RPGs

2002: Buffy the Vampire Slayer Roleplaying Game

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, will releasing 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 to be reviewed. 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.


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Buffy the Vampire Slayer Roleplaying Game was published in 2002. Published by Eden Studios, Inc., best known for the definitive roleplaying game of zombie action and survival, All Flesh Must be Eaten, it is an adaptation of the cult television series which ran between 1997 and 2003. Set in the California town of Sunnydale, it depicts the lives, loves, and conflicts of a group of friends who fight vampires. Or rather a group of friends who help out Buffy Summers, a girl in high school who becomes the ‘Slayer’, or Vampire Slayer, chosen and empowered fate to battle against vampires, demons and other forces of darkness. Despite wanting to live a normal life, Buffy is constantly stalked and attacked by vampires, whilst other powers—known in the series as ‘Big Bads’—plot against her, all attracted to Sunnydale because it sits atop a Hellmouth. As a Slayer, Buffy is aided by a Watcher, who guides, teaches and trains her, and helped by her friends, who are collectively known as the ‘Scooby Gang’ in reference to the long running cartoon. As much as the term ‘Scooby Gang’ is appropriate, Buffy the Vampire Slayer is very much a more modern approach to the idea of monster hunting, reflected in the look and tone of the series, dealing up three parts action-horror, irony, and feeling combined with strong positive roles and depictions of its characters, especially the female ones.
The Buffy the Vampire Slayer Roleplaying Game is designed to be played in two ways. First, it can be played using the cast from the television series, and to that end, character sheets are provided for the series’ protagonists up until season five. This is perfect for one shots or convention games, and like many licensed roleplaying games is an attractive means to introduce fans of a particular intellectual property to the concept of roleplaying. However, the second way is playing using characters of the players’ own creation, as is standard in most roleplaying games. That comes up against an issue. Which is, who plays the Slayer? There is only meant to be one Slayer, although as the Buffyverse expands, this is not the case. This ranges from the initially canonical there can only be the one Slayer or one and a replacement Slayer to a handful of Slayers and male or canine Slayers! It all depends on how far the gaming group wants to diverge from the television series. In part, who gets to roleplay the Slayer is important because just as in the television series, the Slayer in the Buffy the Vampire Slayer Roleplaying Game is very powerful, the other roles less so (although over time they can grow into their own).
A character in the Buffy the Vampire Slayer Roleplaying Game is defined by Attributes, Qualities and Drawback, and Skills, as well as Drama Points. The six attributes are Strength, Dexterity, Constitution, Intelligence, Perception, and Willpower. Qualities are advantages and Drawbacks are disadvantages. Attributes typically range between one and five, but can be higher depending on character type and Qualities selected. Skills range between zero and ten in value. Character creation begins with selecting a Character Type, each of which defines the number of points which can be assigned to Attributes, Qualities and Drawback, and Skills. Three are given—White Hat, Hero, and Experienced Hero. White Hats are ordinary folk, like Xander Harris or Willow Rosenberg, specialised in particular skills, such as magic, knowledge, or the occult, and who on their own, have difficulty facing a vampire. Heroes are stronger and faster, able to face a vampire one-on-one and destroy it, such as Buffy or Riley of the Initiative. Experienced Heroes are even stronger and represent Buffy later in the television series, but are not recommended for starting play. Although there is no Character Type for it, some of the Scooby Gang from the series are designed as Experienced White Hats. Once a Character Type is chosen, it is a matter of assigning the points and designing the character, often building out from a Quality based on the player’s concept, for example, a Watcher character requires the Watcher Quality or a warlock or wizard would need the Sorcery Quality. The character creation is not difficult and is clearly explained, plus the book includes not only twelve starting Player Characters or archetypes as examples, including New Slayer, Watcher, Former Vampire Groupie, Psychic, Beginner Witch, and more, but also character sheets for all of the major cast and members of the Scooby Gang, including Spike and Angel, with adjustments season by season, from seasons one to five.
Theodore Buckner is from Philadelphia, but has been sent to Sunnydale to live with his grandmother, whilst his parents are working abroad. He has learned to be self-sufficient and strong willed because he has been bullied at school ever since he can remember, whilst at home, he has learned to keep an eye on his grandmother and her medications, as she is often housebound. He loves reading and playing Dungeons & Dragons, and was fascinated by some books he found in his grandmother’s library which revealed that magic is real. Now he can play his favourite character Class, a Warlock!
NAME: Theodore BucknerCHARACTER TYPE: White HatCHARACTER CONCEPT: Gamer turned WarlockLife Points: 28Drama Points: 20ATTRIBUTESStrength 1 Dexterity 2 Constitution 2 Intelligence 4* Perception 3 Willpower 5*(1 Level from Nerd Quality)
QUALITIES (+8 from Drawbacks)Good Luck-2 (+2), Hard to Kill-2 (+2), Nerd (+3), Occult Library (+1), Sorcery-2 (+10)
DRAWBACKSUnattractive (-1), Clown (-1), Misfit (-2), Dependent (Grandmother) (-2), Teenager (-2)
SKILLSAcrobatics 0 Art 0 Computers 2 Crime 0 Doctor 1 Driving 0 Getting Medieval 0 Gun Fu 0 Influence 1 Knowledge 4 Kung Fu 1 Languages 1 Mr. Fix-It 0 Notice 0 Occultism 1 Science 3 Sports 0 Wild Card (Dungeons & Dragons) 2Manoeuvres / Bonus / Base / Damage NotesDodge / 2 / — / Defense actionMagic / 8 / Varies By spellStake / 2 / 0 / Slash/stab (Through the Heart) 0 2 ×5 vs. vampiresTelekinesis / 7 / 2 × Success Levels Bash or Slash/stab
Mechanically, the Buffy the Vampire Slayer Roleplaying Game uses the Unisystem mechanics first seen in All Flesh Must Be Eaten. Or rather, it uses a stripped-down version called Cinematic Unisystem designed for faster, more dynamic play, which would go on to be used in several of Eden Studios, Inc.’s  other roleplaying games, including the Angel Roleplaying Game, Army of Darkness Roleplaying Game, and Ghosts of Albion Roleplaying Game. To have his character undertake an action, a player rolls a ten-sided die, and adds either the appropriate attribute and skill or double the attribute if no skill is involved, plus any bonuses from appropriate Qualities. The roll itself can be modified for difficulty and other factors, but the aim is always to roll nine or more. A typical White Hat will be adding five or six to this roll at most, whilst a Slayer, even a starting Slayer, will be adding twelve in combat. The aim here is not just to succeed, but to roll multiple Success Levels, one for every two points above nine. This determines how well the Player Character performed or how much of a task he completed, or how much extra damage he inflicted in combat. Besides standard actions, the rules cover research, fear checks or ‘getting the wiggins’, but the main focus is upon combat.
Buffy the Vampire Slayer is an action-horror television series and the Buffy the Vampire Slayer Roleplaying Game is an action action-horror roleplaying game, and both cinematic in style. In fact, it is also a martial arts action-horror roleplaying game, because the Slayer in particular, will be engaging in jump kicks and spin kicks and sweep kicks, slam tackles, and more as well as decapitations, feints, dodges, wrestling holds, and so on, not forgetting of course, Through the Heart stake action. Gun combat is covered in the rules, but Buffy the Vampire Slayer is all about the cinematic, martial arts action rather than shooting things—which would attract the police—and so all of those martial arts manoeuvres are built into the roleplaying game, and whilst the players should be noting them down on their character sheet, there is very handy list and their effects in the back of the book. Success Levels count for a lot in the game as the greater the number of Success Levels a Player Character can generate, the more damage he can inflict, and in some cases, the greater the multiplier to determine the damage inflicted. Most notably, the damage done when attempting to stake a vampire through the heart. This is not instant in the game, it is possible to miss the heart, but if the damage exceeds the target vampire’s Life points, then he is done and dusted. This modelled by applying a multiplier of five to the Success Levels to determine the damage done.
With Qualities such as Slayer and Hard to Kill, as well as high physical attributes and combat skills, the Slayer will find herself rolling with the punches, spin kicking vamps, and dusting them to death (again) with alacrity. Not so, the White Hats. Even the weakest, newest of vampires represents a severe challenge for them, and unless they get lucky, they are toast. Fortunately, they have two means of withstanding vampire attacks. First is teamwork, hopefully work together until the Slayer can land the final stake. The second is Drama Points. Drama Points are a balancing factor in the game. White Hats have double the number that Heroes have—and they need them.
There are five uses of Drama Points—‘Heroic Feat’, ‘I Think I’m Okay’, ‘Righteous Fury’, ‘Plot Twists’, and ‘Back from the Dead’. ‘Heroic Feat’ grants a +10 bonus to a single roll, in and out of combat; ‘I Think I’m Okay’ halves all of the damage that the Player Character has suffered so far; ‘Righteous Fury’  gives +5 to all combat rolls for a whole fight; ‘Plot Twists’ enables the player to add or change an aspect the game; and ‘Back from the Dead’ does exactly that for characters who are dead. However, once spent, Drama Points are used and cannot be regenerated. Instead, they have to be earned or purchased. The latter uses Experience Points and costs more for a Hero than a White Hat—again enforcing the one advantage that the White Hat has over a Hero. They are earned for coming up with funny, quotable lines in game, for committing heroic acts, and for when something bad happens to a character.
Magic, as per the television series is primarily used as a narrative device, requiring research to determine if a spell is available in the Player Character’s Occult Library, which only contains a limited number of spells until more volumes are found. The rules allow for some magic spells to be cast in combat, but emphasises rituals rather than quickly unleashed bolts of fire. A handful of spells is listed, but the likelihood is that the Player Character Witch or Warlock will be building spells from scratch, which the rules do focus on. To cast a spell, the Witch or Warlock’s player adds the character’s Willpower, Occultism, and Sorcery to a roll of the die. It is not enough to succeed, but the Success Levels rolled must equal the Power Level of the spell, for example, the Power Level of seven for Amy’s ‘Rat-Ification’ Spell. If the number of Success Levels is lower than the Power Level, then there are side effects, and there is a table to determine what they are, which allows for plenty of input from the Director. Lastly, magic using characters can use telekinesis for various things, including attacks. The magic system is fairly short, and would be greatly expanded upon with The Magic Box supplement. For the Player Character Witch or Warlock this supplement is a must, since the core rules really only explore the subject so far… Consequently, this is perhaps where the BBuffy the Vampire Slayer Roleplaying Game is at its weakest.
For the Director—as the Game Master is known in the Buffy the Vampire Slayer Roleplaying Game—there background on Sunnydale and stats and backgrounds for all of its important NPCs. Monsters and vampires have their own chapter too, primarily focusing on vampires and demons, and as well as the means for the Director to create her own, there are stats for just every monster, vampire, Big Bad, and more included in the book. For the most part, the NPC and monster stats are kept simple, with just three attributes— Muscle, Combat, and Brains, along with simplified abilities intended to make them easier to use in play. In addition, there is advice for the Director on setting up and running a series, in particular, how to start with the Big Bad and work out from there, defining his aims and resources, when he will appear in episodes, working out the plot and adding subplots, and then doing the same with episodes. Particular attention is paid to special episodes—season premieres and season finales, all of which should help the Director build a season which emulates the format and structure of the Buffy the Vampire Slayer Roleplaying Game. It is a very well-done piece of analysis rewritten as advice for the Director.
Then the Buffy the Vampire Slayer Roleplaying Game puts all of that advice into practice with the scenario, ‘Sweeps Week’. Set in Sunnydale with the Player Characters in Sunnydale, it presents an intriguing pop culture mystery with more than a few red herrings and plenty of action. It is a great starting adventure which comes with plenty of tips for the Director, gets the tone of the television series rights, and showcases how beginning adventures in rulebooks do not have to be an afterthought. A good adventure in the core showcases the types of adventures it is intended to handle and what the Player Characters should be doing in play, and ‘Sweeps Night’ does that very well.
Physically, the Buffy the Vampire Slayer Roleplaying Game is incredibly well presented. It is liberally illustrated with photographs from the series, and where artwork is used, such as in the sample archetypes, that too is very nicely done. The book uses the Buffy the Vampire Slayer trade dress very well and similarly, the book is incredibly well written, designed for both the Buffy the Vampire Slayer fan new to roleplaying and the roleplayer new to Buffy the Vampire Slayer. The opening fiction sets the scene, as does the overviews of the first five seasons of the television series, with explanations of what the book is in between. Whilst there is no example of character generation, there are numerous examples of Player Characters, both members of the cast and starting archetype characters. The latter are accompanied by backgrounds and roleplaying notes as well, all ready to hand out to the players. Interspersed throughout are quote after quote from the series, further enforcing the feel of the series in the roleplaying game, backed up by the glossary of ‘Buffy Speak’ at the back of the book. This is followed by glossary of gaming terms, reference tables, and an index, and there plenty of examples of the rules in play throughout too, including an extended example of combat, something that modern roleplaying games all too often omit.
Buffy the Vampire Slayer was a very geeky television series, a combination of action, horror, comedy, and drama, all served up with a very knowing sense of irony. The the Buffy the Vampire Slayer Roleplaying Game captures that and not only puts it on the page, but makes it playable. The Lord of the Rings Roleplaying Game, published by Decipher, Inc. also in 2002, would go on to win the Origins Award for Best Roleplaying Game 2002. As a licensed adaptation of its source material, the Buffy the Vampire Slayer Roleplaying Game is undeniably the superior design and implementation, showing a wonderfully enjoyable and insightful understanding of the source material. Under any circumstances, the Buffy the Vampire Slayer Roleplaying Game is one of the outstanding roleplaying adaptations, which if there was a list of top licensed roleplaying games, deserves to go in the top five, if not the top three.

