Reviews from R'lyeh

Miskatonic Monday #67: Prisoners' Dilemma

 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 a 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: Prisoners’ DilemmaPublisher: Chaosium, Inc.
Author: Aaron Sinner and Todd Walden

Setting: Soviet Era Russia
Product: One-shot survival horror
What You Get: Fifty-five page, 30.90 MB Full Colour PDF
Elevator Pitch: Soviet Era Survival Horror.Plot Hook: Some horrors lie outside the Gulag.Plot Support: Detailed plot, four decent handouts, five maps, three pre-generated Investigators, and a new thing from beyond. Production Values: Good.
Pros
# Soviet Era Survival Horror# Pre-generated prisoners # Environmental survival horror# Challenging NPCs for the Keeper to roleplay# Challenging NPCs for the Investigators to interact with# Scope for conflict between the Investigators# Short, tightly plotted, one or two session one-shot# Inspired by real events, the Dyatlov Pass Incident
# Strong plot
Cons
# Linear, often heavy-handed plot
# Limited scope for player agency# Challenging NPCs for the Keeper to roleplay# Challenging NPCs for the Investigators to interact with# Scope for conflict between the Investigators# Potential Total Party Kill
Conclusion
# Soviet Era Survival Horror# Strong, but linear, and often heavy-handed plot# Scope for conflict between the Investigators# Nasty one-shot

Dee's Dirty Half Dozen

England under the reign of Elizabeth Tudor is imperilled from all sides. From the Church of Rome and all of its adherent nations across Europe, as well as those within England who had not renounced their Catholicism and become members of the Church of England. And also from the supernatural and the practitioners of magick who grow stranger and more prevalent as the wall of blind faith that protected the country and the monarchy had been weakened. First, by her father, Henry VIII’s break from Rome, his establishment of the Church of England, and Dissolution of the Monasteries; second, by her sister, Queen Mary’s reestablishment of Catholicism in the country in an attempt to undo her father’s scheming; and third, by the schism in Christianity that would give rise to fanatics upon both sides. The resultant rise in magical and incidences of the supernatural were not seen as being due to a loss of faith, but to a rise in the practice of witchcraft, such that five years after succeeding to the throne, Queen Elizabeth passed an Act Against Conjurations, Enchantments and Witchcrafts, which particular made it a capital offence to employ magick to kill another and a felony to use it to maim or to consort with evil spirits, provoke love, or seek buried treasure. However, at the urging of Francis Walsingham, master of the Queen’s spy network in Europe, and Doctor John Dee, astrologer, alchemist, and companion in words to the Queen, she made an amendment—The Dee Sanction. This permitted the practice of magick in defence of the realm; it permitted those with heretical knowledge to work off their sentence in service to, and in protection of, Her Majesty; and it gave England a first line of defence against magick, its practitioners, and the supernatural. The fate of such agents would remain in the hands of Walsingham and Dee, their punishment abated—at least for the time being, and perhaps, just perhaps, despite what they have seen and what they have done, both in service of the Queen and before it, they might find absolution, they might have their sentences commuted.

This is the set-up for The Dee Sanction, a roleplaying game of ‘Covert Enochian Intelligence’ in which the Player Characters—or Agents of Dee—are drawn into adventures in magick and politics across supernatural Tudor Europe. Designed and published by the creator of The Cthulhu Hack following a successful Kickstarter campaign, it is a stripped back, Old School Renaissance-style (but not actual Old School Renaissance) roleplaying game of Tudor horror, investigation, and magic. The Agents of Dee, the Player Characters, are vulnerable and expendable, amateurs at best only slightly supernatural, criminals marked for death, and thus beneath the contempt of the privileged. They are duty bound to investigate and stop supernatural threats which could kill them, for should they run, they will be hunted and hanged for the criminals they are, and being expendable kept in the dark as to the truth of any situation or even any monster they might face, and ultimately if their efforts to stop the horrors and the supernatural which might threaten the realm fail, they are the ones to blame.

An Agent in The Dee Sanction is first defined by three Resources—Physicall, Intellectuall, and Supernaturall. These are rated by die type—initially a six-sided die for all, but one or more of these can be stepped down a die type in order to increase one or the other two according to the player’s preference. An Agent also has a Back Story which represents crucial steps in their life leading up to and beyond the point they stepped onto the black path that resulted in both their enlightenment and the dark mark on their soul. It also includes an Occupation, which provides a choice of eight Abilities, of which a player selects three; a damning Association and a Focus for enlightenment; and a Favour, a minor, very low key magical, Angelic means of influence that the Agent can bear upon the world. An Agent has Hits—how much harm he can withstand when wavering in face of Threats or Hazards; Unravelling, a further Resource which represents the balance of his humours, which can be upset through fear and exposure to the Unnatural; and lastly, a single Fortune token which allows a reroll. Elements such as the Back Story and Favour are determined randomly, either by rolling dice or drawing cards from a standard deck.

Mistress Conquest works the streets of London at night with a crew disposing of its rubbish. Always wanting to better herself and find a better place for women in general, in the discovery of a strange book— The Voynich Manuscript—she saw an opportunity to learn and perhaps gain knowledge that would help her. Unfortunately, she was able to learn little before the book’s previous owners came for her, but the members of The Octagon Society recognised her ambitions and believed that they could be aligned with their aims to find balance in both mind and spirit as a route to a higher purpose or form. She was able to learn a little before the society was rounded up as part of the enforcement of the Act Against Conjurations, Enchantments and Witchcrafts.

Janet Conquest
Intellectuall d8
Physicall d6
Supernaturall d4

Back Story
Occupation – Scavenger
Abilities – Scavenging, Night-Work, Astrology
Association – The Octagon Society
Focus – The Voynich Manuscript
Favour – Moisten (Stain, Spatter, Damp)

Hits 3
Unravelling d8
Fortune 1

Mechanically, The Dee Sanction has the feel of The Black Hack and Cthulhu Hack, but instead of deploying the standard attributes, uses its Resource mechanics instead. Thus whenever an Agent faces a Challenge, whether a Threat or a Hazard, his player rolls the appropriate Resource die. A roll of three or more and the Agent succeeds. However, if the result is a one or a two, the Challenge Falters and the Agent suffers a Consequence. This does not mean that an Agent has failed, but rather that his progress is slowed or achieved with unforeseen ramifications or a complication. In combat, this is typically not an unforeseen ramification but rather a loss of a Hit, but in other situations an Agent could be Humiliated with a social Challenge or Exhausted after an endurance Challenge. In addition, a Resource can be stepped up to the next higher die type or down to the next lower die type due to environmental factors, preparation, enemy power, and even Abilities. If the die type drops below d4, the Challenge becomes a Call to Fail, and the player has the option for his Agent to step back from the situation or take the Consequence. Combat is handled in a similar fashion, with a Moment representing a few seconds and initiative only failed on Falter. As with The Black Hack, the mechanics are player-facing, so in combat he rolls for his Agent to attack and to defend against attacks. A success on an attack and typically a single Hit is inflicted and a success on a defend, the Agent avoids harm, but suffers it on a Falter. If an Agent is reduced to zero Hits, he is dying and if his player rolls a Falter three times he dies. Otherwise, he is Out of Action and suffers a Consequence of the Game Master’s choice.

The Dee Sanction being a horror roleplaying game has its equivalent of a Sanity mechanic, in its case, the Unravelling. When the uniformity of belief divided and called into question and the Dissolution of the Monasteries scouring England’s symbols of belief, the Unravelling began… Across the country, in dense and trackless forest, along stretches of rambling roads, and within the ruins of broken churches and abbeys, somethings otherworldly snaked into the mortal world, Chaos blossomed in dark places, and there have been many nights when the Wild Hunt rides out. Exposure to unnatural horrors, rampant chaos, or the influence of other worlds is disruptive, traumatic, and unsettling, and when an Agent encounters the inhuman, the abhorrent, and the impossible, his player rolls the Unravelling Resource. Again, rolls of three or more and the Agent has the mental and perhaps moral fortitude to withstand the otherwise horrid effects of the unnatural, whilst a roll of one or two indicates a Falter. Where in other situations, a Falter indicates a success with complications, when facing the otherworldly, a Falter indicates that the Agent has suffered mental, soul scouring complications and one of his Humours has been upset. Not only is the Agent’s Unravelling die stepped down to its next lower step, the Agent suffers an Immediate Effect which lasts for a scene and an Ongoing Consequence which lasts until the Agent has had an overnight rest. Major frights may require the Unravelling die to be stepped down before the roll is made!
For example, Mistress Conquest has been directed to investigate sightings of a pony with blazing eyes in the Queen’s forests to the south. Near the village of Allum Green, she sets out to locate and confirm the truth of the matter. The Game Master says that searching for signs at night is a Challenge and will force her Intellectuall Resource to be stepped down, but Mistress Conquest’s player suggests that her Night-Work Ability would help in the situation. The Game Master agrees and Mistress Conquest’s player rolls her full Intellectuall Resource die. The roll is successful and some hours later, Mistress Conquest comes across the strange beast in the middle of a track. As it turns and snorts at its new watcher, its eyes blaze with fire and Mistress Conquest is taken afrit. The Game Master asks her player to roll her Agent’s Unravelling die. Unfortunately, the result is a Falter and Mistress Conquest must suffer the effects. Her player rolls an eight-sided die for the Immediate Effect and a six-sided die for the Ongoing Consequence. Mistress Conquest’s Black Bile Humour is up and the Immediate Effect is that she is overwhelmed by extreme emotion, her eyes filling with tears, and her body given over to deep sobs. The Ongoing Consequence is that once her tears and sobs have dried up, she is struck Sullen into a resentful silence and despondent, having been scared by the unnatural beast.Besides their own Abilities and Resources, the Agents have access to a number of tools and devices. One set is narrative in nature, the others not. The narrative tools are six broad influences in Tradecraft—Access, Conspiracy, Kit, Magic, System, and Vigilance. Access represents contacts and associations that the Agents can take advantage of; Conspiracy dealings with anything which questions the status quo and common sense; Kit, the right equipment or ingredient; Magic, knowledge of the Other World; System, the ability to work the country’s bureaucracy; and Vigilance, watchfulness, caution, and curiosity. Each facet of Tradecraft is a shared Resource between the Agents, and just the one is chosen at the beginning of each adventure or mission, representing how the Agents plan to deal with the unexpected or unknown they might encounter as part of their investigations. At the end of the mission, that facet is lost, whether it has been used as part of the Agents’ enquiries or not. Its primary use is to counter the Marks possessed by the enemies, hazards, and other threats that the Agents will encounter. Marks are narrative objectives, representing tasks that the Agents need to fulfil in order to successfully investigate and deal with a threat to the realm, and since only one can be addressed in each adventure, they lend themselves to play over the course of two or more adventures in dealing with a single mission.
For example, the Agents have been tasked with investigating the activities of one Sidney Montague, a student at Oxford who has been taking an interest in particular books at the college and so his tutors have alerted Doctor Dee. Montague’s mother regularly attends court and so has the favour of the Queen, so the Agents have to be careful in how they proceed. The Game Master sets three Marks. One is Conspiracy to determine what the Montague is bringing into his country retreat from the continent; the second is Kit, finding the right device to deal with the Barghest Montague has summoned and is roaming the forest; and the third is System, the Agents needing to obtain a signed and sealed legal writ giving them permission to search the house.The other tools are magical devices which aid the Agents in their investigations. They each have a Black Seal or amulet which allows them to communicate with Dee from a distance and also eventually, understand other languages and they have access to Stone Houses, a series of refuges and sanctuaries across Europe and the Middle East, that only those wearing the Black Seal may enter. Dee himself has Mercator’s Void, used as part of scrying rituals, and he can send Mister Garland, a supernatural manifestation, either a ghost or even an archangel, to serve as a briefing officer for the Agents and a contact for Dee. Specifically, the designer notes that Mister Garland serves as the equivalent of the character Al from Quantum Leap and the miniature tape recorder from Mission: Impossible, and that is an indicator of the tone of The Dee Sanction. It is an investigative horror roleplaying game set in the Tudor period, but it is not written as a strictly historical roleplaying game. It is intended to be played more as a horror mystery television series set in the Tudor period of an alternate Europe which makes the elements of magick, conspiracies, and so on, are real. And the devices themselves are reskinned anachronisms which facilitate, but break neither the narrative nor the tone of the television series.

For the Game Master there is a listing of the major enemies of the Queen, including the Pope and the Catholic Church, Mary, Queen of Scots, the Fae of the Great Wood, and more, plus a short bestiary—with it being easy to add more from other sources, background information about the Tudor Age and on both Walsingham and Dee, advice on running the game and even on converting adventures and their plots from elsewhere. Notably, it highlights how fragile the Agents are, having only a few Hits and their Unravelling almost a certainty… It also suggests that the Agents and their players keep a journal, both as means to record their progress and suspicions, and perhaps a means of the Game Master to develop further adventures from, and also a way for a replacement Agent to come up to speed quickly in an investigation should one of them die! Rounding out The Dee Sanction is the one-shot, ‘Lost in Translation’. It takes place during the great tour of European courts undertaken by John Dee and Edward Kelley in pursuit of occult knowledge, with the Agents being sent to recover a lost relic whilst they are in Poland. In doing so, they confront the creeping incursion of the unnatural that has come about with the weakening of faith across the continent, and whilst there are political benefits to be gained from a successful outcome, they will not be without their consequences… It feels a little odd to have a scenario in a roleplaying game which focuses on Tudor England set on the continent, especially in the core book. That said, as a one-shot it is fine and it can be adjusted back to England if that is what the Game Master wants, plus it would work later on in a campaign which could go abroad. Despite it being a solid introduction to the setting, it would have been perhaps stronger in storytelling terms to have gone with the pilot for The Dee Sanction television series, that is, the ‘how the Agents got into this mess and this is how they get out of it’ story and explored that aspect of the setting a bit further.

Physically, The Dee Sanction comes as a handy, digest-sized supplement. It is perhaps a little busy in terms of its layout, with a lot of bold text and so it does need a closer read in places than its then obvious simplicity warrants. The artwork has a nicely idiosyncratic feel to it and overall, there is no denying the certain charm to its physical look and feel.

Despite some missed opportunities in the choice of scenario, The Dee Sanction is a fantastical little offering of desperate horror and occult investigative roleplaying in a different age, but one with which we will be familiar from our fascination with the period. It is thus easily accessible in terms of the setting, just as is its horror and its set-up, all eased by simple mechanics that both create interesting Agents and make game play quick.

The Other OSR: In the Labyrinth

 It is impossible to ignore the influence of Dungeons & Dragons and the effect that its imprint has had on the gaming hobby. It remains the most popular roleplaying game some forty or more years since it was first published, and it is a design and a set-up which for many was their first experience of roleplaying—and one to which they return again and again. This explains the popularity of the Old School Renaissance and the many retroclones—roleplaying games which seek to emulate the mechanics and play style of previous editions Dungeons & Dragons—which that movement has spawned in the last fifteen years. Just as with the Indie Game movement before it began as an amateur endeavour, so did the Old School Renaissance, and just as with the Indie Game movement before it, many of the aspects of the Old School Renaissance are being adopted by mainstream roleplaying publishers who go on to publish retroclones of their own. Dungeon Crawl Classics Role Playing Game, published by Goodman Games is a perfect example of this. Other publishers have been around long enough for them to publish new editions of their games which originally appeared in the first few years of the hobby, whilst still others are taking their new, more contemporary games and mapping them onto the retroclone.


