Other Tales, but also includes the one item that the Cthulhu Companion is really remembered for. This is ‘The Lair of Great Cthulhu’, an eyebrow raising set of Filk lyrics by Joan Carruth and Larry Press set to the tune of Glenn Miller’s Chattanooga Choo-Choo. Lastly, Morgan Conrad’s ‘Sanity Quiz’ which anything other than that, but instead a lengthy, two-page listing of every adjective that H.P. Lovecraft used in his fiction to describe his unworldly creations. It is either useless, or a priceless list of descriptive words for the Keeper to add to her vocabulary with describing the monsters of the Mythos at the table.

Physically, the Cthulhu Companion – Ghastly adventures & Erudite Lore is very well presented. The artwork is uniformly good and the cartography, if a little quirky, is as good. The cover depicts a desperate explorer trying to climb up out of a walled pit, chased by grasping tentacles. The inclusion of the fedora being knocked from his head hints at Indiana Jones, if only a little…

—oOo—
Cthulhu Companion – Ghastly adventures & Erudite Lore was first reviewed in ‘Open Box’ in White Dwarf Issue No. 51 (March 1984) by Jon Sutherland. He awarded it 7 out of 10 and ended his review with, “In conclusion, this tome is really of use only to the Keepers of Arcane Knowledge and given that this does not set out to fundamentally change any of the basic rules themselves, again this will limit appeal. The scenarios are quite good and altogether, this represents a predictable package and is reasonable value for money.”

Graeme Davis reviewed ‘The Cthulhu Companion’ in the Game Reviews department of Imagine No. 15 (June 1984). He was slightly dismissive of the supplement’s poetry, ‘Sanity Quiz’, and other bits and pieces, and said, “Apart from these, there is nothing which is not immediately useful to any campaign, and it is to be hoped that future supplements will maintain the very impressive standard of the Cthulhu Companion. The value for money is excellent, and no Call of Cthulhu referee can afford to be without it.”

Lastly, it was reviewed in Different Worlds Issue 36 (Sep/Oct 1984) by Steve Marsh. He said, “I liked the Cthulhu Companion. For a keeper who uses a great deal of background and whose investigators live for giblets of lore, it is easily worth the price. For a keeper who uses preset scenarios (I rarely do but will use some of these) it isn’t bad deal excepting for the hack-and-slash elements of the last scenario. Pricewise a keeper might be better off purchasing one of the scenario packs available for Call Of Cthulhu if not inclined to use the material in the Companion except such are by far too rare.” He expressed disappointment that more of the source material could not have been integrated into the supplement’s gaming content, but concluded that, “However, on the net, it is a good buy for the money. It meets Chaosium’s demanding physical product standards. Every article can be easily understood. Everything does have a use even if requiring a bit of work. Its only failure is that it is merely a good solid work instead of the brilliance I was expecting.”

—oOo—
The Cthulhu Companion would be reprinted in the 1986 collated Call of Cthulhu, Third Edition, which for the British audience would be the definitive edition of the roleplaying with hardback from Games Workshop. ‘The Secret of Castronegro’ would be reprinted in 1989 in Cthulhu Classics, along with Shadows of Yog-Sothoth, and of course, in ‘Paper Chase’ in the Call of Cthulhu Starter Set. The other scenarios and the rest of the volume’s content has not.

In 1983, there can be no doubt that the Cthulhu Companion – Ghastly adventures & Erudite Lore greatly added to Call of Cthulhu—new supplementary information, new Mythos monsters, and four scenarios—and all of it useful in some ways. It was a good supplement, which set the blueprint for the subsequent, but nowhere near as good, Fragments of Fear: The Second Cthulhu Companion, and the superior, Island of Ignorance – The Third Cthulhu Companion. Today, the content of the Cthulhu Companion – Ghastly adventures & Erudite Lore is still playable, although by modern standards too many of scenarios emphasise combat solutions over other means of resolution. Yet the Cthulhu Companion – Ghastly adventures & Erudite Lore genuinely added to Call of Cthulhu, expanding its background material and exploring the types of scenarios which the roleplaying game could support.