Jonstown Jottings #71: The Lottery

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

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What is it?The Lottery is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a thirty-one page, full colour, 11.4 MB PDF.

The layout is clean and tidy, and the artwork and cartography excellent. It needs an edit in places.

Where is it set?
The Lottery is set in the river valley of The Deep Cut, just inside the Glowline in Lunar Tarsh.

Who do you play?A set of six pre-generated Player Characters are provided, all members of the same trade party from Esrolia.
What do you need?
The Indagos Bull requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary.
What do you get?The Lottery is a one-shot scenario based on Shirly Jackson’s short story, ‘The Lottery’. It begins with an Esrolian trade caravan arriving at a village just inside the Glowline in Lunar Tarsh. Here its members get caught up in a macabre ritual—the voluntary sacrifice to the dread Crimson Bat of villagers, decided by lottery, in order to keep the rest of the village safe. With two members of the caravan taken, it is up to the Player Characters to persuade the villagers to stop this ghastly ritual and rescue their family members being taken away to be eaten!
The Lottery does start with a problem. It has to start with the ritual and get to the point where the cultists of the Crimson Bat take those selected by the lottery before the Player Characters can act. Which involves a fair degree of exposition. However, once the scenario proper does start and they can act, the Player Characters will find themselves racing up and down the valley to reach the other villages and try and persuade their inhabitants that the covenant between them and the Lunar Empire is based on a lie. Fortunately, the Player Characters do have proof, although exactly how is handled in game is underwritten.
Once past the set-up, the players and their characters are free to approach the situation however they want. The scenario focuses on the primary routes across the valley, the Player Characters having the advantage in terms of speed over the Crimson Bat cultists’ wagon, and the NPCs they will have to deal with in the various villages. For the players, there is a pre-generated character each, complete with illustration, whilst for the Game Master, there are stats for the abducted NPCs, the villagers and the local wyter, and the Crimson Bat cultists. There are several handouts and maps. There is also advice on the possible outcomes depending upon the actions of the Player Characters.
The Lottery is a short scenario, intended to be played in a single session. It could easily be run as a convention scenario. It is more difficult to run as a campaign scenario, primarily because the Player Characters are likely to have the Passion of antipathy towards the Lunar Empire and this will influence their initial reactions. None of the provided pre-generated Player Characters have such a Passion.
Is it worth your time?YesThe Lottery is a clever adaptation of a classic short story to Glorantha, which although requires a degree of exposition, leads to an exciting player driven situation.NoThe Lottery is of little use if the Game Master’s campaign is not set in Lunar Tarsh, or near there, or involves Player Characters who right from the start hate the Lunar Empire.MaybeThe Lottery is a difficult scenario to use in an ongoing campaign, primarily due to geography and likely antipathy towards the Lunar Empire, and would be easier to run as a convention scenario.

Jonstown Jottings #70: The Indagos Bull

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

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What is it?The Indagos Bull: A Praxian adventure for RuneQuest is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a twenty-six page, full colour, 7.43 MB PDF.

The layout is clean if uneven. The illustrations are decent, but the maps vary in quality. The scenario requires an edit.

Where is it set?
The Indagos Bull: A Praxian adventure for RuneQuest is set in Pavis County, north-east of Garhound, just before before the Big Earth Season Fair.

Who do you play?Player Characters of all types could play this scenario, but Eiritha and Yelm worshippers might be useful as would Orlanth and Ernalda worshippers.
What do you need?
The Indagos Bull requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary. Supplements such as Pavis: Threshold to Danger and Pavis: Gateway to Adventure may be useful for background material, but neither is required. 
What do you get?The Indagos Bull: A Praxian adventure for RuneQuest is a mystery and investigative scenario which takes place in Pavis County, north-east of Garhound, just before before the Big Earth Season Fair. It is two days before the Eiritha High Holy Day and the two events that everyone is looking forward to—the Indagos Bull contest and the Indagos Cow contest. Attendees at the Big Earth Season Fair are allowed to bet on the outcome and the winner of each contest will win cash prizes, whilst the winning animals play the central role in the Eiritha Fertility Ritual conducted at the culmination of fair to grant a community blessing that will ensure healthy and numerous offspring from the area’s cattle. For the last twelve years, farmer Bilijo Jyles has won this contest with several prize bulls and ensured a fine blessing for the region in each of those years. Unfortunately, Farmer Jyles’ prize bull for this year has gone missing!
Whether by Farmer Jyles, the Eiritha priestess, or some other authority, the Player Characters are hired to locate the bull, or alternatively, they are merely passing through and see the notices posted about and volunteer to find the missing bull. The scenario itself is presented as a series of clues, locations, and NPCs with an explanation as to what has happened to the bull. The Player Characters are free to follow these in whatever order they like, whether that is visiting the local farmers on their steads, interviewing locals at the tavern, looking for rumours, and so on. The scenario and its solution to its mystery are quite straightforward, but there are one or two wrinkles along the way.

The scenario is supported with notes on Praxian construction and farming, Eiritha and her cult and temples, and more. Farms for two of the major NPCs in the scenario are nicely and appropriately mapped, and whilst there is a regional map, there are no maps of either the town of Indagos or the end scene for the scenario. Also missing is anything about the Indagos Cow contest, which might be something that the Player Characters could make enquiries about. Sadly, the missing bull is not named. The scenario can easily be adjusted to fit elsewhere. For example, perhaps the missing bull could be a case for the Player Characters from Tales of the Sun County Militia: Sandheart Volume 1?
Written and published as part of the ‘Storytelling Collective’, The Indagos Bull is rough around the edges, and can be best described as Sir Arthur Conan Doyle’s ‘The Adventure of Silver Blaze’ meets Radio 4’s The Archers, but in Prax’. However, its plot is solid and relatively simple, and above all, engaging. The scenario is also short and could be run in a single session.
Is it worth your time?YesThe Indagos Bull: A Praxian adventure for RuneQuest is a solidly plotted and clearly presented missing bull mystery, that although rough around the edges, can easily be added to a campaign set in Prax.NoThe Indagos Bull: A Praxian adventure for RuneQuest is of little use if the Game Master’s campaign is not set in Prax or Eiritha is not an important figure.MaybeThe Indagos Bull: A Praxian adventure for RuneQuest is useful if the Game Master wants to take her campaign into Prax, but adapting it outside of Prax might take extra effort.