Yet there are other roleplaying games which draw upon the roleplaying games of the 1970s, part of the Old School Renaissance, but which may not necessarily draw directly upon Dungeons & Dragons. Some are new, like Forbidden Lands – Raiders & Rogues in a Cursed World and Classic Fantasy: Dungeoneering Adventures, d100 Style!, but others are almost as old as Dungeons & Dragons. One of these is The Fantasy Trip, published by Metagaming Concepts in 1980. Designed by Steve Jackson, this was a fantasy roleplaying game built around two earlier microgames, also designed by Steve Jackson, MicroGame #3: Melee in 1977 and MicroGame #6: Wizard in 1978. With the closure of Metagaming Concepts in 1983, The Fantasy Trip and its various titles went out of print. Steve Jackson would go on to found Steve Jackson Games and design further titles like Car Wars and Munchkin as well as the detailed, universal roleplaying game, GURPS. Then in December, 2017, Steve Jackson announced that he had got the rights back to The Fantasy Trip and then in April, 2019, following a successful Kickstarter campaign Steve Jackson Games republished The Fantasy Trip. The mascot version of The Fantasy Trip is of course, The Fantasy Trip: Legacy Edition

The Fantasy Trip: Legacy Edition is a big box of things, including the original two microgames. So instead of reviewing the deep box as a whole, it is worth examining the constituent parts of The Fantasy Trip: Legacy Edition one by one, delving ever deeper into its depths bit by bit. The first of these is Melee, quick to set up, quick to play game of man-to-man combat, followed by Wizard, which did exactly the same for sorcerers and other magic-users. The third part of this triumvirate is Death Test, which combined the two original scenarios—‘Death Test’ and ‘Death Test 2’—both originally published as MicroQuest 1: Death Test and MicroQuest 1: Death Test 2 in 1980. bringing the trilogy of mini-boxed sets together is The Fantasy Trip: In the Labyrinth. This is not yet another mini-box, but a book which combines their content into one volume and expands upon with further rules, expansions, and options which lift Melee and Wizard up from being combat and magical skirmish games respectively into an actual roleplaying game. What it lacks though is the counters and maps to be found both in Melee and Wizard, but that is not an issue with The Fantasy Trip: Legacy Edition.
The Fantasy Trip: In the Labyrinth is a combination of three books for The Fantasy Trip. The first two are Advanced Melee and Advanced Wizard which provided expanded rules for Melee and Wizard respectively. The third is In the Labyrinth: Game Masters’ Campaign and Adventure Guide, published originally in 1980, which added a role-playing system and a fantasy-world background for the whole of The Fantasy Trip line, as well as introducing a point-buy skill system for the system as whole—rather than just spells in Wizard. The new version of In the Labyrinth collates all of that content into one supplement for The Fantasy Trip Legacy Edition. It includes rules for creating characters, the core mechanics, notes on designing labyrinths, rules for both advanced combat and advanced magic, and it introduces the setting of Cidri, including a lengthy bestiary. All that, that there are two notable aspects to In the Labyrinth. First, the Game Master and her players could just start with In the Labyrinth as their introduction to The Fantasy Trip, instead of Melee and Wizard (and Death Test). That might steepen the learning curve though, and there is something to be said of the experience of trying out the basics of both games prior to coming to In the Labyrinth, though the supplement does serve as the capstone for The Fantasy Trip. Second, In the Labyrinth and The Fantasy Trip look like any other generic fantasy system, but dig down into the mechanics and the setting details, and whilst on one level, it does look fairly generic—and could be run as generic fantasy, it really is quite a bit different.
After introducing and explaining the concept of roleplaying, In the Labyrinth introduces the world of Cidri. This is a large world with an Earth-like gravity and environments, which until a few hundred years ago was the playground of an ancient all-powerful race of dimension travellers called the Mnoren. It was one of many worlds they created before they disappeared, but this has many continents, many of them connected by magical gates, and many peoples imported from the original Earth. Consequently, historical faiths and cultures of Earth can be found on Cidri, so Vikings, Aztecs, Persians, Samurai, and so on, can all be found on the world—somewhere. As can adherents of Christianity, Islam, and Judaism, as well as those faith to gods and goddesses and pantheons unknown on Earth. Notably, whilst there are numerous faiths and religions to be found on Cidri, along with their priests, churches, and temples, the gods themselves do not appear in the world, and it is actually possible for the devout to achieve apotheosis. This mix of the fantastic and the real explains the cover to In the Labyrinth, which shows a wizard, a priest, a Norman knight, and a Roman legionnaire together best by monsters, a mix which otherwise be incongruous. What it also means is that almost any fantasy or historical setting can be dropped into the Cidri, such is the scale and scope of the planet.
In comparison to most fantasy settings, Cidri is relatively technologically advanced, gunpowder being known, but expensive—requiring dragon dung, and gunpowder weapons being unreliable. Despite these technological advances, magic is more prevalent and the Wizards’ Guild holds no little influence and power—far more than the Mechanicians’ Guild. Other guilds include the Thieves’ Guild, the Scholars’ Guild, the Mercenaries’ Guild. Alongside the guilds, In the Labyrinth covers various jobs and occupations which the Player Characters can have when not actually adventuring and so earn an honest (or dishonest depending upon occupation) income. 
A character in In the Labyrinth and thus The Fantasy Trip is defined by three attributes—Strength (ST),  Dexterity (DX), and Intelligence (IQ). Strength covers how many hits a character has, what weapons he can use, how effective he is in hand-to-hand combat, and for a Wizard, how many spells he can cast, each spell having a cost that is paid in Strength points, not only to cast the spell, but also maintain it if necessary. Dexterity covers how easily a Hero or Wizard can hit an opponent, disengage from the enemy, and how quickly he can attack. Intelligence governs the number of spells a Wizard knows, the maximum level of spells he knows—each spell has an IQ rating between eight and sixteen which the Wizard’s Intelligence must match for him to know, and his resistance to illusions and Control spells. With In the Labyrinth, Intelligence is also how many Talents a character knows. Both Heroes and Wizards can learn spells and Talents, but Heroes learn spells with great difficulty, just as Wizards learn Talents with great difficulty. 
In the Labyrinth and The Fantasy Trip is not a Class and Level system, but a Class and Spell or Talent system. It has only has the two Classes—Hero and Wizard. Yet, a Hero need not be the fighter of Melee and a Wizard need not be the classic adventuring wizard a la Dungeons & Dragons, guidelines being included to cover everything from the barbarian, the gadgeteer, and the merchant to the martial wizard, townsman wizard, and the wizardly thief. It is possible to create a priest, which can be a simple cleric or monk, or may actually know a limited number of spells. However, technically such priests would be Wizards with a Talent or two or a Hero who knows a spell or two. 
In the Labyrinth expands upon Wizard to include over one-hundred-and-fifty spells. These all have a minimum IQ rating to understand, from IQ 8 to IQ 20 and a ST cost to cast, and if necessary, to maintain. So they range from the simple Blur at IQ 8, a defensive spell which levies a penalty on DX when attacking the caster and costs 1 ST to cast and maintain to the IQ 20 Word of Command which costs 3 ST and affects those that fail their save for a whole minute. Typical words include ‘Believe’, ‘Come’, and ‘Quiet’, and the Wizard needs to learn the spell for each word. Similarly, it adds a range of Talents, which again have a minimum IQ rating for a character to know, from IQ 7 to IQ 14. These have a purchase cost, so the IQ 7 Talent of Brawling costs a point to purchase, whilst the IQ 14 Talent of Alchemy costs three points. Most grant the simple ability to use something like a knife or do something like diplomacy or undertake a profession such as Engineer or Theologian. Many Talents have prerequisites, so that Unarmed Combat I grants the ability to attack punches and kicks more effectively, and then Unarmed Combat II increases the effectiveness and adds ability to throw opponents or evade them, and so on up to Unarmed Combat V. 
To create a character, a player takes a base character with ST 8, DX 8, and IQ 8, and divides eight points between them with ten being the human average. Dwarves, Elves, Goblins, and Halflings have different starting values. Then, if a Wizard, the player has points equal to his character’s IQ with which to purchase spells, whilst similarly with a Hero, the player has points equal to his character’s IQ with which to purchase Talents. The process is relatively easy, but a random character generator is provided to speed the process up. 
Deodato Patriarca
Human – Hero – HealerMotivation: Desire for adventure 
Appearance: Average (5)Bravery: Brave (9)Friendliness: Friendly (8)Honesty: Less than truthful (5)Mood: Shy (4)
Strength 08Dexterity 12Intelligence 12MA 08
Talents: Diplomacy (1), Naturalist (1), Detect Lies (2), Physicker (2), Expert Naturalist (2), Woodsman (1), Courtly Graces (1), Unarmed Combat (1) 
Mechanically, In the Labyrinth and The Fantasy Trip are simple and straightforward. Whether a character undertakes an action, such as striking an opponent with a sword or following some tracks, or needs to make a Save to avoid an unpleasant or difficult situation, such withstanding the effects of a spell or dodging a falling log trap, his player rolls three six-sided dice and attempts to roll under the appropriate attribute. Rolls of three, four, and five indicate degrees of critical success, whilst rolls of sixteen, seventeen, and eighteen, indicate degrees of critical failure. The attribute may be adjusted, whether that is due to wearing armour or environmental conditions, but the main means of adjusting the difficulty of a task is by increasing or reducing the number of dice a player has to roll, and guidelines cover both critical successes and failures with the adjusted number of dice. It is simple and it is quick, and as a logical extension of both Melee and Wizard it presents a relatively easy learning curve.
Where In the Labyrinth and The Fantasy Trip becomes complex is in the advanced rules for both combat and magic. Advanced Combat is designed to cover just about every situation imaginable, starting from the combat order and options such as dodging, charging, disengaging, and casting spells to weapon types, fighting on broken ground, stairs, and in narrow tunnels, ambushes, unarmed combat, gunpowder bombs, taking prisoners, and more… The options are neatly explained and the Advanced Combat rules are backed up with a solid example of combat in play. Magic is treated as comprehensively in Advanced Magic. Thus types of spells—missile and thrown spells, control spells, illusions—including their limitations and even their disbelief by animals, and casting from both books and spells. Both of the latter take more time, but where casting from a scroll can be done in combat, casting from a book cannot. There is a complete guide to casting that most wanted spell, Wish, plus Advanced Magic takes the Wizard away from adventuring and into the laboratory with rules for alchemy, the enchantment of magical items, and more, accompanied by lists of potions and magical items that the Wizard can manufacture, or perhaps when adventuring, discover with his fellow Wizards and Heroes. 
Expanding upon Melee and Wizard, the bestiary for the world of Cidri in In the Labyrinth includes over hundred different entries, from humanoids, intelligent monsters, and ghosts, wights, and revenants to water creatures, plants, and nuisance creatures—the latter amusingly including children! All of the humanoid races are playable, with Orcs being more vicious rather than evil, Goblins being crafty and capable of giving and keeping their word rather than again being evil or nasty, and Gargoyles turn out to be tough and trustworthy, but distrust others because their gallbladders are used by alchemists in various different potions. The only addition to the humanoids on Cidri are the silly, annoying Prootwaddles, whilst the major addition to intelligent races are Octopi, which are capable of walking on land and wielding weapons and shields, but are cowardly, greedy, and dishonest! In the main, the various entries in In the Labyrinth’s bestiary will be familiar from other fantasy roleplaying games, but in many cases, there are little differences which will make adventuring on Cidri a different experience. So Vampires and Werewolves are actually suffering from a disease which they can pass on and can be cured of, and Wights, whilst undead, have a physical form that can attack and be attacked, and further, may not necessarily be evil. In some ways, it is this bestiary which showcases the default setting for The Fantasy Trip the best. 
In addition, In the Labyrinth includes rules and guidelines on creating and stocking labyrinths and on taking the game beyond the confines of such a labyrinth. Along with a few random tables to help stock both locations, these sections are relatively short, almost as if the actual labyrinths are not necessarily the focus despite the title of the supplement. There is a sample labyrinth included though, just a few locations and it is used in the example of combat later in the supplement. That said, the labyrinths do look weird done on hex maps rather than the square maps we are used to after decades of Dungeons & Dragons. Rounding out In the Labyrinth are descriptions of the village of Bendwyn and the Duchy of Dran in Southern Elyntia, both a couple of pages in length. These are very much a starting point for the prospective Game Master to develop, so a little basic, but nevertheless with a few hooks that she can employ. 
Physically, In the Labyrinth looks a little old-fashioned by being black and white throughout, and whilst the artwork varies in quality, some of it is excellent and some of it feels anachronistic in places. Nevertheless, it is a cleanly presented book and it is all very readable. 
Despite originally having been published in 1980, In the Labyrinth feels modern. Part of this is down to the presentation—clean, bright, and tidy, just as you would expect from Steve Jackson Games, but in the main, it is due to it being a point-buy system. In fact, one of the earliest of point-buy systems and probably one of the simplest. That simplicity is where In the Labyrinth shines, providing the means to run a fantasy roleplaying system that the Game Master and her group with a solid starting point upon which to add the advanced rules. The simplicity also provides a flexibility in terms character creation, suggestions being given to create numerous different types of character, but still only using what are effectively, two different Classes. Another reason that In the Labyrinth feels modern is that in its design can be seen the genesis of Steve Jackson Games’ other great roleplaying design—GURPS. So many of the elements of In the Labyrinth would go on to inform or even appear in one of the great generic point-buy roleplaying systems. 
As much as In the Labyrinth effectively explains and showcases the mechanics of The Fantasy Trip, it is less successful at showcasing the world of Cidri. At best the description of the giant multi-continent world of Cidri is an introduction to and explanation of why it is, but at worst, that explanation is bland and uninteresting. The problem here is that Cidri is presented as an every-world, a world that can have every historical setting in it plus fantasy, and whilst that gives the Game Master a lot of scope, it is also intimidating and it really does not give the Game Master a starting point. It should feel fantastic, but despite being fantasy, it does not. A more experienced Game Master will have less of a problem with this and be able to develop more of the setting herself, playing around with the potentially intriguing mix of real world and fantasy cultures rubbing up against each other. 
In the Labyrinth is a great supplement, packing a lot of well-explained and well-presented options into its pages. The result lifts the combat and magic-focused play of Melee and Wizard into a fully rounded The Fantasy Trip roleplaying game.

Monkey Island

In comparison to Tales from the Loop, there is relatively little support for its sequel, Things from the Flood. Both share a setting in Mälaröarna, the islands of Lake Mälaren, east of Stockholm, first in the 1980s and then in 1990s, the site of the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi. Both are settings drawn from Simon Stålenhag’s artwork, Tales from the Loop contrasting an almost pastoral idyll against a hi-tech world of the Loop, robots, and skies filled with ‘magnetrine vessels’, freighters and slow liners whose engines repel against the Earth’s magnetic field, an effect only possible in northern latitudes. In Things from the Flood, the pastoral idyll has been spoiled, the lands around the Loop spoiled by a hot, brown liquid bubbling up out of the ground, Riksenergi being shut down and the Loop being sold off, robots suffering from a strange cancer, and the resulting economic crisis would lead to depression, personality changes, divorces, gambling disorders, and more… Where Tales from the Loop is positive in tone and has a fascination with technology, Things from the Flood is darker and has a fear of technology.

Thankfully for fans of Things from the Flood—and other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, and perhaps even surprise us. So it is with Shakespeare’s Monkeys.

Shakespeare’s Monkeys is a scenario for Things from the Flood, and whilst it does involve things, it does not involve either floods, Loops, or even Sweden. It is still set in the 1990s though, but Australia, rather than Sweden, and the Teens are still teenagers. It is the first in a series of adventures involving the efforts of the research company, Northstar R&D, led by its founding CEO, Jeremy Longstaff, which wants to bring some of the technological and scientific benefits, in particular, the magic of magnetite, from the Loops in Sweden and Boulder City, Nevada, to the Southern Hemisphere. It is a short, one or two session scenario set in the lakeside town of Jindabyne, a small tourist resort in the Snowy Mountains of New South Wales, Australia.

As the title suggests, the scenario concerns a monkey—or rather a troop of monkeys, or rather it starts with one monkey and then involves a whole lot of them. Perhaps one of the Teen finds out he has a really smart possum breaking into the garden shed for food, but it turns out to be a monkey or the Teens hear about (or encounter) some weird, hippy American asking questions about the new buildings on the island out in the lake or they even hear about monkey sightings round the town. Either way, the Teens will soon encounter a troop of monkeys about town and in particular, one monkey who appears to have been modified with an antenna and ultimately wants to make friends. However, the Teens will not be only ones interested in the monkeys, or rather the one monkey, and when they investigate further, they will discover the presence of the strange American in town and his interest in the buildings on the island on the lake. Ultimately, they will follow the clues out to the island and discover not only what is going on there, but also how it affects the monkey who has befriended them, as well as the other monkeys.

Shakespeare’s Monkeys is the first in a series of adventures for Things from the Flood and a fairly sad one at that. It is short, playable in a session or two, and in general, its well-explained plot is easily adapted to other settings—even back to Mälaröarna or Boulder City! This may be a solution to a problem which the author of the scenario fails to address, and that is its setting. In Things from the Flood—and before that, Tales from the Loop—there is background information on both the Sweden and the USA of the nineties and eighties, but Shakespeare’s Monkeys has none. Just as American culture and Swedish culture are different, so is that of Australia. Whilst there is a map of Jindabyne, there is no background given either. Which leaves the Game Master with a lot of information to research to get the setting right, unless both players and Game Master want to rely upon soap operas for their knowledge of Australia, or given the fact thatShakespeare’s Monkeys involves an intelligent animal, episodes of Skippy the Bush Kangaroo (which manages to feel simultaneously appropriate and inappropriate). Now to some extent, the players and their Game Master will construct some of the elements of the setting of Jindabyne around their characters, that is built into Things from the Flood, but to shift the roleplaying game to somewhere else and not provide this is an oversight.

Another consequence of the lack of background, is that the consequences to the scenario—not the conclusion—is underwritten. Again, the Game Master will need to work out what these are, but again that will be derived from whatever she and her players develop in terms of their setting.

Physically, Shakespeare’s Monkeys is a decently laid out document and follows the format for Things from the Flood. Some of the artwork is decent too, and the maps are nicely done. Ultimately, when coming to run and play Shakespeare’s Monkeys, the issue that both Game Master and players will have address is the fact that it is set in Australia and it does involve an animal, so that may lead to some humour around the table. The issues with the background and lack of it aside, Shakespeare’s Monkeys is a likeable enough scenario that offers the chance to explore the world of Things from the Flood from a different perspective.