—oOo—
An unboxing of the Cthulhu Companion – Ghastly adventures & Erudite Lore can be found here.

The previous release in 1982 from Chaosium, Inc. for Call of Cthulhu was Shadows of Yog-Sothoth. The next would be the anthology, The Asylum & Other Tales.

#AtoZChallenge2023: Doctor Who The Master

The Other Side -

#AtoZChallenge2023: Doctor Who The MasterChantho : Chan-Professor, please!
The Professor : THAT IS NOT MY NAME! "The Professor" was an invention. So perfect a disguise that I forgot who I am.
Chantho : Chan-Then who are you-tho?
The Master : I am... the Master.

- Professor Yana/The Master, Utopia 

The Master. Moriarty to the Doctor's Holmes. Lex Luthor to the Doctor's Superman. He is possibly the deadliest enemy the Doctor has ever known, next to the Daleks, and they began as friends.  Not just friends but old, good friends.

Like the Doctor, the Master is a Time Lord. Like the Doctor he is a renegade. We know from various sources they were both good friends and were shown the Untempered Schism together. The Doctor ran, the Master went mad. They went to the academy together, along with another brilliant Time Lord, The Rani

Also, like the Doctor, the Master has been played by many actors.  The role was originated by Roger Delgado in the Pertwee (3rd Doctor) years and was introduced in the serial "Seeds of Death" which also gave us Jo Grant. At first they Doctor and the Master knew each other but did not act like they had a history.   Delgado died in car crash a few years later and it was one of the reasons Jon Pertwee left the show, they two were very good friends. Next we had a couple of actors play a "decayed" version of the Master, having gone through all of his regenerations and was now in regeneration crisis.

The Master

We next see him at the end of the Tom Baker (4th Doctor) years. He steals the body of a Trakenite named Tremas (more on that) and is played with over-the-top gusto by Anothny Ainely. Now a LOT of people didn't like Ainely's portrayal of the Master compared to the more suave and sophisticated evil of Delgado. And I waiver back and forth a lot myself. 

We last see the Master in the old series in the serial "Survival" with the Seventh Doctor and Ace. Though we know he escapes that doomed world. 

Ace : Last time I saw you, you were half cat.
The Master : A man's allowed to experiment.

- The Power of the Doctor (2022)

He is the major antagonist of the US Fox/BBC-produced Doctor Who movie with Paul McGann as the Doctor. Here is played with gleeful scenery chewing by Eric Roberts as only Eric Roberts can. Making this the only time a Time Lord was played by an American actor. Eric Roberts real-life wife Eliza (who should be familiar to anyone that frequents this site) appears as his wife in this movie as well. In this the remains of the Master find a way to possess poor paramedic Bruce (Roberts) and use him as he did Tremas.  He is seemingly destroyed here as well...but I am sure you know what is next.

Just like "Bad Wolf" was an Easter Egg for the first season of the new Doctor Who, and "Torchwood" was for the second season, "Mister Saxon" was for the third season. We heard a lot about Mr. Saxon, but the payoff was not until the end.

The 10th Doctor, Martha and Jack Harkness end up at the very end of the Universe, 100 trillion years in the future. The stars have all burned out and the last of the humans are living on a dark planet ("Malcassairo") with hopes of finding the last surviving home for humanity, Utopia. Hoping to get them all there is Professor Yana, a strange and sort of bumbling scientist (of the type the British do so well) played by Derek Jacobi (THE Derek Jacobi).  Yet not all as it appears. The Professor carries a watch, like what the Doctor had used when he was disguised as a human for a while. Opening the watch (a Chameleon Arch) returns his memories and Yana is revealed to be the newest incarnation of the Master. Sadly we only get a few moments of Jacobi playing the Master before he is killed and then he surprisingly regenerates! To the new Master played by John Simms. Who, if anything, is more akin to the Joker than Lex Luthor. 

