Reviews from R'lyeh

Jonstown Jottings #60: The Six Paths

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

—oOo—

What is it?
The Six Paths is a supplement for use with RuneQuest: Roleplaying in Glorantha which describes and discusses the six main Heortling genders and their roles in society and the cults of Heler, Nandan, and Vinga.

Notes are provided to enable the content to be used with QuestWorlds (HeroQuest).

It is a twenty-nine page, full colour 4.89 MB PDF.

The layout is tidy and the artwork excellent.

Where is it set?The content of The Six Paths is set primarily wherever Heortlings may be found.
Who do you play?
The content of The Six Paths is intended is designed to be used with the multiple genders and sexes recognised by Heortling culture and members of the Heler, Nandan, and Vinga cults.
What do you need?
The Six Paths requires RuneQuest: Roleplaying in Glorantha  and The Book of Red Magic.
What do you get?The Six Paths explores how Heortling society recognises and accepts four sexes—female, male, neuter, and both, and at least six genders—female, male, vingan, nandan, helering, and none. It presents the myth of how Orlanth came to recognise these and explores the stereotypical identities and roles associated with them. For example, a vingan uses the female pronouns, keeps her hair short and dyed red, wears trews and skirt with tunic and arm rings, has the personality traits of passionate, violent, and proud, and is associated with the tasks of ploughing, carpentry, hunting, and smithing. Whereas a helering uses both male and female pronouns and neither, keeps their beard long or is cleanshaven, wears a skirt, and is adaptable, mercurial, and changeable. There are no specific tasks associated with helerings as they can turn their hands to anything. Whilst the patron gods are given for each of the genders, for example, Vinga for vingans and Heler for helerings, they do not necessarily join their actual cults, but their cults are given in The Six Paths (in which case, their worshippers are Vingans and Helerings.) As stereotypes, these are essentially the baseline to work from rather than play to.

Three cults—not presented so far for RuneQuest: Roleplaying in Glorantha—are detailed in The Six Paths. These are Heler the Rainmaker, Nandan the Housekeeper, and Vinga the Defender Storm. These are fully written up in the same format as in RuneQuest: Roleplaying in Glorantha including mythos and history, the cult’s beliefs on life after death, likes and dislikes, organisation, centre of power and holy places, and much more. Details are also provided for using the three cults in QuestWorlds (HeroQuest). Each cult is fully playable, adding interesting options in terms of character types, whether that is as a fierce follower of Ereltharol, the  Black Ram, Heler’s brutal warrior child; a loyal Nandan housekeeper; or a fierce Vingan warrior. All three cults come with nicely done associated myths which context to each cult. The Vinga cult details also adds the Weather Lore skill.

In addition to four new spells listed in the appendix—Change Sex, Impregnate, Summon Cloud Spirit, and Summon NephelaeThe Six Paths presents six sample characters which the variety of genders and sexes to be found in Heortling society. They include Leikan, a vingan Initiate of Yelmalio, Frithorf, a neuter Initiate of Orlanth and assistant shaman with their gloriously blue dyed hair and beard, and Esarios, a helering initiate of Humakt. All six do showcase the range of possibilities that the mix of genders and sexes in Heortling society encourages, and they can be easily used as NPCs or sample Player Characters.
There is a wealth of detail and a great deal to like in The Six Paths. The cults are particularly well done, and the supplement in general is very written and full of flavour and detail that is easy to bring into a campaign. 

However, The Six Paths is not without its potential controversaries. Obviously, there is its subject matter, but there are difficulties with its language too. The former is less of an issue because the fluidity of both gender and sex written already written into the background of Glorantha and RuneQuest: Roleplaying in Glorantha, but not every player or Game Master will necessarily want to deal with or address this subject matter within their game. In which case, their game will fall under the caveat that ‘Your Glorantha Will Vary’, and so The Six Paths will not be for them. Nevertheless, the language is problematic with the title of the spell, Impregnate, which carries with it the implication, if not of force necessarily, then of a masculine act rather than the feminine act of conception and its association with Ernalda, thereby negating her role and purview. The spell Change Sex also has its own issues, not least of which is that its use feels arbitrary rather than something special which might be achieved through a lengthy and purposeful hero quest rather than just having a spell cast. The power of both spells is implied by the number of Rune points which need to be expended to cast them—three in either case, but both spells feel underwritten in comparison to the two other spells listed alongside them in the appendix.