Friday Fantasy: Voyage to Ambershine Isle

Isolated by nature and isolated by attitude and elitism, Ambershine Isle is known across the realm of Aashiyana for its illustrious academies and guilds, its power and influence which spreads far and wide—especially when it comes to the arts, and thus for its discerning critics and aesthetes whose opinions and tastes have the capacity to make an artist or a performer into one of the greats or cast him into obscurity. Every three years, Ambershine Isle holds the ‘Festival of Ambitions’, a magnificent gala which attracts the ambitious and the aspiring from across the realm, hoping to be picked from amongst the throngs and be recognised for their skill and their talent. Some are fortunate enough to have had their potential has already been noted by the isle’s academies and guilds and so been offered a magical invitation to Ambershine Isle. Others will have to make their own way there—whether one of the would-be artistes, or simply a merchant or grifter, wanting to take advantage of the ‘Festival of Ambitions’. However, the route to Ambershine Isle is not easy, leading across a series of atolls which only seasonally connect the mainland with the Isle and with the upcoming festival, is jammed with slowing moving carriages and crowds undertaking what is a pilgrimage to the arts, only further impeded by the tortuously complex bureaucracy at the gates to Ambershine Isle. There is another route though—across the Steaming Sea, but it takes a special ship to be able to withstand its corrosive waters and a special crew (or set of passengers) to hold off the dangerous aquatic monsters and pirates to be found in and on those waters. The Dreamer is that ship and those passengers are the Player Characters.

This is the set-up for Voyage to Ambershine Isle, the inaugural scenario for the Aashiyana Campaign setting—Aashiyana being the Urdu word for home—from PanicNot!, a collective of creators based in Mumbai. Designed to be both run using Dungeons & Dragons & Fifth Edition and ‘Systems Agnostic’, both scenario and setting are inspired by inspired by South Asian—and specifically Indian—culture, with Voyage to Ambershine Isle being written for First Level characters and intended to be played in a session or two. Over the course of the adventure’s three acts, the Player Characters will get to know Captain Wannaba and his wife, First Mate Mistress Wannafi, the owners of The Dreamer, meet the passengers, deal with stowaways, face some of the Steaming Sea’s deadly wildlife, and get involved in one or two of the schemes of the passengers aboard the vessel.

Voyage to Ambershine Isle begins slowly, but quickly gets the action going. After an opportunity for the Player Characters and the NPCs to introduce themselves, discuss their future plans, and perhaps pick up a hint or two as the secrets and motives of others, The Dreamer—a converted garbage barge sitting in a mithral hull to withstand the corrosive waters of the Steaming Sea—lurches as its hits something—hard! As the captain and his wife attempt to bring the vessel under control, they call for help, tasks made all the more difficult by a horde of Steamed Crabs which scuttle aboard at the same time. The crustaceans seem particularly drawn to below decks and following in their wake into the cramped corridors and quarters, the Player Characters have opportunities for both combat in the close confines and the discovery or two of secrets belonging to both crew and passengers as they check the various cabins, quarters, and other spaces below deck. Eventually, the Player Characters will discover the cause of The Dreamer lurching—the hull has been pierced and plugged by a Giant Mithral Crab! The Player Characters are free to handle this encounter in any way they like and it is nicely explained, going over the various options and outcomes. This can involve combat or roleplaying, though there is an optimal solution to the situation.

Once the situation below has been sorted, the Game Master has two options, or routes, for the scenario’s third act. ‘Route A’ is the shorter of the two, intended to bring Voyage to Ambershine Isle to close if the playing group is short of time, perhaps if the Game Master is running it as a convention scenario. It is very much a case of ‘wham-bam and we are done’ with little in the way of Player Character input and so is the least satisfying. ‘Route B’ is the longer of the two, and sees the Player Characters involved with a passenger complaint—a theft. The situation is not too difficult to resolve and may benefit from the Player Characters’ investigations below deck earlier in the scenario. Again, the encounter is nicely explained and gives options for the outcome, one of which would be to run the first option, ‘Route A’ as the scenario’s big climax if things go really wrong—really wrong! Once the dust has settled, culprits apprehended, secrets revealed, and perhaps a mighty monster defeated (perhaps), the Player Characters will have arrived on the shores of Ambershine Isle.

In addition to the advice on managing the encounters in the first and second acts, the Game Master is given further support for Voyage to Ambershine Isle with a series of appendices. These provide the stats for all of the NPCs and monsters—motivations for each is given earlier in the text, deck plans for The Dreamer, descriptions of the magic items and loot to found in the adventure, a big set of URLs for links to ‘GM Resources’ to help her run the scenario, and a table of trinkets to be found aboard the ship. The list of Game Master resources is particularly useful if the Game Master has never run a combat or a roleplaying adventure set at sea before, but includes links to general advice also.

Voyage to Ambershine Isle is not badly laid out and it makes good use of its art, as well as sporting the rather fetching painting of a Dutch Ship by Utagawa Yoshitomi. The scenario needs a tighter edit in places, but is otherwise well written and easy to understand.

The main issue with Voyage to Ambershine Isle is its brevity. It is too short to really get a feel of the Aashiyana setting and what makes it different from any other campaign other than it being from a collective of Mumbai-based authors. This is not necessarily to criticise the adventure itself, which though short, is action-packed and has plenty of opportunities for both roleplaying and investigation. Perhaps the best way to showcase the Aashiyana setting would have included some pre-generated Player Characters, each with their own motivations for wanting to go to Ambershine Isle and attend the ‘Festival of Ambitions’. As a short, sea-based adventure, Voyage to Ambershine Isle is pretty good and easily adapted to the setting of the Game Master’s choice, the encounter advice very much helping with that. For example, 50 Fathoms for Savage Worlds would be a suitable setting for it.

As the first scenario from new publisher PanicNot!, Voyage to Ambershine Isle is a short, but exciting combination of roleplaying, investigation, and combat, backed up with solid support for the Game Master. As an introduction to the Aashiyana setting Voyage to Ambershine Isle is underwritten and needs something more to really entice either Game Master or her players.

Miskatonic Monday #66: The Folly of Ponsonby-Wild

 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 a 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.


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Name: The Folly of Ponsonby-WildPublisher: Chaosium, Inc.
Author: Iain Ross

Setting: Jazz Age Britain
Product: Hotel Horror Mystery Scenario
What You Get: Forty-two page, 7.98 MB Full Colour PDF
Elevator Pitch: West Country Weirdness.Plot Hook: A widow in need, a husband’s legacy shrouded...Plot Support: Plot outline, five decent handouts, five maps, five pre-generated Investigators, and a new servitor of a new Old One. Production Values: Decent.
Pros
# Part One of a Very British Horror# Introductory scenario # Very Green & Pleasant Land# Nicely illustrated with period photographs# Nice array of curios and details# Cosy Call of Cthulhu# Short, tightly plotted, one or two session scenario# “It’s in the trees, it’s coming!
Cons
# Underwhelming maps
# Needs editing# Anachronisms ahoy# Overwhelming climax for an introductory scenario
Conclusion
# Underwhelming maps# Needs editing# Short, tightly plotted, one or two session scenario# Very Green & Pleasant Land

2001: Munchkin

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

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Sometimes the choice of game to review is not yours to make. So, it is, once again, with this review. This review came as a surprise and was completely unplanned. But with the sad news of the death of Andrew Hackard at Steve Jackson Games, it seemed timely to review the card game which he was in charge of and would take out into the gaming hobby with versions like Munchkin Warhammer Age of Sigmar, Munchkin Pathfinder, and Munchkin Gloom. Then into the mainstream with editions which date have included Munchkin SpongeBob SquarePants, Munchkin: Disney, Munchkin: Disney Duck Tales, Munchkin Harry Potter, Munchkin Teenage Mutant Ninja Turtles, and Munchkin Shakespeare. Then when Reviews from R’lyeh checked when Munchkin was first published, the year 2001, it was obvious that a twentieth anniversary review was warranted, and when upon finding that the nearest copy to hand had never been opened, an Unboxing in the Nook, was also required. So this review is both a retrospective and an acknowledgement that the hobby has lost another who by all accounts was a good friend and will be much missed.

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Munchkin is many things. It is a fantasy roleplaying game without any roleplaying. It is a fantasy card game which parodies fantasy roleplaying. It is a silly fantasy card game with a clever design. It is a fantasy card game which parodies Dungeons & Dragons. It is a dungeon exploration game without a dungeon. It is a fantasy card game which parodies a particular play style of fantasy roleplaying. It is a fantasy card game which understands its genre. It is a fantasy card game with simple rules, but sophisticated interaction of its cards. It is a fantasy card game whose format has become a template for numerous variations, iterations, licences, and accessories. It is a fantasy card game which won the 2001 Origins Awards for Best Traditional Card Game. Above all, it is a fantasy card game which is not just fun to play, it can be laugh out loud fun to play.

So the first question is, what is a ‘Munchkin’? The most obvious answer is the race of little people from Frank L. Baum’s The Wonderful Wizard of Oz, enslaved by the Wicked Witch of the East. In roleplaying parlance, a ‘Munchkin’ is the type of roleplayer—typically a roleplayer of Dungeons & Dragons (but it applies to any roleplaying game)—who will always try and maximise his character’s stats, kill anything in his path for the maximum Experience Points possible, find and optimise the best gear and/or magical items possible, and acquire as many Levels as he can, all the while ignoring the roleplaying aspects of the game, his character’s personality, and that of any other Player Character around the table to the detriment of everyone else’s fun. Unless of course, everyone else is also a Munchkin, in which case, all bets are off! Munchkins are not always fun to game with and to an extent this can be true of the Munchkin card game. It can outstay its welcome. However, Munchkin is both fun to play and funny.

So in Munchkin the card game you are attempting to be the most munch-kiny. To out-munchkin your fellow munchkins. To be the munchkin’s munchkin. To win, to be top Munchkin, you need to be the first to acquire Level Ten—and you start at Level One. To go up a Level, you need to kill monsters. Kill a monster, gain a Level. Monsters can be hard though, and you need better treasure and better gear which will improve your ability to kill Monsters. Better treasure and better gear comes from killing monsters. Sometimes you are never going to kill a monster on your own—you are just not enough of a munchkin. So you negotiate with your fellow munchkins for a share of the treasure, and together you might defeat that tough monster—but you gain the Level. Ultimately, when Level Ten is in sight and you have chance of being the uber-munchkin, negotiating and working together is not going to work. It is just you and the monster (and whatever monsters and perils your rival munchkins can throw into your path) and your bestest gear. Never fear though, YOU will get to Level Ten!

First published in 2001, Munchkin from Steve Jackson Games is designed for three to six players, aged twelve and up. It has a playing time of an hour, but games typically last half that time. It consists of two decks of cards—Dungeon cards and Treasure cards. Dungeon cards have a dungeon door on the back whilst Treasure cards have a pile of loot. Chief amongst the Dungeon cards are the monster cards, from the lowly Level 1 Potted Plant and Drooling Slime to the dread Level 20 Squidzilla and the Level 20 Plutonium Dragon. Defeat them and not only are your rewarded with Treasure cards, but also a Level or two, depending on the toughness of the monster. Fail to defeat them and a monster might kill you (it’s okay, you can start again back at Level One), make you lose a Level, or lose an item. Others includes Curses like ‘Curse! Income Tax’ or ‘Curse! Duck of Doom’ which force you to discard items; and Classes, Races, and Genders—Cleric, Thief, Warrior, and Wizard, Dwarf, Elf, and Halfling (Human is the default), and Male and Female. The Classes, Races, and Genders will often determine what gear you can and what magical items and weapons you can wield, and lose the wrong one or have it changed to another, perhaps because of a Curse! and you lose the associated items.

The Treasure cards include single use items like potions, like the ‘Polymorph Potion’, which turns a monster into a parrot which flies away, leaving behind its treasure, and spells, like ‘Magic Missile’ which adds a one-use bonus in combat. Then there are magic items—lots and lots of magic items. These include the ‘Kneepads of Allure’ which force another player to help you, and ‘Boots of Butt-Kicking’ and ‘Chainsaw of Bloody Dismemberment’, both of which add bonuses when you fight monsters. There is a limit to how many items you can carry—one item of footwear, one item of head gear, suit of armour, an item in each hand, or an item in both hands, just as you would in a fantasy roleplaying game. 

Munchkin is quite simple to play. At the start of the game, you and the other players receive four cards, receive two Dungeon cards and two Treasure cards, and equip yourself from them as best you can. On your turn, you ‘Open a Door’ and draw a card from the Dungeon deck. If a monster, you fight it or you run away. If not, the card goes into your hand or is equipped immediately, or if a Curse!, played immediately. If you did not encounter a monster, you can ‘Look for Trouble’ and play one from your hand. Either way, if you defeat the monster, go up a Level, and you can ‘Loot the Room’ and draw cards from the Treasure deck.

To defeat a monster, the total of your Level, plus bonuses from any items equipped and any one-shot items must be greater than that of the monster’s Level. However a rival can play cards which will hinder you and so prevent you from defeating the monster. Then you have two options. One is to run away, but doing so may have consequences depending on the monster faced, as well as losing any opportunity of gaining any treasure. Alternatively, you can ‘Ask for Help’. Essentially, bribe another player into helping you defeat a monster that you cannot defeat on your own, typically with the treasure, or the best of the treasure that you will find when you ‘Loot the Room’. This can become a negotiation and even if another player agrees to help you, it does not stop a rival from throwing in cards to further hinder you.

Play continues like this until a player reaches Level Nine and looks ready to get to Level Ten and win the game. Then all bets are off. Up until this point, players have been hindering each other because they can, because it is funny, because they do not want to see another player gain a hoard of treasure cards, but now… But now, they have to stop the player in the lead from winning. If there is another player in the lead, then give his opponent a potion which will increase its Level, send a Wandering Monster in his way and increase the number he has to fight, Backstab him (if you are a lowdown, sneaky Thief), or curse them with a Curse! card—it is all legal. Expect the same response though, if you are the one in the lead…

However, there are many criticisms levelled at Munchkin. That it is too luck-based, that it is too random, that it is unbalanced, that much of the game play is exception based, that it involves too much ‘take that’ style of play between the players, and that this is exacerbated as a game gets closer and closer to one player attaining Level Ten, and everyone else gangs up on the player about to win. All of those criticisms are true. Yet that does not mean that Munchkin is a terrible game—far from it. Yes, it is luck based in that you are drawing from two large decks—larger once any of the expansions are added—and you might draw a monster you cannot defeat or start off with a hand of cards you cannot use, but then so might the other players or if they have better hands of cards than you, they might have worse hands in another game. So game play can swing this way and that, but part of the play is getting the best out of the cards in your hands and going on to get better cards—or worse, and perhaps winning the game. And even if Munchkin ditches the roleplaying aspect that it draws so much inspiration, there is still a story to be told in those ups and downs, the good fortune and the bad.

Munchkin is also exception based in its game play and many of the cards will run counter to the core rules, but again, that is the point. Those exceptions are where much of the game’s flavour and humour come into play and enforce the many aspects of the genre it is parodying. As to Munchkin being too much a case of too much ‘take that’ in its game play, that is also true, just as it is true that the game play gets more and more back-stabby towards the end of the game and there is a chance that someone will win. And again, this is in the genre and the style of play that the game draws from and parodies. The clue is in the game’s subtitle—“Kill the Monsters • Steal the Treasure • Stab Your Buddy”.

Ultimately, the answer to the accusation that Munchkin is that too luck-based and too random is that it is not a Eurogame. It is not designed to be balanced or necessarily fair in its game play, and the fact that it is luck based, that it is simple to play, and that it is heavily, heavily thematic, actually makes it a fine example that the antithesis to the classic Eurogame. In other words, Munchkin is classic Ameritrash. Lots of luck, lots of theme, and lost of fun.

However, there are legitimate criticisms that can be levelled at Munchkin. It is designed for players aged ten and up and this leads to a several issues. One is that the artwork on the cards can be suggestive in one or two places, and the second is that jokes may well be lost on younger players because they are unlikely to be as familiar as the type of fantasy and play that Munchkin is parodying. The latter may be ignored at least if younger players are prepared to embrace the silliness and humour of the game, and the former can be addressed by older players or adults pruning the cards in play to ensure that some the more suggestive ones—and they are no worse than that—are removed. Another is that the ‘take that’ backing-stabbing element is not friendly and so not necessarily suited to younger players. Altogether, that may mean that Munchkin is not necessarily family-friendly, but of course, that may depend upon the family and the type of games that its likes to play. Lastly, as simple as the game play is, learning what card works with which other cards, can be a little daunting, especially if the players are not familiar with the genre. This is one of the problems with the exceptionalism built onto the game’s cards, but a play through or two and this should be less of an issue.

Issues aside—and to be fair, they are far from being either major or insurmountable issues—Munchkin is plain, simple silly fun. In fact, it can be laugh out loud round the table fun. This starts with the titles of the cards and the artwork on the cards. For example, on the ‘Magic Missile’ card, instead of whatever dweomer-driven dart the spell normally suggests, the caster is actually holding a rocket-powered missile; that on the ‘Curse! Change Race’ card, the victim’s pointy ears have popped off, as if he was losing his Elfiness; instead the Level 1 monster being a mall rat, it is a ‘Maul Rat’, an actual rat with a maul!; and the Level 16 ‘Wight Brothers’ are not a pair of undead brothers, but a pair of undead mechanic brothers! Game play, the back and forth of the cards can be as equally as funny. After all, it is undeniably funny when you are about to defeat the easily beatable Level 1 ‘Drooling Slime’ and a rival whammies you with the ‘Ancient’ card (illustrated with a bespectacled old dragon) which adds ten levels to the monster and makes it unbeatable.