Folkloric Fearsome Foursome II

Reviews from R'lyeh -

Seasons of Mysteries is an anthology of scenarios for Vaesen – Nordic Horror Roleplaying, the Sweden-set roleplaying of folkloric horror set during the nineteenth century published by Free League Publishing. It presents four mysteries which will take the members of the Society, the organisation which investigates the situations which arise from the clash between modern society and the traditions that have grown up from living alongside the supernatural creatures called Vaesen, to the boundaries of Sweden—and beyond. In turn they take the Player Characters to the central valleys of Sweden where strange things are happening—possibly an abduction, but definitely drowned cows; to an ironworks where the owner has been bewitched by a local preacher; across the Danish straits and onto Jutland to confront the guardian of the moors; and across the Gulf of Finland to northeast Russia as guests of honour at an event held by the ruling noble. What sets this quartet of adventures apart is their seasonal nature. They are all standalone, and there is one for each season—spring, summer, autumn, and winter.
All four adventures follow the same structure. The ‘Background’ and ‘Conflict’ explains the situation for each scenario, whilst the ‘Invitation’ tells the Game Master how to get the Player Characters involved. In Seasons of Mysteries, the primary form of ‘Invitation’ is the letter, which will typically summon the Player Characters to the town or village where the mystery is taking place, the getting there detailed in the ‘Journey’, typically a mix of railway and coach journeys. It should be noted that every mystery has moment or two when the Player Characters can prepare and goes into some detail about the journey. There is an opportunity for roleplaying here, perhaps resulting in longer travel scenes than the core rulebook necessarily recommends. The ‘Countdown and Catastrophe’ presents the Game Master with one or two sets of events which take place as the Player Characters’ investigation proceeds, sometimes triggered by the Player Characters, sometimes triggered by the NPCs, whilst ‘Locations’ cover NPCs, Challenges, and Clues, all leading to a ‘Confrontation’ and its eventual ‘Aftermath’. For the most part, the mysteries are well organised, a mix of the sandbox and events which the Game Master will need to carefully orchestrate around the actions of her Player Characters. Only the most pertinent of the locations in each town or village is described and the Game Master is advised to create others as needed, though she will very likely need a ready list of Swedish names to hand for whenever the Player Characters run into an NPC or two.
Also included with every scenario is a set of trigger warnings, kept to a minimum, and unobtrusively placed in the top, lefthand corner on the opening page of each scenario. Plus, there are notes too, for running each of the four scenarios with Vaesen – Mythic Britain & Ireland, although of course, the Game Master will need to make some adjustments in terms of names and geography.
Seasons of Mysteries opens with ‘A Dance with Death’ set in the ‘dales’ of central Sweden in the springtime. Here in a traditional farming community, mostly concerned with its cattle and its music. Here a farm labourer woke by the banks of the nearby lake unaware of how she got there and two cows have been found drowned. A local farm owner asks the Player Characters to investigate. What they discover is a miasma of paranoia and uncertainty, fuelled by an undercurrent of unrequited love and a Faustian pact. There is a degree of misdirection in the scenario, including a big floating clue, and a sense that the villains are not always what they seem. There are nice roleplaying touches too, such as making friends—or at least good impression—with the locals at a party, including finding out just how well the Player Characters can dance. This scenario has a lovely bucolic feel, a twisted tale of love and desire and possession at the appropriate time of the year.
Taking place at the heart of summer, ‘Fireheart’ literally boils with heat and everything is seen through a heat haze. The mystery focuses on the Häryd ironworks on Lake Hären in Smolandia, owned by two brothers. As drought dries up the land around them, one brother grows greedier and greedier as the other comes to believe that an evangelist preacher has bewitched the first, leading to a rift between the two. There is certainly something going at the ironworks, for the brother who remains is obsessed with his wealth and his foreman, known as ‘Swine’, drives the ironwork’s labourers mercilessly. If the Player Characters can get past Swine, whether through subterfuge or stealth, they can perhaps discover something about the first brother’s obsession, but get toom close they too might end up suffering from it as well! As the temperature rises, confrontation is all but inevitable, though it will perhaps force the truth to be revealed. This is fantastical on a grand scale, a back story out of myth and fairy tale, which will lead to an encounter with the greatest of mythical beasts. Unlike the other scenarios in the anthology, ‘Fireheart’ uses a mythic not found in Vaesen – Nordic Horror Roleplaying, but introduces it here.
One of the themes of Vaesen – Nordic Horror Roleplaying is the conflict between modernity and change, and the old ways, and this best explored in the anthology in ‘The Devil on the Moor’. This is set on the moors of Jutland where the Danish Society for Moorland Reclamation is conducting an engineering project to restore the land to its former fertility. Taking place during the Autumn, the lead engineer believes that a demon is sabotaging the project. The Player Characters will have the past notes from a reputed Danish folklorist to examine for clues, but must also find a way to get the recalcitrant locals to talk as everyone seems on edge and strange mists swirl about the place and seem to make people disappear. There are some gruesome moments too, though less of a sense of misdirection as in the other scenarios in the anthology. In the notes on adapting the scenario to Vaesen – Mythic Britain & Ireland, the author suggests referring Sir Arthur Conan Doyles’ The Hound of the Baskervilles for its sense of isolation and its mists swirling across boggy terrain, and that atmosphere fits this scenario too, which is a well-done retelling of a revenge from beyond the grave mystery. The scenario does not forget Linnea, the woman who originally invited the Player Characters to reform the Society, either, as she plays a central role in getting them involved in the events in Denmark.
Seasons of Mysteries comes to a close with the very, very wintery ‘A Winter’s Tale’. The Player Characters are invited by a Russian nobleman to a symposium on the strange and the supernatural at his home in the province of Ingria, once a Swedish possession, but now part of the Russian empire. Their journey is interrupted by a terrible snowstorm and they are forced to take refuge in a nearby inn, along with several other guests, some of whom were bound for the same symposium as the Player Characters—including two very well-known monster hunters! Unfortunately, not all is well at the inn. The owner’s sister died recently and as the weather closes in, the intensity of the snowstorm increases and the temperature drops, and try as they might, nobody can keep a fire going for very long. Potentially, this scenario could descend into one of survival horror, but investigation and interrogation lies at the heart of Vaesen – Nordic Horror Roleplaying. There is a lot of exposition to get through at points, but it is not like the Player Characters are going very far. Plus, all of the suspects and the clues are to be found in one place, the inn, in what is a bitterly claustrophobic scenario.
Physically, Seasons of Mysteries is a lovely looking book. The cover is stark and wintery, and has a lovely tactile feel. The scenarios are all well written, the handouts are well done—if a plain in places, and the cartography is excellent.
One issue with the previous anthology, A Wicked Secret, was its lack of geography and history. Sweden at the time when Vaesen – Nordic Horror Roleplaying, A Wicked Secret and Other Mysteries, and A Season of Mysteries is set, is unlikely to be a familiar place to many Game Masters or their players. There was not always the explanation of the whys and wherefores to a scenario, but that is not wholly an issue with Seasons of Mysteries. It could have done with a little more geographical explanation or a map, as to where its scenarios are set, at least for those set in Sweden, in relation the country as a whole. This is less of an issue with the two scenarios set outside of Sweden, where enough information is provided.
The investigations in Seasons of Mysteries are not necessarily wholly original, primarily because their threats are drawn from folklore and the stories around them, so there is often a sense of the familiarity to the scenarios. This does not mean that the scenarios are bad, because they are all well written and plotted, and they very effectively explore the clash between tradition and modernity, which often leads to a breakdown between man and Vaesen which is explored in Vaesen – Nordic Horror Roleplaying. If perhaps there is a downside to the adventures it is that they are seasonally based, which as much as that plays into and influences the nature and atmosphere of each scenario, it means that they are not quite as versatile. Nevertheless, Seasons of Mysteries is an excellent and engaging second quartet of mysteries, each markedly different in terms of tone and feel and each presenting different challenges for the Player Characters in Vaesen – Nordic Horror Roleplaying.

Corvidae Versus Cthulhu

Reviews from R'lyeh -

Be Like a Crow: A Solo RPG is a journaling game which enables the player to take to the skies as a corvidae—crow, magpie, jackdaw, or rook—over multiple landscapes and differing genres, achieving objectives, exploring, and growing as they learn and grow old. Published by Critical Kit, a publisher better known for its scenarios for Dungeons & Dragons, Fifth Edition. The roleplaying game combines the simple mechanics and use of a deck of playing cards typical of a journaling game with five genres—‘Urban Crow’, ‘Cyber-Crow’, ‘Gothic Crow’, ‘Fantasy Crow’, ‘Clockwork Crow’, and ‘Ravens of the Tower’. Each of these presents a different place and time for the bird to fly over, land on, encounter the denizens, and more. Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is a supplement that takes the game in an entirely different direction, to the edge of Lovecraft Country. As in Be Like a Crow: A Solo RPG, the player’s crow will take to the air, here encountering the weird and the eldritch, including cults of Pelicans, tentacled terrors terrorising boats traveling up and down the river, forests where the trees are dying from a luminously purple rot, as well as notables from Lovecraft Country, including Doctor Henry Armitage and Brown Jenkin.

Mechanically, Be Like a Crow: A Solo RPG, and thus Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is simple. It uses a standard deck of playing cards and when a player wants his bird to undertake an action, he draws a card from the deck. This sets the difficulty number of the task. To see whether the bird succeeds, he draws another card and adds the value of a skill to the number of the card if appropriate. If it is equal or greater than the difficulty number, the bird succeeds. If an action is made with Authority, whether due to circumstances or a skill, the player draws two cards and uses the highest one, whereas if made at a Penalty, two cards are drawn and the lowest value one used. When drawn, a Joker can be used or saved for later. If the latter, it can be used to automatically succeed at a combat or skill check, to heal injuries, or to discard a card and draw again. Combat is a matter of drawing a card for each opponent, adding a skill if appropriate, and comparing the totals of the cards and the skills. The highest total wins each round and inflicts an injury. Eventually, when the deck is exhausted, the discard pile is reshuffled and becomes the new deck.

The play and thus the journaling of Be Like a Crow is driven by objectives as achieving these will enable a bird to advance through his lifecycle. An objective for the ‘Crowthulhu’ setting, might be for example, “A cult of [characters] has stolen [object] from the museum. They are performing a dark ritual with it near [location]. Attempt to stop them.” The player will also need to draw cards to identify the character, the object, and the location, and then as his bird flies from hex to hex across the map, draw cards for events in flight, and then for events when he lands. The player is free to, and advised to, ignore prompts if they do not fit the story, and this may be necessary if a prompt is drawn again, but ideally, the player should be using the prompts as drawn to tell a story and build the life of his crow.

Crowthulhu: A Cosmic Horror Setting For Be Like A Crow requires the core rules of Be Like a Crow, as well as a standard deck of playing cards. As well as providing the rules, it provides the prompts for events in flight and on land that are standard to each of the roleplaying game’s settings, but what Crowthulhu provides is its own set of tables its objectives, objects, characters, and locations. Two sets of objectives are provided, one for the red suits and one for the black suits, the same again for characters or NPCs, and again for objects and locations for Crowthulhu. Thus locations can be the dreamer’s dimension or the bedsit of an ageing musician, an object could be a scroll of Egyptian hieroglyphics which can be traded with an academic for another object or a miniature flail made tentacles that can be used in an attack, a character a crazed sea captain who talks in riddles or Herbert West, a shamed medical student researching reanimation, and an objective that cats are disappearing from the local area and the crow must find them and prevent further disappearances or a professor at the university has found a dangerous tome and plans to harness its powers, and the crow must go there and destroy it before he can!

Most, if not all of the entries have a Lovecraftian theme, whether that is investigating why a geologist has been acting strangely after he visited a recent meteor crash or encountering Brown Jenkin who will befriend the crow, but his manner is antagonistic and he probably wants you to fail. Many of the encounters involve FEAR, whether that is with a Deep One or a swan high-priest of Crowthulhu. (Crowthulhu itself is not defined in the supplement, being left up to the player’s imagination to describe.) Fear is the new mechanic introduced in Crowthulhu: A Cosmic Horror Setting For Be Like A Crow. As with other roleplaying games of Lovecraftian investigative horror, this measures a character’s—or crow’s—reaction to the cosmic horror of the Mythos and ability to withstand its debilitating effects. It comes into play when the Fear prompt is drawn and is tested much like a standard skill or ability test in the game. However, failure means that the crow is fearful and his player must add a tick to his Fear section on the character sheet. Once a crow has any ticks marked off under his Fear, the number acts as a penalty to all of his actions including other Fear checks, representing the traditional downward spiral of the crow’s sanity typical of the genre, though kept simple for the journaling format and style of play. It is possible for a crow to become less afraid. Either by expending a Joker card, which removes all Fear ticks, or potentially just a single one when exploring a new location.

In terms of locations, Crowthulhu: A Cosmic Horror Setting For Be Like A Crow includes its own setting, the Massachusetts town of Rooksbridge. This is the town in the nineteen twenties, supposedly built on a site where witches were executed in the seventeenth century, but is now best known for its relatively isolated location, along with its asylum and its university, which specialises in American history, and of course, has a library which specialises in the occult. From Blasted Heath and Crowdaw River to Independence Hill and Wytch House, has a decently hinted New England, post-colonial feel to it.

Physically, Crowthulhu: A Cosmic Horror Setting For Be Like A Crow is a slim affair. It is lightly illustrated with images of odd creatures, but the map is nicely done and has a period feel, plus the supplement is decently written. Crowthulhu: A Cosmic Horror Setting For Be Like A Crow flies in and out of the Cthulhu Mythos, veering between it and its own corvidae cosmic horror. It might veer too far into its own avian weirdness for the Mythos purist, but for others it provides a whole new way in which to explore the New England touched upon by Lovecraft and look upon it from a bird’s-eye view.

