Reviews from R'lyeh

Marseille Mirages

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu Mission: Operation Marseille is a short adventure for the roleplaying game. It takes place in the summer of 1941 in Southern France, then governed by the pro-Nazi Vichy government. Section M has learned from its Maquis contacts that soldiers of the Black Sun are about to perform a ritual which could unleash the power and influence of the Dreamlands on the port city of Marseille. Section M’s orders for its Agents are clear—disrupt the ritual, and then, if possible, eliminate both the Black Sun researcher, Eveline Schrötter, and her assistant, the Black Sun Master, Lisette Laurent, and destroy the research. They are then to take refuge in a Maquis safehouse—a book shop called Joie de Livres—for a few hours before proceeding to the harbour where evacuation has been arranged.

The operation begins en media res. The Agents are on site and the ritual is about to begin. Thus, the opening scene will be a big fight! With what might be the climax of any other scenario of Lovecraftian investigative horror addressed up front, the question is, what is the rest of Achtung! Cthulhu Mission: Operation Marseille all about? Simple—consequences and escape! All the Agents have to do is get from the ritual site at Église Saint-Vincent-de-Paul to the safehouse, lay low for a few hours, and then make their way to the port, hop onto the already arranged boat, and sail to safety. Naturally, both the forces of the Black Sun and the Vichy authorities with its Armistice Army, will outlooking for the interlopers who sabotaged an important German research project. There are also members of the public who support the Vichy government and they will have no issue reporting the presence of foreigners to the authorities. That is to be expected. What is not to be expected is the increasingly weird series of hallucinations that the Agents begin to experience as they make their escape. Affected by Dreamlands energy from the ritual, the Agents will find themselves cast into blizzard-bound mountains where something unnatural hunts them; a chasm splits open the street and the Agents must climb out under a rain of iridescent burning spheres; and lastly, they must solve puzzles if they are to escape a Daliesque dinner party!

These three are not the only hallucinations that will beset the Agents as they attempt to escape the city—merely the major ones. The scenario’s second appendix details nine minor hallucinations that can affect the Agents. These include seeing a lurker in the dark which the Agent is sure is hunting him and the Dreamlands-appropriate ‘being pursued by cats’. Each minor hallucination is done as a handout and enforces the ‘Hallucinating’ Truth on the Agent imposed at the start of the scenario by the Black Sun ritual, a fact that means he can affected by it again and again. If they are repeated, the Game Master is advised to vary it slightly according to the situation. This condition cannot be removed by normal means. It is possible to do it within the scenario, but it requires a spellcaster, it is difficult, and more importantly, it takes time. Unfortunately, time is not something that the Agents have on their side. They need to escape the city and they are being hunted. Whilst laying low is likely to make it more difficult for the Vichy authorities and its Armistice Army forces to find the Agents, laying low is likely to make it easier for the Black Sun troopers to find them—they do have the means to do so! Lastly, the Agents must get to Port in Marseille, find their contact who arranged their evacuation, and make their escape from France across the Mediterranean. Of course, Black Sun will be chasing them all the way…

All of which is played out against the clock. Quite literally, as one of the handouts in the scenario’s first appendix is a pocket watch. The majority of the handouts consist of mathematical puzzles that the players and their Agents must solve during one of the hallucinations. Some of them are harder than others.

Physically, Achtung! Cthulhu Mission: Operation Marseille is well presented. There are no illustrations. However, the layout is big and bold and the handouts and the cartography—especially the latter—more than make up for the absence of any illustrations.

Achtung! Cthulhu Mission: Operation Marseille combines fast-paced action with woozy weirdness as the Agents are hunted across a city under pro-Nazi control. It is playable in a single session (or two) and its en media res set-up makes it very easy to drop into or even start a campaign.

Discovering Numenera

Civilisations rise and fall, and even transcend, and they all leave their mark on their landscape. Islands of crystal float in the sky. Massive machines, some abandoned, some still operational, wheeze and groan to purposes unknown, thrust high into the sky and deep into the ground. A plain of broken glass stretches to the horizon. The Iron Wind whips across the landscape, fundamentally transforming all caught within its cloud, flesh and non-flesh alike, into new forms. Enormous humanoid statues drift aimlessly across the sky, their purpose long forgotten. A castle continues to expand and grow as more people settle within its walls. The Great Slab stands thousands of feet high and almost ten miles square, a block of synth, metal, and organics, its sides slick with a reddish-black oil that prevents anyone from climbing it or discovering the entirely different ecosystem on its top. Scattered across this landscape borne of nanotech, gravitic technology, genetic engineering, spatial warping, and superdense polymers are smaller devices, all together called numenera. Artifacts that protect the wearer with an invisible force field, arm him with a weapon with the power of the sun, or a pair of lenses that allow the viewer to read any language. Cyphers that when thrown detonate causing a singularity to rip at the fabric of the universe, ingested give the ability to see ten times as far as normal, or fires an anchoring magnet which then creates a bridge. Oddities like a musical instrument which only unmelodic notes, a cape that billows in the wind even if there is no air, or a synth disc that restores a single piece of rotten fruit or vegetable to being fully edible. These are all waiting to be discovered, utilised, and even traded for. The ill-educated may look at all of this and call it magic, but most know that these are the remnants of past ages civilisations—civilisations that reached the far depths of space, engineered planets, toyed with reality, sidestepped into other parallels, and more, waiting to be found, examined, and their secrets revealed. Many devices can be found and worked, some not, but all know that the knowledge of how they are made has long been forgotten. This is the Ninth World.

The Ninth World is our Earth a billion years into the future. It is one continent, still settled humans, though some are abhumans—mutants, crossbreeds, the genetically engineered, and their descendants, or they are visitants, who have come to Earth, but are not native to it. Many reside in the Steadfast, a collection of kingdoms and principalities that exist under the watchful benevolence of the Amber Pope, whose Aeon Priests of the Order of Truth revere the peoples of the past and their knowledge and technology. The Order of Truth not only studies the past and its technologies, it tries to find a use for them to the betterment of the peoples of the Steadfast. The peoples of the Ninth World make use of the technology that they can scavenge—and which the Aeon Priests tell them is safe to use, turning it into armour, weapons, and everyday devices and tools to enhance the mediaeval technology they currently possess. In particular, they employ numenera—Artifacts, Cyphers, and Oddities— bits of technology leftover from past civilizations, that may have an obvious function; may have once had an obvious function, but what that has been lost and the device is put to another use; or may have once had an obvious function, but what that was, has been lost and can no longer be discerned.

The is the setting for Numenera, a Science Fantasy roleplaying game of exploration and adventure the very far future, originally published in 2013 by Monte Cook Games. It is often forgotten what a big hit Numenera was, introducing a style of play that looked familiar—the exploration of labyrinths and complexes—but placing it in a very different genre and thus shorn of that familiarity and its historical constraints. Numenera would go on to win the 2014 Origins Award for ‘Best New Roleplaying Game’, the 2014 Ennie Award for Best Writing, the 2014 Ennie Award for Best Setting, and 2014 Ennie Award for Product of the Year, be the basis of its own set of mechanics in the form of the Cypher System, and introduce new ideas in terms of roleplaying, such as player-facing mechanics and Game Master Intrusions, a new way of narratively increasing tension and awarding Experience Points. Funded via a Kickstarter campaign, the second edition of Numenera is split into two volumes, Numenera Discovery and Numenera Destiny. Of these, Numenera Discovery, presents the setting of the Ninth World with everything needed to play including character creation, rules, Cyphers, a bestiary, advice for the Game Master, and some ready-to-pay scenarios. Numenera Destiny expands the setting with new Player Character archetypes, salvaging and crafting rules, numenera, scenarios, and more, all designed to facilitate campaign play in charting the future of the Ninth World is part of that play.

Numenera Discovery opens with some setting fiction, ‘The Amber Monolith’, before going on to explain what the Ninth World is and how it differs from other roleplaying games and even from how the world is viewed in the here and now, whether that is a more cosmopolitan outlook, an acceptance though not an understanding of the technology of the past, and a medievalism without the burden of history. The rules and mechanics are clearly explained before the character creation is explained.

Characters in Numenera are primarily humans in one form or another—visitants are an advanced option and one of three Types—Glaives, Nanos, or Jacks. Glaives are warriors, either wearing heavy armour and wielding heavy weaponry or relying on light arms and armour to give them movement and agility. Nanos are sorcerers, capable of tapping into the Numenera to alter reality or learn more about it, wielding ‘Esoteries’ to command nano-spirits. Jacks are somewhere in between, being flexible in what they can do, capable of learning to fight, using ‘Esoteries’, and more. At their core, each character is defined by three stats—Might, Speed, and Intellect, and a descriptive sentence. This sentence has the structure of “I am a [adjective] [noun] who [verbs]”, where the noun is the character’s Type; the adjective a descriptor, such as Clever or Swift, that defines the character and how he does things; and the verb is the Focus or what the character does that makes him unique. For example, “I am an Intelligent Nano who Talks to Machines”. A player will also need to assign some points to the three Stats and choose some options in terms of Background—how the character became a Glaive, Nano, or Jack—and select some skills from the Type. The choice of descriptor and the verb further defines and modifies the character, whilst the Background and the Connection help hook the character into the setting. Characters begin at Tier One and can advance as far as Tier Six, gaining skills and abilities along the way. An appendix details some non-human character options.

Here, though, are the first major changes to Numenera Discovery. Whilst Foci remain relatively unchanged, there have been changes to the Descriptors. Notably, this includes both ‘Creates Unique Objects’ and ‘Leads’, which have been removed as essentially what they did is covered in the second book, Numenera Destiny. One new addition is ‘Speaks With a Silver Tongue’, which makes the character highly persuasive. Of the three Types, the Glaive and the Jack have undergone tweaks to varying degrees to make both more interesting to play. The Fighting Move options for the Glaive now include ‘Aggression’, ‘Fleet of Foot’, ‘Impressive Display’, and ‘Misdirect’, as well as ‘No Need for Weapons’ and ‘Trained Without Armour’. These allow for some interesting combinations, such as ‘Aggression’, which grants the Glaive an asset on attacks whilst hindering Speed rolls against attacks, and ‘No Need for Weapons’, which increases damage from unarmed attacks, so the Glaive becomes a brawling berserker. ‘Fleet of Foot’ lets a Glaive combine movement with actions, and with ‘Misdirect’ which enables him to deflect attacks at him back at others, he could zip around the battlefield disrupting attacks.

Whilst the Nano is unchanged, the biggest changes have been made to the Jack. Named for ‘Jack of all trades’, the Jack never quite felt distinctive enough between the Glaive and the Nano. Although there is some crossover still between the Glaive and the Jack with abilities such as ‘Trained in Armor’ and ‘Fleet of Foot’, but the new abilities like ‘Create Deadly Poison’, ‘Critter Companion’, ‘Face Morph’, ‘Link Senses’, and others all serve to make the Jack unique rather than being a bit of both the Glaive and the Nano, but not fully one or the other. One major addition is a set of suggested Cyphers that each character type can begin play with.

Lottie
“I am a Clever Jack who Speaks With a Silver Tongue”
Tier One Jack
Might 10 (Edge 0)
Speed 12 (Edge 0)
Intellect 16 (Edge 1) Effort 1
Cyphers (2): machine control implant, visage changer
Oddities: Small square cage that puts whatever single creature is inside it into stasis
Tricks of the Trade: Face Morph (2+ Intellect), Late Inspiration (3+ Intellect), Flex Skill
Skills: Interactions Involving Lies or Trickery (Trained); Defence Rolls to Resist Mental Effects (Trained); All Tasks Involving, Identifying, or Assessing Danger, Lies, Quality, Importance, Function, or Power (Trained); Persuasion, Deception, and Intimidation (Trained); Lock Picking (Trained) Inability: Studying or Retaining Trivial Knowledge (Hindered)
Equipment: Book of Favourite Words, Clothing, two weapons, explorer’s pack, pack of light tools, 8 shins Connection: You’re drinking buddies with a number of the local guards and glaives.
Origin: Born Lucky

Mechanically, Numenera Discovery—as with the other Cypher System roleplaying games which have followed—is player facing—and in its original version, arguably was one of the first systems to be player facing. Thus, in combat, a player not only rolls for his character to make an attack, but also rolls to avoid any attacks made against his character. Essentially this shifts the game’s mechanical elements from the Game Master to the player, leaving the Game Master to focus on the story, on roleplaying NPCs, and so on. When it comes to tasks, the character is attempting to overcome a Task Difficulty, ranging from one and Simple to ten and Impossible. This is done on a twenty-sided die. The target number is actually three times the Task Difficulty. So, a Task Difficulty of four or Difficult, means that the target number is twelve, whilst a Task Difficulty of seven or Formidable, means that the target number is twenty-one. The aim of the player is to lower this Task Difficulty. This can be done in a number of ways.

Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. Trained skills—skills can either be Practised or Trained—can reduce the Difficulty, but the primary method is for a player to spend points from his relevant Stat pools. This is called applying Effort. Applying the first level of Effort, which will reduce the target number by one, is three points from the relevant Stat pool. Additional applications of Effort beyond this cost two points. The cost of spending points from a Stat pool is reduced by its associated Edge, which if the Edge is high enough, can reduce the Effort to zero, which means that the Player Character gets to do the action for free—or effortlessly!

Rolls of one enable a free GM Intrusion—essentially a complication to the current situation that does reward the Player Character with any Experience Points, whereas rolls of seventeen and eighteen in combat grant damage bonuses. Rolls of nineteen and twenty in combat can also grant damage bonuses, but alternatively, can grant minor and major effects. For example, distracting an opponent or striking a specific body part. Rolls of nineteen and twenty in non-combat situations grant minor and major effects, which the player and Game Master can decide on in play. In combat, light weapons always inflict two points of damage, medium weapons four points, and heavy weapons six points, and damage is reduced by armour. NPCs simply possess a Level, which like the Task Difficulty ranges between one and ten and is multiplied by three to get a target number to successfully attack them.

Experience Points under the Cypher System are earned in several ways, primarily through achieving objectives, making interesting discoveries, and so on. However, they are not awarded for simply killing monsters or finding treasure. There are two significant means of a Player Character gaining Experience Points. The first is ‘GM Intrusion’. These are designed to make a situation and the Player Character’s life more interesting or more complicated. For example, the Player Character might automatically set off a trap or an NPC important to the Player Character is imperilled. Suggested Intrusions are given for the three character Types and also for all of the ninety or more Foci. When this occurs, the Game Master makes an Intrusion and offers the player and his character two Experience Points. The player does not have to accept this ‘GM Intrusion’, but this costs an Experience Point. If he does accept the Intrusion, the player receives the two Experience Points, keeps one and then gives the other to another player, explaining why he and his character deserves the other Experience Point. The ‘GM Intrusion’ mechanic encourages a player to accept story and situational complications and place their character in danger, making the story much more exciting.

The major mechanical addition is the ‘Player Intrusion’, the reverse of the ‘GM Intrusion’. With this, a player spends an Experience Point to present a solution to a problem or complication. These make relatively small, quite immediate changes to a situation. For example, a Cypher or Artifact is expended, but it might be that the situation really demands the device’s use again, so the player decides to make a ‘Player Intrusion’ and at the cost of single Experience Point, give it one more use of charge or a player wants to reroll a failed task.

Creatures and numenera—Artifacts, Cyphers, Oddities—receive their own sections. There is a wide selection of both in Numenera Discovery, though with very little change between this edition of the roleplaying game and the first. A nice touch is that for each of the creatures, the Game Master is given an ‘Intrusion’ which he can use to make the encounter more challenging. One notable aspect of Numenera Discovery is that the Player Characters are limited in the number of Cyphers that they can each possess by their Type (Glaive, Nano, or Jack). Possess too many and a Player Character’s Cyphers begin to have side effects, sometimes dangerous ones. The people of the Ninth World know this and distrust those with too many. This limit is both a game mechanic and a setting mechanic. It both enforces the fleeting nature of Cyphers and the need to use—because using them is fundamentally cool—whilst at the same preventing any player from just hoarding them.

A good fifth of Numenera Discovery is dedicated to the setting of the Steadfast, its environs and beyond, literally, The Beyond. This is anything that lies outside of the nine kingdoms of the Steadfast and the Beyond the Beyond is also detailed. One such location Beyond the Beyond is The University of Doors, a place of learning found in an alternate universe that can only be reached via one or more hidden doors—getting to the door could be an adventure in itself. These sections are full of interesting details and places—such as the ‘mud’ city of Nihliesh, built atop an ancient, but immobile city-vehicle; that the lady Anatrea of Castle Aventur hosts salons for scholars and nanos, such is her fascination with numenera; and that a sphere of an unknown black material is rumoured to constantly roll across the Plain of Kataru. Several organisations besides the Order of Truth, including the Convergence, whose members value numenera as much as the Order of Truth, but for themselves rather than for society itself; the Angulan Knights, who are dedicated to humanity’s advancement and have the blessings of Order of Truth and ride the great xi-drakes as mounts; and the Jagged Dream, a secret anarchist cult dedicated to engineering conflict on a massive scale, are also detailed.