Then, there are the in-jokes and the references. Munchkin is rife with them, each time taking the joke or the reference and poking fun at them, making us laugh at a memory or a story, and reminding us how silly they are. Whether that is the title of the game itself, Munchkin, or the ‘Gelatinous Octahedron’ or ‘Gazebo’ monsters, or ‘Bribe GM with Food’, ‘Whine at the GM’, and ‘Invoke Obscure Rules’ cards which grant you an extra Level, and which all invoke a certain style of play or occurred in a session of Dungeons & Dragons long ago that you were definitely not playing. Munchkin then is poking fun at us and it is funny.

Physically, Munchkin is well presented. Both rules and cards are easy to read, and the cards are fantastically illustrated by John Kovalic in sepia tones, with many of the characters from his long running Dork Tower comic strip making appearances. It is clear that a great deal of thought has gone into the look of the game and into getting the jokes, in-jokes, and the humour right. Even now, not have played it in a few years, just looking at the cards and their jokes are still funny. However, there is a lot of space in the box, so the owner will need to add dividers or means to stop the cards from sliding around, but that does mean that there is room for expansions! And what expansions there were! In the past twenty years Steve Jackson Games has taken the format of Munchkin and not parodied other genres, from pirates in Munchkin Booty!, vampires in Munchkin Bites!, and Science Fiction in Star Munchkin to facing cosmic horror in Munchkin Cthulhu, superheroes in Super Munchkin, and martial arts in Munchkin Fu—and a whole lot more. There can be no denying the success of the format and its adaptability, and it has remained Steve Jackson Games’ best seller for years.

Munchkin is not a great game and it is not a classic, and yes, ultimately, its humour can outstay its welcome, and if you prefer more balanced play, then it is probably too much of an Ameritrash game for you. It is instead a joke-filled, funny filler of a classic beer and pretzels game, that really can make you and your players laugh out loud round the table when playing it, and how many games can do that? Munchkin makes us laugh at ourselves and our hobby and that is what makes it fun to play.

Magazine Madness 4: Parallel Worlds #21

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

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Parallel Worlds feels a little old-fashioned. By which Reviews from R’lyeh means that it supports the gaming hobby with content for a variety of games. So an issue might include new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. By which Reviews from R’lyeh means that it can be purchased, if not from your local news agents, then from your local games store. Just like The Dragon and White Dwarf magazines could be back in the day. However, Parallel Worlds, published by Parallel Publishing can also be purchased in digital format, because it is very much not back in the day. By which Reviews from R’lyeh means that Parallel Worlds has reached the grand old age of twenty-one—and these days, that is no magazine achievement for a magazine, gaming or otherwise.
Parallel Worlds #21 promises ‘The Best in Escapism’. It offers a mix of scenarios and support for various roleplaying games as well as interviews with creators and reviews of various books and games. The issue opens with editor Chris Cunliffe’s editorial lamenting the challenging nature of differing opinions and expressing them online, but highlighting that actually, through differing opinions you can discover new things, and that to some extent, the magazine is a vehicle for that. The first content in the issue is ‘Farsight – An Interview with Dario Pesce and Francesco Lucenti’, the Venice-based designers of their new roleplaying game, Farsight, and their company, Lightfish Games. As entertaining as the interview is, it actually focuses very little upon Farsight, the Dungeons & Dragons, Fifth Edition evolved roleplaying game, recently published following a successful Kickstarter campaign. Whether talking about themselves and their influences, this is still intriguing enough to make the reader want to check out the roleplaying game itself.
The actual gaming content in the issue begins with a scenario for Black Void, the roleplaying game of esoteric fantasy set in and around Llyhn the Eternal City, a dystopian cosmopolis and trading hub at the epicentre between the Cosmos and the Void. Here, Living in filthy alleys and shanties among beggars, slaves and the casteless, humanity is very much at the bottom of the social hierarchy in Llyhn, a city inhabited and ruled by eerie beings from faraway worlds, bizarre sapient entities and otherworldly Daimons from beyond the Veil. However, there are factions in the city who want this to change, for humanity to rise beyond its meagre existence, of which the latest is ‘The Cause’, a movement to unite humanity and work to improve its conditions. In Joel Lonergan’s ‘Offers Too Good’, the Player Characters are present at a recruitment drive for ‘The Cause’ and even if they decline to join, they get an offer of a job—join and find out exactly what the leaders of ‘The Cause’ want. The scenario is short and will pose a moral dilemma for the Player Characters, but really feels like a set-up to something bigger.
Stephen Turner, the designer and publisher of Chivalry & Sorcery, Fifth Edition, adds to the world of the Dragon Reaches with ‘Languages of the Dragon Reaches’. Again short, it explores the linguistic development of the setting and provides two scripts—Tadarn Runes and Bethrin Script, both of which Game Master can use to add flavour to her Chivalry & Sorcery campaign. The world’s most popular roleplaying game in the world comes under the spotlight, or at least an aspect of it, in ‘The Three Pillars of D&D Part 3: Exploration’ by Ben Potts. Previous entries in the series examined social interaction and combat, and if they were as decently done as this third and final part, then both are worth tracking down and reading. This article identifies the key elements of exploration in Dungeons & Dragons—travel and puzzles (and traps), and suggests ways in which they can be made both challenging and interesting to play. It also examines how Short Rests and Long Rests work in the game and points own how clunky they are and how they impede one character Class and not another. However, solutions are suggested as are ways in which both Short Rests and Long Rests—Short Rests in particular, can be made to be exciting and interesting without the Player Characters necessarily losing the benefits of either. In examining the way in which Dungeons & Dragons is played, this article feels old fashioned in that similar articles of its ilk have been written again and again over the years, but of course, looking at the various previous editions of the roleplaying game, rather than the current one. This does not in any way make it a poor article and any Dungeon Master running a Dungeons & Dragons, Fifth Edition game will find this an interesting and informative article, full of suggestions and advice that will either help her run a better and more fun game, or perhaps confirm that she is already implementing both and making her game better and more fun.
Editor Chris Cunliffe’s ‘From Tabletop to Desktop’, part of Parallel Worlds’ ongoing ‘Games Master Class’ series treads ground much touched upon by Wyrd Science – Session Zero, that of the shift of play around the table to play online precipitated by COVID-19. He explores his own problems in making that shift, as well as those of his fellow players, plus the changes in terms of preparation, socialising, and interaction within the game itself. In particular, more preparation is required, conversation and interaction are more focused, but does not flow as well as they would around the table, and play time is not just much slower, but also more tiring. This does not mean that gaming online is impossible, in fact, mechanically, it is much, much easier than it was a decade ago… However, for many gamers, it is the only roleplaying possible, but it is possible and it is very much easier than it once was. What one advantage it does omit is that online gaming brings people together, not just from the next town or nearby big city, but from around the world. (For example, I regularly game and chat with players who are not just ten miles away, but hundreds and even thousands of miles away.) Another development that the author ignores is that of virtual conventions. Still the article is informative and warns the potential online player and Game Master of the issues he and she will face when taking the next step into the virtual world, though perhaps it could have highlighted the benefits a bit more and perhaps included the experiences of others who have made the jump.
The remainder of Parallel Worlds #21 is devoted to reviews. They include reviews of Sentinel Comics – The Roleplaying Game, Land of the Rising Sun—the historically inspired adaptation of Chivalry & Sorcerery, Fifth Edition, and The Dark Peaks: Deep Maw. The problem with the first two reviews—the review of Land of the Rising Sun in particular is definitely underwritten—is that they focus just a little too much on the artwork than the text, so that they are drawn out, perhaps taking up space for another review or even a series of thumbnail reviews which might have broadened the appeal of the magazine and made it more useful. In comparison, the review of The Dark Peaks: Deep Maw is more focused and more engaging. Similarly, the reviews of A Hole in the Sky, an audio book by Peter Hamilton and the Young Adult space opera novel, Kitara, by Gideon Marcus, do not suffer from that problem.
Perhaps the least interesting articles in Parallel Worlds #21 are saved to last. ‘Moving to Dystopia: Why an Established Crime Writer is Turning to Dystopian Fiction’ is an interview with Leigh Russell about why she is making the aforementioned shift, whilst ‘Rules of Succession: Appreciating Crusader Kings III’ is about Chris Cunliffe’s experiences with the computer games Crusader Kings II and Crusader Kings III. The latter is interesting from the roleplaying experiences it offers, but again feels too long, whereas the former is short, with extra artwork making it both longer and more of an infomercial than an actual interview.
Physically, Parallel Worlds #21 is professionally presented and written. The layout is clean, strong, and easy to look at, and in general is easy to read. In places, especially in the reviews, the artwork does overpower the text, but overall, this is a good-looking affair.
The problem with Parallel Worlds #21 is that it simply needs more content which will attract gamers and readers to come back to it and content that a Game Master can bring to her table. This is not to say that the issue lacks good content—for example, ‘The Three Pillars of D&D Part 3: Exploration’ and ‘From Tabletop to Desktop’ are both informative and useful, and the scenario, ‘Offers Too Good’, is a good introduction to Black Void. However, too many articles are strung out and the issue lacks content that would attract a wider audience, perhaps the addition of a scenario or article aimed at larger fanbases for different games who might pick up the issue and then appreciate the rest of the content might have helped. This is in addition to generic content too. Of course, it is difficult to take in the swathes of roleplaying titles being released from one month to the next, but there could have been more reviews too, which again, could have appealed to a wider audience.
There can be no doubt that roleplaying magazines have a hard time surviving in contemporary times, but Parallel Worlds #21 does not make it easy for itself by having too much content which does not support the hobby and which is too light. There are a few good articles within the issue and it needs to build on those to bring readers back to it on a regular basis rather than their simply checking out an issue to see if there might be something good in its pages.
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An Unboxing in the Nook video is available here.

Dinosaurs and Mutants, Oh My!

The Level of the Lost is a scenario for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.

The Level of the Lost is written by the designer of Stonehell Dungeon: Down Night-Haunted Halls and very much wears its inspiration on its sleeve. Well, actually it does not wear one inspiration on its sleeve, so much as have it roar above the jungle canopy and then stomp and chomp on the Player Characters with said inspiration. Then, with the second inspiration, just let the scenario and the Player Characters’ involvement in it get on with it. The first inspiration is Jurassic Park by Michael Crichton—who receives a big name check throughout the scenario, and what this means is that The Level of the Lost is a scenario in which the Player Characters will be confronted with big, roaring, stomping, chomping dinosaurs and because The Level of the Lost is a scenario for Metamorphosis Alpha, those big roaring, stomping, chomping dinosaurs have mutant powers too. The second inspiration, that of Arthur Conan Doyle’s novel, The Lost World, really sums up the whole of the scenario in being set on a lost world or ‘Level’ of the Starship Warden (or rather half-Level), which the Player Characters have limited access to. The result is that The Level of the Lost is big, bruising, and anything other than subtle, but mutant dinosaurs means mutant dinosaurs—and that can only mean one thing. Well two things actually—danger and over-the-top fun.  

The events of The Level of the Lost takes place behind a feature known as the ‘Impenetrable Wall’. Rumour has it that the fabled trader, Gurn the Far-Travelled, has found one of the fabled Command Rings, perhaps one of the most potent artifact of the original crew, since it grants the wearer  complete control over the Starship Warden and access to any Level and through any door—including the previously closed door in the ‘Impenetrable Wall’. So when his robot companion is found damaged outside the open door through the ‘Impenetrable Wall’, there has to be truth in the rumours. The question is, what happened to Gurn the Far-Travelled and wherever he is, does he still have the Command Ring?

What lies beyond the ‘Impenetrable Wall’ is a mini-sandbox comprised of increasingly difficult encounters with dinosaurs made all the more challenging by the fact that they, like many of the Player Characters, possess mutations and the fact that their larger metabolisms means that many of the mutations and devices will not be as effective upon them. There are other encounters too, including with a tribe of reptilian humanoids and a unit of highly trained Pure Strain Humans, but in the main, the Player Characters are free to wander where they will. The forests and mists will not necessarily help them in orienting themselves, but gaining access to one of the few remaining observation towers may give them the lay of the land. By the second of the scenario’s three acts, the Player Characters will ideally have discovered the ‘Crichton Initiative Cloning Lab’ at the heart of the preserve and begun to winkle out some of its secrets. This includes the recent comings and goings with the opening of the door in the ‘Impenetrable Wall’ which allow the Player Characters to tighten their search for Gurn the Far-Travelled. The scenario comes to a climax in the third act when, of course, the Player Characters face off against the ‘King of the Dinosaurs’! Naturally, this is a Metamorphosis Alpha version of the ‘King of the Dinosaurs’, so the Game Master should expect something strange—and the author certainly delivers.

The Level of the Lost is a tough adventure and is best suited for experienced Player Characters with plenty of equipment and weaponry to help protect themselves in the verdant habitat of the Dinosaur Preserve. Certainly, they and their players deserve to feel a sense of accomplishment in defeating some of the mighty beasts to be found within the enclosure—especially the last one. Plus, if they do, then they are amply rewarded. Even with that reward and that sense of accomplishment, this as the scenario outlines, is only the beginning of their troubles for the Player Characters. Not only have they come into possession of an artefact that everyone wants, they must learn to use it wisely and not run off into regions of the Starship Warden that they now have access to, but which they may well be unprepared for.

Physically, The Level of the Lost is cleanly presented. The maps are nicely done as are the illustrations, although not all of them match the text, which is actually much more thematic where there is a mismatch. As an actual adventure, it is a tough affair, primarily offering a mix of exploration and combat—the latter in particular. Any adventure for Metamorphosis Alpha is going to be challenging, but The Level of the Lost is tougher than most, which should be no surprising given the type of creatures faced. Plus, given the nature of the reward involved, it should be run later in a campaign when the Player Characters and their story are ready for a change and a push onwards to discover some of the Starship Warden’s bigger secrets…

Command Service

The Captain’s Table is a scenario for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.

The Captain’s Table is written by the designer of Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic and uses the spiritual beliefs of the Player Characters to draw them into adventure. Their spiritual belief system involves not just ancestor worship, but worship of the original officers who commanded the Starship Warden. Essentially, they have come to form a pantheon of their own for the tribe, so when the Player Characters come upon a holo-egg which unexpectedly projects a larger-than-life vision of Captain Jameson—one of the five original captains of the Warden—they are not only surprised, they almost struck down in religious awe! Further, when he asks for their aid in recovering a storage crate with materials essential to his plans, they realise that he is giving them a holy quest! Surely something that the Player Characters should undertake in order to prove their worthiness to both the ancients and the Great Officers? So begins the quest to The Captain’s Table.

The Captain’s Table is a relatively short scenario, consisting of three parts which should take a session or two to play through—if the Player Characters stick to their quest, that is. In the first part, they are given directions as to where to go and what they need to progress further, including an opening scene in which the Captain actually informs them where they are. That is, on a giant spaceship! Thus the Game Master may want to run this scenario a few sessions into her campaign after the characters have already learned this themselves rather it being revealed to them via a dose of exposition. Not only does the Captain give away information, he directs them to an armband which will allow access to certain parts of the ship. This includes the Cargo Deck, the scene for the second part of the scenario. Here is the main stage for the scenario, a single vast level thirty-our miles long and sixteen miles wide consisting of hundreds of mile-long cargo bays. One of these is the Player Characters’ destination, but they will need to make the trek there using the clues given by the hologram of Captain Jameson, negotiate (or possibly fight) with other scavengers for possession of what they have been sent to collect before taking it to Captain Jameson himself.

Despite its brevity, there is a lot of detail and flavour to the scenario. There are monsters and other creatures to be found, from Wolfoids and Felenoids—the latter with a penchant for fashion, to Space Weevils and intelligent Oozes, a whole Level of mostly unopened cargo crates to open, and of course, getting to have dinner literally at the Captain’s Table. Some of the encounters are designed to be combat encounters, but others involve roleplaying and the Game Master has some fun NPCs to roleplay. Although the scenario is relatively short, providing no more than a session or two’s worth of play, the Player Characters are free to go explore the whole of the Cargo Level, perhaps cracking open cargo bays and crates as they go, or the Cargo Level is somewhere that they can come back to again and again after the events of The Captain’s Table, looking for further supplies or devices that will help them in their exploration of the Starship Warden or just help their tribe survive. Either way, tables of encounters and cargo bay contents support both options.

If there is a problem with The Captain’s Table, it is the finale. As written, it is fine, it makes sense, and it is amusing, but some players may feel slightly cheated when they and their characters discover what has been going on. Consequently, players do need a sense humour when playing this scenario and not to be too po-faced about its revelations. Plus, ultimately, their characters are rewarded for their efforts and do learn more about the Starship Warden. For the Game Master there are some fun references too, most notably The Wizard of Oz, Red Dwarf, and Terminator 2, but these are handled with some subtlety. Plus in the long term, the Game Master can have the Player Characters return to the Cargo Deck as and when it suits the plot and ‘Captain Jameson’ hologram could become a recurring NPC. If there is an issue to the scenario, it is that the clues do need to be carefully presented if the players are to take advantage of them.