Spy-Fi Action

Reviews from R'lyeh -

It starts with a briefing on the move, before dropping off in the city. An agent is missing, but believed to have obtained information about a terrorist organisation known as SOUL, which has been conducting covert operations, including those designed to destabilise governments. The agent, Silver, has the information stored in a cranial data implant, and it can only be accessed by Ness, a hacker working with Silver. The agents’ mission is to locate and extract both Silver and Ness, but if something has happened to Silver, to extract the data with Ness’ help and ensure that it does not fall into the wrong hands. It is highly likely that SOUL agents will want to recover the data and will stop at nothing to ensure their success. The agents should expect determined opposition. Lastly, this is a covert operation. Under no circumstances should local law enforcement or intelligence agencies become aware of the mission or involved.

This is the set-up for The Spy Game: Mission Booklet 1 – Deadly Data, a mission or short scenario for The Spy Game: A Roleplaying Game of Action & Espionage. Published by Black Cat Gaming, this is the roleplaying game of cinematic Spy-Fi action set in the immediate future chases, subterfuge, high-tech equipment, and more, using the mechanics of Dungeons & Dragons, Fifth Edition, but eschewing some of the social attitudes and mores of the genre. The Spy Game: Mission Booklet 1 – Deadly Data comes with everything that the Game Master needs to run the scenario—plot, NPCs, floor plans, details of the equipment the Player Character agents will be issued with, staging advice, and suggestions as what happens the SOUL agents succeed at certain points rather than the Player Characters.

The Spy Game: Mission Booklet 1 – Deadly Data is easy to add to a campaign. In fact, it is designed as a ‘mission-between-mission’ scenario, one that can be easily slotted between other scenarios. If the Game Master wants to take a more en media res approach, it could even be used as a campaign starter, with the Player Characters hastily assembled and sent on their first mission together. However, designed for Player Characters of Fourth and Fifth Levels, it best works as an addition to a campaign. In terms of character types, Classes from The Spy Game such as Face, Hacker, Infiltrator, Martial Artist, and Technician will probably have moments to shine in the scenario, but a Hacker is definitely needed, as is a Player Character who can drive.

Other than the plot, much of the scenario is flexible and can easily be replaced with details from the Game Master’s own campaign. The agency that the Player Characters work for is never named, and neither is the city where the action takes place, although it does have to be coastal city, ideally with port facilities. The feel of the scenario is very American, but again, that can also be changed. That said, if set in the USA, cities like Miami, Los Angeles, or San Francisco, are all good choices. Although SOUL is named as the villainous agency of the piece, it too is never defined, and the Game Master is free to substitute whichever enemy organisation she wants from her campaign, or even add SOUL to her campaign.

The Spy Game: Mission Booklet 1 – Deadly Data is divided into three acts. In the first, the Player Characters will begin their investigation and attempt to find Ness before the SOUL agents do. Whether or not they are able to find Ness initially, in the second act, they succeed in tracking both Silver and Ness to a city hospital. Confrontations with SOUL agents—preferably ones in which the police will not be alerted—are likely in both situations. In the third act, everything comes to a climax as either the SOUL agents attempt to escape the city with both Ness and Silver in their possession, chased by the Player Characters, or the Player Characters attempt to escape the city with both Ness and Silver in their possession, chased by the SOUL agents. This brings the scenario to an exciting climax and gives the Game Master the perfect reason to bring out the chase rules for The Spy Game.

In addition to the scenario, The Spy Game: Mission Booklet 1 – Deadly Data includes elements that the Game Master can reuse in her won campaign. They include equipment like the Remote Control SUV and Smart Watches, and stats for the SOUL Agents, and more. It is disappointing that the SOUL Agents are rather soulless and lack personalities.

Physically, The Spy Game: Mission Booklet 1 – Deadly Data is clean and tidy, and easy to read. Bar the front cover, it is not illustrated, but the scenario is short and boxes of supplementary text do break up the main text. The scenario comes with two sets of floorplans, both excellent, although why the smaller set is presented on a page of its own, whereas the smaller one is not, remains a mystery. The other issue with the scenario is that it is printed without a card cover, so although printed on good paper, it is not as sturdy as it could be.

The Spy Game: Mission Booklet 1 – Deadly Data is short, but not short on detail. It needs careful preparation, but once done, is easily dropped into a Game Master’s The Spy Game campaign, ready to provide a session or two’s worth exciting Spy-Fi action.

Friday Fantasy: In a Deadly Fashion

Reviews from R'lyeh -

Word and rumour are spreading across the whole of Europe. Miucci Carnivo is the greatest fashion designer of his age, his clothes and outfits in high demand not only in his home city of Seville, but across the whole of Spain and beyond. The dress he has fashioned for the Countess Serena de Reya for her wedding is said to have cost eighteen thousand gold pieces and taken him three months to make. He is never short of clients with deep pockets ready to purchase his latest designs, and he himself has become a wealthy man. Yet, his private life is a matter of debate and it is rumoured that strange men and women are to come to his house at night on a regular basis. Then there is the matter of his greatest rival, Francisco Alcon, found slaughtered in his home. Is Miucci Carnivo connected to his death, and if so, then how? These rumours have even reached his ears and he is worried—though these are not his only concerns. The dress he has designed for Countess Serena de Reya has gone missing and several of his customers have also turned up dead. All of which could affect his business, if not ruin his good name. Thus, he hires the Player Characters to investigate all of this, and he is prepared to pay handsomely—which should be enough to pique their interest and get them involved!

This is the set-up for In a Deadly Fashion, a murder mystery and mystery scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplay. Like other scenarios published by Lamentations of the Flame Princess it is set in the game’s default early Modern Period. Specifically, in Seville, Spain, so it would work well with several of the other publisher’s titles or equally easily adapted to the retroclone of the Game Master’s choice. Yet by its very nature, the scenario is easily adaptable to other roleplaying games set in the same period, such as Warhammer Fantasy Roleplay, or even a time travel roleplaying game such as Doctor Who: Adventures in Time and Space! The scenario is not without its issues though, primarily due to its historical setting, which means that it involves religious bigotry. The scenario does not involve it directly in its story line, but it is present by implication. Further, the scenario involves a cult and some of the activities its members engage in are both listed and illustrated—the latter not explicitly, but it is clear what is happening. It is entirely up to the Game Master and her players how they want to deal with this aspect in play, but it is easy easy to draw a veil over this if necessary.

Whether hired by Carnivo, the government, a relative of one of the victims, or simply greedy enough to take an interest in some very valuable items of clothing, In a Deadly Fashion is easy to set-up and run. As Carnivo, the Game Master quickly points the Player Characters in the direction of the four avenues of investigation—the homes of Countess Serena de Reya, the two customers who died, and the rival tailor. Each of these has their own section in the book, which detail the locations, NPCs, clues, and so on, to be found there. The investigation itself is detailed, but limited. There are few if any clues beyond these locations, but if the Player Characters do come unstuck and are unable to progress any further, an NPC is provided who can point them in the right direction. There is also the equivalent of the local Catholic police who might be interested too, and could be helpful to the Player Characters, leading to an encounter with a bishop with a laconic and oddly elliptical manner.

Ultimately, the clues should lead back on themselves and point towards Miucci Carnivo as being the culprit—rather his clothes! For reasons unknown, they have taken on a life of their own and conducting a series of murderous acts. The scenario should ideally come to head as the Player Characters return to Carnivo’s mansion with all of its nouveau riche fripperies to confront him, only to find a cult party in full swing and the discovery of the missing dress before it animates and attacks! This is intended to be creepy, even unnerving, and should be a good set-piece with which to end the scenario.

In a Deadly Fashion is not a scenario which needs much in the way of maps. However, its one map, that of Carnivo’s mansion, is oddly placed, nowhere near the descriptions of its locations towards the back of the book. Nor is the actual presented in a fashion that makes it easy to read and use by the Game Master. The finale, or at least the aftermath, of the scenario is underwritten, as is the description of Seville. Of course, that makes the scenario to adapt elsewhere to the city of the Game Master’s choice, but if that is not an option, she will still needed to conduct some research on seventeenth century Spain and Seville. Even a page of information would have been useful, since it is rare for any scenario to be set there, let alone one for Lamentations of the Flame Princess Weird Fantasy Roleplay. There is though, decent advice on running a murder mystery and on running one in which the Player Characters are equipped with magic.

Physically, In a Deadly Fashion is a very presentable, if slim hardback. The writing is clear and easy to grasp, much of it little more than bullet points, such that a Game Master can prepare the scenario quickly and easily. The map is more pretty than serviceable, whilst the artwork is excellent, done in dense, rich palette of colours.

In a Deadly Fashion is easy to read and quick to prepare, and can be run more or less from the page. It is a solid murder mystery which should provide two or three session’s worth of creepy, horrific play

One Man's God Special: Syncretism Part 4, Orcus and Dispater

The Other Side -

This post really is a transitory one.  It takes on ideas from my One Man's God and my One Man's God Special: Syncretism and transitions it in-a-matter of speaking to my new In Search Of posts. 

Today I want to talk about syncretism, but not in the sense I have in my last few posts. I covered the basics of syncretism a while back. In two different posts syncretized the Greek and Egyptian gods and the Roman and Norse gods.  It is to the Greek and Roman gods that I turn today.  In particular, I will focus on the Roman side of the Greek One Man's God posts in OMG: Greek and Roman Mythos, Part 4 Tales of Brave Ulysses, and my attention is on Orcus. 

In Search of Orcus

Demon Lord OrcusOrcus, Demon Prince of the Undead

Orcus has always been a major bad guy in my and many others' games. Not just because he is a great demon lord and master of the undead, that is plenty of reason, but even more so from the very mysterious Etruscan background of the god Orcus

I mentioned Hades a lot in this series before. He is the God of the Underworld and was so feared that he was often never called on by name, he gains the epithet "The Rich One" and, much later on, "The Lord of this World," something that has also been later attributed to Satan. 

As Greek myths merged into Roman myths, several gods were syncretized to arrive at the Roman Pluto.  These include many gods of the underworld, the dead (but not death), and riches such as the Etruscan Atia, the Etruscan Tuchulcha, and the Roman Dīs Pater.   Mixed in all of this are the Greek Horkos and Roman/Etruscan Orcus

This is what is going on in our world. But what of the worlds of Dungeons & Dragons?

I'll be 100% honest here. I think the "official" history of Orcus is pure garbage. Orcus starting out as a human? No. Not in my world. Orcus was a god. Romans swore sacred oaths to him. He has a dwarf planet named for him. He was not some human necromancer. He was more.

But before I get to Orcus and what he was or is, I want to discuss Dis.

In Search of Dīs Pater

Dispater, The Iron DukeDispater, the Iron Duke

I will admit that the AD&D Dispater was always one of my favorite devils. Looking into his official background is more appealing than it is for Orcus, largely because there is not much of it.  I think role-playing wise I molded him after the devil character from the TV series "From the Brothers Grimm" episode Bearskin. Sort of the evil gentleman devil.  