Similarly, a good tenth of Numenera Discovery is dedicated to advice for the Game Master on running the game. This covers how to use the rules, how to build a story, and how to realise the Ninth World. There is guidance on how to use GM Intrusions, including as a narrative tool and as a resolution mechanic, along with plenty of examples; handling the flow of information, when to have the players roll dice, how to encourage player creativity, and a lot more. There is advice on running the first few sessions and beyond, as well as suggestions on how to use the Ninth World by shifting the genre, for example, by making it a post-apocalyptic or weird horror setting, a look at what sciences and technologies can be found across the Ninth World, and numerous scenario ideas in addition to the three scenarios already included in Numenera Discovery. The three are each very different. ‘Taker of Sorrow’ is an introductory scenario for both players and the Game Master, an investigation into an outbreak of monsters, weirdly mouthy and emotional lumps of carnivorous flesh, that are plaguing the route the Player Characters are travelling on. It includes some diversions that the Game Master can place in the Player Characters’ way—and even places the second adventure, ‘Vault of Reflections’, nearby as a diversion, but otherwise, ‘Taker of Sorrow’ is a straightforward affair. That second scenario, ‘Vault of Reflections’, focuses on exploration and encounters with the weird technologies left behind by a previous age, whilst the third scenario, ‘Legacy’ is an investigative affair set in and around a university. Notably it uses an abbreviated adventure format that links its various scenes as a flowchart, and relies on a mix of stealth and interaction than the previous two scenarios. All three scenarios are new to this edition and do a decent job of showcasing the types of adventure possible in Numenera Discovery.

Physically, Numenera Discovery is very well presented and put together. Although it needs a slight edit in places, the book is well written, and everything is easy to grasp. Above all, the artwork is excellent and this is a great looking book.

As a second edition, the changes introduced with Numenera Discovery are more adjustments—for example, the tweaks to both the Glaive and the Jack character types and the addition of the Player Intrusion mechanic—to make the roleplaying game more interesting to play rather than a series of wholesale overhauls. Otherwise, the innovative rules and mechanics remain the same and as playable as ever. The fact that Numenera Discovery has not been changed since its publication shows how little needed to be changed to make what was a good game simply better.

Numenera Discovery is a very complete introduction to the Ninth World and more. It has everything that a Game Master and her players need to play Numenera—rules, scenarios, advice, the lot—and it remains the definitive edition of the core rules for Numenera.

Mutant Miniature Mayhem

Since 2015, we have been able to leave the Ark and explore the post-apocalypse, perhaps discover what happened, and even search for somewhere safe to live alongside the different groups. First with the mutants of Mutant: Year Zero – Roleplaying at the End of Days, then with the uplifted animals of Mutant: Genlab Alpha, the robots of Mutant: Year Zero – Mechatron – Rise of the Robots Roleplaying, and with the surviving humans of Mutant: Year Zero – Elysium. These four books consist of campaigns in their own right and they come together in The Gray Death, but the relationships between these diverse groups is not always an easy one and with resources scarce, including artefacts left over from before in the Old Age, it can lead to these very different groups coming to blows—and worse! This then, is the set-up for Mutant: Year Zero – Zone Wars, a skirmish wargame set in a post-apocalyptic future which takes place in an area known as the Zone.

Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is a complete skirmish game which comes with everything that you need to play. This includes miniatures, rules, dice, cards, terrain, and more, all designed to be played by two players, aged fourteen and up, and plays in roughly ninety minutes. An expansion, Mutant: Year Zero – Zone Wars – Robots & Psionics adds a second set of factions so that four players can play. Published by Free League Publishing following a successful Kickstarter campaign, Mutant: Year Zero – Zone Wars is notable for a number of things. Most obviously, that it is set in the Mutant: Year Zero universe, and not only that, but it is compatible with the four setting and campaign books for Mutant: Year Zero and the Year Zero mechanics such that it is possible to take a Player Character from one of the roleplaying games and adapt it to Mutant: Year Zero – Zone Wars. In fact, fans of Mutant: Year Zero – Roleplaying at the End of Days and Mutant: Genlab Alpha will recognise many of figures in Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe as being based on the artwork from those books. As will fans of the computer game, Mutant Year Zero: Road to Eden. Both Dux, a duck hybrid, and Bormin, a pig hybrid, are included as miniatures in the core game.
Further, it is designed by Andy Chambers, whose wargames pedigree is unparalleled—Necromunda, Battlefleet Gothic, and Warhammer Fantasy Battle for Games Workshop and Dropzone Commander from Hawk Games. Altogether, Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe sounds like an attractive package—and that is before you even get to open the box.

Inside Mutant: Year Zero – Zone Wars can be found ten miniatures, over eighty cards, over one hundred tokens, ten custom dice, three sheets of cardboard terrain, a map sheet, a measuring rule, and a rulebook. Open the book and the first thing you see is the map sheet and the cardboard terrain. The map sheet is thirty-six inches square, on heavy paper, and double-sided. Both show a rough scrubland in green and brown, whilst one of them has a dual carriage way running across it. The terrain is done in full colour and on heavy cardstock, slotting together easily to create a total of ten pieces, consisting of walls, trees, and the ruins of buildings, some of them with an upper floor. The terrain also comes apart easily for easy storage. The measuring rule and the tokens are bright and breezy and easy to use and see. The dice consist of two sets, the yellow base dice and the black gear dice, and they are easy to read and feel good in the hand. The cards come in two sizes. The standard size cards consist of the character cards which list each character’s stats, starting gear, and mutations. They are double-sided, one side showing the character healthy, the other when he is bloodied. Other standard size cards depict obstacles and monsters that might be encountered during play. The small cards consist of the starting equipment and mutations for the characters, as well as artefacts that can be found and are often being fought over in Mutant: Year Zero – Zone Wars.

Then of course, there are the miniatures. These are done in 32 millimetre, a durable plastic, and divided into two sets of five. One set of five from the Ark Mutants and one set of five from the Genlab Tribe Mutants. The Nova Cult Mutants and the Mechatron Robots do not appear in Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe, but are included in the expansion, Mutant: Year Zero – Zone Wars – Robots & Psionics. All ten miniatures are highly detailed and highly individualised and really stand out in play. Lastly, the miniatures, cards, and dice all sit in their own tray which has a lid, for very easy storage. There is even an empty slot on the try in which the game’s tokens can be readily stored.

The rules booklet runs to just twenty-four pages—and half of that is dedicated to the core set’s five scenarios. Each character or miniature is defined by four Attributes—Ranged, Melee, Survival, and Health. Ranged and Melee covers the types of attacks a miniature can make, Survival a measure of how well he avoid the dangers of the Zone or take advantage of them, and Health indicates how much damage he can take before he is Broken and cannot act until he recovers. Miniatures also have Mutations and Modules. The Modules are specific to Mutant: Year Zero – Zone Wars – Robots & Psionics, whilst everyone else uses Mutations. Ark Mutants use physical mutations, like ‘Acid Spit’ and ‘Four-Armed’, whilst ‘Antlers’ and ‘Flight Response’ are used by the Genlab Alpha Mutants. These are activated in play using M-points, which a player acquires by pushing combat rolls or from Zone cards.

Mechanically, anyone who has played Mutant: Year Zero – Roleplaying at the End of Days or any roleplaying game from Free League Publishing will be familiar with Mutant: Year Zero – Zone Wars. They all use the Year Zero engine. This involves a player rolling six-sided dice and aiming to roll one or more successes, indicated by the Radiation symbol. The dice pool will be made up of two dice types. The yellow Base Dice are rolled for a miniature’s Attributes, whilst the black Gear Dice are rolled for any weapons he is wielding, armour he is wearing, or item he is using. One success is enough to hit, but more Successes indicates more hits and more potential damage inflicted. If the attack is a miss or the player wants more Successes, he can Push the roll. This allows him to reroll any dice that did not roll Radiation symbols or Biohazard symbols on the base Dice or the Explosion Symbols on the Gear Dice. Pushing a dice roll, though, has consequences. If there are any Biohazard symbols on the base Dice generates M-points, whilst Explosion Symbols on the Gear Dice indicate damage has been done to the gear used, reducing the bonuses that the Gear provides. If that bonus is reduced to zero, then that Gear is broken and can no longer be used.

Any miniature which is successfully attacked will take damage equal to the number of Radiation symbols rolled on both the Base Dice and the Gear Dice. Fortunately, armour and cover can provide protection— armour and cover against ranged attacks and armour only against melee attacks. Armour and cover indicate the number of Gear Dice the defending player rolls and for each success or Radiation symbol rolled, the damage suffered is reduced by one. Damage is deducted from a miniature’s Health and if this falls below zero, he is Broken. In which case, the only action he can take is a Recovery action and if successful, he is considered to be Bloodied. His player turns the miniature’s card over onto its Bloodied side, and if the miniature suffers enough damage again to be considered Broken, he is actually Taken Out and removed from the game.

Mutant: Year Zero – Zone Wars is played as a series of rounds. At the start of a round, an Action Token is placed in a cup for each miniature. Over the course of a round, when a token from a faction is drawn, that faction’s player can activate one of his miniatures who has not been yet activated. This continues until all of the Action Tokens have been drawn and each miniature activated. When activated, a miniature can do one of two options. Either enter Overwatch so that the miniature can make a ranged later in the round, or take an Action. This can be ‘Move & Attack’, ‘Aimed Fire’, ‘Charge’, ‘Recover’, ‘Assist recovery’, ‘Simple Operation’, ‘Activate Mutation/Module’, and more. All of the Actions are clearly explained and many are accompanied by an example. The rules also cover finding, using, and losing artefacts, and adding Zone Tokens which add a random event determined by drawing a Zone Card. These might indicate that the miniature has discovered a ‘Rot Hotspot’ and must make a Survival Test, gaining an M-point if it is passed and a point of damage if failed, set off an event in the scenario with a ‘Trigger card, or disturbed a monster in the Zone, such as a Razorback or a Landshark. There are only four monsters in Mutant: Year Zero – Zone Wars, but they are all nasty.

In addition, Mutant: Year Zero – Zone Wars includes rules for campaign which allows the miniatures to improve and keep a single found artefact each between scenarios, a guide to converting characters from the roleplaying games, and solo play. The latter allow a player to play on his own or co-operate with another, the rules suggesting that this is a good way to teach the rules. The advice is that solo play should not involve too complex a scenario. There is also a quick and dirty guide for a player creating his own characters, but the player would have to provide his own miniatures.

Play in Mutant: Year Zero – Zone Wars continues until either one faction has all of its miniatures are Taken Out or have left the table, or the scenario objectives have been achieved. There are five scenarios in Mutant: Year Zero – Zone Wars. These start with ‘Throw Down’, a simple scrap between factions for artefacts and Victory Points gained from defeating the other side, but with a time limit set by a worsening shower of acid rain! They continue with ‘Block War’, which has the same objectives as well as Victory Points gained from holding buildings. Others involve a street fight for juicy loot, a chase, and the defence of one faction’s ark. They are all fairly straightforward, uncomplicated affairs. For veteran wargamers they may be too basic, but for anyone new to the hobby, they are fine.

Mutant: Year Zero – Zone Wars is easy to learn and set-up. From opening the box to setting up, the first game can be ready in thirty minutes. The rules are light enough to read in that time and setting up the first scenario and the terrain is very easy. Then once it is set up, Mutant: Year Zero – Zone Wars is fun to play. It helps that the artwork on the cards captures the vibrancy, weirdness, and grottiness of the Zone, and the miniatures reflect this. There is a giddy absurdity to leading a mutant with insect wings, another wearing a diving helmet who can give off spores, and another who can eat the Rot that poisons everyone into a scrap against anthropomorphic duck armed with a crossbow, a boar-man with a giant club who charges into battle, and Moose-man who can gore with antlers, all fighting over a flamethrower, cooking pan that can be worn on the head as armour, or a speed limit sign that can be used as a shield! As with any skirmish game, it plays fast with lots of back-and-forth action, the Action Token mechanic means that play can swing this way or that, as can the dice rolls. Plus, as with any other Year Zero engine game, there is always that need to Push the rolls to succeed, but knowing that if you do, there may be consequences. The game is not too tactically complex either, a player needing to take advantage of cover, try and work his miniatures into the right position to get close enough to close with a melee attack, and then when the time is right unleash a devasting Mutation move! The miniatures or mutants are quite hardy, so it take two or more attempts them to be Broken and then again Taken Out, aided of course, by the luck of the Action Tokens and the dice rolls.

Physically, Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is very well put together and every is of a decent quality. The cards and the tokens are bright and colourful, the terrain and the map sheet are sturdy if suitably drab, the dice feel good in the hand, and the rulebook is light and easy to read. Above all, the miniatures are superb and really stand out in play, and are pleasingly individual so that you do get attached to them.

Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is very impressive, very complete, and above all, very accessible. A veteran wargamer will pick this up with ease and appreciate its fast-playing, light mechanics, whilst anyone new to wargaming will be eased in those same light mechanics. Anyone who has played any of the roleplaying games that this skirmish game is based upon will find much that is familiar and also pick the game up with ease. All will love the miniatures that capture the weirdness and wackiness of the Zone. Mutant: Year Zero – Zone Wars – Skirmish Mayhem in the Mutant: Year Zero Universe is fun, fast, and sometimes freaky with the mutations, a great skirmish wargaming adaptation of the Mutant: Year Zero setting.

[Free RPG Day 2024] The Great Toy Heist

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. The emphasis in these releases have invariably been upon small species. Thus, in past years, the titles released for the Pathfinder Roleplaying Game have typically involved adventures with diminutive Player Characters, first Kobolds, then Goblins, and then with the release of A Fistful of Flowers for Free RPG Day 2022 and A Few Flowers More for Free RPG Day 2023, and now for Free RPG Day 2024, it is the turn of toys with The Great Toy Heist! This is a short adventure for Second Level Player Characters—of which four pre-generated examples are provided—who are all one of Golarion’s rare ancestries. This is ‘Poppet’. Usually in Golarion and the Pathfinder Roleplaying Game, a poppet is a small, mindless magical construct designed to serve as familiars and help with simple tasks. However, with The Great Toy Heist, all four pre-generated have achieved magical sentience and so can go adventure on their own.

To get the most out of The Great Toy Heist, the Game Master will need access to the Pathfinder Player Core, Pathfinder GM Core, Pathfinder Monster Core, Pathfinder Lost Omens Grand Bazaar, and Pathfinder Lost Omens Worlds Guide. However, a Game Master should be able to run the adventure with the core rules and further references found in the Pathfinder Reference Document.

The setting for The Great Toy Heist is the Chelish capital of Egorian, notorious for its inhabitants engaging in the practice of devil-worshipping. Not everyone is a devil-worshipper though and in-between the gothic buildings of the temples to Asmodeus, there are ordinary businesses such as The Terrific Toybox. It is famous for the quality of the toys its owner, Gettorio Galla, makes and sells. The shop is sat atop a source of occult magical energy, some of which seeps into some of those toys and so awake them to sentience. These Poppets revere their creator and help her about the shop as well as keeping an eye on when she is not there or asleep. However, a greedy, unprincipled, and wealthy noble, Baron Falgrimous Vreen, has learned about the magical source and decided to take for himself. He found a loophole in the diabolically complicated laws of the city and exploited it to seize the deed to the toyshop and now plans to evict Gettorio Galla and her fantastic creations—including the Player Characters. Loyal to Gettorio Galla, the four Player Characters have decided to break into the mansion of Baron Vreen and steal back the deed to The Terrific Toybox!
The Great Toy Heist opens en media res. The Player Characters have had themselves shipped into Baron Vreen’s mansion and can take the advantage of the head of the house holding a party, to search the for the deed. As players, the scenario gives them time here to go over their characters and introduce themselves to each other before beginning the scenario proper. The first encounter is combat driven, a fun battle with a pair of Imps engagingly called ‘Tsk’ and ‘Tut’, who will taunt and tease the Player Characters throughout the fight. The guidance for the fight suggests making it a very physical affair that takes in the environment, such as climbing and pulling down bookshelves, dropping chandeliers on the Imps, and so on.
The battle, which takes place in the mansion’s sitting room, is the first of the scenario’s three acts. The second is the ‘Manor Infiltration’ in which the Player Characters sneak about the mansion. This is handled not room by room, by more narratively as a montage of scenes in which the Player Characters overcome obstacles and take advantage of opportunities. Through rolling successes and failures, the Player Characters accrue Infiltration Points and Awareness Points, and these can be used by the Game Master to trigger Obstacles, Complications, and Opportunities, such as a ‘Messy Office’, ‘Drunken Guest’, ‘Not Like That!’, and ‘Lucky Break’. Eventually, the Player Characters will find the vault, deal with its guardian, and having found the deed to the land under The Terrific Toybox, escape back home with its future ensured.
Whilst half of The Great Toy Heist is dedicated to the scenario, the other is decided to its four pre-generated Player Characters. These consist of Cutie Killstuff, a pink, fluffy bunny rabbit Barbarian; Hellpup, a hellhound toy and Witch done in leather; Marcella the Marionette, a classic Domino puppet and Rogue; and The Tin Wizard, a clockwork toy Wizard. All four are given a two-page spread complete with background, a guide to playing them in terms of combat, exploration, and healing, , relationships with the other three Player Characters, and the full stats along with a good illustration. These are really very well done, though quite a lot of information for a one-shot scenario.
Physically, The Great Toy Heist is as well presented as you would expect for a release from Paizo, Inc. Everything is in full colour, the illustrations are excellent, and the maps attractive.
The Great Toy Heist is a fun scenario, though very short. The only problem perhaps is the inclusion of Cutie Killstuff, a pink, fluffy bunny rabbit Barbarian. Everyone is going to want to play them and only one player can! The Great Toy Heist is a great release for Free RPG Day 2024, just as you would expect from Paizo, Inc.