We learn that Mister Saxon is really the Master in the form of John Simms who came back to Earth in the Doctor's stolen TARDIS six months prior.  John Simms gives us some of the best performances as the Master up to that point. Yes, even better than Delgado and Jacobi. We learn a lot more history about the Master here from the 10th Doctor.  The Master is killed, again, and this time to spite the Doctor he refuses to regenerate. Of course, he has a backup plan.

We next see the Master when Rassilon (from the Five Doctors) comes out of Death/Retirement to win the Time War (more on that) tries to pull Gallifrey out of the War and into orbit near Earth. The Master sacrifices himself to save the Doctor and Earth (crazy right?).

No Master at all for the 11th Doctor. But when we get the 12th Doctor a new character keeps poping up in his wake, someone called "Missy" and refers to the 12th Doctor as her "boyfriend."

Missy is played by the absolutely delightful Michelle Gomez.

"Please try to keep up. Short for Mistress. Well, I couldn't very well keep calling myself the Master, now could I?"

- Missy/The Master, Death in Heaven

Missy seemed more like she was trying to impress the Doctor rather than defeat him. Indeed it seemed like maybe the old friendship they had would rekindle and Missy could be something new.  That is until she ran into the John Simms (now with a goatee) version of herself. The old master re-corrupts the new Master/Missy, but they still ended up killing each other.

The Master

Finally, we have the most recent Master during the time of the 13th Doctor, played again with over-the-top glees by Sacha Dhawan.  This Master is back to being evil. Very, very evil. This Master seemingly dies in the same episode that he, once again, kills the Doctor. 

Honestly, I could go on and on here about the Master, they are just as colorful and interesting as the Doctor.  A couple of things though. While both the Doctor and the Master have hypnotic and psionic powers, the Master's seems to be much greater. The Delgado Master would routinely hypnotize people and the Simms Master even took the power to take over the Earth using a series of interlinked satellites. 

Another thing about the Master is his seeming compulsion to use anagrams or alternates of his own name. The Delgado Master was often known as Mr. Masters or Magister. Even Tremas of Traken (who the Master could have been grooming to be his new body) is an anagram of Master. Speaking of anagrams, "Mister Saxon" is an anagram of "Master no. six" to indicate John Simms as the sixth person to play the Master at that time. Even Professor Yana came as a warning from the Face of Boe to the Doctor of "You Are Not Alone." 

Will we see a new Master now after the Doctor has regenerated? Oh yes, just like the Daleks and the Cybermen the Master keeps coming back for more.



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Quick-Start Saturday: War Stories

Reviews from R'lyeh -

Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The War Stories: A World War 2 RPG Quickstart Ruleset is the quick-start for War Stories: A World War 2 RPG, the roleplaying game of the stories of the men and women whose desperate missions and harrowing exploits would help win the greatest conflict of the twentieth century.

It includes a basic explanation of the setting, detailed descriptions of the various elements which make up a Player Character, rules for actions and combat, details of the arms and equipment fielded by the Player Characters, the mission, ‘Cut the Lines’, and five ready-to-play, pre-generated Player Characters.

It is a forty-five page, 20.42 MB full colour PDF.

The quick-start is well illustrated and the artwork is uniformly excellent, especially that of the pre-generated Player Characters. The maps for the scenario are also good and like the newspaper-style layout for the quick-start, they grant the War Stories: A World War 2 RPG Quickstart Ruleset a pleasing verisimilitude.

The War Stories: A World War 2 RPG Quickstart Ruleset is published by Firelock Games.

How long will it take to play?
The War Stories: A World War 2 RPG Quickstart Ruleset and its adventure, ‘Cut the Lines’, is designed to be played through in one session, two at the very most.

What do you need to play?
The War Stories: A World War 2 RPG Quickstart Ruleset requires six-sided dice, no more than ten per player, as well as a single ten-sided die each. Ten cards from a standard deck of playing cards, numbered Ace through ten are also required. They will form the Initiative Deck.