In later editions of D&D, the "Iron Duke" have become akin to an infernal arms dealer and paranoid. Certainly an interesting choice but how does that square with the Dīs Pater, or Rex Infernus, of Roman myth?

Both Dispater and Dīs Pater are very wealthy. Both are considered to be the Lord of the Underworld (or at least one of them). Dīs Pater has a connection with the dead via Pluto/Hades who he was conflated later on. Dispater's only connection with the dead is via the souls he traffics in Hell.

Like the god Orcus and later on Satan, Dīs Pater is a good of riches and "Lord of the World."  This does fit into the notions of how Dispater is currently being presented.

How the Gods Die, and are Reborn

Things with Gods never should be clean-cut. If there is nothing else I want to show here, then let it be that Gods and Demons are a messy bunch.  They live, and they can die, and they can be split up and recombined.

I mentioned in my Syncretism of the Greco-Egyptian Gods that, in some cases, scholars have pointed to the syncretism of Set and Hades in early notions of the Christian Satan. There is more than this of course (see the "messy" note above), but this is a good start for me today.

One of the themes I like to play with in my games is the conflict between the old and new gods, or more specifically, the conflict between Paganism and the rise of Monotheism. In D&D this has its manifestation in the Dawn War

In my games the servants of the good gods, angels, and the like, who fell became the Baalseraph or the unique devils.  Demons have various origins, but some used to be gods.

Orcus used to be a God. 

Sort of.  In my overly complicated mythologies here Orcus was an avatar of a God of the Dead. I am currently using Hades/Pluto as a stand-in here but I will come up with something later. So this God of the Dead creates an avatar and this is Orcus of Roman myth, he also has another avatar, more akin to Dīs Pater but is more of psychopomp (like Hermes or Vanth).  Here is where things get weird. This god is killed, maybe during the Dawn War, maybe before. The two avatars do not die, but rather go a little mad, each thinking they are the rightful heir to this god's mantle. Both "fall" and are "demonized." The psychopomp of Dīs Pater falls and becomes Dispater the Iron Duke.  The other avatar is demonized to become Orcus, the Demon Prince of the Undead.

Each remembers being a god, if somewhat vaguely.  For Orcus, this manifests in his desire to become a God himself and his rage to destroy all life when he can't. For Dispater, this manifests as his extreme paranoia, his desire to control all around him, and his hoarding of his wealth.

It also has one other aspect may be unique to my games.  Orcus and Dispater hate each other. It is a deep existential dread that the other has something they need OR need to destroy. Both work against the other. Their warlocks, priests, and cultists (who have rituals that are oddly similar) work against each other.  It goes beyond anything that the Blood War might suggest; it is a personal hatred they share.

What would happen if Dispater and Orcus put aside their animosity and worked together? Or worse, what if some magic was used to re-combine them back into the God they were?  I shudder to think to be honest, but there is no way that would be good for anyone.

Maybe there is a third part of this god. A Neutral Evil one that does know what they were and what roles Orcus (CE) and Dispater (LE) play in this. Who is that entity? What do they want?

I still might take a page from Christopher Golden and Thomas E. Sniegoski's series, The Menagerie, and have Hades dead. This third creature, likely much weaker than the other two, would live in the remains of Hades' kingdom.

Links

Mail Call: Melissa Belladonna Mini

The Other Side -

A quick one while I work on dinner. It is still Tuesday, right?

One of the things I do love about the new crop of D&D players is how much they love their characters and the lengths some will go to show that love.  I have shared my enjoyment of Ginny Di and her Aisling, so today, I want to introduce you to Melissa Belladonna. Well, more to the point, her 25mm version.

Tiefling Melissa Belladonna

Tiefling Melissa Belladonna
Tiefling Melissa Belladonna

Yeah, I can get a Tiefling mini cheaper locally, but that is not the point. The point is this is something fun.

You can get yours from Only-Games.co and they also allow you to set up your own store front and sell your own minis if you like.  I thought about it, but I really don't have the skills to make minis.

Though a little Larina to go along with Melissa would be fun.

Melissa and Larina


The Acrobatic Flea for Amazing Adventures

The Other Side -

I had so much fun doing the write-up for Tim Knight's Acrobatic Flea a couple of weeks ago for NIGHT SHIFT I thought, why not give it a try for Amazing Adventures too!

NIGHT SHIFT's Flea (dubbed Earth-NS) is a non-powered gritty street-level hero fighting the forces of darkness while working for Weirdly World News.  The Flea of Amazing Adventures is a powered hero with more emphasis on two-fisted action as behooves Amazing Adventures' own origin as a Pulp game and now itself a multiversal game.

The Amazing Adventures of the Acrobatic Flea

The Amazing Adventures of the Acrobatic Flea

Sean Edward Ridire grew up reading comics about his favorite pulp action heroes; Tennessee O'Malley, Mackie Gleeson, Marie Laveau, the adventures only known as "The Fox" and Brotherhood of William St. John. Then to his surprise and joy, at age 14, his own mutant powers developed. He became superhumanly strong, could leap several meters into the air and land safely, and could climb any surface.  At 21 he moved to Knight's End to take a job as a reporter at a local TV News network. During the day he covers the news, reporting on traffic, human interest stories, and other bottom-tier assignments. But he also patrols the city as the Acrobatic Flea stopping what crime he can.

In his short time he has teamed up with other heroes such as the demon hunter known as The Paladin and the mysterious Witch Queen to fight spider mutants and defeat the evil Refrigerator. But the strangest encounter of all was meeting his own counterpart from another, darker Earth!

What adventures will the Flea have next? Only time will tell, but they will be Amazing!

The Acrobatic Flea

3rd Level Powered / 1 level Hard to Kill
Race: Human (Mutant)

Strength: 22 (+4) P
Dexterity: 20 (+4) P
Constitution: 14 (+1) 
Intelligence: 14 (+1) 
Wisdom: 16 (+2) P
Charisma: 16 (+2)

Hit Points: 25
Alignment: Lawful Good
AC: 16
BtH: +2
Power Points: 12
Sanity (SAN): 80 (Max), 80 (Current)
Fate Points: 6Fate Die: 1d6

Languages: English (native language), French
Background: Reporter
Skills: Knowledge (Popular Culture)Traits: Quick (Move +10, +1 to initiative)

Powers

True Strike, Jump, Spider Climb (2), Enhanced Strength +8, Enhanced Dexterity +4, cell phone (burner) 

Gear
Night vision goggles (gift from the Flea of Earth NS), costume (AC 6).
Remember, these are the final hours of the Amazing Adventures Multi-Genre RPG crowdsourcing campaign.
Amazing Adventures Multi-Genre RPG

https://www.indiegogo.com/projects/amazing-adventures-multi-genre-rpg#/

Monstrous Monday: OSE and 5e books and Gruß vom Krampus

The Other Side -

Quick one today. Feeling a bit under the weather still.

Last week I got my Folklore Bestiary from the Merry Mushmen Kickstarter.  

A Folklore Bestiary

The books are really nice and I got the Old-School Essentials and 5e D&D versions.

They compare very well to the the earlier Twilight Fables monster books for OSR and 5e I have that kickstarted around the same time.

Fabled Monsters

Both sets cover similar ground but have different approaches to what they are doing. So all four have a home now on my shelves and game table. I discussed their similarities and differences in regard to a monster I also did (but not the only one we all share) the Basajaun.

The Basajaun

OSR/OSE versions for me, 5e versions for my kids.  It all works out great.  For me a monster book should come in 5e and OSR flavors from now on.  Or like Frog God Games is doing now in their Terrible Yule Cat with 5e, OSE and Castles & Crusades.

OSE sized too!

Gruß vom Krampus!

Greeting from Krampus!

I have a new project I am working on, something that is actually ready now, but I want to wait to get it out since it will be a big part of my 2023 Year of Monsters.

Here is a sneak peek at my new Monstrous Maleficarum.

Krampus Layout

This is not a replacement for my Basic Bestiary. It is designed to complement it and to serve a different audience.  Basic Bestiary is for the Old-School crowd and Monstrous Maleficarum is for fans of 5th edition. There will be overlap in the monsters, but each will be designed to serve what their respective audiences will like the most. The two projects will have very different looks and feel. 

Both the Basic Bestiary and Monstrous Maleficarum grew out my Monstrous Mondays, but also out of my One Man's God and certainly out of all my books and readings about Witches and Witchcraft.

Also, all profits from Monstrous Maledicarum will go to buy more art for Basic Bestiary.

I have a lot to do over Christmas break (ah...the life of an academic), so I better get on it.

Miskatonic Monday #157: Annals of Flint’s Detective Agency Chapter 2: MESISTOPHELES’ MALICIOUS MILK

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: Annals of Flint’s Detective Agency Chapter 2: MESISTOPHELES’ MALICIOUS MILKPublisher: Chaosium, Inc.
Author: Mark Potter

Setting: Jazz Age Chicago
Product: ScenarioWhat You Get: Thirty-Four page, 1.82 MB Full Colour PDF
Elevator Pitch: “First you take a drink, then the drink takes a drink, then the drink takes you.” – F. Scott Fitzgerald, The Great GatsbyPlot Hook: Investigating a young man affected by the demon drink leads to demons!
Plot Support: Eight NPCs, six handouts, five maps, four Mythos artefacts, and three Mythos monsters.Production Values: Variable.
Pros# Sequel to Annals of Flint’s Detective Agency: The Case of the Stolen Golf Clubs# Many Hobbit jokes# Throws the Mob and the cops into the mix# Decent investigation# More than the Mythos involved for extra storytelling elements# Familiar set-up and plot, but not badly done# Selaphobia# Dipsophobia
Cons# Needs a strong edit# Familiar set-up and plot, but not badly done# Too many Hobbit and other jokes# Maps a little too small
Conclusion# Solid investigation at the height of Prohibition undone by too many jokes and uneven production values, and a degree of familiarity with other Prohibition-set scenarios.# Good mix of the Mob, the Cops, plus extra storytelling elements gives some good roleplaying opportunities.

Less Anger, More Advice... Eventually

Reviews from R'lyeh -

The Angry GM has made a name for himself dispensing advice and guidance on how to be a better game Master on his blog, which promises “RPG Advice with Attitude”. Some of that advice has been collected and collated in Game Angry: How to RPG The Angry Way. This promises that you can “Learn to play fantasy role-playing games”, “Run your first Dungeons & Dragons or Pathfinder game”, and “Improve your GMing skills and run great less worse games”, and if you take the advice and implement elements of it, then that is likely the case. This a book for the prospective player initially, but mostly the prospective Game Master, which has got her first roleplaying game—most likely Dungeons & Dragons, Fifth Edition, and wants to start running it for her friends or her existing group. It discusses narration and adjudication of running games, running the first game and then starting again, engaging with the players, handling combat, addresses risk and failure, portraying NPCs, dealing with problems at the table, and more. Though full of good advice, but for the most part, Game Angry: How to RPG The Angry Way is not a book for the experienced Game Master as she is likely already implementing the book’s suggestions and guidance. Of course, there is nothing to stop her from perusing the book to at least pick up the odd tip, or even confirm that she is at least game master the ‘Angry Way’.