Friday Fantasy: Unholy Nights in Lankhmar

Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is a scenario for Goodman Games’ Dungeon Crawl Classics Role Playing Game and the tennth scenario for the Dungeon Crawl Classics Lankhmar Boxed Set. Scenarios for Dungeon Crawl Classics tend be darker, grimmer, and even pulpier than traditional Dungeons & Dragons scenarios, even veering close to the Swords & Sorcery subgenre. Scenarios for the Dungeon Crawl Classics Lankhmar Boxed Set are set in and around the City of the Black Toga, Lankhmar, the home to the adventures of Fafhrd and the Gray Mouser, the creation of author Fritz Leiber. The city is described as an urban jungle, rife with cutpurses and corruption, guilds and graft, temples and trouble, whores and wonders, and more. Under the cover the frequent fogs and smogs, the streets of the city are home to thieves, pickpockets, burglars, cutpurses, muggers, and anyone else who would skulk in the night! Which includes the Player Characters. And it is these roles which the Player Characters get to be in Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar, small time crooks trying to make a living and a name for themselves, but without attracting the attention of either the city constabulary or worse, the Thieves’ Guild!
Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is a slightly longer and slightly different scenario to others released for the Dungeon Crawl Classics Lankhmar Boxed Set. It is also a whole lot weirder, because it involves encounters with an extraplanetary traveller who comes dressed in red and runs around on rooftops, which sounds exactly like you think it does. After all, Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is a ‘A Level 2 Holiday Adventure’ and there really only one holiday where a traveller dressed in red runs around the rooftops. So you have you know who running around on the rooftops of Lankhmar, which to be honest, sounds goofy. It is. However, it is not quite what you expect, so it just about works. Expect the players to groan at you or at least roll their eyes.

Designed for two or three Player Characters of Second Level, the other reason why Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is different is because it is an investigation. This is not a type of adventure that the Dungeon Crawl Classics Role Playing Game is known for, but the one thing that the Dungeon Crawl Classics Lankhmar Boxed Set has encouraged is a wider range of scenario types. Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar begins with the discovery of the body of one of the Player Characters’ contacts in strange circumstances—they find him dead on the roof of his building with a living pine tree growing through him! All of which occurs under even weirder skies, as only tens days before, thick clouds settled over the city and have yet to move, plunging Lankhmar into a perpetual, unnatural darkness that means it remains gloomy even in the middle of the day. The clouds have yet to move and no one has any idea why!

The scenario is split into two parts. The first is the investigation. This leads the Player Characters back and forth across the city, first attempting to discover what the strange tree is and where it comes from and the rash of victims whose deaths have occurred in exactly the same fashion. In the process, they run into some surprisingly useful and interesting NPCs. This includes a gardener and a member of the city constabulary who actually thinks that the Player Characters can help, though of course, his boss wants to pin the murders on the Player Characters and throw them in gaol! Which should not be a surprise, since they do keep hanging around murder sites. Then there is the strange figure in red on the rooftops...

The investigative process is eased for the Judge with the inclusion of an ‘Investigation Map’ which handily links all of the clues together and for the players and their characters with ‘The Rumour Mill’, a list of possible rumours that the Player Characters can easily pick up by visiting their usual haunts and plying their fellow patrons with a few drinks. Pleasingly written in the vernacular and sounding just a little English with the use of words such as ‘tosspot’, these are handy means of directing the players and their characters back on track. The investigation process though, is not all talk and looking for clues. The likelihood is that there will be a couple of fights along the way, a possible confrontation with the city constabulary, and if that is not enough, the Judge is given two combative events to throw into the mix. One of these, ‘New (Possibly Old) Friends’, can be tied back to previous scenarios, such as Masks of Lankhmar or Dungeon Crawl Classics Lankhmar #1: Gang Lords of Lankhmar.

Completing the investigative half of Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar leads to the second half, the ‘Confrontation’. This is where the action really happens as the Player Characters locate the lair of the culprit behind both the murders and the strange weather and attempt to stop him. It is a classic Dungeon Crawl Classics Lankhmar ending, the Player Characters having to sneak into the building and ascend to the scene of the final confrontation, the likes of which we have seen before from the author. This is not to say that it is not either badly done or detailed, as it is nicely detailed and a fitting culmination to the investigation, just similar to ones we have seen before.

The scenario does come with a nice pay-off for the Player Characters and as well as gaining the satisfaction of saving the city, should earn a contact or two in the process. Rounding out Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar leads is a pair of appendices. The first is the aforementioned ‘The Rumour Mill’, whilst the second is ‘Khahkht of the Black Ice’. This details the villain behind the scenario, a god-wizard from Nehwon’s far north, around the Frozen Sea, much feared and whispered of by the Mingols. In fact, any Mongol Player Character may be already be aware of him. ‘Khahkht of the Black Ice’ presents him as a possible Patron, along with the benefits of invoking him and suffering taint from him, as well as his three spells, Ray of the Anti-Sun, Craft of the Chill Smithy, and Khahkht’s Icy Breath. Khahkht is definitely a cruel and uncaring Patron, even evil, and certainly a wizard would have to be similarly evil or desperate to pledge himself to him. His inclusion then is suited for use with NPCs rather than Player Characters.
Physically, Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is well presented. Both artwork and cartography are good, with some entertaining action scenes depicted.

If there is an issue with Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar, it is in its set-up. This requires the Player Characters to know the victim at the start of the adventure and to have his death be meaningful at the start of the start of the adventure, the Judge needs to add him to an earlier scenario. Given that this is the tenth scenario for the Dungeon Crawl Classics Lankhmar Boxed Set that makes it a bit difficult to set up unless the Judge is waiting to have every scenario to hand before running her campaign. Another issue is the ‘holiday’ or ‘Christmas’ element of the scenario which feels as if it was levered in almost sufferance rather than willingly. There is no denying that it is silly, but fortunately, it is not particular intrusive.
Dungeon Crawl Classics Lankhmar #10: Unholy Nights in Lankhmar is an engaging mix of investigation and action, as well as roleplaying, which under the unnaturally cloudy skies over the city of Lankhmar, feels just a little like film noir.

Unseasonal Festivities: Dungeons & Dragons Annual 2024

The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2024—as with the Dungeons & Dragons Annual 2021, the Dungeons & Dragons Annual 2022, and the Dungeons & Dragons Annual 2023—the format is very much a British one. This means puzzles and games, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.

Despite what it says in the introduction, the Dungeons & Dragons Annual 2024 is not quite a book for everyone. This is because its content is really geared to towards players new to roleplaying and Dungeons & Dragons, with lots of advice on how to get started and what choices to make, and overviews of many different aspects of the roleplaying game, its settings, and history. This is not the only content in the book though and there is some of it that will be of interest to more experienced players, especially the community creators content. As usual the Dungeons & Dragons Annual 2024 is replete with excellent artwork drawn from the worlds of Dungeons & Dragons, a handful of puzzles, and spotlights thrown on some of the baddest villains in Dungeons & Dragons.

Published by Harper Collins Publishers, Dungeons & Dragons Annual 2024 opens with a ‘Quick Start Guide’, a flow chart that takes the reader step-by-step how to get into the hobby and start playing. This begins with finding your people and deciding who will be the Dungeon Master before moving on through character creation, session zero, and all the way to the first session and afterwards. It is simple and it is clear, and it begins a guide that runs through the pages of this annual. It continues with ‘A History of D&D’, a fairly broad timeline that brings the roleplaying game up to today, when its future remains unknown as we await the arrival of a new edition later this year. ‘Finding a Game’ under ‘Roll for Inspiration’ suggests options for finding other players, such as playing by post, playing at a games store, or playing online, again giving each option a thumbnail description, a starting point rather than full advice. ‘Roll for Inspiration’ also suggests ‘Playing in Alternative Settings’, including Science Fiction, Steampunk, Noir, and more. Some of these suggestions point to actual Dungeons & Dragons books such as Curse of Strahd for a Gothic setting. Other entries under ‘Roll for Inspiration’ give a guide to combat, creating your own campaign settings, and more.

The guide to playing and getting ready to play, really begins with ‘Character Creation’, which breaks down the character sheet for Dungeons & Dragons, Fifth Edition and details the very basics of the process, whilst the ‘Classified’ feature examines the various Classes in the roleplaying game, explaining what they do, their skills, why they are so good, and so on. Thus ‘Casters’ does this for Arcane spellcasters, ‘Tanks’ for fighting types, and ‘Utility’ does it for the Bard, the Rogue, the Ranger, and the Cleric. The descriptions are basic, but their aim is to sell what playing a member of each Class is like and in that it succeeds.

The ‘Heroes & Villains’ section begins big with ‘Vecna and Kas’, the first look at some the signature figures in Dungeons & Dragons. The descriptions are short, but to the point, and richly illustrated, but each comes with his or her own story, a fact file, pertinent points, and so on. In the case of ‘Vecna and Kas’, this includes both the Eye of Vecna and the Hand of Vecna, and his cult. What is really great about the description of Vecna is that it includes a sidebar about the ‘Head of Vecna’, a non-magical item that would lend itself to a great gaming story and gaming legend. It is a great story, but it is not necessarily a familiar one. So, what it shows about Dungeons & Dragons Annual 2024 is that its author knows or understands the world of Dungeons & Dragons—or at least, has done his homework. Of course, ‘Vecna and Kas’ is also looking forward to the now recently released Vecna – Eve of Ruin. ‘Tasha’ does the same for the Witch Queen, famed for her spells like Tasha’s Hideous Laughter, as does ‘The Raven Queen’ for the divine interloper from the Shadowfell.

‘Mapping the Multiverse’ explores some of the major locations and settings for Dungeons & Dragons. The first location is ‘Candlekeep’ in the Forgotten Realms, presented in rich colour and nicely annotated. It does seem an odd place to start, just a single location, as none of the other entries copy this. Thus, ‘Eberon’ includes a full map of the continent, again nicely marked up, whilst ‘The Sword Coast’ returns to the Forgotten Realms in similar fashion. The world of ‘Krynn’ is treated in similar fashion. ‘Anthologies’ looks back at the last decade of Dungeons & Dragons, Fifth Edition by highlighting some of the scenario collections that Wizards of the Coast has published, such as Keys from the Golden Vault or Tales from the Yawning Portal, whilst ‘Shadow of the Dragon Queen’ in ‘Campaign Spotlight’ looks at the return of Dungeons & Dragons to the world of Krynn and Dragonlance. The other entry in the ‘Campaign Spotlight’ sort of brings the numerous settings together with ‘Spelljammer: Adventures in Space’ which takes Dungeons & Dragons into deep space, and potentially to anyone of the settings presented in Dungeons & Dragons Annual 2024.

The ‘Bestiary’ feature looks at numerous types of monsters in Dungeons & Dragons. Every entry tells the reader how dangerous the monster is, where it is found, what to watch out for, and their battle plan. The monsters covered include the undead, Illithids—Mind Flayers and the like, giants, and what it terms ‘The Classics’. These consist of the signature creatures of the Dungeons & Dragons game, the Gelatinous Cube, the Mimic, and the like.

The biggest features in the Dungeons & Dragons Annual 2024 are ‘Meet the Creators’. These profile and interview players and creators who have taken their hobby and brought into the public sphere with a podcast. They include Shamini Bundell of RPGeeks, a podcast which combines Dungeons & Dragons with science and Science Fiction; Daniel Kwan from The Asians Represent Podcast is interviewed about Asian creators, representation, and what an Asian perspective brings to Dungeons & Dragons games that he runs; and Connie Chang, of the all-transgender, Person-of-Colour-led podcast, Transplanar, talks about running a campaign about love, yet set in a dark, apocalyptic world. All three of these podcasts have lasted more than the one season and the interviewees have a chance to reflect on how they started, the Player Characters, games played, and their opinions on Dungeons & Dragons. At four pages each, these interviews are the longest features in the annual—and easily its highlight, providing a different and far from unwelcome aspect on playing and creating for Dungeons & Dragons.

Elsewhere, ‘Beyond the Tabletop’ does what it says and look at the hobby away from the table. So ‘Conventions’ gives a very quick guide to the hobby’s big events like Pax and Gen Con, and though it is nice to see Dragonmeet, a convention in the UK, it seems curious not to include UK Games Expo, and ‘More Than a Game’ looks at aspects of the hobby in a similar fashion—cosplay, listening to actual play, miniatures, and more. Perhaps one of the most entertaining entries is ‘D&D in a Castle’, which looks at the event which takes places three times a year at Lumley Castle, a fourteenth century, hosting a long weekend of playing Dungeons & Dragons. It looks a lot of fun and perhaps the apogee of the progress made by the reader of Dungeons & Dragons Annual 2024 from his reading the first few pages, starting with ‘Quick Start Guide’. ‘Level Up Your Table’ suggests ways to enhance play, such as including ‘The Deck of Many Things’, though it does come with a warning about the derailing effect of its cards. It also ties into The Deck of Many Things release from Wizards of the Coast.

Like all British annuals, the Dungeons & Dragons Annual 2024 has puzzles. In previous editions, such puzzles—or ‘Activities’ as they are titled here—have been the simplest of retheming of perennial standbys, such as having to move the minimum number of matchsticks around to solve a puzzle or a maze or… To be blunt, they did not look much different to the puzzles found in other annuals for other intellectual properties. The puzzles in the Dungeons & Dragons Annual 2024 are better and more strongly themed. They begin with ‘What Type of Player Are You?’, a classic quiz which determines what type of person you are, or this case what sort of roleplayer you are. It is a bit broad in its definitions, but that is the nature of such quizzes. There is also a maze, which is not easy, the wordsearch is done as a ‘Hex Crawl’ in which spell names have been hidden, the Sudoku-style puzzle substitutes symbols rather than numbers and comes in two levels, ‘Cryptograms’ provides a Dungeons & Dragons code-breaking task, and there is an ‘Intelligence Check’, a quiz about the roleplaying game’s lore, much of which is previously detailed in the book. In comparison to previous editions of the Dungeons & Dragons Annual, there are fewer puzzles and not only are they of higher quality, but they are also better themed. In the past the puzzles have always felt like a waste of space, but that is not the case here.

Physically, the Dungeons & Dragons Annual 2024 is solidly presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience.

In past years, entries in the Dungeons & Dragons Annual series have proven to be decent enough introductions to Dungeons & Dragons, but did not always feel as if they were not written by authors who knew the world of Dungeons & Dragons very well. Fortunately, the Dungeons & Dragons Annual 2024 feels different. There is a strong focus on the worlds and worlds of Dungeons & Dragons, its settings and its villains, but coupled with a decent guide to getting started and taking the first steps. The interviews with the podcast creators really standout as showing how the hobby embraces and has the space for such a diverse range of creators, which means that players of different backgrounds can see themselves reflected in the hobby. Of course, for the veteran there is less in the pages of the Dungeons & Dragons Annual 2024 that will be new and unless they are a collector of all things Dungeons & Dragons, this is not a book that they need on their bookshelves. As something to receive at Christmas (or not) in your Christmas stocking (or not), the Dungeons & Dragons Annual 2024 is the best yet to be published by Harper Collins Publishers. It is informative and it is engaging, providing more and more useful details about the world of Dungeons & Dragons before the reader takes his first steps into actual play. It will be very difficult for the Dungeons & Dragons Annual 2025 to improve on the Dungeons & Dragons Annual 2024.

Jonstown Jottings #91: Skull Ruins: Tusk Riders Need Blood!

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

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What is it?Skull Ruins: Tusk Riders Need Blood! is a scenario for use with RuneQuest: Roleplaying in Glorantha which details an escort mission in which the Player Characters are tasked with guiding a Tusk Rider ‘ally’—or intelligence asset—of Queen Leika, along with his unruly boar tusker deep into unfriendly territory along the new border between Sartar and the Lunar Empire, where a blood sacrifice can be made.

It is a possible sequel to the scenario, ‘Defending Apple Lane’, from the RuneQuest Gamemaster Screen Pack.

It is also a guide to the Boarsbeard Clan, a clan whose members have either been kidnapped by Tusk Riders and instead of being sacrificed, were offered to the Dark Spirit of the Bloody Tusk cult, or whose ancestors were. Many of them are not simply Pig-Hsunchen, but Tusk Brother Wereboars! Plus, the Cult of Sawtooth, dedicated to a legendary renegade guardian of the Stinking Forest, whose members consist of a weird mix of Aldryami, Trolls, and Tusk Riders, many of whom serve as scouts.

It is a full colour, seventy-six page, 59.91 PDF.