Physically, The Captain’s Table is engagingly written and nicely illustrated. The maps are well done, often illustrating events as much as locations within the adventure. The handouts are decent too, though the Game Master may need to be more direct in making their use by the players a little easier.

Both the plotting and the staging of The Captain’s Table are quite tightly tied to Metamorphosis Alpha and the Starship Warden. However, with a little bit of effort and teasing apart of its individual parts, both plot and the locations—especially the Cargo Deck, which could simply become an enormous warehouse—could be reworked into other post-apocalyptic settings. In general, the drier or less gonzo the setting, the more adaptation effort required, but the scenario would work with Mutant Crawl Classics, Gamma World, and even Mutant: Year Zero.

The Captain’s Table is a short, entertaining scenario which makes good use of its inspirations and provides content which the Game Master can return to. It is easy to add to any Metamorphosis Alpha campaign and should provide a session or two’s worth of play (and potentially more).

Miskatonic Monday #65: Tales From Ye Dusty Olde Crap Shoppe

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 a 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.


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Name: Tales From Ye Dusty Olde Crap Shoppe
Publisher: Chaosium, Inc.
Author: James Thompson

Setting: Modern Day
Product: Hunt & Chase Scenario
What You Get: Eighty page, 32.46 MB Full Colour PDF
Elevator Pitch: Sometimes the shelves hold scares as well as books... and the book hunters become the hunted.Plot Hook: Lost books, lost customers, just how far back do these shelves go?Plot Support: Six plots or hooks, location description, two optional encounters, eleven maps, nineteen handouts, nine NPC statistics and illustrations, three monster statistics and illustrations, six pre-generated Investigators, and staging advice.Production Values: Good.
Pros
# Superbly disquieting book illustrations# Multiple, easy-to-combine plots and hooks# Straightforward plotting for all six plots# Potential introductory scenario or one-shot# Excellent artwork throughout# Delightfully dreary location# Entertainingly weird cast of NPCs for the Keeper to roleplay# Potential, unknowing entrance to the Great Library of Celaeno
# Potential introduction to The Yellow King # Could be adapted to The Yellow King Roleplaying Game# Could be adapted to Bookhounds of London
# Fourteen Weird Book Covers to Alarm Your Investigators# Squinty Crumpet
Cons
# Using some plots or hooks, may preclude a return visit to the location and scenario reuse
# Pre-generated Investigators not illustrated# Straightforward plotting for all six plots# Terrible title# Squinty Crumpet
Conclusion
# Superbly disquieting book illustrations# Multiple, easy-to-combine plots and hooks# Terrible title# Fourteen Weird Book Covers to Alarm Your Investigators# Squinty Crumpet

Elevator Straight From Hell

Destroyer of Worlds is a scenario for Alien: The Roleplaying Game. Like Chariot of the Gods—also available in the Alien: The Roleplaying Game Starter Set, it shares the same mode of play, but differs in terms of its campaign model. Thus, it is written for the roleplaying game’s Cinematic mode, and so is designed to emulate the drama of a film set within the Alien universe, emphasising high stakes situations, faster, more brutal play, and deadly encounters. However, where the campaign model for Chariot of the Gods is that of Space Truckers—star ship crews hauling goods and resources, as in Alien, the campaign model for Destroyer of Worlds is that of Colonial Marines, essentially military missions like Aliens. In Destroyer of Worlds then, the Player Characters get to face off against Xenomorphs as armed and dangerous marines, as they engage in a deadly manhunt on a near-abandoned colony world rife with intrigue and insurrection, just as war breaks out in orbit above. As the situation deteriorates around them, the Player Characters will find themselves the unfortunate victims of corporate, military, and interstellar politics, as something worse than their nightmares chases them off world…

The background for Destroyer of Worlds is the Oil Wars between the United Americas (UA), the Three World Empire, and the Union of Progressive Peoples (UPP), the race to locate fresh sources of petroleum which would keep their respective industries and militaries supplied. Thus, the strategic importance of petroleum-rich worlds has grown and grown over the years, with those close to national borders also creating severe tensions. One such world is the Ariarcus colony on Kruger 60 AEM. Located in the Outer Veil in United Americas space close to the border with the Union of Progressive Peoples, for decades the Ariarcus colony has proven its worth as a strategic source of oil, such that when the colonists were found selling oil to the UPP, the colony was seized as an asset and militarised, with units from both the United States Colonial Marine Corps and the Colonial Navy being stationed on and above the planet at Fort Nebraska. The colony has all but collapsed, with barely two thousand colonists left, most wanting to get off world, an insurrection which wants to be free of what its members see as the UA yoke and is ready to defect to the UPP, and as military forces are diverted to deal with a UPP attack on the neighbouring the Cygni 61 system and LV-038 colony, both the military and colonial administration declares an evacuation of the colony, the insurrection seizes the opportunity to reach out to the UPP. At the same time, a squad of Colonial Marines from Fort Nebraska’s Special Operations ‘Sin Eaters’ marine unit decide it is the moment to go AWOL…

Into this set-up are thrown a team of marines drawn from the forces left after the strike force has left for Cygni 61 system and LV-038 colony, including members of an assault team, a Chemical Biological Radiological and Nuclear (CBRN) Defence Specialist, a Combat Technician/Hospital Corpsman Android, and two riflemen and drivers, led by a ‘Sin Eater’ commander. Their task is to locate the squad of Colonial Marines who have gone AWOL and prevent both them and any intelligence they possess from falling into the hands of the UPP. Each has his or her agenda—some have their own secrets too—that will come into play as their mission progresses, and over the course of a single few hours, they will track down the missing Colonial Marines, confront the Insurrectionists, get caught up in the outbreak of war, come under horrifying chemical attack, deal with rival factions desperate to make alliances, and as the order to evacuate is issued, face monster after monster the like of which they will have never encountered before, and ultimately, literally climb up out of Kruger 60 AEM’s gravity well. All of which takes place in the Antarctic environment of Ariarcus, a moon of the gas giant, Oblivion, under the never more than twilight gaze of the ever-watchful and oppressive Eye of Oblivion—an 11,000-kilometer-wide blue storm raging in the gas giant’s atmosphere.

Destroyer of Worlds is designed for three to five players, but includes a total of seven pre-generated Player Characters to form tthe ramshackle unit drawn together and assigned what will turn out to be a brutally nasty disaster of a mission. Essentially, those Colonial Marines initially appearing in the unit as NPCs are intended as replacement Player Characters, for make no mistake, this is a deadly scenario in which a ‘Total Party Kill’ is a distinct possibility. In fact, it might actually be worth the Game Mother preparing some of the other NPCs as replacement Player Characters, so deadly is the scenario in places. Potentially though, this would lead to a shift in the ‘party dynamics’ as NPCs from other factions become Player Characters and have their own agendas. Ultimately though, everyone’s agenda is to get off world, whatever the consequences.

Destroyer of Worlds is structured over three acts. In Act I, the Player Characters get their assignment and begin their investigation, tracking the missing Colonial Marines down across the Ariarcus colony, dealing with the last remnants of the colony infrastructure and administration, confronting the Insurrectionists, potentially encountering both corporate and UPP operatives with their own agendas, Xenomorphs, and more. As the Player Characters begin putting things together, Act II begins with a bang. Open conflict begins in orbit above between the UA and the UPP, the colony is hit with EMP attacks, bringing spacecraft and attack ships crashing down on the colony, and worse, an unknown ship showers the colony with the transformative Black Goo seen in Prometheus. The latter leads to some horrifying scenes as the remaining colonists are radically mutated or ripped apart. Combined with an order to evacuate the colony, this will drive the Player Characters to get off world, but the effect of the EMP attacks mean that the colony’s space elevator is not working. In Act III, this will force the Player Characters to delve into Fort Nebraska’s sublevels to get the power working again, and in the process, discover some of the darker secrets about just what has been going on at the base…

Destroyer of Worlds is big, bold, and brassy, an epic adventure from start to finish, and yet… As much as it captures the cinematic feel of Aliens and the later films, it is not an easy adventure to run and it is guilty of over-egging the pudding. The problems with the adventure are fourfold. First, there is a lot going on in the adventure, with multiple factions and multiple agendas, not including those of the Player Characters. Combined with events there is a lot for the Game Mother to keep to track off throughout the adventure, and this can be compounded later on in the second and third acts if the Player Characters are joined by NPCs—both innocent bystanders and members of other factions, who are equally as desperate to get off world. Second, the adventure does not just throw one Xenomorph element at the Player Characters, but all of them. So not just the Black Goo and the Anathema it creates, but also species Xenomorph XX121 from Alien and Aliens—from Egg to Queen, and subspecies. There is often little to no subtlety to this, and it is compounded by the third problem—the sheer number of Xenomorphs that the Player Characters will encounter throughout the adventure, especially in Act III. Consequently, their exploration of Fort Nebraska’s sublevels do take on a dungeon-like aspect, but with guns and grenades and Xenomorphs, instead of swords, spells, and Orcs, such that it feels as if everyone should be playing an Aliens boardgame rather than Alien: The Roleplaying Game. Fourth, because it is an adventure for Cinematic mode, Destroyer of Worlds is heavily plotted, in some cases for the Player Characters as much as the story itself, including one of the Player Characters beginning infected, their drive eventually being to locate a cure, which as the scenario plays out, they will hopefully discover exists. So it feels heavy-handed in places, but given that Destroyer of Worlds is a Cinematic one-shot, this is not as much of an issue as it could have been. Fifth, there is quite a lot going on off-camera in terms of the story that is never really explained, such as who exactly drops the Black Goo on the colony (it is intimated that this this is Engineers from Prometheus, just to further over-egg the pudding), why the Player Characters are selected, and so on. Yet, in the face of the unrelenting pace at which Destroyer of Worlds is telling its story, it almost does not matter. Certainly not for the Player Characters, but perhaps for the Game Mother?

Physically, Destroyer of Worlds comes as a boxed set, much like the Alien: The Roleplaying Game Starter Set—and almost as richly appointed. Open up the box and the purchaser is confronted with decks of cards, poster maps, character sheets, and the scenario book itself. The two decks of cards consist of twenty-one Personal Agendas, six Vehicle cards, two Weapon cards, nine NPC cards, and six Story cards. The Personal Agenda cards are given to the appropriate Player Characters at the beginning of each act and define their aims for that act, their being rewarded with Story Points based on how well their players roleplayed them. The Story cards are similar to the Personal Agenda cards, but reveal secret aspects of their particular Player Characters which again will affect their motivations. The other cards are a mix of the old and the new, some having appeared in the Alien: The Roleplaying Game Starter Set. These include a United States Colonial Marine Corps heavy tank (which the Player Characters can potentially commandeer), a pair of UUP vehicles, and the AK-4047, the UPP equivalent of the Pulse Rifle.

The main map is a thirty-four by twenty-two inches poster which depicts Ariaricus colony on one side and the interior of Fort Nebraska on the other. This is in addition to the two A3-sized maps which show individual locations. Of the three, the smaller maps are a lot easier to handle and sue at the table, but like all of the maps, they are done in the green-on-green blueprint style seen in the Alien universe. The seven Player Character sheets are easy to read, as is the scenario booklet, which is cleanly laid out in the style seen in Alien: The Roleplaying Game, the Alien: The Roleplaying Game Starter Set, and Chariot of the Gods. It is lightly illustrated with pieces taken from Alien: The Roleplaying Game, but the light layout makes up for that. Notably, the scenario book includes four appendices, one for all of the types of the Xenomorphs which appear in Destroyer of Worlds, one for the Talents which appear in the scenario, one for all of the stats for the gear and vehicles, and one for vehicle combat. The appendices of Talents and Xenomorphs do reprint material from Alien: The Roleplaying Game, but they are included for anyone running Destroyer of Worlds using just the  rather than Alien: The Roleplaying Game.

Destroyer of Worlds is a fantastic scenario, but not a perfect one. It has too many moving parts and too many Xenomorphs and too much going on that it needs careful handling and preparation upon the part of the Game Mother to run well. Yet it is big, it is bruising, it is over-the-top, and it delivers the pulsating combat action of Aliens and an eighties action movie. It has some great set pieces just like an eighties action movie and an Aliens horror movie should—the rain of Black Goo, assaulting the Insurrectionists’ compounds, getting back into Fort Nebraska, sneaking about in the sublevels of the base and the final confrontation on the space elevator… Ultimately, Destroyer of Worlds is a popcorn munching, shoot ‘em up horror movie of a scenario. Essentially, put on the Aliens soundtrack and expect the Player Characters to blast their way through it, get the bejuzus scared of them, get infected, confront Xenomorph after Xenomorph, probably die, and maybe, just maybe, survive.

Partying The Party RPG

When the party is confronted with bush with golden, sparkling leaves, seeming to dance to a rhythm only it can hear and it implores with a booming voice for one of their number to dance because it has lost its magic and needs to be once again enthused with the ‘power o’ dance’ to get his jive, and the Game Master turns to her players and says that one of them must dance a dance of her choice in complete silence, and the other must guess what it is, then you know that this is no ordinary adventure, and no ordinary roleplaying game. When a Dorse—a mutant hybrid of a Horse and a Dragon—demands that everyone play ‘Naughty Imitation’ and impersonate a famous film star doing something naughty, then you know that this is no ordinary adventure, and no ordinary roleplaying game. When the party must create and perform a song or rhyme to open an emotionally needy chest, then you know that this is no ordinary adventure, and no ordinary roleplaying game. All of these sound like party games, which they are, and not like a roleplaying game at all, but these really are challenges presented in a roleplaying game which combines a classic fantasy quest to save the world with the type of games which will be familiar to a wider audience. This, when combined with simple, light rules, a straightforward plot, accessible presentation, and sense of humour, makes this roleplaying game almost the perfect means to introduce those unfamiliar to the concepts of roleplaying to their first actual roleplaying game.
The roleplaying game in question is The Party RPG: The Rise of Burden Bluggerbuckle, published by The Party RPG. Designed to be played by between three and six players, including a Game Master, it presents a Dungeons & Dragons-style fantasy adventure, played as a one-shot over multiple sessions, but with very light rules, a physical component—the players are encouraged to dress up as their characters if they want and there are plenty of physical challenges and games throughout the quest, and a presentation intended for the scenario for the game to be played from the page. There is also scope for the players to share the role of Game Master, swapping from playing to refereeing for a scene, and then back again, so that in a game of five players, everyone could have a go at being a Game Master several times. Although it can be played round the table like a traditional roleplaying game—or these days over Zoom—it does not have to be and could easily be run in the lounge over the coffee table.

The setting for The Party RPG: The Rise of Burden Bluggerbuckle is the Great Plains. Phosphorian, known for both his great villainy and his glowing member, has died. Upon hearing this tragic news, Burden Bluggerbuckle, his Orc boyfriend waiting at home in a floral apron, swears a mighty vengeance and sets out to cast the Enchantment of Unrelenting Rage which will rent the Great Plains in twain—at the very least! To save the Great Plains, a Squad—as opposed to a party which would confuse everyone in and out of The Party RPG: The Rise of Burden Bluggerbuckle—of doughty adventurers who undertake Main Quests and Side Quests. Main Quests to acquire the six pieces of the Counter Enchantment which will break the Enchantment of Unrelenting Rage and Side Quests to enhance their abilities and gain gear that will help them on their grand quest. Over the course of sixteen scenes and locations, the Player Characters will encounter an exploding goat (he gets better), shout to reveal hidden items, find a way over a broken bridge, hunt for buried treasure, impersonate pigs, run into belligerent chickens, and a whole lot more.

In The Party RPG, the players are free to create characters that are whatever they want. A Unicorn with a sense of adventure? A brave warrior who rolls into battle in her wheelchair? A lizardry, wizardy gecko? A pilfering Chameleon? A middle-aged accountant fighting evil in his pipe and slippers? All possible and perfectly acceptable. A character is very simply defined. He has five Skills—Stealth, Awareness, Strength, Intelligence, and Speed—rated between one and ten. A player simply assigns five points between these, buys some basic equipment for his character, describes who and what he is, and thus he is ready to play. Fantastically, everything that a player needs is laid out on the character sheet. So on the front, there are the five skills, plus a tracker for the character’s Hit Points, Level, and Experience Points, and places to record his weapons and shield, plus items and armour. On the back is a step-by-step guide to character creation and an explanation of what all of the terms are in The Party RPG. The character sheet is very nicely done.

Frau Blücher is a no-nonsense housekeeper who has no truck with the end of the Great Plains. Otherwise, where else is her G.O.A.T. goat, Heidi, going to graze and headbutt anyone she does not like?