However, Game Angry: How to RPG The Angry Way is not without its problems which get in the way of the good advice to be found in its pages. The first of which are its price and its length. The book is simply too expensive and too long. At over one-hundred-and-seventy pages, it is far too long. It could and should have been shorter and more concise. It is often overwritten and all often feels as if it could have got to the point a lot earlier. At $15 for the PDF, there are better looking books with more focused advice on being a good Game Master for less. Similarly, there are better looking books with more focused advice on being a good Game Master in print for the same cost as the PDF. Then there is the issue with tone and remit. The title of the book suggests that the book is going to be written a sense of energy and urgency, with anger, and there is none of that. Anyone coming to the book after reading the blog with its near rants and use of deleted expletives will be severely disappointed, for the style of the book is light and chatty—often too chatty. Which leads into the issue with remit, because if the book is written by the ‘Angry GM’ and he never gets angry in the book as he does on the blog, what is the point of the title? What Game Angry: How to RPG The Angry Way really means is that the player and prospective Game Master should be playing using the advice from a writer whose nickname is ‘Angry’, not be a Game Master with that emotion in mind. Which is misleading.

Game Angry: How to RPG The Angry Way is divided into three parts. ‘Part I: The World of Role-Playing Games’ is intended for the new player, ‘Part II: Getting Your (First) Game On’ is the first time Game Master’, and ‘Part III: Running Less Worse Games’ is the Game Master who wants to improve her skills. The opening of ‘Part I: The World of Role-Playing Games’ starts with first principles, taking the reader through the first steps of a Dungeons & Dragons-style game, what options has in terms of purchasing roleplaying games and what they offer, and giving a first examination of what a Game Master is. Veteran players and Game Masters are advised to skip this, but it feels too basic for the book, too much of a focus upon being the player in a book that is primarily for the Game Master. Perhaps this could have been saved for a book of advice on how to play roleplaying games the ‘Angry Way’—that is, a book of advice for the player, or retooled for the intended audience, the Game Master?

Thankfully, ‘Part II: Getting Your (First) Game On’ does begin getting to the point and telling the reader what a Game Master is and does. It starts with simple advice, such as ‘Keep It Simple, Stupid’, preparing the first adventure, explains the basic conversation involved in playing a roleplaying game, how to be a narrator and what the four types of narration are, and how to adjudicate the rules. This though, is forty pages in… It breaks down the nature of combat, examining the four things that the Game Master has to handle in the process—as a Referee, as monster wrangler, an accountant, and as a jockey, the latter to keep the pace of the combat appropriately fast and free flowing. Then it returns to the basic conversation involved in playing a roleplaying game, but examines it from the point of view of combat. This all sets the prospective Game Master up with the basic elements of her role.

At more than half its length, ‘Part III: Running Less Worse Games’ is the longest section in the book. It includes interesting sections on player agency and the power they and their characters have within a game, breaks down the time and framing units of roleplaying—action, scene, adventure, and campaign—before using them to build back up a Game Master’s approach to the structuring her game. There is standard advice too, such as only rolling the dice when it is important and running a Session Zero, and for the most part, the advice and suggestions are rules agnostic, but the book is heavily weighted towards playing and running Dungeons & Dragons, Fifth Edition, and Pathfinder, and where it does get mechanical it is always with those roleplaying games in mind. It also includes some mechanics of its own. This includes ‘Angry’s Ten-Point Scale’, used to track a Player Character’s success or failure and potential reaction points along that scale when he attempt’s a task that takes longer than a single roll, developing that as a means to handle loner, more involved conversations, for example. It differentiates between scene and encounter, and it also provides advice and suggestions as to how to create and portray NPCs in interesting and dramatic fashion in what is one of the more enjoyable sections of the book, and it also has advice on tone, a degree of improvisation, and finally potential issues and conflicts at the table. Here Game Angry moves into the social space of gaming. Lastly, the advice takes the reader to the verge of beginning campaign, but no further. That perhaps is the subject of another supplement?

Physically, Game Angry: How to RPG The Angry Way is a plain affair interspersed by pieces of cartoon artwork, much like the author’s blog posts. Here the artwork only serves to separate the chapters and adds nothing to the content. The writing is often over blown and it could have done with tighter editing for length and focus. The book lacks an index. Similarly, the author makes references to outside sources, such as to ‘The MDA Design Approach’, but does not cite them or include a bibliography. This is inexcusably unprofessional.

As decent as the advice in Game Angry: How to RPG The Angry Way is, it has dated slightly and it does not take into account different forms of gaming. Or even ways in which it can be consumed, stating “Now, RPGs don’t have audiences.” whereas even when the book was originally published, they did. Hence Critical Role. Anyway, no convention games or online games, the latter increasingly important and common since the pandemic. Now of course, the book was written before that occurred, but a section on running convention games would have been a very useful inclusion.

The author, the ‘Angry GM’, has neutered his voice for Game Angry: How to RPG The Angry Way. Had he not, then perhaps the book might have stood out from the range of titles on how to be a good Game Master. The advice given is good, but for experienced players and Game Masters will probably be familiar, whilst for the new or prospective Game Master, Game Angry: How to RPG The Angry Way takes a while to get the point and could have been far more concise.

Devoid

Reviews from R'lyeh -

The crew of the Pavel Sukhoi, an Albatross Class Armed Explorer, has been assigned to the Rizpah-160 system on a search and recovery mission. Operated by mankind’s preeminent space exploration and transport company, Galilee Heavy Industry, the Pavel Sukoi is to enter orbit above Rizpah-160B, recover a probe, Mother Three, and then descend to the surface to recover the three landers it launched to explore the planet below—the comically named Sister Nancy, Sister Sledge, and Brother Ben. Galilee Heavy Industries does not like to waste equipment, but it also wants to keep the fact that Rizpah-160B is potentially habitable a secret. Whilst in orbit, the Pavel Sukhoi is also conduct further surveys, but the Player Characters are assigned the recovery missions. This is the set-up for Darkness in the Void – A Sci-Fi Call of Cthulhu Scenario Set on an Alien World, a scenario for Call of Cthulhu, Seventh Edition published Stygian Fox as part of its ‘Cthulhu Tomorrow’ line.

Unfortunately, Darkness in the Void – A Sci-Fi Call of Cthulhu Scenario Set on an Alien World is spectacularly uninteresting. To begin with, the plot, such as it is, is little more than series of mechanical rolls and skill checks to see how well the Player Characters recover the lost pieces of technology, enlivened by alien species of tree-like hunters which will attack the Player Characters, who are expected to run away. The scenario calls the Player Characters Investigators just as you would in any other Call of Cthulhu scenario, but the scenario does not call for any real investigation. The scenario is written for use with Call of Cthulhu, Seventh Edition, but does not involve any of the Mythos. Of course, there have been plenty of scenarios published for Call of Cthulhu which do not involve the Mythos and it is perfectly acceptable to have a non-Mythos horror scenario for the roleplaying game, but to not make that fact clear until fourteen pages into the scenario when discussing the rewards and repercussions? Rewards which include Sanity gains when there is no Mythos involved? Similarly, there is no scope for interaction or roleplaying either, since whilst six pre-generated ‘Investigators’ are provided with the scenario, they lack roleplaying hooks or hints as to the relationships between them which might have engendered or encouraged roleplaying.

Worse, Darkness in the Void completely fails to follow through on the promise given in the blurb on its back cover. It states, “The planet holds mysteries and terrors the likes of which they have never dreamed of, or experienced in their worst nightmares.” There are no mysteries whatsoever in the scenario, and whilst being attacked by an alien species, might be described as a terror, it is such a raging cliché that it will probably bore both the Keeper and her players. Some possible mysteries—the other regions of the planet might hold other horrors and treasures, the Pavel Sukhoi might detect a strange alien signal or remnant of an alien civilisation, are suggested under ‘Further Adventures’, but why promise them on the back cover if the scenario is not going to deliver and simply leave them for the Keeper to create?

Worse, there is an interesting setting behind Darkness in the Void, one which involves Galilee Heavy Industries’ links to the Mythos. Like everything else which might be labelled ‘interesting’ in Darkness in the Void, it is only hinted at. Salo’s Glory, another Science Horror scenario for Call of Cthulhu, Seventh Edition published by Stygian Fox, addresses it in more direct fashion and does involve the Mythos.

Besides its thin plot, Darkness in the Void includes basic deck plans of the Pavel Sukhoi, details of the various pieces of equipment the Player Characters will use throughout the scenario, new skills for the Science Fiction setting, stats for various NPCs and two alien species, and the six pre-generated Player Characters. The illustrations are at least decent, especially of the pre-generated Player Characters, In fact, they may actually be the best thing about Darkness in the Void. Otherwise, Darkness in the Void is poorly written and developed, intermittently edited, but on the plus side, the layout is decent and it is in colour.

Darkness in the Void – A Sci-Fi Call of Cthulhu Scenario Set on an Alien World might be written for Call of Cthulhu, but it is not a Call of Cthulhu scenario. It is at best—and it should be made clear that there is nothing in this scenario which can be described as ‘best’—a Science Fiction scenario with a plot that is not only paper thin, but so much of a cliché, it would have been labelled trite at the dawn of the genre. How a scenario so unremittingly boring and uninvolving could have been foisted upon Call of Cthulhu, Seventh Edition beggars belief. Avoid at costs, and if you have bought it, seriously, not only ask for your money back, but ask for compensation for your time and effort. Stygian Fox should be paying you to read this scenario, not the other way around.

Maritime Mutant Mystery

Reviews from R'lyeh -

Mutant Crawl Classics #13: Into The Glowing Depths is the twelfth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. Designed for Second Level player characters, what this means is that Mutant Crawl Classics #13: Into The Glowing Depths is not a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. By the time the Player Characters in Mutant Crawl Classics #13: Into The Glowing Depths have reached Second Level, they will have had numerous adventures, should have understanding as to how their mutant powers and how at least some of the various weapons, devices, and artefacts of the Ancients they have found work and can use on their future adventures.

Mutant Crawl Classics  #13: Into The Glowing Depths the Player Characters in a totally unexpected direction—under the sea—but begins in assuming fashion with the party travelling somewhere. The where is not important, but it means that the scenario is easy to set up or add to a campaign, because essentially, it is a side trek adventure. An interesting and engaging side trek adventure, but a side trek adventure nevertheless. On the journey, the Player Characters come across a small tubular building in a clearing which is clearly built by the Ancients and is being ransacked for artefacts by a band of the mutated humanoids known as Tri-eyes. After persuading the Tri-eyes to leave, whether through force or bribery, the Player Characters have  the opportunity to investigate themselves and hopefully find some useful devices left over from the Great Disaster which befell the Ancients. Unfortunately, their curiosity and their greed first gets them trapped, and then flings them into great danger.

Mutant Crawl Classics #13: Into The Glowing Depths will pull the Player Characters out of their comfort zone, because it takes place entirely under the sea and on the ocean floor. This is an environment which the Mutant Crawl Classics Roleplaying Game has not yet explored, so no one has any idea idea of what the undersea world of Terra A.D. is like—both in-game and out of game—until now. What is revealed is the undersea world was only beginning to be explored and inhabited before the Great Disaster, and much like the world above, the seas of Terra were affected by the nuclear, biological, chemical, nanotech, and other weapons of mass destruction used in the Great Disaster. However, it took a lot longer, being protected initially by the oceans. Like the world above though, there remains pockets and outposts of civilisation from before the Great Disaster, and it is to one of these that the Player Characters find themselves in what should be an epic opening scene.