The layout is tidy and it is very nicely illsutrated illustrated.
It needs a slight edit.
Where is it set?Skull Ruins: Tusk Riders Need Blood! begins in Clearwine, but will take the Player Characters north to cross The Creek and from there make their way to Skull Ruin in the Bone Hills near the boundary of the territory between Alda-Chur and Herongreen.
Who do you play?
Skull Ruins: Tusk Riders Need Blood! does not require any specific character type, but Player Characters who are capable warriors and a skilled negotiator are recommended, as is an Earth priestess.
What do you need?
Skull Ruins: Tusk Riders Need Blood! requires RuneQuest: Roleplaying in Glorantha, the RuneQuest Gamemaster Screen Pack, and the RuneQuest: Glorantha Bestiary.
What do you get?Skull Ruins: Tusk Riders Need Blood! sets up an interesting moral quandary for the Player Characters. They are chosen by Queen Leika Blackspear of Colymar to escort a very strange ‘intelligence asset’ deep into the territories between liberated Northern Sartar and pro-Imperial Alda-Chur, newly disputed as a result of the Dragonrise. This ‘intelligence asset’ is Penjurlhi, a Tusk Rider, an ‘Aramite’ held captive by the Queen. (One option here is for Penjurlhi to have been captured by the Player Characters as a result of playing through ‘Defending Apple Lane’ from the RuneQuest Gamemaster Screen Pack.) Penjurlhi has knowledge of the secret routes that the Tusk Riders use to conduct their raids which he is willing to share with the Queen. Unfortunately, Penjurlhi is losing the connection he has with his Tusker and the giant boar is growing increasingly erratic and dangerous. The connection can be reforged, but this requires a sacrificial rite—including a blood sacrifice—at a secret location known as Skull Ruin. This is a series of caves in a snake-like hill and it is in possession of an infamous bandit called Gornorix.
The Player Characters have a chance to discuss the mission with the queen and her advisors before they leave as well as Penjurlhi. They must then travel their way north, arrange means of crossing The Creek, and from there make their way to Skull Ruin. Along the way, an encounter with a Troll warband reveals that the Player Characters are not the only ones interested in Skull Ruin, as Gornorix is holding one of their number captive. It is this Troll captive who will be the unwilling victim sacrificed as part of the ritual to reforge the connection between Penjurlhi and his Tusker.
The quandary for the Player Characters depends upon their views on blood sacrifice. Many cults practice it, but not necessarily with a sentient being. So do the Player Characters follow through with Queen Leika’s orders and let the Troll captive be sacrificed? Do they instead side with the Troll warband and antagonise first Gornorix and then Queen Laika? Or do they find another way of resolving the situation? Numerous options and their possible outcomes are discussed in some detail, helped by the clearly presented motivations of the various NPCs. Full stats are provided for all of the inhabitants of Skull Ruin and the Troll Warband, along with a guide to running the assault/defence of the Skull Mountain, depending upon whom the Player Characters side with. There is also a full list of random things to be found in the caves if the Player Characters have the opportunity and more importantly time—searching some locations can take hours!—to comb through every location. That said, there is a lot of treasure held at Skull Mountain and the adventure includes some nicely done magical items, such as the Plinth Stone Club, made from a piece of a shattered Dragonewt plinth stone, that either drains or transfers Magic Points or drains Rune Points!
The scenario is rounded off with a set of scenario hooks that the Game Master can develop as sequels. In addition, the scenario details the Boarsbeard Clan, whose members are tolerated by both Heortlings and Tusk Riders and are often used as intermediaries between both. The strange Cult of Sawtooth, based in the Stinking Forest, is also fully detailed. Both Boarsbeard Clan and the Cult of Sawtooth should provide a ready source of interesting, often powerful NPCs. The very full Cult of Sawtooth write-up is accompanied with some advice on how to use it and some adventure ideas as well.
Is it worth your time?YesSkull Ruins: Tusk Riders Need Blood! is an excellent scenario which requires careful roleplaying and negotiation upon the part of the Player Characters, whilst still having plenty of scope for combat and action, as well as a moral dilemma at its heart. (The extra background is a bonus.)NoSkull Ruins: Tusk Riders Need Blood! is a challenging scenario morally and the Player Characters may not want to have to deal with blood sacrifice. Plus the Game Master may not be running a campaign in Sartar.MaybeSkull Ruins: Tusk Riders Need Blood! is a challenging scenario morally and one reason it may not be easy to set up because the Player Characters did not capture a Tusk Rider in ‘Defending Apple Lane’ from RuneQuest Gamemaster Screen Pack, and instead killed them all!

Miskatonic Monday #291: Fruit from the Dust

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

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

—oOo—
Name: Flash Cthulhu – Fruit from the DustPublisher: Chaosium, Inc.
Author: Michael Reid

Setting: Oklahoma, 1936Product: One-Location, One-Hour Scenario
What You Get: Eight page, 1.61 MB Full Colour PDF
Elevator Pitch: “Cherry trees will blossom every year; But I'll disappear for good, One of these days.” – Philip WhalenPlot Hook: Is the tree growing in the Dustbowl a miracle?Plot Support: Staging advice, three NPCs, and four pre-generated Investigators.Production Values: Decent
Pros# Short, sharp confrontation# Fructopobia# Dendrophobia# Kerasiphobia
Cons# Needs a slight edit# Feels like the culmination of a fuller investigation# Violence the likely outcome
Conclusion# Short, sharp bloody hour of horror over hope# Not effective as other Flash Cthulhu titles because the Investigators start from outside the situation rather than from within and are less emotionally invested

Far West... Finally

The fortunes of the Empire have always ebbed and flowed with rebellion and repression and restoration. An Imperial Governor deciding to throw off the shackles of Imperial control and declaring independence, only for his rebellion to be crushed and he be replaced by a political opponent. Always on the Periphery of the Empire and always following this pattern until a cascade of rebellions began The Session Wars. The Imperials had industrial and economic might manifested in superior training and technology, the Periphery had numbers and zeal. The August Throne also had time and it picked and pecked at the alliances between the rebellious new states, defeating each in turn until years later, the last free Kingdom of the West, Orinost, stood alone, the engineering geniuses at the Engineering school at the University of Alsdolan, the so-called Circle of Iron, used their advances in technology, especially Cog Science, to withstand the Imperial assault. This, combined with the efforts of the Clever Folk of the Far West and the Grand Masters and Legends of the Dust Road, to harry and undermine the efforts of the Imperial forces, enabled Orinost to hold out for three more years and so create its own legend along those of many of its great defenders. Ultimately, the two sides would clash at the battle of Ash Ford which would see men and women capable of shattering mountainsides with their bare hands battle each other, thousands killed, and Orinost defeated, yet the Emperor, in his wisdom, came to terms. The rebels were allowed to enter exile on the condition that they never took up arms against the Emperor again. So they fled West as far as they could from the Empire back East. They took the Dust Road over the border beyond the Periphery and the Last Horizon, and so into the Far West.

Yet the Far West is not quite as wild and barbarous as Imperial propaganda might say it is. The trains of the Chartered Houses, each led by a great Steam Baron, run far to fortified towns within territory, bringing goods and people to the new land; the people value their honour and courteous to a fault lest they insult one another; and the Marshals, empowered by the Chartered Houses to bring Imperial Law and ‘justice’, are known for the masks they wear which keep their faces hidden as much as for hunting down and executing the bandits which infest the region, though their reputation for ruthlessness has made them equally as feared. Then there is ‘The Dust Road’, a path rather than a road, walked by the Clever Folk, those whose knowledge and skill, whether in the arts, engineering, or sciences, and especially in the martial arts of kung-fu, transcend that of ordinary men. They can manipulate ink to blind their opponents, stand upon one spot unmoving no matter how much force is brought upon them for they will shatter first, make any object as sharp as a sword or as strong as steel to withstand a blow from a sword, target the humours of an opponent and so upset his equilibrium, shoot opposing bullets out of the air, and so on. Heroes or villains, they upset the natural order of things and so are not to be trusted, as thirty years since the battle of Ash Ford, the Empire eyes the lands beyond the Periphery with greed, the Chartered Houses plot to expand their economic grasp, and bandit armies strike fear into settlements large and small in the Far West.

This is the set-up for Far West: Western Wuxia Mash Up Adventure Game. Published by Adamant Entertainment, it is undeniably one of the most notorious roleplaying games of the modern age. Not because it is bad or its subject matter is contentious or its designer has expressed himself or done anything that could be regarded as inappropriate. No, it is notorious because it is late—and not just late, very late. In fact, to fair, very, very late. A decade late. In the past this would not have been an issue, but Far West was among the first roleplaying games to be funded via Kickstarter and to raise what was then a lot of money in doing so. In other words, its supporters put their money into the project and did not receive the much-promised book—until now, that is. Funded via Kickstarter on August 25th, 2011, it has taken almost thirteen years to bring the book to fruition. In that time, the designer, Gareth-Michael Skarka, has suffered illness and difficulties, least of which is the damage to his reputation, the roleplaying game has undergone a drastic redesign, and there have been numerous delays. Finally, with the assistance of Pinnacle Entertainment Group, Far West has seen print. To say all of this is not to attack the designer, but rather to give context and an understanding of the history of Far West. Yet the author barely addresses the issue in the book and certainly does not go so far as to apologise or offer a mea culpa for those delays, though his introduction to Far West would certainly have been the place to put that on record.

If anyone has had the patience to wait the thirteen years for the book, then they certainly owe Pinnacle Entertainment a debt of gratitude for helping the designer get Far West into the hands of the remaining Kickstarter backers and to T.S. Luikart, for working with the designer to complete the roleplaying game. Then with the book now out, the designer can at least put the project behind him, and those who waited for it, discover whether that wait has been worth the final product.

As the title suggests, Far West: Western Wuxia Mash Up Adventure Game combines two genres. One is the Old West of the post-Civil War United States, the other the Jianghu, the world of martial artists and the Wuxia genre of Crouching Tiger, Hidden Dragon, Hero, and Romance of the Three Kingdoms and the Warring States period of Chinese history. More specifically for the first genre, it draws upon the Spaghetti Western rather than the Wild West, with stories set along the border between Mexico and the United States of America. This brings what is called a Castalan—in other words, a Hispanic—aspect to the setting. The combination of the Spaghetti Western and Wuxia genres also means that the traditional displaced native peoples typically found in the latter do not appear in Far West. In some ways Far West feels tonally very much like the television series Firefly, although without the Science Fiction elements. However, with the addition of Cog Science, Far West is also a Steampunk roleplaying game.

A Hero or Player Character, one of the Clever Folk, in Far West is defined by his Rank, Attributes, Background, Occupation, Skills, Spirit and Aspects, Edges and Flaws, and Allegiance. Rank, from Novice to Legend determines how many dice a player has to assign to Attributes and Skills, the number of Kung Fu Forms he knows and how much Spirit he can have. The seven Attributes are Reflexes, Strength, Wits, Toughness, Presence, Knack, and Kung Fu. Of these, Knack is a measure of aptitude with tools and technology, whilst Kung Fu represents how good he is in the special forms of martial arts. Background, such as ‘Back East—The Empire’ or ‘The Rolling Steppes’, and Occupations like ‘Artist’, ‘Gambler’, ‘Hired Gun’, ‘Lotus Girl/Willing Lad’, and ‘Wrangler’ all provide bonuses to skills.
Aspects are descriptive elements of a character. They can include relationships, beliefs, descriptions, catchphrases, distinctive possessions, tied to Advantages and Disadvantages. In play, a player can spend Spirit to Tag an Aspect, bring it into play and gain two bonus Wild Dice to a roll, whereas the Narrator can compel an Aspect, bring it into play, forcing the Player Character to act against his best interests or simply earn a penalty to roll. In return, the Player Character is rewarded with Spirit. It is possible for one Player Character to Tag another and so gain the Wild Dice bonus. One advantage of tagging an Aspect is if the roll is successful. If so, the Spirit spent to Tag the Aspect is refunded, but if the roll is a failure, the Spirit is lost. A player can refuse an attempt to Compel an Aspect, but this will cost Spirit to do so. Aspects can also be built into scenes to be Tagged or Compelled. An Aspect can also be Tagged after a roll, but this does not gain the two extra Wild Dice, instead allowing a reroll.

Spirit is a Hero’s inner power or life force. It is based on the value of his Attributes and Kung Fu dice. Divided into Permanent Spirit and Temporary Spirit. Permanent Spirit is reduced to learn Kung Fu styles, whilst Temporary Spirit is used to add dice to rolls, Tag Aspects, and so on. A Hero has an Aspect each from his Background, Occupation, highest and lowest Attributes, and Rank. The Background and Occupation Aspects must be selected from virtues of the Dust Road. These are altruism, justice, individualism, loyalty, courage, truthfulness, disregard for wealth, and desire for glory, and one must be negative and one positive. Edges, such as ‘Blinding Speed’, ‘Deadly Aim’, and ‘Fortune Of The Celestial Monkey’, are purchased by spending Skill dice, whilst a Hero can add to his Skill dice by choosing Flaws like ‘Addlepated’, ‘Debt’, and ‘Thick As A Stump’.

Kung Fu is different in that its four skills are determined by the Kung Fu Attribute. The four Skills are External Kung Fu, which focuses on physical power and agility with direct, explosive attacks; Gateways Kung Fu is about the flow of Spirit along meridians within the human body to the points where they intersect at gateways or pressure points, which can be disrupted to cause paralysis or even death; Internal Kung Fu is about the flow of Spirit within the practitioner’s own body to harden the flesh against attacks, expel Spirit as attacks, and master balance and leverage; and Lightness Kung Fu is about the manipulation of the practitioner’s own body weight to be able to walk along walls, leap over roofs, and move swiftly and lightly.

Allegiance can be to an organisation, a belief system, nation, or a philosophy, and in play, mechanically, it can be Tagged or Compelled like any other Aspect. The default Allegiance is to a Clan, but a Hero can also be a Drifter in which case he suffers interaction penalties when dealing with any Clan. Some Clans are secret like the ‘lotus girls’ and ‘willing boys’ of the Foxglove Society, a clan of assassins, or secretive, such as the ‘Brotherhood of Steel and Song’, the solitary Mariachi. Others are more obvious, such as the Iron Dragons, which work the rails back and forth across the Far West, whilst the Jade Family are nomadic con artists, beggars, thieves, entertainers, and fortune-tellers who take ‘Jade’ as their surname to indicate membership. Every Clan is described in some detail, including its background, philosophy, fighting styles used, organisation, symbol, and benefits.

The actual process of creating a Hero is a matter of assigning dice to both Attributes and Skills, and making choices. It is not a difficult process, but it is a daunting one because of the array of choices possible and the lack of advice when it comes to those choices. There are templates at the back of the book, but they are bare bones and there is no complete example of the Hero creation process—there are lots of little examples—and then the player has the problem of tying his Hero into the setting. This is compounded by the sheer number of Kung Fu styles to choose from—there are over eighty! The question is, which Kung Fu style goes with what concept or background? Which Kung Fu styles can be used with melee weapons or firearms? Perhaps it would have been helpful if some archetypes had been given, complete with Aspects, Kung Fu styles, and origins to tie them to the roleplaying game’s setting, both to illustrate and sell the setting?

Name: Mathias Pouke
Rank: Initiate
Background: Back East—The Empire
Occupation: Artist (Journalist)
Allegiance: The Wandering Stars
Spirit: 16 Permanent, 9 Temporary
Aspects: Individualism (Not From Around These Parts), Desire For Glory (Something to Prove), Fingers & Thumbs, A Way With Words, The Cat’s With Me
Edges & Flaws: Animal Ally (Cat, her name is Fence), Famous (Chronicler of the Far West), Debt
Kung Fu Styles: Brushless Sight Stroke, Fluttering Fist, Quivering Palm)
Reflexes 4D (Dodge 1D)
Strength 2D (Running 1D)
Wits 4D+2 (Artist 2D+2, Bureaucracy 1D, Gambling 1D, Investigation 2D, Scholar 1D+1, Streetwise 1D)
Toughness 3D
Presence 4D+2 (Animal Handling 1D+1, Bargain 1D+1, Charm 1D+1, Persuasion 1D)
Knack 2D (Lockpicking 1D)
Kung Fu 4D (External 1D, Gateway 1D, Internal 2D)

In terms of rules, Far West: Western Wuxia Mash Up Adventure Game is also a combination of two mechanics. The core rules are the D6Plus system, which uses pools of six-sided dice and which is a development of the mechanics first seen in Star Wars: The Roleplaying Game, published by West End Games in 1987. The other is the storytelling or narrative Tagging and Compelling of Aspects as seen in FATE. The D6Plus system measures everything in terms of how many six-sided dice it has, primarily attributes and skills. It can have a bonus of +1 or +2, but never +3 or more. If an attribute or skill has a bonus increased to +3, it is instead increased by a whole extra die. A player will be typically rolling a number of dice equal to the rating of the attribute or skill, adding the results of all the dice, aiming to beat a Difficulty Number. An Easy Difficulty Number is roughly five or more, Easy ten, Moderate fifteen, Difficult twenty, and so on. Bonuses and penalties can apply from the situation, equipment used, or other factors.

When the dice are rolled, one die must be of a different colour. This is the Wild Die. If the result on the Wild Die is a one, it indicates a Critical Failure, whilst a roll of six on the Wild Die is a Critical Success and the player can roll the Wild Die again and keep adding as long as the Wild Die result is a six. If a Critical Success is rolled and a roll of one occurs, it does not mean that a Critical Failure has been rolled. A Critical Failure either negates the result of the highest die rolled or a complication occurs, the severity of which is determined by the Narrator, the suggestion being to make it lean into comic relief rather than necessarily being deadly. There are some suggestions for complications for the Narrator to use, such as “One of the characters kills a bandit. Unfortunately, the bandit was preparing to throw a stick of dynamite. The characters have only a few seconds to act before the dynamite explodes...” and it is suggested that the Narrator also write possible Complications into scenes and encounters in her scenarios. Additional Wild Dice can be added to a dice pool by spending Spirit.

An optional rule allows for ‘Joss’ or extra luck in a dice roll, but after the roll has been made. This counts doubles in the roll. If the doubles are low, the Hero suffers ‘Bad Joss’ and the situation does not turn out in his favour, whilst if they are high, the Hero has ‘Good Joss’ and the situation does turn out in favour. Where the ‘Joss’ rule is interesting is that it is possible to fail a roll and still have ‘Good Joss’ or a roll to succeed and suffer ‘Bad Joss’. This is the equivalent narratively of ‘Yes, but’ and ‘No, but…’.