Who do you play?
Four of the pre-generated Player Characters consist of members of the 101st Airborne. They include an ex-baseball player turned intimidating sergeant, a farm boy who is an impatient scout, an unlucky ex-police officer now rifleman, and an educated, but naïve medic. The female Player Character is a French ex-con artist turned partisan.

How is a Player Character defined?
A Player Character in War Stories: A World War 2 RPG has four Attributes—Strength, Agility, Intelligence, and Empathy. These are rated between one and five. He also has several skills, rated between zero and five. These are associated with each of the four Attributes. For example, Calisthenics is a Strength skill, Ranged Combat an Agility skill, Insight an Intelligence skill, and Guts an Empathy skill. Specialisations, such as Grunt, Stealth, Sharpshooter, Born to Lie, and Counsellor add dice to Action Tests. Talents like Intimidating, Fast Reflexes, Hardy, Polyglot, and Intense Focus: Empathy provide further bonuses. For example, Polyglot grants a chance to understand the basis of other languages, whilst Fast Reflexes enables a player to draw an extra Initiative card and chose the best. All five Player Characters have Flaws and Virtues, but these not defined in the War Stories: A World War 2 RPG Quickstart Ruleset and the Game Master will need to consult the War Stories: A World War 2 RPG core rules if she wants to bring them into play mechanically.

In addition to Endurance, a Player Character’s capacity to handle the physical and mental stresses of combat and other challenges, he also has a Conditions Tracker which measures the effect of damage suffered. The Conditions Tracker has four categories, one for each Attribute, and each category has three ranks. Wounds is linked to Strength and a Player Character can either be ‘Gashed’, ‘Cut’, or ‘Nicked’. Weariness is linked to Agility, Fear to Intelligence, and Morale to Empathy. Each rank levies a penalty on all rolls made with its associated Attribute.

How do the mechanics work?
Mechanically, the War Stories: A World War 2 RPG uses the Year Zero Engine first seen in Mutant: Year Zero – Roleplaying at the End of Days, published by Free League Publishing. To undertake an action, a player must roll an Action Test. The player rolls a number of six-sided dice equal to the skill value and its associated Attribute. Each six rolled counts as a Success. Only one Success is typically required to succeed at an Action Test. Extra Successes can be used to generate additional effects, for example, bonuses to damage in combat or extra Lucky Strike tokens.

If no Successes are rolled or if he wants to generate more Successes, a player can chose to ‘Push Your Luck’. This enables him to reroll any dice that did not roll Successes or results of one. He can only this once for any Action Test. However, a ‘Push Your Luck’ attempt turns any result of a one—on either the original roll or the reroll, into Duds. Any Dud results after a ‘Push Your Luck’ earn the Player Character a FUBAR point. A Player Character can hold up to a maximum of two FUBAR points, any excess going into a pool that the Game Master give out to a Player Character when narratively appropriate.

Along with FUBAR points, Lucky Strikes are the two types of luck or hero points in War Stories: A World War 2 RPG. A player can use his Player Character’s Lucky Strikes or FUBAR points to reroll ones on a ‘Push Your Attempt’, add more dice to an Action Test, reroll a damage roll, change a minor plot point, and so on. Thus FUBAR points are not necessarily as dangerous as they first appear or sound, but the Game Master can use them in three other ways that a player cannot. This is ‘Push an NPC Test’, essentially a ‘Push Your Luck’, but for NPCs; impose narratively suitable Condition on a Player Character without the need for Endurance loss; and introduce a Random Bad Luck Event into the current scenario. The latter is not explored in any detail in the War Stories: A World War 2 RPG Quickstart Ruleset and if the Game Master wants to use this aspect of the rules, she will have to improvise.

All sixteen skills in the War Stories: A World War 2 RPG Quickstart Ruleset are described in detail and include the results of Success, Failure, and extra Successes. In each case, several options are given for the latter.