Name: Frau Blücher
Skills
Stealth 1
Awareness 2
Strength 0
Intelligence 1
Speed 1

Equipment: Simple Wand, Basic Leather Armour, Soap

Mechanically, The Party RPG is very simple, although it uses two resolution systems. The first is when the Player Characters are acting against the environment, such as climbing a tree or fording a fast-flowing stream, or when they are engaged in combat. This requires the player to roll three six-sided dice and add any bonuses from his character’s Skills and items of equipment. The aim is to roll high, with possible results including Pivotal Successes, Successes, Fails, and Epic Fails. For example, a task set at Moderate has a Pivotal Success threshold of fourteen or more, Success threshold of eleven and up, a Fail threshold of ten and below, and an Epic Fail threshold of seven or less. It is as simple as that. In general, Pivotal Successes, Successes, Fails, and Epic Fails will be set by the Game Master, though weapons and shields have their values, which will be better for the items purchased or found later in the quest. Damage is dependent on a Player Character’s Level—either one, two, or three six-sided dice, armour detracts from inflicted damage, and shields can totally deflect or partially block damage, and even break! A Pivotal Success result on an attack roll ignores the effects of armour.

The other resolution system, which is for Player Character versus NPCs, is dependent upon the Level of a Player Character or NPC—again one, two, or three six-sided dice. These are rolled and added together with the appropriate Skill Levels of both the Player Character and the NPC, and the highest result wins. Although simple enough, in fact, both mechanics are simple enough, it feels a little odd to have two separate, quite different systems for a game that is aiming to be as easy as it is.

The ease of play for The Party RPG is facilitated by its layout. Every location is broken down into a series of sections. The first section always sets out the objectives the Player Characters have to complete and instructions for the Game Master. This is followed by sections which set the scene, give handy tips, and always ends with one giving the suggested Experience Point awards depending on how well the Game Master thinks her players and their characters performed in the location. This ranges from ‘Abysmal’ and ‘10XP’ to ‘Terrific’ and ‘80XP’. A total of one hundred Experience Points are required for a Player Character to go up a Level—so will typically occur at every other location and grant a bonus Skill level, plus Hit Points, and enable a Player Character to use better equipment. Throughout the location, boxes in bold colours highlight what the Game Master needs to act upon—so red for combat or active actions like sneaking past some Goblins; blue for treasures to be rewarded to the Player Characters; purple for a physical out of game action, such as singing or dancing; green for ending a scene. The layout and these boxes further make The Party RPG easy to run from the page.

However, running The Party RPG does require some page flipping when it comes to combat and shopping—all of the stats for the NPCs and the equipment that the Player Characters can obtain through visiting shops or being rewarded are at the back of the book. A bookmark or two, should offset this issue to some extent.

Physically, The Party RPG is cleanly and tidily laid out. The writing varies depending upon the subject matter. It does tend towards bullet points in its style for a lot of the rules explanations. This is not an issue for the experienced Game Master, but anyone coming to the game anew will not find it as easy as it could have been. In comparison, the writing of the quest is more expansive and humorous and entertaining, so more engaging to read. The book’s artwork is excellent, but really too small for the Game Master to enjoy or use to add colour to the running of the game. It would have been great if the artwork had been larger and thus could have been shown to the players as their characters progressed onwards as part of their quest, and thus helped them envision the world their characters are exploring. One other effect of the writing and the simplicity is that The Party RPG is easy to prepare. An experienced Game Master will be able to read and grasp what is all going on the page from a simple readthrough. 
However, as clever and as fun and as silly as The Party RPG: The Rise of Burden Bluggerbuckle is, it is not without its issues. The first one is the tone, which is adult in nature—though not explicit—and as written, The Party RPG is not suited for play by younger audiences, which is a pity given the simplicity and physicality of the roleplaying game. Of course, the Game Master can tone down or remove the adult humour during play, but perhaps the inclusion of alternative text better suited for younger and family audiences would have widened the accessibility of The Party RPG Second, the rules are simply not as well explained as they could be. This is not a matter of discounting their simplicity, but rather that they are more clearly explained for the Game Master than her players. Now there are examples of the three types of mechanics—Player Character versus the environment, versus NPCs, and combat—in The Party RPG, and they help, but there is no clear explanation otherwise. Third, once play is underway, there is no guidance from situation to situation as to the suggested scores for Pivotal Successes, Successes, Fails, and Epic Fails for the challenges the Player Characters will face. For the experienced Game Master, setting these suggested scores is not really going to be all that difficult, but anyone new to this type of game, it will be challenging, and makes The Party RPG not quite as readily suited for new Game Masters as the designers intended.

So is The Party RPG: The Rise of Burden Bluggerbuckle actually a roleplaying game? The answer to that is both yes and no. Yes, because the players are rolling up and creating characters and having go away on adventures just like Dungeons & Dragons—or in the case of Dungeons & Dragons meets Toon or Dungeons & Dragons meets Tails of Equestria – The Storytelling Game. But no, because there are no means or advice to create anything other than a playthrough of ‘The Rise of Burden Bluggerbuckle’, and as a roleplaying game, The Party RPG is very much tied to that story line. So, it is more of a one-shot or a mini-campaign, but still a roleplaying game.
Throughout The Party RPG: The Rise of Burden Bluggerbuckle, both Game Master and players, but especially the players, are encouraged to be inventive and creative, not just in terms of creating their characters, but also in terms of how they approach different situations. In return, the Game Master is encouraged to take these ideas on merit, to give them a chance to work, no matter how preposterous, and so support an inventive, slightly over-the-top, even a little silly style of play. Throughout, The Party RPG: The Rise of Burden Bluggerbuckle never gets away from the fact that its play should be fun. Which also includes the physical elements that are likely to be more acceptable to a wider, more family audience than necessarily to a roleplaying audience, and that means that The Party RPG: The Rise of Burden Bluggerbuckle could actually work as an introduction to roleplaying games (though it is not quite as suitable for new Game Masters as it could have been). Although it might not be for everyone, but for anyone ready to embrace its silliness, its simplicity, its scope for inventiveness, and its physicality, The Party RPG: The Rise of Burden Bluggerbuckle has the potential to be huge fun.

Friday Fantasy: Lumberlands – Wampus Country Travel Guide I

Out on the borders of the far Northwest lies a forest without end. Here doughty Lumberjacks and Lumberjills leap from tree to tree, felling and cutting the mighty pines for shipping back to civilisation. In the deeper parts of the forest, the great hairy hulks known as Sasquatches roam freely, feared by some as monsters, simply misunderstood say others, but unknown to all. If the exact nature of the Sasquatches remains unknown, then the secrets of the Squirrels are kept hidden—and they like that. For within their secluded city republic of Baudekin, sapient Squirrels and other members of the Sciuridae family from across the dimensions protect it secrets, most notably the Secret Gnawledge those contained within the roots of the Library Trees. For anyone wanting to set out into the forest, the place to start is Squeamish, a ‘nice, clean, company town’. Squeamish is a boomtown, a frontier town built by the Red Bear Lumber Company, and the many Lumberjacks and Lumberjills that work the forest work for a felling gang employed by the Red Bear Lumber Company. They work for the Red Bear Lumber Company, they live on the Red Bear Lumber Company property, they eat Red Bear Lumber Company food, and they have a long line of credit with the Red Bear Lumber Company. Perhaps though, one of those many Lumberjacks and Lumberjills—whether a Lumber-Fighter, Lumber-Cleric, Lumber-Thief, or Lumber-Wizard—will strike it lucky on a side hustle or with an independent gang and bring back that one rare botanical specimen which will set them up for life—or at least ensure they can pay off their credit. There are always Wizards and Alchemists willing to pay for such items. Adventurers come to Squeamish too, perhaps for those same rare botanical specimens, or to hunt for Sasquatch or rescue innocents kidnapped by the brutish creatures, or to enter a Lumberjack competition, or… Whatever the reason, they will need a guide—and there are plenty of those to go around. Perhaps hire a Gunkey—a cross between a goat and a jackass, and twice as stupid/foppish/lecherous as you would expect, rent out a half-useful, only half-tested device from Half-Mad Leach MacCleod, or simply feast on tasty street food from Odd Jacob—the ‘Salty Weasel Bites’ are a best seller!

This is the set-up for Lumberlands – Wampus Country Travel Guide I, a systemless, rules-agnostic fantasy roleplaying setting by the creator of Wampus Country. Published by Lost Pages, best known for the entertaining Genial Jack and the Burgs & Baillifs series, this is a comedy-style setting based on the Pacific Northwest—although it could be Vermont too, although mostly the Pacific Northwest because Portland—which is easy to adapt to the setting of the Game Master’s choice, whether that is Dungeons & Dragons, Fifth Edition, Savage Worlds, or Old School Essentials. So as a setting, right from the start, it is full of flannel (shirts), axes, bearded men, axes, maple syrup, axes, and weirdness, which sort of has a Twins Peaks feel to it.

Lumberlands is offered as a place to visit, rather than as a place to be from. Numerous reasons are given why, such as questing for the legendary Squirrel City, engaging in logging company intrigues, or even attempting to hire a family of Giant Beavers to gnaw you that perfect home. Lumberjack and Lumberjill culture is highlighted, how they are plain-dealing, strong, self-reliant, egalitarian (mostly), and so on, before suggesting what Lumber-versions of the four core character Classes might look like. So Lumber-Fighters prefer axes, wear flannel and dungarees, possess stunning beards, big stompin’ boots, and enjoy public displays of prowess, whilst the Lumber-Thief sports a smaller, often oiled beard, wears flannel ironically (?), is agile as a weasel, has canvas boots with good luck symbols, lumbergang tattoos, and pirate-style earrings. Not really enough to equate to an actual Class in terms of Dungeons & Dragons, more a set of pointers in the right direction, whether the Game Master simply wants to use the use the classic Dungeons & Dragons Classes as written with Lumberlands flannel, or actually create Lumberlands versions of those Classes. Lumberjacks and Lumberjills can worship any gods, but have their own too, like Timmerton, the demigod of the Lumberlands, a bare-chested mountain of a man with maple syrup dripping from his mighty beard, and the Cult of the Beaver, whose members are very fond of hard work and clean teeth.

Lumberjack and Lumberjill equipment includes the Lucky Flannel, which when combined with dungarees, counts as leather armour, and axes of all sorts—and custom-fitted axes for all sorts of situations. The list of possible customisations is only the first of several tables in Lumberlands – Wampus Country Travel Guide I. The next gives options adding a personality to your Gunkey, whilst there are several subtitles to the supplement’s quite detailed encounter table. Once out of Squeamish, having detailed the Red Bear Lumber Company and several of the town’s peoples and places, the supplement runs off into the woods, with all of its gear strapped atop a Gunkey of course, and begins to expose some of the secrets of Lumberland. This includes just who and what the Sasquatches are and they really are not what you think; a discussion of Squirrel politics, which might or might not be a parody of US state politics, less members of the rodent family of course; and somewhere—since there are no maps of the Lumberlands, ‘Portal-Land’, a dimensionally unstable triangle where easy access to other worlds can be gained (and vice versa), and time and gravity can shift, and is inhabited by the False Ones, strange humanoids with perfectly smiling porcelain masks, hypnotically pleasant lines in banter, horribly matching sweaters, and a willingness to invite adventurers to dinner…

Rounding out Lumberlands – Wampus Country Travel Guide I is a lengthy set of encounter tables, which are broken down by type, so Deadly Plant, Things of Nightmare, and Natural Wonders, and more. Each of the categories includes six detailed entries. Penultimately, there is a list of Lumberland familiars, including an ‘Enchanted Salmon of Wisdom’, which looks good on a wooden plaque and dispenses wisdom in song, and an ‘Animated Tattered Flannel, which could have been a shirt or a baby’s blanket, but which will happily wrap around the owner’s shoulder, but leaps to cover his nose and eyes in the event of a gas or powder attack! Lastly, there is final list, this one of potential Henchbeings, including one eyebrow-raising Marmot!

Physically, Lumberlands – Wampus Country Travel Guide I is neatly presented, although the text is a little fuzzy in places. The artwork is of course cartoonish, which suits the supplement perfectly.

Lumberlands – Wampus Country Travel Guide I is funny and engaging and inventive, but for all that, its tongue-in-cheek tone and subject matter is unlikely to be for everyone or every campaign. Both tone and subject matter mean that Lumberlands – Wampus Country Travel Guide I needs a higher degree of buy-in from the players as much as the Referee for everyone to enjoy it. The other issue is where to use it, as there are likely to be few campaigns or settings in which are going to be natural fits for its content. It means that the Referee should really consider if this supplement is going to be suitable for her campaign even before thinking about the work necessary to adapt it to the rules being used. That aside, Lumberlands – Wampus Country Travel Guide I is a delightfully silly satire upon the Pacific Northwest (or Vermont or Canada), its peoples and its politics, and its wildlife, and let us hope that there will be a Wampus Country Travel Guide II.
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A full unboxing of Lumberlands – Wampus Country Travel Guide I is available to view on Unboxing in the Nook.

Miskatonic Monday #64: One for One – Old Man Tompkins

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 a 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.


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Name: One for One – Old Man Tompkins
Publisher: Chaosium, Inc.
Author: Sean Liddle

Setting: 1950s Massachusetts
Product: Introductory Scenario
What You Get: Six page, 387.14 KB Full Colour PDF
Elevator Pitch: Sometimes the Old Man who lives at the end of the lane really is the monster...Plot Hook:  No town can be this perfect—and it takes teenagers to see it.Plot Support: Map, plot, and staging advice.Production Values: Rough.
Pros
# Decent introductory scenario# Solid, single-session horror scenario# Potential convention scenario# Keeper can design her own NPCs
# Different historical setting# Mythos-lite
# Simple, direct plot# Inexpensive
Cons
# Needs an edit
# Keeper needs to create her own NPCs# Does not name the books# Mythos-lite# Inconsistent Sanity losses
Conclusion
# Needs an edit
# Simple, single-session horror scenario# Requires some preparation

Worriment on the War Road

Jackals: The Fall of the Children of Bronze is something a little bit different. It a supplement—the first supplement—for a roleplaying game from Osprey Games. Over the past couple of years or so, the publisher has diversified into the roleplaying hobby to publish a number of well-presented titles, including Paleomythic: A Stone and Sorcery Roleplaying Game, Ruthless Blood, Ruthless Blades – Wuxia Roleplaying, and Those Dark Places: Industrial Science Fiction Roleplaying, as well as Jackals – Bronze Age Fantasy Roleplaying, but none them, however, have received supplements. That is, until now. Jackals: The Fall of the Children of Bronze is not just a supplement for Jackals, but a whole campaign. In Jackals, the Player Characters take the eponymous roles of mercenaries, accepted ‘outcasts’ who undertake tasks and missions up and down the War Road which connects the various towns, cities, and city-states of the Zaharets, the Land of Risings where four kingdoms and cultures meet. The Zaharets is only recently free of the yoke of the monstrous bestial folk known as the Takan and their great kingdom of Barak Barad, and there remain ruins to be explored and cleansed of Takan influence, secrets of the past to be uncovered, merchants to be protected, alliances to be forged, and more. Yet no good community would have truck with the Jackals. For who knows what evil, what chaos they might bring back with them? Nevertheless, Jackals face the dangers that the community cannot, Jackals keep the community safe when it cannot, and from amongst the Jackals come some of the mightiest heroes of the Zaharets, and perhaps in time, the community’s greatest leaders when the Jackals decide it is time to retire and let other Jackals face the dangers beyond the walls of the towns and cities of the Land of Risings.

Jackals: The Fall of the Children of Bronze provides a grand campaign for Jackals, encompassing some fourteen adventures across nine years. These fourteen adventures will take the Jackals up and down the War Road from Ameena Noani in the north to Sentem in the south, and back again, time and time again. They will search for new sources of tin—a vital resource in the manufacture of bronze, hunt for the rare ingredients needed in a ritual to save a potential patron, face the corruption creeping into the towns and the hearts of men and women across the Zaharets, discover histories and pacts made long before man’s subjugation at the claws of the Takan, reclaim lands long lost, strike at the heart of the Takan presence in the Zaharets, and even as they stand between Law and Chaos, become involved in the growing conflict along the War Road. It grows to become an epic campaign that not every Jackal will see to the end. Some will die. Others will find it too much and retire.

As is made clear, Jackals: The Fall of the Children of Bronze is not a traditional campaign in the sense that it is formed of a singular interconnected story a la an adventure path. Rather, it is formed of multiple stories that lead up to a more singular series of events. There is also much more going on around the Jackals, so the nature of the campaign is episodic, almost part of the hustle and bustle of their lives from one season to the next. For the first five years, the campaign consists of two adventures per year, essentially one in the dry season and one in the rainy season. There is scope here for the Jackals to undertake a couple of adventures at each end of the War Road at a time, one at the end of each season, and one at the beginning of the next, but more likely, the players and their Jackals could simply focus on missions at either end of the War Road and ignore the other. That though, would not be without its consequences, if the Jackals undertake more than one mission, they will be forced to choose sides as the campaign comes to a close. Either way, this leaves plenty of room for the Loremaster to add encounters and adventures of her own.