If a roll is a success, the amount by which the roll succeeded is called ‘Result Points’. These are used to add bonuses to future rolls, like damage and defensive rolls, sets the length of time for an effect or the complexity of later tasks. In some cases, the whole value of the Result Points is not used. For example, it is halved as a bonus for the Hero’s next roll and divided by five for the damage bonus.

For all the simplicity of the D6Plus system, combat in Far West is comparatively complex. Ranged combat is straightforward enough, a simple skill roll versus range, but close combat is not. Skills rolls are made against the difficulty of wielding the weapon used, brawling attacks are always very easy, whilst each Kung Fu style has its own Difficulty value. However, all of these Difficulty values can be replaced if a defendant decides to use the Dodge skill to avoid the blow, the Melee or Brawling skill to parry, or a Kung Fu style with a defensive element. This turns combats into a series of opposed rolls. Modifiers adjust the number dice to be rolled due to range, cover, protection, the type of manoeuvre, and hit location. There are also penalties for multiple actions, these being very likely if a defendant wants to avoid or stop an attack. Add into this the some eighty of so Kung Fu styles and that is a lot to take into consideration. Obviously, not all eighty Kung Fu styles are going to be used in single combat, but with four Heroes, which is twelve that the Narrator needs to be aware of before she even considers those for the NPCs.

Duels—which work for both the Western and the Wuxia side of Far West—are actually neatly done with ‘The Showdown’ rules. This is divided into two phases. In the ‘Stare-Down’ phase, in which the participants make opposed Intimidation (or Prescence) rolls. The ‘Stare-Down’ can last multiple rounds during which the participants attempt to roll higher than the other. The loser always chooses when the ‘Stare-Down’ ends and the winner then uses the Result Points from his total rolls to modify his initiative roll in the ‘Quickdraw’ phase. This gives the winner an advantage as otherwise he would have to use dice from his weapon skill to modify his initiative.

Damage comes the weapon used, plus the Strength Attribute if a melee weapon, and Kung Fu style if appropriate. This is opposed by the defending combatant’s Toughness, with Result Points determining the effect of the damage done. A stunned combatant suffers a die penalty to all actions, a wounded one is knocked to the floor, and if the Result Points are sufficient, the defender can be killed. Damage options include substituting severe injuries instead of outright killing someone and there are descriptions given for narrative damage. Combat is surprisingly deadly, and a player may want to spend Spirit Points to temporarily increase his Hero’s Toughness or he can reduce damage on a one-for-one basis.

The setting itself is supported with a solid section of arms, equipment, goods, and services, and it is here that the Cog Science is covered. Each device has a Scale ranging from Character to Huge, plus the various dice bonuses it provides, bonuses and limitations, skill required for its use, and so on. This can include adding Aspects to the Cog device. The Cog Science skill is required to build any device and a player works with the Narrator to determine what it does and what its total value is. The value indicates how many days the device will take to complete, whilst the Narrator works out how much it will cost based on the cost of other devices given in the book. To compare, a Pocket Tracker has a value of twenty-three versus the fifty-one of a Repeating Rifle. Numerous example devices are given, but the few pages here—just eight—barely scratches the surface of this aspect of Far West. The guidelines are serviceable, but not spectacular. Arguably, Cog Science could have done with a chapter all of its very own.

A fifth of the book is dedicated to the setting of Far West, its history, geography, culture, common means of travel and communication, and more. This includes how the peace is kept, how business is done, what entertainments and medicines are available, what faiths are followed, festivals celebrated, and so on. There is quite a lot here and it also includes a Far West lexicon. It is, however, all quite broad in its detail, as there is a lot to cover. The Narrator is given a chapter of her own which really introduces the two genres of the roleplaying game properly and gives some pointers as to the elements of both. The advice highlights the parallels between the Wuxia and the Spaghetti Western genres and it is these parallels which bring the two genres together. There is decent advice on what types of adventures can be run in the setting as well as campaign ideas, and some suggestions on legendary weapons and Kung Fu manuals—the latter being one of the primary ways in which to learn more Kung Fu styles, the creation of other Clans, and a random adventure generator as well as some hooks throughout the Narrator section. Add in the random settlement generator and the Narrator is given the tools to create the bare bones of her own scenarios. That said, a starting adventure would not have gone amiss.

Overall, the rules for Far West are at best serviceable, rather than exciting. The D6Plus system is generic and leaves the Tagging and Compelling of Aspects to do a lot of work in terms of bringing the setting to life mechanically. In fact, the combination of a nearly forty-year-old game system with a more modern one—and even that is a decade old—feels creaky. It does not help that Critical Successes are undeveloped, doing no more than allowing extra dice rolls, in comparison to the attention paid to Critical Failures. The Hero creation process is hindered by a lack of a fuller example and archetypes which could have showcased what was possible in terms of character types. Similarly, whilst there are lots of little examples of the rules and combat, there is no one big example of play or combat which would have showcased everything in action, which in the case of the latter would have helped the Narrator understand the complexities of the combat system.

Physically, Far West is, in general, well presented, being vibrant and exciting in terms of much of its art. Yet the editing could have been tighter and the artwork is not without its problems. Notably, one of the pieces that illustrates Cog Science is directly inspired by Lego Technic. Then there is the issue of representation, of which Far West is a victim of its own Kickstarter campaign. One of the pledges, ‘Grand Master of the Dust Road’, enabled backers to submit a photograph which would be turned into a portrait in the setting and book. Consequently, the resulting artwork reflects the backers and reflects the gaming hobby as it was in 2011, so there are a lot of Caucasian faces and there are a lot of stocky, bespectacled male faces* within the book. This does not mean that Persons of Colour, whether Black or Chinese, or as well as women, are not represented in the artwork. They are. However, whether they are represented enough is another matter. What is clear is that a lot of the better artwork—and there is a marked divide in quality—does depict male Caucasian faces. Again, this is not intentional, but rather the consequences of the Kickstarter campaign.
* To be fair, I am one of them.

Ultimately, it is great to have Far West: Western Wuxia Mash Up Adventure Game in the backers’ hands. They have waited a long time. Has the wait been worth it? With regard to what they may have pledged for on the Kickstarter campaign, probably not, since the book itself does not feel very special. Mechanically, arguably not, since Far West underwhelms and simply does not do enough in terms of its rules to bring the setting and game to life, and against that, there are a lot of little aspects of the game, primarily the many styles of Kung Fu, which complicate play and make it just a bit more fiddly. In terms of look, debatable, but then to be fair, there are mitigating circumstances. In terms of setting, arguably, yes. The concept of a Western/Wuxia mash-up is still an intriguing, even enthralling combination, a great vehicle for action and storytelling even thirteen years on. That is perhaps where Far West: Western Wuxia Mash Up Adventure Game shines, in its core concepts and parallel genres rather than its execution. Overall, Far West: Western Wuxia Mash Up Adventure Game is not a disaster ten years in the making and it is playable with some effort upon the part of both the Narrator and her players, but it does show its age in very many ways.

Heaven & Hell

The Religious Crimes Task Force is a shitshow, a dead end for any federal agent with ambitions or hopes of a better career. Established by Attorney General Jeff Sessions to investigate and prosecute fraud and abuse in tax-exempt religious institutions, in effect it does no such thing. Instead, it alerts religious organisations that they are running foul of the law and might be in danger of having charges brought against them by the Federal authorities. Attorney General Jeff Sessions and the head of the taskforce would not have it any other way as it prevents the government’s ‘persecution’ of white Evangelical Christians. For its investigators, it means rolling into small towns across the USA, investigating some small church and its congregation, and discovering that yet one more fringe, possibly cult-like organisation is effectively harmless. The Religious Crimes Task Force is effectively a smokescreen, but it is a smokescreen that Delta Green can take advantage of. It can flag up reports that suggest a religious organisation might be breaking the tax laws, but which to its analysts’ eyes might be connected to an Unnatural threat, and then have Federal agents wholly unconnected to the Delta Green program investigate, and if they uncover anything worthy of Delta Green’s attention, then it can send in its own experienced agents to deal with the issue. If the investigating agents survive the experience and are judicious in their reporting of it, then they may be suitable for recruitment. It is thus a smokescreen not once, but twice.

This is the set-up for Meridian, a scenario published by Arc Dream Publishing for Delta Green: The Role-Playing Game. This is the modern roleplaying game of conspiratorial and Lovecraftian investigative horror with its conspiratorial agencies within the United States government investigating, confronting, and covering up the Unnatural. It is ideally used as an introductory investigation with perhaps two or three Player Characters. To that end it includes three pre-generated Player Characters—two Agents and an optional character. The Two Agents consist of an FBI agent and an IRS investigator, whilst the optional character is a local social worker, who can either be a Player Character or an NPC. All three are possible recruits to Delta Green, the social worker as a Delta Green friendly. This set-up is not dissimilar to Control Group, the anthology of scenarios designed to create a pool of diverse Delta Green agents with varied origins and introductions to the Unnatural who can then go on to conduct investigations in secret for the conspiratorial organisation. So, Meridian can be used as an addition to that supplement or as a means to explain the addition of new agents to a campaign. To that end, the Unnatural element to the scenario is surprisingly low key.
The scenario is nominally set in the summer of 2018 as the Agents roll into Joplin, Missouri where the Kansas-Missouri-Oklahoma borders meet. They have been assigned to investigate Holy Light Ministries, which files taxes as both a church and shelter for troubled youth, but does not own any property, has just the one officer, the church leader, Daniel Boone Keeler, and uses a mailing address that is actually that of Keeler’s mother. Keeler himself has a criminal record of petty offences going back years, but that halted in 2011. The question is, is Keeler just some small-time preacher and hustler on the make or is there actual legitimacy to his church. The answer to that is yes, there is actual legitimacy to his church, but this being a scenario for Delta Green: The Roleplaying Game, not in any way that you would think was anything other than Unnatural.
Just as the three states of Kansas, Missouri, and Oklahoma seem to overlap, so do the jurisdictions that the Agents have to work. So not just Federal law enforcement, but also local and possibly state, and then Missouri Department of Social Services, because not only does Keeler have a long record with both, but his Holy Light Ministries seems to be primarily concerned with ‘troubled’ youths—teenagers and young adults. A malaise lingers over Joplin, a miasma of economic deprivation, hopelessness, improvidence, and drug addiction which the Agents must navigate in the course of their investigation, but as they make progress, they discover that Holy Light Ministries does offer something. Possibly hope, possibly respite, and a sense of joy in god that transcends earthly, pharmaceutical addiction. Not necessarily though a Christian joy in god, since Keeler does not proselytise in the traditional fashion. Even the run down and dilapidated church he operates out of is more a refuge than a place of worship. As the Agents conduct interview after interview, what also comes up is the mention of the ‘Ghostlight’, a local legend which dates back to the 1940s, red-orange ball of light that appears in the skies at night over the woods on the Oklahoma-Missouri border. Is this what Delta Green wanted investigating? Is the ‘light’ of Holy Light Ministries one and the same as the ‘light’ of ‘Ghostlight’?
The underplayed nature of the investigation in Meridian also means that there is a passivity which runs throughout the scenario. In part, this includes the authorities, but it definitely includes Keeler and the Holy Light Ministries as well as the nature of the Unnatural in Meridian. Unlike in other scenarios for Delta Green: The Roleplaying Game, the Unnatural in Meridian is not an active force, but rather one that welcomes you to it and embraces you in hope. This makes it no less dangerous and frightening.
Physically, Meridian is well done. The artwork is excellent, though unfortunately the maps, done on aerial photographs with swathes of green forest are difficult to read.
Meridian is an easy scenario to run, though more so as an introduction to the conspiratorial world of Delta Green: The Roleplaying Game rather than as a campaign addition. It is run through with a meek malleability and horrific hopelessness, both in the Agents’ current assignment and the teenagers of Joplin, that will ultimately lead the Agents coming to realise that any sense of hope is hideously tied to the Unnatural.

Screen Shot XIII

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game’s screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition or Margaret Weis Productions’ Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games’ Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Perhaps scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack also published by Chaosium, Inc. In the past, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPG. That though is no longer the case and stronger and sturdier GM Screens are the norm today.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune as well as the RuneQuest Gamemaster Screen Pack. It is also why I like the Achtung! Cthulhu 2d20: Gamemaster’s Screen + Toolkit published by by Modiphius Entertainment for use with Achtung! Cthulhu, the roleplaying game of fast-paced pulp action and Mythos magic in a secret war against the Nazis in World War 2.
Achtung! Cthulhu 2d20: Gamemaster’s Screen + Toolkit—heralded as ‘Issue No. 3’ in a series on the cover—comes with a four-panel screen and a Gamemaster’s Toolkit booklet that contains tools and advice on running a campaign that enables the Game Master to prepare a scenario or create elements as play proceeds. The Gamemaster’s Screen itself is a handsome four panel affair, sturdy as is standard for the hobby today, but in portrait format rather than landscape. This is not as easy a format to use, plus it does have a much imposing presence at the table. One part of the front replicates the cover to the  Achtung! Cthulhu 2d20: Gamemaster’s Guide, but expands left and right to depict the signature characters from Achtung! Cthulhu 2d20 escaping from a German schloss as Lovecraftian nasties attempt to impede their progress! It is an exciting, action-packed illustration.

On the inside, working from left to right, tables summarise task Difficulty, Enemy Level, Attribute Bonuses, Complication Range, and Weapon Range. This is followed by narrative-related tables for the Conventional German Forces, Nazi Occult Forces, Ahhorrent Creatures and Monstrosities, Mythos Gods, and Elite Nemeses in the middle. On the right-hand side the tables for both Weapon Effects and Weapon Qualities are listed, followed by Conflict Momentum Spends and Item Restrictions. It is all clearly laid out and easy to read and use. However, none of the tables have page references to either the Achtung! Cthulhu 2d20: Gamemaster’s Guide or the Achtung! Cthulhu 2d20: Player’s Guide, which have made things just a little easier for the Game Master. Then there is the issue of the narrative-related tables for the Conventional German Forces, Nazi Occult Forces, Ahhorrent Creatures and Monstrosities, Mythos Gods, and Elite Nemeses in the middle. Was this the best use of the one-and-a-half panels that these tables take up? Well, no and more so because these tables are reprinted from the Gamemaster’s Toolkit. So no tables for the ‘Challenge Dice Result’, weapons tables, ‘ Spell Complication Range’, ‘Bonus Power’, and ‘Magical Momentum Spends’ from the Achtung! Cthulhu 2d20: Player’s Guide or the ‘Secret Weapons of the Secret War’ and ‘Guide to Hazard Stress & Threat Costs’ tables from the Achtung! Cthulhu 2d20: Gamemaster’s Guide. Although there is probably not the space for all of these tables on the screen, the inclusion of some of them would have been more use than the ones actually included.
On the inside, working from left to right, tables sumarise task Difficulty, Enemy Level, Attribute Bonuses, Complication Range, and Weapon Range. This is followed by narrative-related tables for the Conventional German Forces, Nazi Occult Forces, Ahhorrent Creatures and Monstrosities, Mythos Gods, and Elite Nemeses in the middle. On the right-hand side the tables for both Weapon Effects and Weapon Qualities are listed, followed by Conflict Momentum Spends and Item Restrictions. It is all clearly laid out and easy to read and use. However, none of the tables have page references to either the Achtung! Cthulhu 2d20: Gamemaster’s Guide or the Achtung! Cthulhu 2d20: Player’s Guide, which have made things just a little easier for the Game Master. Then there is the issue of the narrative-related tables for the Conventional German Forces, Nazi Occult Forces, Ahhorrent Creatures and Monstrosities, Mythos Gods, and Elite Nemeses in the middle. Was this the best use of the one-and-a-half panels that these tables take up? Well, no and morse so because these tables are reprinted from the Gamemaster’s Toolkit. So no tables for the ‘Challenge Dice Result’, weapons tables, ‘ Spell Complication Range’, ‘Bonus Power’, and ‘Magical Momentum Spends’ from the Achtung! Cthulhu 2d20: Player’s Guide or the ‘Secret Weapons of the Secret War’ and ‘Guide to Hazard Stress & Threat Costs’ tables from the Achtung! Cthulhu 2d20: Gamemaster’s Guide. Any one of these tables could have been more useful than the ones included.
The Gamemaster’s Toolkit builds on the advice given in the Achtung! Cthulhu 2d20: Gamemaster’s Guide, focusing on the creation of scenarios and campaigns. This begins with possible inspirations, suggestions being as diverse as Band of Brothers and ’Allo! ’Allo!, before looking at possible titles for the Game Master’s scenario and giving prompts aplenty in terms of background, battles, starting parameters and overarching plot concepts, and then options in terms of antagonists and other NPCs. So the rolls begin with a ‘Story Frame’ and an ‘Overarching Plot Concept’. So the Plot Hook and the Draw might be ‘A passing acquaintance’ who ‘Sends a threat’ and the Plot Concept is to ‘Recover or destroy a long lost tome’ to ‘Save the world’. To this, the Game Master can add requirements to fulfil the plot and location, detail NPCs, before setting up the opening scene and developing the plot with further scenes. The ‘Classified’ section goes goals and aims to draw the Player Characters in and then the tables for villains and heroes, and more. There are tables too for Spells and Manuscripts, Rituals, Book and Tomes, and Artefacts. All of this is drawn from the Achtung! Cthulhu 2d20: Gamemaster’s Guide, which the Game Master will need to refer to in order flesh with further details. The tables throughout are accompanied by advice on how to use them, all of decent, if basic advice.
Physically, the Achtung! Cthulhu 2d20: Gamemaster’s Screen + Toolkit is well presented. The screen itself is sturdy and easy to use, whilst the Gamemaster’s Toolkit is clean and tidy and easy to read. If there is an issue, it is that the Game Master will need a bag in which to store its various parts and not lose them!
The Achtung! Cthulhu 2d20: Gamemaster’s Screen + Toolkit is useful, but it simply is not as useful as it could be. The advice and the tables in the Gamemaster’s Toolkit are undeniably useful, but what makes the supplement as a whole less useful is the inclusion of the tables from the Gamemaster’s Toolkit book on the screen. They can be used in play to add narrative, but there are mechanical and rules tables which could have been included and the Achtung! Cthulhu 2d20: Gamemaster’s Screen + Toolkit would have been far more useful.