Many of the adventures for the Mutant Crawl Classics Roleplaying Game combine a mix of exploration and combat, often in what are the isolated remains of buildings, facilities, outposts, stations, bunkers, museums, and the like of the future, now long in the past of Terra A.D. Mutant Crawl Classics #13: Into The Glowing Depths does this too, but it differs because it involves a plot and a number of tasks which the Player Characters must complete in order to finish the scenario, survive, and save the world. Consequently, the scenario feels more proactive, providing the Player Character with objectives and things to do, rather than just exploration and extermination.

The Player Characters find themselves  in an undersea outpost, partially flooded and only partially operational. They will find themselves sloshing through half-lit and darkened rooms, in a series of mini-quests. The first of which is restoring power, the second holding off an attack against invading forces, and the third preventing a further invasion—not just of the undersea outpost, but the whole of the surface world of Terra A.D.! Throughout, the Player Characters are guided by the A.I. which runs the outpost, a surprisingly benign presence in comparison to other computer intelligences found in the world of Terra A.D. (Or Science Fiction in general, especially post apocalyptic Science Fiction.) She—and it is a a she—impresses upon the Player Characters that time is short and invasion from the depths below is imminent.

Thus Mutant Crawl Classics #13: Into The Glowing Depths is played out in several steps, beginning with what is effecting the abduction of the Player Characters by the A.I. of the outpost. Then following an explanation, exploration of the outpost’s various levels to find the means to restore power—the latter involving an excursion along the seabed, followed by the defence of the outpost and then the attack on the invaders. Consequently, the scenario is really written in two halves. The first details the outpost itself, whilst the second the events which propel the scenario’s plot forward, culminating hopefully in the successful defeat of the invasion and saving of both outpost and life on Terra A.D. itself!

Both the outpost and the A.I. itself are described in some detail, the latter important because she is a major NPC in the scenario. The outpost is mapped out in pleasing detail, including wavy grid lines rather than straight to indicate locations which are under several feet of water. It is a lovely touch. If perhaps there is an issue with the scenario, it is that the outpost A.I. advises the Player Characters on much of what works and how, aboard the outpost, replacing the usual artifact checks of the Mutant Crawl Classics Roleplaying Game. In some ways, this unavoidable, since there is so much in the outpost that the Player Characters have to know how to work in order to complete the scenario and if the players have to roll, there is a chance of failure.  Another issue of course, is that the scenario opens a whole new world in the form of the subsea environment, but never goes beyond the outpost. Hopefully this world will further detailed in a future supplement or sequel scenario.

Physically, behind a suitably briny cover, Mutant Crawl Classics #13: Into The Glowing Depths is cleanly and tidily laid out, clearly written, and decently illustrated. As already mentioned, the maps are really nicely done.

Mutant Crawl Classics #13: Into The Glowing Depths is a real change of pace and environment for the Mutant Crawl Classics Roleplaying Game. As a side trek scenario, it is really easy to add to a campaign, but it is also a thoroughly engaging scenario for both player and Judge, opening up a whole new world in Terra A.D., one which will hopefully be revisited again in Mutant Crawl Classics Roleplaying Game, as there really is a lot to explore.

The Other OSR—DURF

Reviews from R'lyeh -

DURF: An Adventure Game For Brave Adventurers is a rules-light dungeon-fantasy roleplaying game in the vein of games like Knave, Troika!, and Into the Odd. In fact, it is inspired by and draws from those roleplaying games in terms of its design. For example, it uses an Inventory Slot mechanic for both the equipment carried by the Player Characters and the casting of magic from Knave, and employs the three attributes, deadly combat, and absence of Classes commonly found in the lighter micro-clone designs emanating from the Old School Renaissance. The result is a generically light, retroclone-derived roleplaying game which emphasises the risky nature of combat, simplicity of rules and play, and the need for preparation prior to setting out on an expedition, whilst also adhering to reduced bookkeeping, quick character generation, and a simple advantage system. DURF is also intended to be hackable and purchasers are encouraged to alter and adapt as is their wont.
DURF includes rules for creating Player Characters, straightforward rules for handling most situations, opposed rolls, and combat, spells and spellcasting, NPCs and monsters, and magical items. Where possible, individual elements of the rules are kept to just a single page, and even when placed across two pages, the rules and their supporting content—for example, spellcasting and the spells themselves—are constrained to a page each. It makes everything all very accessible. There is no adventure in the core rules, but given that DURF is a rules-light dungeon-fantasy roleplaying game and Old School Renaissance adjacent, finding a ready source of dungeons and adventures should not be too difficult.

A Player Character in DURF has three attributes, Strength, Dexterity, and Willpower, initially rated between one and three. They can go as high as eight. A Player Character also begins play with one Hit Die, which is rolled to determine if wounds suffered are fatal. He also has a number of Inventory Slots, and begins play with two Supplies, which can be swapped with common dungeoneering equipment during play, a dagger, three random Belongings, and some gold. A Player Character can be created in mere minutes.

Dirk the Dice

Strength 2
Dexterity 3
Willpower 1

Slots 12
Supplies 2
Gold 90
Spells: Drain Life
Belongings: Dagger, Light armour, Tonic of Health


Mechanically, DURF uses a simple roll of a twenty-sided die whenever a player wants his character to act. An appropriate attribute is added to the result and if the result is fifteen or more, then the Player Character succeeds. Opposed rolls are simply determined by the highest result. Instead of Advantage and Disadvantage mechanics of rolling extra twenty-sided dice, DURF uses Buffs and Breaks, rolls of six-sided dice. Individual Buffs and Breaks cancel each other out, but if a Player Character has one or more Buffs, only the highest is counted and added to the player’s roll, whilst if the Player Character has one or more Breaks, only the highest is counted, but is subtracted from the player’s roll. Buffs can be gained from any number of factors, but a Player Character can gain a Buff by Pushing himself. The downside is that the Player Character takes Stress and this fills an Inventory Slot. This can only be done when a Player Character has an empty Inventory Slot.

Combat is fast and employs opposed rolls. This is Strength versus Strength in mêlée combat and Dexterity versus Dexterity in ranged combat. The winner inflicts damage equal to the weapon he wields. Armour reduces this damage, but is damaged in the process. A roll of twenty is a critical hit and inflicts double damage, whilst a roll of one means the weapon is worn and inflicts less damage until repaired. Any damage left over is suffered as Wounds. When this happens, the player rolls his character’s Hit Die or Hit Dice and if the result is less than or equal to the number of Wounds currently suffered, then the character dies. Whenever a Player Character acquires a new Level, his Hit Dice also increase by one, and consequently increase chances of his survival.


Spellcasting in DURF is available to any Player Character. If a Player Character knows or learns a spell, he can cast it. This requires a roll against his Willpower and causes Stress, further filling the Player Character’s Inventory Slots. A roll of one indicates a Blunder, the accompanying table giving a number of entertaining options, including gaining twenty pounds (potentially weight or gold) or a small gnome turning up, ringing a bell as he shames the Player Characters. Accompanying the rules is a selection of twenty spells, which include the familiar such as Levitate, Charm, and Turn Undead, but also the more interesting, like Grasp of Yahzahar which enables the caster to grab his opponents and pin them with shadowy hands.

Rounding out DURF is a guide to creating NPCs, hiring Hirelings—probably a necessity given the deadliness of the mechanics and game play, rules for converting monsters from the Old School Renaissance, and some sample NPCs/monsters, like the Echo Gecko, Dragon, and Eelfolk. The Game Master will definitely need to adapt or create some more. Lastly, there is a selection of magical items and rules for their use.

What distinguishes DURF is its Inventory and Slot management rules combined with the Stress mechanics. DURF is likely to become a roleplaying of resource management as each player manages what his character can carry and then, if he can cast spells, how far he is willing to exhaust himself, gain Stress, and literally choose between what he can carry and what he can cast. This is not new, having been seen elsewhere in the Old School Renaissance, but DURF is a roleplaying game whose designer admits his influences. In roleplaying game designed to be one of purely ‘dungeon-fantasy’, they are notable though.

Physically, DURF is cleanly, tidily laid out. The roleplaying game is well written, easy to read, and quick to learn. It is lightly illustrated in a comic style.

If DURF is missing anything, it is a scenario. Not necessarily to see how the game is played, since the rules are very light and easy to understand. Nor is it to see what the world of DURF is like, since there is no world implied, since DURF is meant to be a rules-light dungeon-fantasy roleplaying game and we know what such a world is like from Dungeons & Dragons and its numerous iterations. Rather, the point of having a scenario or dungeon in DURF is to get to the point where the Game Master can start running DURF and her players can start playing it. DURF is obviously designed so that it takes minutes to create a Player Character, so why not make it minutes to start play after that?

Overall, DURF: An Adventure Game For Brave Adventurers is what you want in a micro-clone. Rules light, quick to play, deadly where it counts, and open to tinkering and development if the Game Master wants too.

—oOo—
Lair of the Gobbler: A Dungeon for Low Hit Dice Adventurers (1-2 HD) is the first official adventure for DURF. It is not part of the core rulebook, but is available to download. It details an eight-room dungeon location in a hill in the Barrenmoot Swamps, which the Player Characters will discover is where a missing chef is being held. The complex has a muddy, sodden feel to it, its locations nicely detailed and flavoursome. As per DURF’s remit, it is very easy to prepare and the Game Master should be able to run through it in a session or two.

Kickstart Your Weekend: Amazing Adventures

The Other Side -

Feeling a bit under the weather this week. Likely a cold, have not had one of those in years.

But that is fine because I want to repost this one since we are hitting the last few days here.

Amazing Adventures Multi-Genre RPG

Amazing Adventures Multi-Genre RPG

https://www.indiegogo.com/projects/amazing-adventures-multi-genre-rpg#/

I have talked a lot about Amazing Adventures here and elsewhere. It is a Modern multi-genre RPG that uses the same Siege Engine as Castles & Crusades.  This is a new printing that reorganizes the material and has it cleaves a bit closer to the Castles & Crusades printings.

I am rather fond of this game ever since its first printing.  This new printing combines the Core book with the Companion, cleans up some rules, and reorganizes everything.  The CK guide for this will be greatly expanded.

I find the rules cover just about anything I want to be honest. For example, I have done a number of monsters for it:

And characters:

So a very comprehensive game to be honest. I'd love to see this go past the $16,000 mark.