By the time that Jackals: The Fall of the Children of Bronze focuses on just the one scenario per year, the Jackals will have become ‘Regarded’ up and down the War Road for their deeds, some of their number may have retired or died—their replacement Jackals will gain several benefits, which vary depending upon how long it is into the campaign, upon joining such a well-known Pack, and they will have participated in a great raid upon the Takan which if successful, will undermine their activities in the Zaharets. This will see the Jackals in turn capturing and clearing out a strategically located fortress, undertaking a ritual which may lead to the mighty of a large number of Takan, and finally, participating in the battle which will bring about the end of the Wars of Unification.

Every chapter of the campaign is organised in the same fashion, with an introduction and explanation of that year’s theme—this varies from year to year, a list of the important NPCs, a list of events in both the North and the South, and retirement benefits if a Jackal decides to retire. Most adventures run to three acts, and offer a good mix of roleplaying, investigation, combat, and exploration, with the start of individual locations listing the sights, smells, and sounds that the Jackals will encounter there, all nicely placed for the Loremaster’s reference. Each chapter ends with a list of hooks and other events going on up and down the War Road. For the most part, the individual scenarios should provide between two and three sessions’ worth of solid play, with the final four adventures lasting longer each.

Jackals: The Fall of the Children of Bronze will need some effort upon the part of the Loremaster to prepare. She should least have a ready supply of monsters and NPCs—especially Takan who often menace the Jackals and she should apprise herself of the War Road’s geography, both sections on the Northern and Southern Reaches to be found in Jackals – Bronze Age Fantasy Roleplaying. Essentially this is to familiarise herself with the various NPCs and places that the Jackals will be visiting. Although the campaign is a sequel to the three adventures in Jackals – Bronze Age Fantasy Roleplaying, the Loremaster needs to supply her players and their Jackals with a Hook to pull them into the campaign. There is a table of these provided, such as ‘Terrors from the Night’ in which each night an Ukuku, one of the grey, horned owls who serve the lord of the dead, visits the Jackal in his dreams and attempts to deliver a message from beyond. Which is a harrowing experience, and throughout the campaign, events and encounters are tied into these hooks. In addition, the Loremaster may need to design other encounters and scenarios depending upon the outcome of the Jackals’ actions. There is a little advice to that end in the aftermath of every adventure.

Physically, Jackals: The Fall of the Children of Bronze is well presented, in the now standard, full colour format for all of the roleplaying titles from Osprey Games. The artwork is scarce, but excellent where it does occur and the maps in general are decent, all arguably many of the numbers implicating position on the map could have been moved off the actual maps in some cases as they obscure details. If the book has an issue, it is that its font size is not all that large and there is quite a lot of cramped text, meaning that it may not be easy to read for some of its target audience.

Unfortunately, the episodic nature of the campaign in Jackals: The Fall of the Children of Bronze does not make it easy to run as a campaign and thus build the links between the epsiodes. It does not really focus on anything until the last four adventures in the campaign, and whilst the hooks do serve to draw the Jackals further into the campaign, they feel underused. None of this is really helped by the lack of a strong overview of the campaign and its events, which leaves the Loremaster to often make the connections herself for her own benefit, let alone the players and their Jackals in play. Overall, Jackals: The Fall of the Children of Bronze is a solid campaign for Jackals – Bronze Age Fantasy Roleplaying—and exactly the support it needed. However the Loremaster will need to work hard to lift it above being simply solid and make it good.

Magazine Madness 3: Wyrd Science – Session Zero

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


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Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—or at least, the very first issue is very different. Its bright and breezy, pastel-shaded pages features not a single monster, spell, treasure, review, scenario, or the like. Instead, its ninety odd pages contain some eighteen entries—divided between ‘Common Items’ and ‘Rare Items’—consisting of columns and retrospectives, along with a slew of interviews with just a handful of some of the hobby’s creators and commentators.

Wyrd Science Session Zero—actually the first issue, but misnomered to confuse everyone—was published by Best in Show in January, 2021 , following a successful Kickstarter campaign. The strand that runs throughout the issue is that the year 2020 has been terrible (which is certainly true), but what is interesting about 2020 is how we as gamers have adapted to the adversity and changed to deal with the challenge of not being able to game together. In the opening diary entry of ‘Quickstart – Manga’s Musings’, Mira notes our shift to online gaming, how there continued to be new content to support our hobby, and that despite the difficult conditions, publishers such as Wizards of the Coast and Games Workshop were even more successful. This is something that John Power, the editor of Wyrd Science, will return to later in the issue with ‘2020 Vision’ with his own appraisal of the year just gone, along with his note about the growing diversity amongst the creators and players of games of all types. Anna Maxwell looks at another trend from the last year ‘Quickstart – Alone In The Dark’, which is that of solo play. There has always been a solo aspect to the hobby with long running series of Fighting Fantasy books and Tunnels & Trolls solo adventures, but a newer trend has seen the rise of roleplaying games specifically written to be played solo, often in the journal format. The title which has got all of the attention is Tim Hutchings’ Thousand Year Old Vampire, an exploration of alienation and loss as with a few rolls of the dice the player determines events and charts his vampire’s responses to them from his transformation into the undead until his final death. It is the nearest that Wyrd Science Session Zero gets to a review, but it is clear that no what your experience of the last year was, Thousand Year Old Vampire is possibly one of the most thematically appropriate roleplaying games to be published in 2020.
Fans of the Old School—Renaissance or otherwise, will doubtless enjoy ‘Quickstart – Publish And  Be Damned’ and ‘Quickstart – Cast Pod!’. The former is an interview with Andre Novoa of Games Omnivorous, which released a surprising number of titles in 2020. As well as discussing some of those titles, including the well-received Mausritter and the Manifestus zines—Cabin Risotto Fever, The Feast on Titanhead, and The Seed, the interview discusses the production values which the publisher has become known for. What notable here is that the publisher does not use traditional roleplaying designers as part of its production, in fact, designers who do not roleplay at all. It is an enjoyable interview as is the latter. This is with Dirk the Dice of the Grognardfiles RPG Podcast. The interview covers the origins and history of the podcast, and for listeners of the podcast, there is much here that will be familiar, as much of this story has been told via episodes of the podcast. However, for anyone who has never listened, this is a good introduction. Only fifty episodes to catch up on, but enjoyable they are too. The Grognardfiles RPG Podcast is not the only British podcast given space in Wyrd Science Issue Zero. In ‘Zoom Of Horrors – The Smart Party On Gaming Online In 2020’, the hosts of What Would the Smart Party Do? explain how they adapted to playing online in 2020—quite easily it would seem—and how it came to dominate much of their social life and how they coped with so many roleplaying games competing for their attention.
“THE LIFEBLOOD OF OUR COMMUNITY, good gaming clubs are a home away from home.” is the opening line of ‘Quickstart – Roll Deep’, an interview with Sasha Bilton of H.A.T.E. (Hackney Area Tabletop Enthusiasts) about his ‘local’ gaming club. The role of clubs cannot be underestimated, but it is debatable as to whether their role is quite as important as the title of the article suggests, especially after the last year of almost everyone having moved online to play. In effect, the article straddles 2020 though and is far from relevant in a year when we were all playing online, and perhaps the issue should have focused more on that rather than on something which nobody knows if and when it will be possible again. Nevertheless, it throws a spotlight on what sounds to have been—and should be again, a well-run and vibrant gaming club.
Wyrd Science does not restrict its content to just roleplaying. In ‘Table For One – Matt Thrower Embraces Solo Gaming’ continues the issue’s theme about solo gaming, not roleplaying though, but board games. Of course, it mentions Pandemic, but it looks at other titles too and points out that solo options are becoming a regular design feature in the creation of boardgames. ‘Meeple Hold On – Dan Jolin Finds Solace In Board Games’ explores a similar vein, but extends the play of boardgames online as with the play of roleplaying games moving online. However, whilst the author can, “…[F]irmly believe that you can never be bored as long as you have board games in your house.”, he cannot escape regurgitating a cliché that was tired ten years ago and is dead, dead in 2020, let alone 2021. At what point will writers about boardgames stop trotting out something along the lines of, as the author does here, “Thanks to a recent resurgence of the board game hobby and industry, those shelves need no longer limit you to, say, the roll-and-move slog of Monopoly, or the dragged-out, dice-dependent conquesting of Risk.”? It shows a complete lack of awareness of both the hobby and the market, and to be clear, board games have been growing in popularity for the last two decades at least, and there is no such resurgence and if so, it is certainly not recent. What next, comics are no longer just for kids?
The status of wargaming and miniatures is featured in ‘A Miniature Renaissance – Chris Mcdowall Scouts Out The Future Of Wargames’, written by the designer of Into the Odd and Electric Bastionland, suggesting that even as the success of Games Workshop grows, there is a movement in the hobby towards simplicity combined with fewer restrictions in terms of miniatures  brought to the table. ‘Model Behaviour – Luke Shaw On Building Miniature Communities’ looks at the other side of the wargaming and miniatures hobby, and that is painting. This is no tutorial though, but instead discusses where to go online to discover more about painting your miniatures and the community which has built up around the hobby online. It nicely casts that hobby in a new light.
As well as reflecting the shift in the hobby from face-to-face to online gaming, Wyrd Science also reflects the shift in diversity with series of articles on Queer and disabled gaming, women in gaming, and non-Western gaming. Together, ‘Beyond Violence – Jay Dragon On The Queer Future Of TTRPG Design’, ‘Sisters Of Battle – Danie Ware On The Changing Face Of Fantasy’—with an emphasis on fiction slightly more than gaming, and ‘Making Waves – Pamela Punzalan On The Rise Of RPGSEA’ respectively give room for voices that might not otherwise be heard in a traditional gaming magazine. The latter article is particularly interesting in that it is rare to hear about gaming and gaming culture outside of the English-dominated market. All three are to be welcomed though, and hopefully future issues of the magazine will provide a platform for other voices and opinions too, as these are all good articles.
A similar shift in diversity in terms of subject matter in the hobby is echoed in two other interviews in the issue. One is ‘Phantoms Of Oppression’ is with Banana Chan, the co-designer and co-publisher of Wet Ink Games’ Jiangshi – Blood In The Banquet Hall. This roleplaying game combines Chinese food with unknown horrors against the backdrop of racism and oppression, the Player Characters running their family Chinese restaurant by day and stopping actual monsters terrorising their neighbourhood by night. The other is ‘Home On The Strange’, an interview with Chris Spivey of Darker Hue Studios about his award-winning Harlem Unbound—one of the best supplements of 2017—and   his forthcoming Haunted West, which presents a Weird West roleplaying game against the backdrop of continued post-American Civil War Reconstruction, rather than discontinued Reconstruction. Again, these are lengthy pieces which showcase how the hobby can explore some of history’s difficult issues. 
The continuing growth in the popularity of more traditional and Scandinavian roleplaying games is placed under the spotlight with another pair of interviews. Simon Stålenhag’s artwork has not only inspired two roleplaying games—Tales from the Loop and Things from the Flood, but also captured our imaginations with his artbooks which juxtapose outré technology—rusting robots and hovering container ships—with the ordinary everyday life to be found in the Swedish suburbs. The artwork is fascinating, the viewer able to see the odd nature of each scene, know that the people within it accept this as the norm. He is interviewed in ‘Mazes & Monsters’, exploring his inspirations and how his cinematic visions have been adapted in both the televisual and roleplaying mediums. It only hints at what is to come in the next book, a more apocalyptic vision than has been seen to date, but the fans of his artwork will know that it will be worth the wait. Almost at the opposite to Simon Stålenhag’s clean visions is the Doom-laden Artpunk of the award-winning MÖRK BORG, the pre-apocalypse Old School Renaissance roleplaying game. ‘The Apocalypse Meant Something’ is with its graphic designer, Johan Nohr, which examines how the look and feel of the roleplaying game does everything good graphic design should not and how that contributed to the game. Not only is this different, but it means that the interview is taking a different approach too, but still highlighting how the visual and the physical design has an impact on the design of the game itself.

The featured and longest interview in Wyrd Science Session Zero is ‘The Man With The 20-Sided Brain’. This is with the author of the comics The Wicked + the Divine and the Dungeons & Dragons-cartoon inspired DIE, roleplayer, ex-games journalist, and Warhammer 40,000 comics author, Kieron Gillen. It is an enjoyable and informative read and makes you wonder what the author might do with a roleplaying game, but at least should make the reader want to go out find a copy of DIE (of which there is a roleplaying game), if not The Wicked + the Divine.
The contrasting strands of old and new—or at least the relatively old and relatively new—that run through Wyrd Science Issue Zero are seen in two board games. The old is the Escape The Dark... series of games, such as Escape the Dark Castle and Escape the Dark Sector, the solo-style boardgames which can be played by one or more players. These are heavily inspired by classic fantasy and Science Fiction, as well as the Fighting Fantasy series of solo adventure books and consequently the interview with creator Thomas Pike in ‘The Dark Is Rising’ emphasises the stories created in playing either. The new is Root, one of the biggest boardgames of the last few years, which layers its political elements under woodland and anthropomorphic animals, explored in ‘If You Go Down To The Woods Today’ and examines the different ways which faction is played and how that affects the game. Again, these are excellent articles which highlight just two elements of the board game hobby.
Physically, Wyrd Science Session Zero is impressively bright and breezy. The layout is clean and tidy, with decent use of photographs against pieces of art as more like spot fillers. The issue does need another edit in places though.
Anyone coming to Wyrd Science Session Zero expecting content for his favourite game will definitely be disappointed. The inaugural issue of the magazine is very much about the hobby—interviews and retrospectives, and similar—rather than for the hobby (or a particular game). In particular, the issue highlights just how much our hobbies—roleplaying, boardgaming, and miniatures gaming, have been forced to change and adapt in the last year, and us along with them. In doing so, Wyrd Science Session Zero captures much of what our gaming has been like in 2020 with a series of entertaining and informative interviews. Just like all three of these hobbies covered in the issue, it will be just as interesting to see where Wyrd Science Session Two goes...
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The next issue of Wyrd Science—actually marked ‘Issue Two’—is currently being funded on Kickstarter.

Scenario Sounds

In November, 2020, S3 Expedition to the Barrier Peaks, the classic fantasy meets Science Fiction scenario by E. Gary Gygax for Advanced Dungeons & Dragons, First Edition received of all things, its own rock album. When it comes to roleplaying, music has long been seen as something to add to the experience, to build the atmosphere, but rarely, the other way, the single by Sabbat, Blood For The Blood God, inspired by Warhammer Fantasy Roleplay, which appeared in White Dwarf #95, the Traveller concept album by the band, The Lord Weird Slough Feg, and the work of the band, Gygax, being clearly inspired by Dungeons & Dragons, all being the odd exceptions. The Barrier Peaks Songbook, the resulting ten-track concept album from Loot the Body described itself as a psychedelic rock album, though it felt more Prog Rock than psychedelic rock, but to be fair, just as The Barrier Peaks Songbook is an exception in being a rock album inspired by roleplaying, Reviews from R’lyeh reviewing a rock album—or indeed, any music, is also an exception. Nevertheless, The Barrier Peaks Songbook turned out to be a thoroughly enjoyable album, adding voice and sound to the weirdness and the contrast of genres at the heart of S3 Expedition to the Barrier Peaks.
Fans of Dungeons & Dragons and music inspired by that roleplaying game will therefore be pleased to discover that Loot the Body has returned to that well for another album. Titled, Hex Volume 1, this is not another concept album like The Barrier Peaks Songbook, but rather a collection of songs inspired by classic scenarios for both Dungeons & Dragons and Advanced Dungeons & Dragons, First Edition. There are six tracks in the album and they draw from from a diverse range of scenarios for Player Characters of all Levels. The collection opens with a crash of heavy guitar riffs that the chart the rise and fall of the great evil wizard, Keraptis, whose heinous acts drove the warlords of the north to rise up against him. Thirteen hundred years ago he descended into the volcanic mountain with a company of gnomes and disappeared, the mountain of course, being White Plume Mountain from the special scenario, S2 White Plume Mountain. The track, also called ‘White Plume Mountain’ really works as an introduction to the scenario, telling of Keraptis’ dark deeds and foreshadowing just some of the dangers to be encountered should the Player Characters venture into his lair. Perhaps a bit too heavy to be played in-game (but then a light, lute-based version would probably not be as entertaining), but as a precursor to the scenario of the same name, ‘White Plume Mountain’ is a solid introduction and a good start to the album.
It is followed by ‘Dwellers of the Forbidden City’, a more reflective piece of mystery and horror inspired by the pulpy I1 Dwellers of the Forbidden City. It warns of the fearsome things to be found lurking within the depths of the jungle-bound city, the sacrificial pool, the alien voice of the Aboleth—in its first appearance for Dungeons & Dragons—inside the adventurers’ heads, the glint of evil in the snakemen’s eyes, and worst of all, “There’s something alive, Something alive in the ruins, There’s something alive, Something alive and it calls”. The tone is very much one of foreboding and brings to life the horror which pervades the scenario itself, but which is often slightly lost in the pulp overtones. The mystery and horror continues, but is joined by decadence and weirdness with ‘Castle Amber’. Based on the X2 Castle Amber, the scenario for Basic Dungeons & Dragons, this captures the listener in the slumber that strands them inside Chateau d’Amberville, home to the louche, the deadly, and merely insane members of the strange Amber family. There is some delightful wordplay here, such as “When you’re inside Castle Amber mingle with nobility, They like their magic like their coffee, Everything’s a little deadly everywhere there’s lunacy, But they try to keep it in the family” which highlights the insular weirdness of the castle’s inhabitants. From its shimmering start, ‘Castle Amber’ never more than hints at some of the secrets to be found inside Chateau d’Amberville, and whilst the lyrics prove to more than worthy of X2 Castle Amber, the music feels just little too upbeat, a little too much for the delicacy of its inspiration.