Friday Fantasy:

One of the richest silver mines in the known world stands dormant, its workers having downed tools and gone on strike. The miners refuse to work because they say that the mine turned on them after they dug a shaft too deep, killing several of their number, and trapping others. The owner of the mine has ordered the guards to force the miners back to work, and may even hire outside muscle—that is, the Player Characters—to assist. This, though, is only one of the reasons why the Player Characters might want to visit one of the richest silver mines in the known world. Others might be that they simply want to take advantage of the standoff to mine some silver for themselves, a child needs rescuing from the mine, the local justice of the peace has posted a bounty on outlaws said to hiding in the mine, a rival to the mine owner wants the mine shut down, going into find the trapped miners, and so on. All of these can be combined, mixed, or matched to motivate the Player Characters into investigating the mine at the heart of Meanderings of the Mine Mind. This is an introductory scenario for Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess. Designed for low Level Player Characters, it is not as necessarily lethal as other titles from the publisher, but it is no less weird.

Meanderings of the Mine Mind is, like other releases for Lamentations of the Flame Princess Weird Fantasy Roleplaying, set in the roleplaying game’s default period of the seventeenth century, the early modern era. This makes it easy to adapt Meanderings of the Mine Mind to other retroclones, but there are historical elements in the scenario—the appearance of Neanderthals, Romans, and Nazis—which are unlikely to fit every Game Master’s campaign world. Once past the standoff between the guards and the striking miners, the mine itself is actually quite small, just eight caves and tunnels. Each is decently described with the details of any NPCs and particular points within each area, either an item or particular location. Where there is a particular location in a cave or tunnel, they are not marked on the map, despite the organisation of cave and tunnel suggesting that they should be. This is not helpful, especially given that the scenario is designed to be an introduction to Lamentations of the Flame Princess Weird Fantasy Roleplaying. Plus, it means that the maps feel empty and bland.

In exploring the mine, the Player Characters will discover the missing miners often in strange situations and also a series of strange tableaus, one from the deep past, one from the more recent past, and one from the point of view of the Player Characters, the future. These consist of a band of Neanderthal hunters trapped by a cave bear, a surprisingly mundane Roman orgy, and a band of World War 2 German soldiers led by a member of the SS. What connects them are location of mine itself and its caves, and its true nature as well as the source of rich seams of silver that run through it. The shafts that have been dug into the bedrock of the mine and rich seams of silver that have been mined from that rock turn out to be tunnels bored into the fossilised remains of a great ancient spawn from the stars and the silver the highly conductive nerves that thread through the creature’s brain in its last dying moments. Moments that last aeons… As the miners smashed their picks into the sliver nerve-seams, their blows reverberated up and down their length, triggering synapses, and causing the alien star mind to pulsate and in its death throes bring memories past and future into their weird realities.

As an adventure, Meanderings of the Mine Mind is quite small, consisting of just eight locations, so whilst it is a very rich mine, it is also a small one. There is mention of a second level to the mine, but this left up to the Game Master to develop. One issue with there being a second level is how it is possible for the upper level to flood as the text suggests. It may well be better that there is a chance of the Player Characters being swept by the waters towards the lower level or simply the whole adventure being shifted to the lower level. One big feature of the adventure is the ‘What Happens When A Silver Vein Is Tapped?’ table, which provides numerous random and weird effects such as a Player Character becoming irrevocably attracted to another alien god after an erotic vision or losing a spell or e memory. Another feature is more traditional to Lamentations of the Flame Princess Weird Fantasy Roleplaying, and that is, ‘meddle at your peril’. The Player Characters are likely to blunder into situations, attempt to resolve them, and discover that their meddling has only made them worse… There is the chance that this will happen more than once and potentially shorten the scenario. Similarly, blundering about is not necessarily going to resolve the whole situation in the mine, though it is likely to be more entertaining.

Apart from the issue with the maps, where Meanderings of the Mine Mind has a problem is in addressing one of the motivations for exploring the mine—mining for silver. There is no suggested value for the amount of silver that the Player Characters could dig out and no suggested value for how much they might raise from selling it. This is compounded by the inclusion of a ‘diamond encrusted pickaxe’ which enables a miner to dig out ore without triggering the weird effects that would otherwise happen if using normal mining tools. It serves an obvious purpose in terms of the Player Characters’ exploration of the mine, that is, countering the effects of mining the silver with ordinary tools, but otherwise it sticks out in truly anomalous fashion.

Physically, Meanderings of the Mine Mind is cleanly and tidily laid out on notably silver, grey paper. Even the illustrations have an eerie metallic quality to them. That said, the book does need another edit.

Meanderings of the Mine Mind is an interesting twist upon the ‘giant body as dungeon’ adventure in which the Player Characters penetrate and explore the body of some gigantic beast or even a god. The twist being the brain being explored rather than the body and the brain still twitching and convulsing with sufficient life to make its memories a reality. Which all fits the tone and style of a Lamentations of the Flame Princess Weird Fantasy Roleplaying, but whilst there is some inventiveness to the adventure, in places Meanderings of the Mine Mind is underdeveloped and not as fully realised as it could have been. Which means that the Game Master will definitely want to make some adjustments before running it.

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

Magazine Madness 30: Senet Issue 10

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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Senet
—named for the Ancient Egyptian board game, Senetis a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases.

Senet Issue 10 was published in the spring of 2023. Where the Senet Issue 9 diverged from the magazine’s usual coverage of board and card games to touch a little upon the roleplaying hobby—and by doing so, leave the reader wishing that the roleplaying hobby had a magazine as good as Senet, this issue is definite return to the fold. Nary a mention of the roleplaying hobby in sight! Instead it is all board games with the usual mix of previews, reviews, articles, interviews, and regular departments. For the most part, it is another clean, tidy, and easy to read issue.

Aside from the mention in the editorial that the magazine’s co-founder, James Hunter, was named Art Director of the Year at the British Society of Magazine Editor’s Awards, Senet Issue 10 quickly gets down to business with ‘Behold’. This is the regular preview of some of the then-forthcoming board game titles. The most intriguing entry here is Cosmoctopus, a tentacle-gathering game from Paper Fort Games about attempting to summon ‘The Great Inky One’ that seems slightly tongue-in-cheek in its treatment of the cultists controlled by the players. ‘Points’, the regular column of readers’ letters contains some feedback on previous issues as well as the growing interest in the hobby. There is scope here for expansion of this letters page to give space to more voices and readers of Senet. One way of doing that is perhaps to expand it when ‘For Love of the Game’ comes to end. This regular column continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. In this entry in the series, he looks at the next step in the process in bringing the game to market by showing it off at conventions and encountering some of the advantages and pitfalls. As a regular convention attendee, this is an interesting look at attending conventions from the other side.

Senet follows a standard format of articles and article types and Senet Issue 10 is no exception. One explores a theme found in board games, its history, and the games that showcase it to best effect, whilst another looks at a particular mechanic. In addition, there are two interviews, one with a designer, the other with an artist. In this issue, the thematic article is ‘Roll and Movie’, an exploration of the relationship between films and board games by Alexandra Sonechkina. In the 2020s, we are spoiled by the number of board games based on films that strongly adhere to their themes through their mechanics. It goes back to one of the earliest of major filmic board game adaptations, Escape from the Death Star from 1977, pointing out that games of the period were based on tried and tested mechanics, before coming up to date with the output of design teams like that of Prospero Hall with games like Jaws and Rear Window, which are highly thematic and whose mechanics model the film sources. It notes how some films are difficult to adapt, like Rear Window, due to the age and the lack of familiarity for a younger audience and themes of the source material, but also how such adaptations can appeal to a wider audience and even to board game players who have not seen the source material. Having explored how board games have drawn from films for their source material and themes, the article switches around to look at some board games that have inspired films, such as Clue and Battleships. The author also looks at the theme of film making in board games and the challenges of adapting the look of a film and its cast to a board game. Here Alexandra Sonechkina runs out of space, as effectively, this is really three articles in one—one on film adaptations, one on board games about filmmaking, and one about the physical adaptation. Ideally, Senet will revisit these subjects—and they are multiple subjects—in future articles. One last issue with ‘Roll and Movie’ is that the images used are presented in too small a fashion so that the detail and look of these games is lost.

Dan Thurot’s ‘Tricks and Treats’ looks at the mechanic of the trick-taking game and its history, grounded as it is in the origins of the ordinary deck of playing cards and the games played with it, associating the mechanic with gambling! An interesting history in hand, the article comes to the contemporary era to look at obvious trick-taking card games like the well-received Scout and then moves onto designs where the track-taking mechanic is less obvious and more readily themed. Examples like this include the Kennerspiel des Jahres-winning The Crew: The Quest for Planet Nine in which the players work together to keep their spaceship functioning, whilst Brian Boru: High King of Ireland which almost hides its trick-taking mechanics, combining the mechanic with an action per card. It also looks at designs to come, Cat in the Box: Deluxe Edition which adds the element of guessing, which thematically, has the players wondering if their Schrödinger’s cats are alive or dead. It is a good overview of the mechanic and a more rounded piece when compared to the preceding ‘Roll and Movie’.

The first of the issue’s two interviews is with the designer of one the influential board games of the last two decades—Matt Leacock. In ‘Legacy Builder’, he looks back to the origins of Pandemic and how it became success, driving the popularity of the co-operative game and how it became a cultural touchstone during the COVID-19 pandemic, before coming up to date with his latest design, Daybreak, recently nominated for the 2024 Kennerspiel des Jahres. It is an informative and engaging interview and Daybreak sounds a fascinating design dealing as it does with climate change and the attempts to ameliorate its effects. The second interview is with Naïade, illustrator of Tokaido and Namiji. In ‘Eastern Promise’, he guides us through some of his artistic highlights, starting with Tokaido and including the weirdness of One Key—Gandalf facing a toast demon, anyone?—alongside other titles. The artwork is excellent and once again, Senet does a good job of showcasing it.

The film adaptation theme of ‘Roll and Movie’ continues in the ‘Unboxed’, Senet’s reviews section with a review of Star Wars Villainous: Power of the Dark Side, plus there is some nostalgia with a review of Return to The Dark Tower. It does feel as if there are fewer reviews in this issue, but alongside the issue’s ‘Senet’s Top Choice’ of Undaunted: Stalingrad, there are interesting titles reviewed such as Spire’s End: Hildegard, a storytelling game and prequel to Spire’s End with fantastic artwork that is card driven rather than paragraph driven. It is rounded out with ‘The Best of 2022’, the magazine’s top ten from the previous year, of which Return to The Dark Tower and Undaunted: Stalingrad make the list.

Bringing Senet Issue 10 to a close are the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, Andrew Brassleay explains ‘How being diagnosed as autistic helped me embrace my love of board games’, putting behind him the supposed adult aim of outgrowing them, and enabling him to navigate social situations because the the rules to games are more obvious and adhered to all of the players. It nicely paints a picture of board games being a force for good and a social enabling tool. Lastly, Black Orchestra is the board game taken off their ‘Shelf of Shame’ by Rachel Kremer and Heinze Havinga of Semi Co-op, a webcomic about games. The couple make it clear from the start that the game, with its theme of conspirators attempting to kill Hitler is not their taste, as they prefer games that are relaxing, but their version has a bit history, having been previously owned and amended by an older, avid gamer. Despite the theme, neither player had ‘fun’, but they learn more about the plots to assassinate Hitler and what it took to do that, so the experience is more interesting they would otherwise have thought. It shows the value of trying new things even if they have been stuck on a shelf for a while.

Physically, Senet Issue 10 is very professionally presented. It looks and feels as good as previous issues of the magazine.

Senet Issue 10 does feel slightly lighter in terms of the number of games covered, the number of smaller games previewed or reviewed having been severely reduced. However, that does not mean that the issue does not offer a good mix of articles, interviews, and reviews—it does. The only real disappointment is ‘Roll and Movie’ and only then in the fact that it could have been much, much longer, a series of its own. After the aberration of the content devoted to roleplaying in the previous issue, Senet Issue 10 returns to the fold with a solid set of reviews, previews, and discussions of board games.

Miskatonic Monday #290: Bathory’s Children

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

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

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Name: One for One – Bathory’s ChildrenPublisher: Chaosium, Inc.
Author Sean Liddle

Setting: Eighties BerlinProduct: Scenario
What You Get: Four-page page, 291.07 KB PDFElevator Pitch: A battle of the bands isn’t a battle when you’re playing against a bastard Plot Hook: A band on the skids looks for way back and discovers this isn’t it
Plot Support: Staging advice and one Mythos monster.Production Values: Plain
Pros# Inexpensive# Short, easy to prepare scenario# Grungy heavy metal madness# Easy to adapt to other musical genres# Potential convention scenario# Rokkuphobia# Dendrophobia# Proditiophobia
Cons# Needs an edit# Whither part 4?# No cultist stats# No pre-generated Investigators
Conclusion# Heavy metal mayhem turns to madness# Cheap

Miskatonic Monday #289: Signal to Noise

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

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

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Name: Signal to Noise – A 1980s Analog Horror ScenarioPublisher: Chaosium, Inc.
Author Colin Richards

Setting: Eighties PennsylvaniaProduct: Scenario
What You Get: Eighty-page page, 45.46 MB PDFElevator Pitch: Who watches the watchers?Plot Hook: A hijacked signal has consequences political, horrific, and televisual
Plot Support: Staging advice, seven pre-generated Investigators, thirteen handouts, four maps, thirteen NPCs, and five Mythos monsters.Production Values: Engagingly analogue and televisual
Pros# Television is reality. Reality is television.# Highly thematic one-shot which plays on the fears of television# Eighties sense of unreality# Includes QR code for the video handouts# Potential convention scenario# Technophobia# Mazeophobia# Televisiophobia
Cons# Needs a slight edit# Aethir Institute plot strand underdeveloped
Conclusion# Videodrome meets Ring in highly thematic eighties horror
# Possesses pleasingly developed televisual sense of unreality# Reviews from R’lyeh Recommends

Your Walking Dead Starter

It seems surprising to realise that The Walking Dead is over two decades old. The comic by writer Robert Kirkman and artist Tony Moore first appeared in 2003 and the resulting television series from AMC first aired in 2010 and has been followed with numerous spin-off series since. Both revitalised the zombie horror subgenre and the television series in particular, made zombies and horror acceptable to mainstream broadcasting like never before. Both comic book and television series tell the story of Rick Grimes, a sheriff’s deputy from Cynthiana, Kentucky, who after being wounded in the line of duty, awakes to find his wife and family missing and the world very much changed. Society has collapsed, the dead walk and hunger after our flesh, a virus means that everyone will rise as a walker after death, and the survivors huddle together, co-operate and scavenge for supplies, and somehow make choices that will keep them alive. The walkers are everywhere, a menace that cannot be vanquished, but they are not the only threat. Some survivors are prepared to kill and steal from other survivors—and worse. It is into this post-apocalyptic world where the dead walk—there are no such things as zombies—that the Player Characters are thrust in The Walking Dead Universe Roleplaying Core Rules and The Walking Dead Universe Roleplaying Starter Set.
The Walking Dead Universe Roleplaying Starter Set is published by Free League Publishing and provides an introduction to roleplaying in The Walking Dead Universe, with a simplified version of the rules, a complete scenario in the Survival Mode, and everything necessary to play that scenario. This includes two sets of dice, four maps, ten pre-generated Player Characters, and the Threat Meter. Everything is presented in full colour, though no photographs are used from The Walking Dead television series, so fans may be disappointed. That said, the artwork, done in the house style for Free Publishing is very good and fits the world very well.

So opening up the box, the first things to be found in the box are the dice and the Threat Meter. The dice consist of two different sets. The black Base Dice are marked with a ‘target’ symbol on their six faces to indicate a Success when rolled, as are the red Stress Dice. However, Stress Dice also have a ‘hand’ symbol on their one faces. When these are rolled after a Pushed dice check, they indicate that the Player Character has ‘messed up’ and attracted the attention of the Walkers. This, of course, is a bad thing. The Threat Meter is a simple dial that goes from one to six—it should actually go from zero to six—that is used to indicate how active the Walkers are and how many are present. The higher the number on the Threat Meter and the greater the number of Walkers and the more active they are. Below this are the pre-generated Player Characters. Six of these are standard Player Characters as you would create using The Walking Dead Universe Roleplaying Core Rules. Each has full stats, skills, a Talent, an Issue and a Secret which could get them into trouble, as well as some background. These six—plus one for an NPC—are designed to be used with ‘The Wolves’ Den’, the scenario in The Walking Dead Universe Roleplaying Starter Set, and are given both male and female names to give the players the choice. The other four are characters from the television show, and they consist of Carol Peletier, Glenn Rhee, Michonne, and Gabriel Stokes. These four are done in full colour as opposed to tan tones of the other six. The four maps are done in full colour on very sturdy paper. One is double-sided and depicts north-east Georgia on one side and south-west Virginia on the other. The other three depict locations for ‘The Wolves’ Den’ scenario.