Friday Faction—Dice Men

Reviews from R'lyeh -

The influence of Games Workshop upon the hobby—certainly in the United Kingdom, let alone beyond—cannot be underestimated. From its founding in 1975 to its current status as a FTSE 250 company, Games Workshop has come to represent the gaming hobby and latterly the wargaming hobby to first the United kingdom and later the world. Notably it imported the first commercially available copies in the United Kingdom of Dungeons & Dragons and as the first distributor and publisher of licensed versions of the new rulebooks for Advanced Dungeons & Dragons, it would grow and grow the hobby in this country. Its main vehicle for this would be White Dwarf magazine, which would not only support Games Workshop’s titles licensed from publishers in the USA, but also its own growing range of board games and roleplaying games. So Apocalypse (or The Warlord) and Talisman, the Judge Dredd Roleplaying Game and Golden Heroes, and many more. Its spin-off, Citadel Miniatures, produced licensed miniatures and its own, ultimately leading to Warhammer The Mass Combat Fantasy Role-Playing Game and from there, Warhammer Fantasy Battle, Warhammer 40,000, and Warhammer Fantasy Roleplay
Alongside this, Games Workshop opened retail shops, if not on the high street, then at least close by, thus enabling games enthusiasts to pick up the latest games and miniatures, but also beginning that long road to normalisation and wider acceptance for the hobby, as well as being somewhere where hobby enthusiasts could meet. The refocus of Games Workshop in the late eighties and eventual buyout from the two surviving founders—Ian Livingstone and Steve Jackson—in the early nineties would send the company down a different path to the company that it is now. That though, is another story, and not the one told in Dice Men: The Origin Story of Games Workshop.
Written by Sir Ian Livingstone with Steve Jackson—two of the three founders of Games Workshop—Dice Men is a memoir of the company’s first fifteen years. It begins with the two of them, together with their friend John Peake, deciding to set up their own games company. Initially, this was producing wooden puzzles and games, along their gaming fanzine, Owl & Weasel, but when a copy of that fell into the hands of the co-designer of Dungeons & Dragons, E. Gary Gygax, they were first offered a copy of the game to review, then placed an order to sell, and then were offered the distribution rights for the United Kingdom. Proselytising the merits of the first roleplaying game in the pages of Owl & Weazel and then White Dwarf, Livingstone and Jackson, now without Peake, would build the company as a games wholesaler, a magazine publisher, and then a retailor, with its first shop at Dalling Road in Hammersmith, and an events organiser, with Games Day. The company would publish its board games, beginning with Apocalypse: The Game of World War III, Doctor Who: The Game of Time and Space, Valley of the Four Winds: An Epic Game of Swords & Sorcery, and Warlock: The Game of Duelling Wizards and become a licensee for numerous roleplaying games as well publishing its own. Time and again, Games Workshop would publish fondly remembered titles, many of which have been reprinted since or remain in print today. Setting up Citadel Miniatures too to support fantasy gaming in general as well as Games Workshop’s own titles, ultimately of course, lead to Warhammer Fantasy Battles and Warhammer Fantasy Roleplay.
Physically, Games Workshop would grow too, moving from a flat to an office, the latter with Livingstone and Jackson living out a van, before opening the company’s first shop at Dalling Road, acquiring offices and warehouse space at Sunbeam Road, Citadel Miniatures opening premises in Nottingham, and so on, with many of the addresses being familiar to British gamers from the eighties. The book also looks at other aspects of the authors’ involvement in the hobby, most notably the Fighting Fantasy series of solo adventure books—detailed in You Are The Hero, but also the beginnings of the computer games industry.
Along the way, there are plenty of asides. They include Steve Jackson’s search for a copy of The Warlord, the map and key for ‘The Inner Temple of the Golden Skeleton’—Livingstone’s first dungeon, the authors’ first trip to Gen Con, and more. There are other contributors, including various employees, notably Bryan Ansell, who was so important in establishing Citadel Miniatures and eventually taking the company in a new direction. There is also a lovely message from Gail Gygax, the wife of the late E. Gary Gygax, highlighting how Gary felt about Ian Livingstone. In the main though, the voices heard are those of Jackson and Livingstone. There are controversies and failures along the way as well, but not many. Such as the time Games Workshop received a letter from Lucas Film because of an advert, the newspapers’ assertion that the company was distributing Mayfair Games’ War in the Falklands board game, and of course, Ian Marsh’s infamous acrostic in White Dwarf #77!
Physically, Dice Men is an engaging read, but what really catches the eye are its photographs. The book is lavishly illustrated. They begin the company’s first orders for its own games, covers for all of the copies of Owl & Weasel, catalogue covers, flyers for Games Day and Dragonmeet, photographs from these events and the authors’ Gen Con trip, White Dwarf covers, beautiful reproductions of figures from Citadel Miniatures, and more. The book is as much a visual history of the company as it is a personal memoir, and it is clear that the authors have dived deep onto the archives to pull out so many of its photographs.
Dice Men is not a history of Games Workshop. That book is yet to be written, whether of the first part of its history—the period covered here, or of the second part, its more recent history built around its own intellectual properties. It is instead a memoir, and so a personal history. As interesting as it is, to an extent this limits its readership. It is not necessarily going to be of interest to the fan of Games Workshop who has no interest in the company’s origins and for the roleplaying historian, it may not be critical enough. Yet what shines through is the hard work that both authors put into building and developing Games Workshop, as well as their love of games and gaming. 
For the role-player of certain age—especially if British, or the role-player with an interest in the history of gaming, then Dice Men: The Origin Story of Games Workshop is an absolute must-have. This is a sumptuously illustrated trip down memory lane for both reader and the book’s authors to look at the beginning of an institution and the gaming hobby in the United Kingdom.

Class Struggles: The Necromancer, Part 2

The Other Side -

The NecromancerI have not done a Class Struggles in a bit. Let's change that today.
The Necromancer is fertile ground for gamers.  I featured the Necromancer as one of the first Class Struggles.  There is still more to be said. Also in the last few months, I have bought at least three new necromancers. So lets see what we have.

Dragon #76 The Death Master
I spoke a lot about this one when I covered Dragon #76 in This Old Dragon and in my original Class Struggles. It really is the model I follow when creating an evil necromancer type though Len's here was a bit of an arcane necromancer with a bit of a death priest of Orcus mixed in. As I became savvier in what I knew about necromancers and the various D&D worlds I decided that Death Masters were unique to the Word of Greyhawk's Oerth. 
The Death Master became a playable class in the 3.x era with the publication of Dragon Compendium Volume 1 (there was never a vol. 2). Here the Death Master got a full 20 levels and was based directly off of Len Lakofka's class. Personally, I think a Prestige Class would have been a better choice. In fact a Prestige Class with just 13 levels like the original. I'd structure the prerequisites to need 3 levels of cleric and four levels of wizard or something like that. Sadly the Dragon Compendium Volume 1 is not just out of print, it is also not available on DriveThruRPG.  But Amazon has a copy and sometimes Noble Knight Games has them too.  
The Genius Guide to the Death Mage
Speaking of the old Death Master by Len Lakofka in Dragon Magazine. Owen K.C. Steven remembers! it! And this 20-level class for Pathfinder "feels" like that class, but it is its own thing.
This class is a stand-alone class (like most of the Pathfinder classes) complete with new powers and spells over 14 pages. In truth, it is a lot of fun. The author compares it to necromancer wizards, death priests, and undead-bloodline sorcerers, and how it is different. A better comparison is to druids. But where the druid is dedicated to life, the Death Mage is dedicated to death and the spirits of the dead.
There are five "Sub-types" of Death Mages presented. Corpse Mages, Ghoul Mages, Tomb Mages, Reaper Mages, and Shadow Mages.
There are 11 new spells. I think an opportunity was missed here to have 13 spells.
Old-School Essentials: The NecromancerOne of the newest necromancers on the block and designed specifically for Old School Essentials.  This is designated as "Play Test Material" but it really is ready to go. There have been necromancers for OSE before and there is at least one necromancer for other B/X-Basic games written by Gavin Norman already. Here the Necromancer is a subclass of the Magic-user, as would be expected, and some notes are given about using these new spells for the magic-user.  But thematically they fit with the necromancer much better. The new spells are from 1st to 6th level and there are 12 of each. I see why there are twelve of each; to fit the style and layout of what Gavin does with his OSE games. But I would have been tempted to make it a nice 13 per level myself. The spells are good and fit well. Some we have seen in other forms and formats over the past few years, but that does not detract from this book at all. Do you want a great OSE necromancer? Well, here it is.The format used here could be adopted for all sorts of other magic-user type classes or subclasses like the Illusionist or Enchanter for example.
Castles & Crusades Black Libram of Naratus
I am a huge fan of Castles & Crusades and frankly, I don't think the game gets anywhere near as much love.
So I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy). There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D. The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add-on for any CK really. There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself! That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items, and some new monsters. Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.
HYPERBOREA Player's ManualI have to give special attention to my other "new" necromancer.  This one does not differ from the previous editions of AS&SH/Hyperborea. At least not that I can tell. The necromancer here is cut from the "evil cultist" mold like their warlock and has a lot of great spells and powers. It is still one of my favorites, but the new OSE one has a lot of great spells to go with their's so a combination might be in order. 
For Pathfinder we have a few choices. 
Mysteries of the Dead Side: Sacred Necromancer
This book is presented in landscape orientation for easier screen reading. We are given a 20-level base class for Pathfinder with six "Callings" (sub-types). I have to admit this got may attention since my cabal of evil necromancers is called "The Order of Six" so I could restat them as one of each type here. No new spells, but there is a fully...fleshed out...NPC. So it is worth the download really.

New Paths 7: Expanded White Necromancer
This 17-page book gives a new perspective a, GOOD necromancer that protects the dead. I like the idea, to be honest.  It comes with a complete 20-level base class and six new spells. There are also feats and stats for various undead companions. It makes for a great companion piece and counterpoint to the 3.x Death Master from Dragon Compendium Volume 1.
Special Mention: Shadow of the Necromancer
Not a class, but an adventure from friend of the Other Side Mark Taormino. This is a short adventure for 1st to 3rd-level characters. And most importantly (to me) it comes in both Old-School/1st Edition and 5th Edition D&D versions!The adventure comes with a map, in beautiful old-school blue for the 1st ed version and full color for the 5th edition version. The module itself is 16 pages (one page for title and credits, one page for OGL , one page blank).  The adventure is a simple "strange things are going on! The PCs must investigate!" situation. It turns into "stop the minion of the Necromancer from finishing his evil plans." It's tried and true and it works fine here.  The adventure, as with many of the Darl Wizard/Maximum Mayhem Dungeons, is a deadly affair. Not as deadly as the Hanging Coffins of the Vampire Queen, but it is not a walk in the graveyard either. It is a fun romp and really captures the feel of old-school playing. Both versions are great and I can keep the 1st-ed version for myself and give the 5th-ed version to my kids to run.
Shadow of the Necromancer

I certainly have enough here to do an "Against the Necromancer" sort of campaign. Or even bring back my Order of the Six.

Not a Mail Call: New Board Games

The Other Side -

Not really a "Mail Call" but it feels like one. I was down visiting my brothers and sisters this past weekend and look what my brother had for me!

Trireme and Imperium

YES! I have finally got my hands on a copy of Imperium! But the box is full of surprises.

Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box
Imperium Box

In addition to the Imperium game there is a complete mini-game, Sticks and Stones, the Monster that ate Sheboygan, tourney rules for Imperium, and either another game or pieces of two other games. And a little zine "The Halfling Magazine."

I am going to need to go through it all and see what I really have but it looks like it was all bought at Origins in 1980.

In addition, there is a game I am completely unfamiliar with.  The naval battle game Trireme.

Trireme
Trireme
Trireme
Trireme
Trireme

Not only does it look intact, it looks like it has been completely unplayed!

These will provide me a lot of fun over Christmas break to be sure.

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