How does combat work?
Combat in the War Stories: A World War 2 RPG Quickstart Ruleset uses the same rules as Action Tests. Initiative is handled by drawing cards from the Initiative Deck, and can be altered as the result of Talents, such as ‘Fast Reflexes’ or Extra Successes generated on certain Action Tests. In one Round, a Player Character can undertake one Slow Action and one Fast Action, or two Fast Actions. Slow actions include Close Combat Attack, First Aid, and Rally, whilst Fast Actions include Aim, Go On Overwatch, and Operate Vehicle. The rules cover aiming, rendering first aid, rallying an ally, and overwatch, as well as range, obstructions, visibility, and zones. The latter are combat areas which vary in size according to the needs of the narrative. Thus, one room in a house-to-house fight could be a zone, as could a wheat field outside a village. The rules also take into account rapid fire by semiautomatic weapons, burst fire, and full auto, along with suppressive fire, explosions, protection, cover, and personal armour.

When an attack is successful, a roll is required on the Damage Table. This is made with the ten-sided die. Bonuses to this roll can come from the weapon used, depending upon its lethality, and any extra Success rolled on the Action Test. Damage is deducted from the Player Character’s Endurance and applied to his Conditions Tracker. The first Condition is determined by the Game Master as narratively appropriate, whilst the player is free to assign the damage elsewhere on the Conditions Tracker. Rest, First Aid, and Rally can also be used to restore Endurance and remove Conditions. (Amongst other rules the War Stories: A World War 2 RPG core rule book also covers Critical Injuries, Stress, Fatigue, and more, which are not included in the War Stories: A World War 2 RPG Quickstart Ruleset.)

In addition, the War Stories: A World War 2 RPG Quickstart Ruleset includes a table of the weapons used by the Germans in the scenario as well as a glossary of the various Qualities that the arms and equipment used by both sides can have. 

What do you play?
The War Stories: A World War 2 RPG Quickstart Ruleset includes ‘Cut the Lines’. This set in Normandy on the morning of June 6th, 1944 shortly after members of the 101st Airborne have parachuted into enemy occupied territory. Scattered, they have met up, together with a French partisan and are investigating a town which is currently ablaze. After foiling an ambush attempt on advancing Allied troops, the squad is assigned a mission. This is to knockout an enemy communications post based in the town post office and recover as much intelligence as possible. The squad is given free range as how they do it, though the involvement of French civilians may complicate the situation.

Is there anything missing?
For the most part, the War Stories: A World War 2 RPG Quickstart Ruleset is complete. However, a table of the Allied arms and equipment for the benefit of the Game Master would be useful. Similarly, given the relatively short length of the scenario, some scenario hooks or a link to sequel scenario would be a nice bonus for a group playing at home. Lastly, although mentioned in the rules and each Player Character comes with at least one Virtue and one Flaw, there is no explanation of how Flaws and Virtues work in the game. To bring them into the game, the players will simply have to roleplay them.

Is it easy to prepare?
The core rules presented in the War Stories: A World War 2 RPG Quickstart Ruleset are relatively easy to prepare. The Game Master will need to pay closer attention to how combat works in the game as it is the most complex part of the rules and highly tactical in play. There is decent advice for the Game Master on how to run the scenario.
Is it worth it?
Yes. The War Stories: A World War 2 RPG Quickstart Ruleset includes everything necessary to play out a desperate mission at the beginning of the greatest military invasion ever seen. The rules are clearly explained, the mission straightforward, the players are given free agency for their characters to approach it however they want, and the consequences of how the choices made by the players and their characters explored for the benefit of the Game Master. The scenario, ‘Cut the Lines’, is short, but that also makes the perfect length if the Game Master wants to run it as a convention scenario. Plus if run as a convention scenario, there is also scope to scale the scenario up into a skirmish roleplaying scenario, complete with terrain, miniatures, and maps.
Where can you get it?
The War Stories: A World War 2 RPG Quickstart Ruleset is available to download here.

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