The ’Rules’ booklet explains everything about characters, combat, and Walkers. Anyone who played a year Zero Engine roleplaying game will be familiar with most of its contents. A Player Character has four attributes—Strength, Agility, Wits, and Empathy—rated between one and five, and each attribute has three associated skills, for a total of twelve in the game. These are rated between one and six. In addition, a Player Character has a Talent, such as ‘Eye on the Ball’ which enables a Player Character to relieve a point of Stress when a threat or enemy is defeated or overcome or Scavenger, which enables the Player Character to find more rations or food when scavenging. Health Points represent a Player Character’s physical health and cannot be higher then three. A Player Character also has an Anchor, an Issue, and a Drive. An Anchor is another person—Player Character or NPC—that the Player Character cares about and who is used narratively to ‘Handle Your Fear’ and when attempting to relieve Stress. The Issue is a roleplaying hook, such as ‘You think you are better than them’ or ‘Unable to sit down and shut up’ that the Game Master can use to create interesting, typically challenging situations. Drive is what pushes a Player Character to grit his teeth and withstand the pain, like ‘You love your mother’ and ‘God put me here to save their souls’. Once a session, a Drive can be invoked to gain extra dice on a test.

Mechanically, as with other Year Zero Engine roleplaying games, whenever a Player Character wants to undertake an action in The Walking Dead Universe Roleplaying Core Rules, his player roles a number of Base Dice equal to the attribute plus skill plus any modifiers from gear, Talents, help, or the situation. If a single six, a Success, is rolled on the Base Dice, the Player Character succeeds, although extra Success will add bonus effects. However, if no Successes are rolled and the action is failed, or he wants to roll more Successes, the player has the choice to Push the roll. In which case, the Player Character suffers a point of Stress and gains a Stress Die. The player must also explain what the character is doing differently in order to Push the roll. For the pushed roll, the player will roll all of the Base Dice which did not roll success and the Stress Die. In fact, until the Player Character finds a way to reduce his Stress points, his player will continue to add Stress Dice equal to his character’s Stress Points on every roll. Only one pushed roll can be made per action, but the danger of having Stress Dice is if their results should be a one or ‘Walker’ symbol. It means two things. First, if the player has not yet pushed the roll, he cannot do so. Second, whether or not he has pushed the roll, it means that the Player Character has ‘Messed Up’. Typically, this means that he increased the numbers of Walkers nearby and attracted their attention, turning up the dial on the Threat Meter. In other situations, a ‘Messed Up’ might mean the Player Character has got lost, lost his footing, said the wrong thing in a tense standoff, and so on. Other sources of Stress include being short on food and water, getting shot at, seeing someone in the group get bitten by a Walker, killing someone in cold blood, and so on.

There are several means of getting rid of Stress. Primarily, these consist of a Player Character connecting and interacting with his Anchor, and at the end of the day, simply getting a good night’s sleep and plenty of rest. Whilst interacting with an Anchor can be during play, at the end of each session, a Player Character has to deal with the dreadful things that he has seen and done that session. This is done via the ‘Handle Your Fear’ mechanic and is triggered if the Player Character has suffered a Breaking Point like his Anchor being killed or disappearing, brutally killing or beating someone who is defenceless, is Broken by damage, suffers five Stress Points, and so on. At this point, the player rolls Base Dice equal to either his character’s Wits or Empathy, with a bonus for any Anchors who are still alive. This roll cannot be pushed, needs only one Success to succeed, but if failed, causes the Player Character to become Overwhelmed, meaning that he loses his Drive, becomes mentally Shattered, or his Issue is changed or added to.

Combat scales in The Walking Dead Universe Roleplaying Core Rules and The Walking Dead Universe Roleplaying Starter Set depending upon who or what the Player Characters are facing. Duels are one-on-one attacks handled via opposed rolls, each combatant hoping to gain more Successes than the other. Brawls handle combat between multiple participants in which the Leadership skill can be used to hand out bonuses to allies in the fight. Combat is deadly though, a Player Character only possessing three points of Health and once they are lost, the Player Character is Broken, gains a point of Stress, and his player must roll on the Critical Injuries table. The lack of Health in comparison to other roleplaying games is compounded by the limited access to medical care. Make no mistake, The Walking Dead Universe Roleplaying Core Rules and The Walking Dead Universe Roleplaying Starter Set is deadly.

A setting which is already deadly due to low health and lack of healing, is compounded by the presence of the Walkers. They are a constant, lurking presence in The Walking Dead Universe, in game terms that presence is typically written into a scenario at a particular location or encounter, as you would expect, but also brought into play randomly whenever a player rolls a ‘Walker’ symbol on a Stress Die. Narratively, this could be as simple as the Player Characters opening a door to discover a room full of Walkers or a Walker bursting out of a bush to attack the Player Characters. The presence of the Walkers is tracked by the Threat Meter, which ranges from zero and ‘You are in a cleared area and safe. For now.’ to six and ‘The dead are in your face, surrounding you.’ The Threat Level is raised by rolling a ‘Walker’ on a Stress Die, failing a skill roll to avoid Walkers, doing something in the game to attract their attention, and so on. Ideally, the Player Characters will sneak around them as they scavenge buildings and search locations, but of course, that is unlikely. At low levels on the Threat Meter, it is possible for the Player Characters to go quiet and wait it out until the Walkers have either wandered off or gone quiet themselves. At higher levels, the Player Characters will need to find a way to distract the Walkers and make them go elsewhere or fight them. Encounters with a few Walkers are possible and these can be engaged in ‘Single Walker Attacks’, but Walkers congregate and then they fight as Swarms. Fights against Swarms are group endeavours, the aim being to roll more Successes than a Swarm to first reduce its size and then escape it. If a Player Character or Player Characters lose against a Walker attack, there is a table of very nasty and brutal ‘Walker Attack’ effects which will have the players wincing when they hear the results. The rules cover sacrificing another, brawling amidst a Swarm, clearing out an area, and lastly, amputation, the latter the last desperate result to resolve after a Walker bite…

There is good advice for the Game Master including how to make it scary and how to include the characters from the television series as NPCs, and to not cheapen the lives of the Player Characters and the NPCs. All this complements the Principles of the Game given at the start for both players and the Game Master. These are to do whatever it takes to survive; death is inescapable, the Player Characters are never truly safe or alone, and that in terms of game play, everyone is telling a story and fiction comes first. There is advice too on running the game mode for the scenario in The Walking Dead Universe Roleplaying Starter Set. This is Survival Mode, typically a scenario with pre-written events and locations which can be played in a session or two, as opposed to Campaign Mode, played in multiple sessions with a more open storyline.

The scenario in The Walking Dead Universe Roleplaying Starter Set is ‘The Wolves’ Den’. This is written around two other aspects of The Walking Dead Universe—that the stories are not about the Walkers, but about the survivors and often, other survivors are more of a danger than the Walkers. It is written around the six pre-generated Player Characters included in The Walking Dead Universe Roleplaying Starter Set and opens with them searching for two of their number who have eloped, breaking up a relationship in the process and taking some valuable equipment, including a vehicle and weapons, with them in the process. The scenario gets nastier and nastier as it progresses, building from creepy to in-your-face horror, culminating in a confrontation with a band of The Wolves, the violent group of survivors encountered in the fifth and sixth seasons of The Walking Dead television series.

Physically, The Walking Dead Universe Roleplaying Starter Set is very well presented. Everything is of a very high quality, especially the maps which can be used beyond the play of ‘The Wolves’ Den’, as can the Threat Meter. However, the books need a slight edit in places and not everything is quite as clearly explained as it should, such as handling NPC skills.

If there is a problem with The Walking Dead Universe Roleplaying Starter Set, it is that it only has the one scenario, ‘The Wolves’ Den’. Essentially, once the scenario has been played through, the obvious value and utility of The Walking Dead Universe Roleplaying Starter Set is not as great as it should be. However, look at The Walking Dead Universe Roleplaying Starter Set instead as a toolkit and it is actually more useful than it first appears. It has official dice for The Walking Dead Universe Roleplaying Core Rules and the Threat Meter is a useful tool to have sat on the table, the maps are great, and the pre-generated Player Characters are useful for when running The Walking Dead Universe Roleplaying Core Rules. It is disappointing that there is only one scenario in The Walking Dead Universe Roleplaying Starter Set, but there is a lot that is useful too.

The Walking Dead Universe Roleplaying Starter Set is a very good introduction to The Walking Dead Universe Roleplaying Core Rules and roleplaying in the brutal world of The Walking Dead.

Mummies, Mysteries, & Museums

As its title suggests, Going Underground – A Case File for Rivers of London: the Roleplaying Game is a scenario for the roleplaying game based on the Rivers of London novels by Ben Aaronovitch. In this roleplaying game, as magic returns to the world, there is the need to deal with the mysteries, oddness, and secrets of the ‘demi-monde’, as well as investigate crimes committed by those within it and those associated with it. In this urban fantasy game, this need is fulfilled by the London Metropolitan Police Service’s special magic branch, also known as ‘the Folly’, and the Player Characters are its newly recruited members. Magic plays a big role in Rivers of London: the Roleplaying Game and thus in Going Underground, and some of the Player Characters are practitioners—Apprentice Newtonian Wizards—who will need their magic to best solve the mystery at the heart of the scenario. It is a short affair, a group capable of playing through it in a single session, two at best. It is also an introductory scenario, suitable for as a beginning scenario, but also easily played after the solo case file, ‘The Domestic’, and the full scenario, ‘The Bookshop’ in the core rulebook, or simply inserted into an ongoing campaign.

Going Underground – A Case File for Rivers of London: the Roleplaying Game can be played through with two, three, or four players, and there are suggestions as to which pre-generated Player Characters from the core rulebook are suitable as well as what spells will be useful. Werelight is definitely one of them. There are two issues with the scenario, one of which is that it is short, the other that it is set in 2016 rather than the present day. This is because the London Underground began running late-night services after that and so made accessing its tracks very much more difficult and dangerous. That said, there are notes if the Game Master wants to shift Going Underground out of London and set in another city with an underground mass transport network, such as New York’s Subway, the Paris Métro, or indeed Glasgow’s Clockwork Orange.

The scenario opens with a telephone call in the middle of night. This is from Sergeant Jaget Kumar, the Falcon Liaison Officer for the British Transport Police. He reports that an engineer conducting a patrol on the London Underground at the British Museum station got the fright of his life and Sergeant Kumar wants to determine if the incident is Falcon-related—which of course, it is. The Player Characters get to walk from the Folly to nearby Holborn tube station, through the city’s nightlife, to first interview the engineer. They do have a little time to conduct some preliminary research, which should turn up one interesting fact—there is no British Museum London Underground station. Or rather, there is no longer a working British Museum London Underground station. It was closed in 1933 and is no longer part of the running network, but was used as an air raid shelter in World War 2 and later a Cold War emergency command post. It is now used for storage. The British Museum London Underground station is what is known as a ‘ghost station’—and it is this conflation of ‘ghost’ and ‘station’ which the author takes advantage of and should arouse the interest of the players and their characters. That, of course, and the fact that the nearby British Museum is also reputed to have been haunted by its very own ‘Unlucky Mummy’.

After the Player Characters have interviewed the very jittery Underground engineer, they get to descend into the network and work their way to the British Museum Underground station. This is preceded by a very stern safety briefing and Sergeant Kumar’s confession that he is really looking forward to visiting the British Museum Underground station as it is a ghost station he has never visited or had reason to visit. The bulk of the scenario’s investigation and possible action takes place here. There is not a great deal to the investigation itself, but it is nicely detailed with numerous options and suggestions given and explored to deal with the handful of problems that the Player Characters find in the remains of the old station. Notably, one of these is combat, but there is certain reluctance to its inclusion here, as if not only is it not the ideal solution to the mystery, it is not one that the author really wanted to include. There is a wealth of background and historical detail to back up the scenario’s plot that showcases the research that has gone into the scenario. This includes a history of the London Underground, the British Museum station in particular, and the ‘Unlucky Mummy’. Throughout is also staging advice and suggestions for the Game Master as well as a plot progression diagram at the beginning.

Physically, Going Underground – A Case File for Rivers of London: the Roleplaying Game is very nicely produced. It is well written, the illustrations excellent, the cartography good, and the handouts decent.

If there is an issue with Going Underground – A Case File for Rivers of London: the Roleplaying Game, it is that it is disappointingly short, but then it does cover just a few hours’ worth of investigation. However, it is detailed in terms of plot and background, as well as the resolution to its mystery, with some fun NPCs for the Game Master to portray and the Player Characters to interact with. Ultimately, Going Underground – A Case File for Rivers of London: the Roleplaying Game is a very nicely done scenario that really does feel as if Ben Aaronovitch could have written it. No fan of the Rivers of London series would be surprised to see this turn up as a short story or graphic novel.

The Other OSR: Forbidden Psalm

The end is nigh and there is no denying it. The seas rise. The forests spread. Crops fail. Wars continue without reason. The dead walk the land. Peasants suffer taxes, plague, and worse. As the world takes one more breath closer to dying, the arch-priestess Josilfa stands in the pulpit in the great cathedral to the god Nechrubel in the city of Galgenbeck in the land of Tveland, preaching that prophecies of the Two-Headed Basilisk are coming true. The apocalypse is pending and the inquisition of the Two-Headed Basilisks will see to it that no apostate or heretic turn their face away from the end or find salvation in other gods. Yet there are some who would deny all the signs around them and even say that there is another way. That the masses need heed to the pontification of arch-priestess Josilfa in her doom mongering prophecies of the Two-Headed Basilisk, that the darkness can be held back. Vriprix the Mad Wizard is one such voice. He believes that the Forbidden Psalm, a nameless scripture, contains the necessary knowledge to do so, and is located deep in the ruins of the city of Kergüs. He will not emerge from behind the doors of his castle home, but his pockets run deep, and he has gold aplenty to hire mercenaries and freebooters to undertake tasks for him. This is the set-up for Forbidden Psalm: The Times Edition.
Forbidden Psalm: End Times Edition is a miniatures game published by Space Penguin Ink. It is notable for a number of things. First—as the background suggests—it is compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. That means that Player Characters can be converted to use with Forbidden Psalm and with a bit of effort, the campaign that comes in Forbidden Psalm, could be adapted to Mörk Borg if a more physical, combative game is desired. Like Mörk Borg, a set of polyhedral dice is required to play Forbidden Psalm.

Second, it is a 28 mm skirmish level miniatures game playable with just five miniatures per warband per player and as a systems-agnostic setting, those miniatures can be from any range and publisher, meaning that a player can easily tailor his band to his choice. It is played on two-foot square board and Forbidden Psalm does include rules for the co-operative play, solo play, versus mode, and multiplayer play with three or four participants. The scale and numbers of Forbidden Psalm puts it roughly on a par with a Frostgrave: Fantasy Wargames in the Frozen City and Mordheim.

Third, Forbidden Psalm: End Times Edition is not one book, but two. It compiles two volumes. The core rules, Forbidden Psalm, and the campaign, Footsteps of the Mad Wizard. This is a twenty-six-part campaign and if Footsteps of the Mad Wizard is run using Mörk Borg, it would actually make it the first campaign for Mörk Borg.

A warband in Forbidden Psalm consists of five miniatures. Each has four stats—Agility, Presence, Strength, and Toughness, Hit Points based on his Toughness, a randomly determined Flaw and Feat, and then some equipment. The latter comes out of a starting budget of fifty gold for all of the Warband. If a player wants his warband to include a Spellcaster, this must be paid for, who is then generated as a standard figure complete with stats, Feat and Flaw, and so on, plus two scrolls—one clean and one unclean—that he will begin play with. Pets—including a pet rock, which is good throwing—and a Slug Wizard can also be purchased and mercenaries be hired. These are more expensive options than hiring the spellcaster. Forbidden Psalm provides examples of both pets and mercenaries.

Råtta Strejkbrytare
Agility +3 Presence +1 Strength -3 Toughness +0
Hit Points: 8
Flaw: Loner (-1 to tests within two inches of an ally)
Feat: Rat Catcher (free Bag o’ Rats)
Equipment: Short sword, light armour, backpack, lantern, bandages

Set-up and game play in Forbidden Psalm is simple. Pick a scenario to play and set up the board, determine weather and conditions, roll for initiative, and deploy according to the scenario. Then from one round to the next, the participants determine initiative, take it in turns to activate a figure, then monsters, and that is it. Play proceeds like this until the objective for the scenario has either been achieved or it proves impossible to do so. Movement is based on a figure’s Agility stat, and each figure can act and move once when activated. An action can be to make an attack, use an item of equipment or a feat, read a scroll, interact with treasure or scenario objects, drag a down figure a short distance, and so on. If a Test has to be made, it is rolled on a twenty-sided die, the aim being to roll twelve or more. A roll of one is a fumble and a roll of twenty is a critical. Combat is equally as simple, though in melee combat, the defender has a chance to strike back, though with a penalty. A figure reduced to zero Hit Points is ‘Downed’, but is killed if reduced to negative Hit Points. A ‘Downed’ can still die at the end of the scenario or he might simply have a wound or even a wound and a new Feat he has learned!