On the other hand, no delicacy is required for ‘Tomb of Horrors’, a track inspired by the scenario which set the standard for every ‘Deathtrap’ Dungeon which it inspired—S1 Tomb of Horrors. From the punchy opening “Step into the tunnel past the jackal headed man, Make it to the archway if you can, Into the mouth of the devil you lost another friend, Forsaken in a prison without end”, it is a doom-laden warning to any would be tomb raiders and grave robbers wanting to test their skills and satisfy their avarice against the last resting place of the demi-lich, Acererak. Where ‘Castle Amber’ felt it could have been lighter, ‘Tomb of Horrors’ could have perhaps been heavier, but again the lyrics certainly make up for that. Similarly, ‘Ravenloft’ carries some heft to it, a mournful goth-inspired lament based on what is often regarded as one of the best scenarios to be published for Dungeons & Dragons, which is of course, I6 Ravenloft. And yet, as Count Strahd von Zarovich stands on the balcony of his castle, surveying his domain before him, ruing his misfortunes and regretting the decisions he made in the pursuit of love, the lament is restrained from reaching its full impact. The vocals are simply too positive, too smooth to really reflect the regrets in the lyrics. Had ‘Ravenloft’ been sung by a voice like Trent Reznor* or Johnny Cash, its impact would have been stronger.

* Please note that this reference required the input of this household’s resident Goth.
Hex Volume 1 ends on a more upbeat note with ‘Keep on the Borderlands’, an ode to those guards who stand against villainy out on the frontier and the last refuge for travellers who want to journey beyond the civilised lands. Inspired by the classic B2 Keep on the Borderlands, probably the one module played more than any other, whether that is for Dungeons & Dragons or the Basic Dungeons & Dragons it was written for. There is a strong twang of Americana to this last track, drawing parallels between its fantasy frontier and that of the Old West and edging slightly towards being Country & Western.
Hex Volume 1 does not quite succeed in capturing the feel of every old-school hex map or scenario that it draws its inspiration from, and so is not quite as successful as the earlier The Barrier Peaks Songbook. Nevertheless, the album is still entertaining and will enjoyed by anyone who has played through any of the six scenarios it explores in song. In fact, some of the scenarios which inspire Hex Volume 1 could easily inspire Loot the Body to base songbooks of their own upon them—Reviews from R’lyeh awaits a song titled ‘Bree-Yark!’ for The Keep on the Borderlands Songbook. In the meantime, Dungeons & Dragons devotees and supporters of the Old School Renaissance will find much to enjoy in the lyrics and  references of Hex Volume 1.

[Fanzine Focus XXV] Andjang

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support. Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Andjang: The Queen on Dog Mountain is a little different. Penned by Zedeck Siew—author of Lorn Song of the Bachelor—and drawn by Munkao, it is the fourth title published by the A Thousand Thousand Islands imprint, a Southeast Asian-themed fantasy visual world-building project, one which aims to draw from regional folklore and history to create a fantasy world truly rooted in the region’s myths, rather than a set of rules simply reskinned with a fantasy culture. The result of the project to date is eight fanzines, plus appendices, each slightly different, and each focusing on discrete settings which might be in the same world, but are just easily be separate places in separate worlds. What sets the series apart is the aesthetic sparseness of its combination of art and text. The latter describes the place, its peoples and personalities, its places, and its strangeness with a very simple economy of words. Which is paired with the utterly delightful artwork which captures the strangeness and exoticism of the particular setting and brings it alive. Barring a table of three (or more) for determining random aspects that the Player Characters might encounter each entry in the series is systemless, meaning that each can be using any manner of roleplaying games and systems, whether that is fantasy or Science Fiction, the Old School Renaissance or not.

The first, MR-KR-GR The Death-Rolled Kingdom, described the Death-Rolled Kingdom, built on the remains of great drowned city, now ruled by crocodiles in lazy, benign fashion, they police the river, and their decrees outlaw the exploration of the ruins of MR-KR-GR, and they sometimes hire adventurers. The second, Kraching, explored the life of a quiet, sleepy village alongside a great forest, dominated by cats of all sizes and known for its beautiful carvings of the wood taken from the forest. The third, Upper Heleng: The Forest Beloved by Time, takes the reader into a forest where its husband Time moves differently and the gods dictate the seasons, Leeches stalk you and steal from you that which you hold dear, and squirrels appear to chatter and gossip—if you listen. the fourth takes you into the mountains.

What rumours do you hear from Andjang: The Queen on Dog Mountain? That it is taboo to put down old racing dogs, but bad luck to keep them, so they are sent to the dog heaven that is the Mountain. That you will never see a graveyard there. Instead the dead are dumped in their rice paddies, one corpse per field. Which why their rice crops are so rich. That witchery runs in the people’s blood and they like to buy minor curses from you. Andjang is a place of mystery, but its wan and thin inhabitants want to trade. They want metal goods, wine, fabrics, livestock especially, even slaves, and in return, their meaty black rice is known for its capacity to boost energy and the circulation of the blood, the region’s strangely red loam soil always guarantees that the next crop is a bumper one, and the rattan puppets that bud fruit from the top of their heads when a certain spell is cast. The puppet will obey anyone who eats the fruit, and the locals use them as ‘beasts of burden’ instead of the animals they strangely lack. Perhaps, the Player Characters can sign on as guards on Risala’s cattle train?

If the Player Characters visit Andjang, they will find the kingdom to be stranger than the rumours. None of the villages, each nestled in a valley below the mountains has any animals. Weapons, some murderous, some gossipy, others cranky, have settled into retirement in Andjang, but perhaps they might be traded or stolen out of retirement? The villagers live by three laws. The first is a blood tithe paid in a monthly parade. The second is the recognition of the kingdom’s boundary, marked by megaliths bearing the dog sigil, part of treaties signed with the gods which invading armies lose their way, carnivorous beasts losing their senses, wild spirits freezing… The third is obeisance to Andjang’s prices and princesses, their wishes are law, and they are the only ones who will arrange audiences with the Queen, their mother. And they appreciate gifts.

Yet untold numbers of the kingdom’s Royalty are dumped into the forest to die. There they learn to work together, then hunt to survive, and then they hunt each other. When they leave the forest, they are scarred, but worthy of a name. They are marked though—some have eyes that shine at night, loud joints that constantly pop, a servant trailing behind constantly touching the gold paint which covers them, a detachable head which can reattach to any decapitated corpse, and more.

The palace stand high atop a crag above the valleys with their single villages. Seemingly ruined, it is home to the languorous Queen who spends each day stretched out on a throne that is as much day bed as it is throne, accepting visitors and petitioners who have trailed their way up the mountain and waited weeks to see, her nights stretched out in her boudoir in the mountain cave behind the palace, her open air bath containing two pools. One is full of water, the other is of blood. Below, the caves stretch into the mountain, beginning with a grotto containing a lake of blood… Elsewhere in the palace, the kitchen appears connected to the palace gaol, the treasure house is full of weapons clamped to their stands and pardons from the lowlander cities, and every guest room has a tap out which flows blood. Time may seem to pass differently from room to the next, breathing and knocking seems to come from the walls, and children marked with a tattoo of open eye wander from room to room…

Besides a poster map of the palace, the Game Master is accorded table upon table to add detail and flavour to the encounters, personalities, and things found in the valleys and the palace. These add to the atmosphere of the kingdom, which is one of the oppressive Gothic, heavy on the suggestion that the Queen might be a vampire, but never openly stated. There is a creepy weird feeling throughout, of being watched, of blood being vital to the kingdom, of paranoia, and more. However, much like the earlier Upper Heleng: The Forest Beloved by Time, the issue with Andjang: The Queen on Dog Mountain is not immediately easy to use. Again because of the remote nature of the kingdom and because it is difficult to engage the Player Characters until they climb up to Andjang. That is its biggest weakness. It has the hooks—both ethnographic and cosmological—but it is a matter of getting the Player Characters there, but once there, the kingdom oozes a creepy charm of its own.

Physically, Andjang: The Queen on Dog Mountain is a slim booklet which possesses the lovely simplicity of the Thousand Thousand Isles, both in terms of the words and the art. The illustrations are exquisite and the writing delightfully succinct and easy to grasp.

In terms of story, Andjang: The Queen on Dog Mountain is easy to use once the Player Characters get there. There are hooks and plots which the Game Master could develop and engage the players and their characters with, and the setting is easy to adapt to the world of the Game Master’s choice, whether that is a domain on the Demiplane of Dread that is Ravenloft for Dungeons & Dragons, Fifth Edition or a remote kingdom in Hollow Earth Expedition or Leagues of Adventure. However it is used, if the Game Master can get her Player Characters to its borders, Andjang: The Queen on Dog Mountain is creepy and weird, a beautifully and simply presented vampire kingdom off the beaten track.

—oOo—
The great news is that is Upper Heleng: The Forest Beloved by Time, MR-KR-GR The Death-Rolled Kingdom, Kraching, Andjang: The Queen on Dog Mountain, and the others in the Thousand Thousand Isles setting are now available outside of Malaysia. Details can be found here.

[Fanzine Focus XXV] Black Pudding #5

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square HexBlack Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues onetwo, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Published in August 2018, Black Pudding #5 is more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It does, however, begin to suggest a campaign setting.
Black Pudding #5 opens with ‘Standing Stones of Marigold Hills’. This is a mini-sandbox consisting of a series of hills strewn with tombstones and graves, with many of the latter occupied with the undead and the region by the spirits of the dead. Some of these occupants are given thumbnail descriptions for easy portrayal by the Labyrinth Lord. The tombstones were once tended to by the Marigold Witch, but although she is long gone, it is said that she left her spellbook behind. Perhaps it is in one of the tombs? The Book of Marigold is also detailed as is the fact that it will avoid being ‘captured’ and the three spells it contains. These spells are cartoonishly inventive, such as Arrow Road, which creates path of arrows which the targets of the spell must follow, and Marigold Charm, which creates a sphere of pungent aroma that renders those inside immune to poison, gas, and insect attacks, but at the cost of a reaction penalty and inability to surprise anyone.
The second adventure is ‘The Rat Queen Dies Tonight’, designed for Player Characters of Fourth and Fifth Levels. It is a thirteen-location, fairly linear cavern complex, sparsely written, but nicely detailed. The Player Characters trail a band of marauding rats to this complex and discover what appears to be at first a scavenged tomb then hot and steamy caves. The secret is that the Rat Queen has entered a pact with a demon and according to that pact, she dies tonight! Are the Player Characters the means of fulfilling that pact or is there another solution? There is lots of treasure to be found, including Malefysto’s Grimoire of Nefarious Incantations, another book of spells. These are all fire-themed, such as Malefysto’s Hands of Fire, which gives the caster flaming fists that he can even throw them like mini-fireballs, and Malefysto’s Eyes of Doom which turns the caster’s eyes black and his gaze capable of vaporising anyone he looks upon! The spellbook will be a suitable reward for any Wizard, but there is plenty of treasure to go around and the scenario itself is fun.
 ‘Adventures in the North’. The details a small region taken from the land of Yria, the ‘Doomslakers’ campaign, dotted with independent villages and dwarf strongholds, the latter abandoned after the blue giants known as the Norg drove them out. Even now, the dwarves plan to take their lands back. It takes the traditional concept of the barbarian north and its frosty weather, adds big tables of encounters and rumours of the north, and new monsters and magical items. The new monsters include the Ice Witch, a twisted, cold-hearted woman who lives in an icy house or cloister with her sisters, can cast numerous cold and ice-themed spells, and can be healed from or even reflect cold attacks. When slain, they can rise again as Witch Wights which seek out the warmth of the living, and some Ice Witch matriarchs carry a Staff of the Ice Witch, which will might freeze anyone who grasps it, can cast further spells than those of the Witch Wight, and once a month, conjure a blizzard! There is a lot packed into the four pages of this and it is great to some setting content from the author’s own campaign. Hopefully this will be supported with an adventure or two and more support in future issues.
Black Budding is renowned for its one-page, slightly tongue-in-cheek new character Classes and Black Pudding #5 is no exception with a total of three. The first is the Ninja, which does everything you would expect. The Ninja cannot wear metal armour or wield two-handed weapons, but is good with ranged weapons, a better backstab attack than the Thief potentially inflicting a deathblow, is adept at stealth and can throw flash and smoke bombs. Each Ninja comes from one of eight Ninja Orders which sets certain requirements for being a Ninja, such as the Red Finger order requiring its members to wear red gloves and those of the Morbid Moons to honour the undead! The Ninja Class feels nicely done, but perhaps slightly overly potent in comparison to other Classes.
The Orbii is an ancient race of protectors, said to have served the Daughters of the Moon. They fight as Thieves, but each has a single special talent like being able to forge weapons and armour, including magical weapons and armour at Fifth Level or being able to track and forage. They can also pray to the Moon Goddess once per day to gain ‘Moon Luck’, such as a kiss which heals the supplicant or teleporting the character and his allies anywhere they like! The Boola is the buxom matron of wild places and mother to secrets, who fights as a Cleric, can listen to nature to learn its secrets, and is accompanied by one or more animal companions. Both are thematically strong, the Boola essentially a variant upon the Druid Class.
The monsters in the issue begin with a quartet of unconnected and a quartet of connected creatures. The former includes the Star Troll, wise in cosmic wisdom and with a penchant for Elf flesh; the Ipzee , a cave-dwelling many-toothed thing which cannot be pushed over, swallows its treasure, and whose teeth can be turned into wands; the Ninja Devil, packs of miniature devils which practice Ninjitsu and assassination; and the Angry Shell, a grumpy if multi-lingual sea beast with a great shell who hates to be disturbed, but which might be bribed to talk. The connected creatures are the Arqod Illuminara, the Arqod Champion, the Arqod Dreadling, and the Arqod Sauropod. The Arqod Illuminara are ancient mind-bending, hyper-intelligent humanoids from the time before, always accompanied by their fearsome zealot Arqod Champions, almost suicidal, perpetually hungry for live flesh (and brains and bones) Arqod Dreadlings, and perhaps riding a great Arqod Sauropod, whose ichor can be harvested for its magical properties, and when not serving as beast of burden, likes to play practical jokes by pretending to be small hills. There is something very much of the Alien Universe in these creatures, the Arqod Illuminara being a little like the Engineer for example. Each of these creatures is accompanied by thumbnail descriptions—sometimes a little more, illustrations, and stats, all enough to be both entertaining and playable.
One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). There is a decent range of NPCs given here, such as Iko Rain, a Fourth Level Ninja whose turn-ons are infiltration and turn-offs are yaks, turtles, and big fights, and The Beast of Bogl, a Four Hit Dice Beast who likes food and fighting, hates talking and not eating, and will not carry anything. Much like the monsters, they each come with full stats, thumbnail description and portrait, as well as a list of their abilities and how much they can be hired for. Unfortunately, seventeen is too many, just as they did in Black Pudding #4, and as inventive and as fun as these are, they do begin to like place fillers rather than actual gaming content.
‘They Come… But What Are They?’ is a one-page NPC/monster generator. With a roll of a handful of dice, the Labyrinth Lord can create the encounter’ looks, alignment, magic, special defences and attacks, toughness, and more. It is quick and dirty and useful. Rounding out The Black Pudding #5 is a quartet of detailed magical weapons. Zam is a +2 sword which can read magic and grant levitation once a day, but really wants to kill Dark Elves; Traumch, a Chaotic +2 battle axe which can smash armour and deals double damage against unarmoured opponents and the undead; and Riveredge and Moonbeam are +1 swords, the first granting water breathing, increased swimming speed, and the ability to walk on water, whilst the second inflicts double damage on lycanthropes and can capture moonlight and shine like a torch. All four are nicely themed and interesting enough that any character capable of wielding them would have fun with them. Lastly, on the back of the issue is a new character sheet for the retroclone, this time laid out as the face of the demon statue being plundered on the cover of the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. It is silly certainly, but a bit of fun, and a nice nod to the origins of the game.
Physically, Black Pudding #5 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are in places are underwritten. The obvious issue with Black Pudding #5—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #5 does something that previous issues have to dated avoided. That is, showcase parts of the author’s ‘Doomslakers!’ campaign and that lifts Black Pudding out of just being a madcap medley of monsters, Classes, and NPCs.
Again, just as in previous issues, Black Pudding #5 has too many NPCs and whilst there is still room for ‘Meatshields of the Bleeding Ox’, it should ideally be reduced in size to make way for other content. Especially the author’s ‘Doomslakers!’ campaign which deserves more attention in the pages of the fanzine. Once again, Black Pudding #5 combines a slightly gonzo style and look in a professionally published package offering fun new content and the promise of more of the ‘Doomslakers!’ campaign setting.

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