Both players begin a scenario with each possessing access to six Omens. These grant fantastic, one-off benefits such as dealing maximum damage, forcing the reroll of any dice, cancelling out one critical or fumble.

Magic takes the form of reading scrolls. This simply requires a test versus the figure’s Presence stat. This does not consume the scroll and the figure can read a scroll again and again over the course of a scenario. On a failure or a Critical, the figure gains a Tragedy. Tragedies are accrued and carried over from one game to the next. They are then used and expunged as modifiers to rolls on the Calamity Table, such as when a player rolls a Fumble when reading a scroll. A Calamity, such as everything feeling fine, but on roll of seven on the twenty-sided die whenever the figure is activated, his head explodes and he dies, or the figure’s arm becomes permanently hostile to the figure and punches him every round until the limb is amputated, lasts for a whole scenario.

The rules for Forbidden Psalm run to some forty pages, but that covers everything—warband creation, magic, movement, action, combat, and so on. They are clear and easy to read and grasp, and anyone who has played another set of miniatures wargame rules will be able to adjust with ease, as to be fair, will anyone who has played Forbidden Psalm. The remainder of Forbidden Psalm is divided between some twenty-five or so monsters and the campaign. The monsters include ‘The Blind Spider Queen’, ‘Blood Rage Vampire’, the ‘Corpse Collector’ of the front cover to Forbidden Psalm, both ‘Dismembered Ghouls’ and ‘Faecal Ghouls’, the ‘Mutant Chicken of Kalkoroth’ (complete with laser eyes), and lastly, the scythe-armed ‘The Editors’ which stuff the mouths of Downed figures with paper covered in mad ramblings and so kill them, rising the next round as Disciples of the Editors! If a monster is killed, its organs can be harvested as ‘Sweet Meats’ and sold. However, this requires a successful Presence Test otherwise the figure realises that his actions are so disgusting he must make a Morale Test! Overall, this is a solid selection of suitably vile monsters and it would be easy to add more from Mörk Borg.

The campaign in Forbidden Psalm: End Times Edition combines the shorter campaign from the original rulebook for Forbidden Psalm and In the Footsteps of the Mad Wizard, and together they take up half of the book. In this, the extremely reclusive Vriprix the Mad Wizard hires the Player Characters to undertake various tasks, such as exploring a nearby house for Black-Spotted Fungus, killing a rival wizard, finding the culprit who has stolen his socks(!), and more… Each clearly states the goal for the Player Characters, rewards, set-up and deployment, threats, and then how to run it in solo and co-operative play, plus some colour text to read out, especially if it is being run as part of a Mörk Borg game. After Vriprix disappears at the end of the part of the campaign, the rest concerns the Player Characters’ attempts to track him down in the city of Dawnblight in the Kergüs region. Here they will find one of their number imprisoned and have to rescue him from Ice Prisons, scavenge for food to keep the Hogs Head Inn running, kill the innkeeper’s ex-lover-now Faecal Ghoul and return with proof, hunt ravenous monsters and try to survive when they turn on them, and so on. It is a fun campaign in whatever format it is being run. There are notes too on what the Player Characters can do between missions and improve themselves. In general, the scenarios are sufficiently complex for Forbidden Psalm, but they may need a little fleshing out here and there to work as anything other than very straightforward scenarios.

Physically, Forbidden Psalm: End Times Edition is decently done and keeps everything clear and simple, and so it is very easy to read. In terms of art style, Forbidden Psalm: End Times Edition avoids the illegibility of the Artpunk style of the standard Mörk Borg title.

Although not written as one, Forbidden Psalm: End Times Edition has the simplicity and ease of use of an introductory wargame, made all the easier by its low demands in terms of miniatures and terrain pieces required. The compatibility between Forbidden Psalm: End Times Edition and Mörk Borg also highlights the simplicity and adaptability of the Old School Renaissance-style roleplaying game, not just to another setting or genre, but an entirely different type of game—the miniatures wargame—and then back again. All of which is supported by over twenty scenarios which can be played in solo, co-operative, and player-versus mode or run as straightforward roleplaying scenarios. Forbidden Psalm: End Times Edition is a solid set of skirmish miniatures combat rules, perfect for the Mörk Borg devotee, suitable for the wargames enthusiastic wanting a straightforward set of rules, and good for the Game Master who wants an undemanding campaign.

Friday Fantasy: The People of the Pit

On the edge of the pit, stands a great iron pole from chains hang, some broken, some not. This is the sacrificial bluff at which the great tentacular pit-beast would rise from roiling mists that filled the one hundred feet wide and some say a thousand-foot-deep pit to drag away the young and unfortunate virgins offered as sacrifices to dissuade it from attacking the surrounding countryside as it had done for thousands of years. Thus, it has been centuries, the local villages offering up their young as sacrifices once a decade, the widespread devouring of the countryside prevented following the intervention of a warrior-priest and the agreement he reached with the creature, an agreement that resulted in his being dishonoured. More recently, with the practice having fallen by the wayside and it being a decade since the last set of sacrifices, the tentacles of the pit-beast have been reaching up out of the ravine in search of offerings capable of sating its hunger. Worse, the tentacles have been accompanied by strange, grey-robed men with no faces and long, sinewy arms. So far, the predations of both have been avoided by the local peasantry banding together and driving them off, mob-fashion. That though cannot last, for the tentacles and the faceless grey men are certain to return—and in greater numbers. Thus, brave adventurers have set out to investigate the pit, find out who or what is behind the marauding pit-beast and the people of the pit, and put a stop to them, and of course, go in search of mystery, adventure, riches, and fame.

Dungeon Crawl Classics #68: The People of the Pit is second scenario to be published by Goodman Games for use with the Dungeon Crawl Classics Roleplaying Game. Designed for a group of eight to ten First Level Player Characters, it is an important scenario for two reasons. One is that it is written by the publisher, Joseph Goodman, and the other is that it is the second scenario to be written for the Dungeon Crawl Classics Roleplaying Game and the first to be written for Player Characters who are not Zero level. The previous adventure, Dungeon Crawl Classics #67: Sailors on the Starless Sea was not only the first, but it was a Character Funnel, the signature set-up and play style of the Dungeon Crawl Classics Roleplaying Game in which players control not one, but several Zero Level characters, each a serf or peasant looking beyond a life tied to the fields and the seasons or the forge and the hammer to prove themselves and perhaps progress enough to become a skilled adventurer and eventually make a name for themselves. In other words, to advance from Zero Level to First Level. Of course, the Player Characters at the start of Dungeon Crawl Classics #68: The People of the Pit are presumed to have done that or the Judge could actually run Dungeon Crawl Classics #67: Sailors on the Starless Sea before this scenario and its survivors, having reached First Level, now play it as a standard Dungeon Crawl Classics adventure.

The adventure is not so much a descent into the pit—although ultimately, the Player Characters will reach its bottom—but a descent through the caves and tunnels carved into the walls of the pit by the great tentacular beast and its faceless, blubbery, grey cultists. Here what the Player Characters discover is a working, living dungeon complex, a temple dedicated to the blind idiot god whose name they will learn is Palimdybis, its cultists conduct ceremonies to their master, make sacrifices to him, and prepare the strange powders and concoctions, made from the suckers, eyeballs, and skin scoured off their master’s tentacles, that they use to transform initiates into the inhuman state of full cultist. Even the descent to this complex is dangerous enough with its cracked and slippery stone steps which wind their way around the side of the pit, the possibility being that the Player Characters lose their footing and plummet to their deaths. Once inside the complex, Palimdybis’ influence can be found everywhere. His tentacles seem to reach everywhere, most notably in a ravine where they can reach up to attack intruders or pull down a drawbridge that will allow people to cross, the Octo-masses which burst out of the bellies of cultists once they are slain, and in the tentacle transport which can be ridden up and down the complex by clutching the rope ladder and rigging the cultists have attached to it. This only hints at the ability of the cultists to command and control the tentacles, each of them learning to summon and direct the tentacles once initiated. This is a group endeavour and requires at least three cultists. It is also possible for Player Characters to learn the spell Control Tentacle and so gain the same abilities—at least within the temple and the pit. This tentacle transport is not the only means of traversing the complex. For example, mazes serve as mediative puzzles—almost like the Pattern from Roger Zelazny’s Nine Princes in Amber—that the crimson-robed middle-ranking cultists, yellow-robed senior cultists, and blue-robed cult leader—use to transport themselves between the levels of the temple. These mazes are given as actual handouts that the players must solve using pen and paper in order to proceed further into the temple!

Dungeon Crawl Classics #68: The People of the Pit is a dangerous affair, especially once the cultists begin summoning tentacles. There are also many features which work like traps, like the meditative mazes, but are not traps in the classic sense, plus, the processes necessary for the initiates to become full-blown cultists are dangerous as well. The monsters are nasty too, like the mineral-horned mountain basilisk, a variant of the traditional basilisk whose gaze takes longer to turn its victims to stone, but whose solid gold horn is bound to attract the attention of the greedy Player Character. Lastly, the final confrontation and climax of the dungeon is a nasty fight that the players will feel lucky to have their characters survive.

One aspect of Dungeon Crawl Classics #68: The People of the Pit to note is that it is low in terms of reward or treasure. There is no real discussion of what happens beyond the adventure itself and little in terms of monetary reward to be found. There are three magical items of note to be found. One is a very fragile wand that enhances and grants detection spells, another is a short sword that can be thrown at goblins with unerring accuracy and cripples those who interfere, whilst a third is a simple +1 Mace. Of course, after reading the descriptions of the first two, why is the mace so very, very plain?

Originally, Dungeon Crawl Classics #68: The People of the Pit consisted of just the four levels of the temple complex, but later printings include ‘Assassins of the Pit’, an additional area that can be added to the pit. There are suggestions as to where this could be, one being that the Player Characters follow an Octo-Mass, not yet killed, as it flees down the side of the pit to this new area. The twelve-room complex nicely expands upon the original dungeon, providing the means for the Player Characters to learn more about the cult and its history that cannot be found elsewhere in the temple, and it also sort of puts a face to the cultists found here. Or rather multiple faces, since these purple or black robe-wearing cultists are not so much cultists or transformed humans, but Octo-Masses that have escaped their former hosts and become assassins with the ability to take on the faces of others. Nicely creepy and in true weird fantasy style, they are led by a ‘Grandfather of Assassins’.

Physically, Dungeon Crawl Classics #68: The People of the Pit is as solidly produced as you would expect for a scenario for the Dungeon Crawl Classics Roleplaying Game. The maps for the core scenario are appropriately tight and twisty for the tentacular nature of the scenario, though those for ‘Assassins of the Pit’ are plainer and not as interesting.

Dungeon Crawl Classics #68: The People of the Pit set the tone for the Dungeon Crawl Classics Roleplaying Game scenarios that were to follow—grim and weird and challenging. Its weirdness comes from the Lovecraftian tentacular theme threading, quite literally, through its dungeon halls, its grimness comes from the fate of both cultists and victims, and the challenge from it just simply being a tough dungeon crawl. If their characters survive Dungeon Crawl Classics #68: The People of the Pit then your players are really going to feel they achieved something and their characters are truly worthy of getting to Second Level.

Friday Filler: Cryptozoology for Beginners

The set-up for Cryptozoology for Beginners is quite simple. The school’s photography class has been given a new assignment and raced off aboard the big yellow school bus on a mysterious field trip. This is out into the wilds to photograph and record the local wildlife. This is no ordinary wildlife though, but cryptids—Nessie, the Chupacabra, Sasquatch, and the Mothman—and if the players can take the right photographs and complete their assignments, they will be rewarded with stars, and get to go home top of the class. Cryptozoology for Beginners is published by Cryptozoic Entertainment and is part of the second trilogy of games based on the art of Steven Rhodes, noted for its sly, subversive dig at the social attitudes and fears of the seventies and eighties. Published following a successful Kickstarter campaign, it is designed to be played by between two and four players, aged fourteen and up. The game is played over the course of three rounds in which players will draft cards—both Assignment Cards and Cryptid cards, and then play the Cryptid Cards to both activate their abilities and fulfil the requirements of the Assignment cards. A game can be played in twenty minutes or more, depending on the number of players.

Cryptozoology for Beginners consists of a twelve-page rules booklet, a deck of ninety-six Cryptid Cards, forty Assignment Cards, forty Scoring Tokens, and a Bus Standee. The rules booklet is short, easy to read, and includes a few clarifications and some optional rules. The latter are for a beginner game and a two-player game. The rules for a beginner game do feel superfluous given the simple nature of game and its play, especially given its suggested age limit. Much younger players will have no problems learning and playing Cryptozoology for Beginners. The Scoring Tokens are worth between three and six points and are kept face down throughout play, including when a player draws one and keeps it, and the Bus Standee is used to indicate the first player in each round.

The two card types are the Cryptid Cards and the Assignment Cards. These come in four colours—red, green, blue, and yellow—and are marked with one of seven icons—either Nessie, Sasquatch Footprint, Chupacabra, Mothman, Eldritch Tome, Target, and Horror. There are some cards which combine two icons, whilst the cards with the Horror icon—the Jersey Devil, Siren, and Jackalope—are colourless. Where link between the icons and the cryptids are obvious, the Target icon refers to Monster Hunters. Each of the Cryptid Cards has a special ability. For example, the ‘Nessie’ card requires a player to activate it and another two cards with the Nessie icon so that he can draw another card, whilst the Chupacabra card needs to be activated plus another four cards with the Chupacabra icon and then lets a player discard any card in play, even that of another player, and in return let the owner draw a new card.

The different types of Cryptid Card are also themed mechanically. Thus, the Cryptid Cards with the Nessie icon enable a player to draw more cards; the Cryptid Cards with the Sasquatch Footprint grant a player more Victory Tokens; the Cryptid Cards with the Chupacabra icon let a player steal cards from another player; and the Cryptid Cards with the Mothman icon grant a player with the most Mothman icons extra Victory Points. Of the other Cryptid Cards, those with the Eldritch Tome icon reward a player with Victory Token and those with Target icons can activated to draw and keep another Assignment card. The colourless cards give a variety of unique effects.

The Assignment Cards each provide an objective and a reward to be gained in return for completing it. For example, Assignment #1 requires a player to accrue four red cards and grants him three Victory Points, whilst Assignment #16 gives a player two points if he can accrue two points and at the end of the round, can either give the player another Victory Point or lets him keep a card with a Chupacabra icon.

Cryptozoology for Beginners is played in three rounds each of which consists of four phases. The first phase is the ‘Assignment’ phase. Each player draws two Assignment Cards, keeps one and hidden, whilst the other is placed face-up where everyone can see it and work to achieving it. In the second phase, the ‘Draft Cryptid’ phase, each player receives eight Cryptid Cards. He keeps a single card and passes the remainder to the next player. This is done until each player has drafted a hand of eight Cryptid Cards. The third phase is ‘Player Turns’. Each player takes it in turn to play a single Cryptid Card in front of him, activate its ability, and if he manages to complete an Assignment Card, either one face up on the table or the one he has secret, he gets to place it in front of him. It will add to his total score at the end of the game. Cards can only be activated once per phase. Play continues until no-one has any Cryptid Cards in their hand. This ends the round, players keep their completed Assignments and points scored, whilst all Cryptid Cards are discarded—unless a card says otherwise. A new round begins and repeats these steps, and then again for a third and final round. The Bus Standee is used to indicate the player who has the lowest score that is not hidden and lets him begin first in the next round. At the end of the game, the player with highest score wins the game.

In this way, the play of Cryptozoology for Beginners is simple and straightforward. In fact, too simple and straightforward. The problem with Cryptozoology for Beginners is that once play begins, there is very interaction between the players, only through a number of limited Cryptid Cards and then through the draft in the second phase of each round. This draft is the most important stage of play, since it sets up much of what a player will play and do in the ‘Player Turns’ phase. To go further, the ‘Draft Phase’ is not so much a ‘draft’ phase, but a ‘planning’ phase, a player trying work out whether to aim to complete Assignment Cards, focus on Cryptid Cards that give more points, and so on. The benefit of the draft means that each player will also have some idea of what his opponents are planning because of the cards they draft—in secret of course, but they are no longer there as the hands are passed around the table. Also, with just a few Assignment Cards in play, the competition between players can be fierce and made all the worse if a player grabs one that another player has been working towards completing, leaving him little time to adjust or really catch up.
Physically, Cryptozoology for Beginners is nicely done. The rules booklet is easy to read and the rules to understand, whilst the Victory Tokens and the School Bus are done on the thick, bright cardboard. The Assignment Cards are clear and simple, if bland, but really all of the game’s flavour comes from Steve Rhodes’ artwork on the Cryptid Cards which is highly entertaining, such as the Sasquatch on the ‘Seclusion of Sasquatch’ Cryptid Card making filming another Sasquatch whilst a third looks on laughing!

Ultimately, what sells Cryptozoology for Beginners is its artwork—and it really is good artwork. Otherwise, game play focuses too much on its draft mechanic—get it right and a player will sail through his turns, get it wrong and he will have slog to catch up. There is also little interaction beyond the draft. Younger players are more likely to like this more than older ones, the latter including the minimum suggested age group for Cryptozoology for Beginners. It is too simple a game for them. Ultimately, Cryptozoology for Beginners feels as if it should offer more than it does.

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