When it comes to answering the question, “Are vingans and nandai transgender?”, the phrasing in The Six Paths is potentially much more contentious. Its answer is that, “It would be easy to assume that vingans are trans men, and nandani are trans women. However, as gender and sex are separated in Heort’s Laws, there would be no reason for this to be the case. The Heortlings are perfectly capable of understanding someone who was born in a male body, but with a female gender identity. This means that vingans and nandani are a separate gender identity, seen as possessing different societal roles.” Now whilst vingans and nandai have the benefit of growing up in Heort society which accepts them as equals, by suggesting that vingans and nandai are not transgender (or might not be), The Six Paths is excluding the fact that they could be and in doing so excluding those who are. In effect, denying transgender players the characters and role models within the setting of Glorantha with which they can self-identify. This may not have been the authors’ intention and it may not be the case for every individual who identifies as or is transgender, but there is very much scope here for others of the transgender community to feel excluded.

Is it worth your time?YesThe Six Paths is an excellent exploration of gender, sex, and associated cults and spells for RuneQuest: Roleplaying in Glorantha, but some of its language may not be considered approriate.NoThe Six Paths is an exploration of a subject matter which not everyone is comfortable with as well as some of the language and terminology used in the supplement being contentious for others. MaybeThe Six Paths is a potentially excellent exploration of gender, sex, and associated cults and spells for RuneQuest: Roleplaying in Glorantha, but arguably, its use of language and terminology may not be as inclusive as the authors intended. Address that and it becoms a much less difficult supplement.

Jonstown Jottings #59: Lost in the Dark

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

—oOo—

What is it?
Lost in the Dark is a scenario and supplement for use with RuneQuest: Roleplaying in Glorantha in which the adventurers are tormented by a mischievous Darkness spirit and literally get lost in the dark.

It is an eleven page, full colour 27.46 MB PDF.

The layout is scrappy and the scenario requires development and editing, but the artwork is engaging and the cover excellent.

Where is it set?
The sidetrek in Lost in the Dark is specifically set along in the Nymie Valley on the route between Apple Lane and Clearwine Fort. It could easily be set elsewhere.

Who do you play?Any type of Player Character could play through Lost in the Dark, although a shaman or assistant shaman may be useful. Uz will have a specific advantage when encountering the Lost in the Dark spirit and are not suitable for the side trek adventure seed given in Lost in the Dark. The Player Characters do require a reason to be travelling from Apple Lane to Clearwine Fort, especially at night.
What do you need?
Lost in the Dark requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the region around Apple Lane. The RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters.

What do you get?
Lost in the Dark plays on the Orlanthi fear of the dark instilled in him in ages past in the Greater Darkness. Whilst travelling at night, the Player Characters unknowingly encounter a Lost in the Dark, a darkness spirit who delights in playing tricks on travellers, making it difficult for them to navigate their way by dimming both torches and the stars in the skydome, and forcing them to become lost. Mischievous rather than malicious, the Lost in the Dark literally forces the Player Characters into a series of side treks from dusk to dawn.

Full stats are provided for the Lost in the Dark, a child of Dehore, although no description is given. There are two illustrations, so the Game Master can choose from either. Notably, the Lost in the Dark is chased away when Yelm ascends out of the Underwrold at dawn, so the Player Characters will not be plagued by it longer than one night, and it can be negotiated with if it is spotted or sensed. Unless a Player Character has Spirit Sense, this is understandably difficult.
 The adventure seed in Lost in the Dark sees the Player Characters start the day-long journey from Apple Lane south to Clearwine Fort—and do so at night. The Game Master is expected to provide a reason for the Player Characters to do this, but given the fear that Orlanthi have of travelling at night, this is an issue. It really, really has to be a good reason, and Lost in the Dark really, really should have included some suggestions, especially how specific it is in terms of setting. Lost in the Dark also includes rules for ‘Navigating in the Dark’ which are workable enough, along with a fully worked out example. The adventure seed itself is supported with a number of encounter suggestions. Like the adventure seed itself, these can easily be extracted from Lost in the Dark and run elsewhere, although the Game Master will need to provide any stats necessary and may want to develop them a little further to fit into her campaign. The best use of Lost in the Dark is as an interlude between longer scenarios. Its brevity makes it easy to prepare and run, but for some players, the mischievous and hidden in the dark nature of the encounter could be an exercise in frustration.

Is it worth your time?YesLost in the Dark presents an easy to run interlude that can be adapted to elsewhere, but which requires some development input upon the part of the Game Master.NoLost in the Dark presents an annoying encounter with a mischievous spirit at a time when the Player Characters know better than to be out and which the Game Master really has to provide a reason to explain that. Plus the campaign may not be set in the lands of the Colymar Tribe.MaybeLost in the Dark presents an an annoying encounter with a mischievous spirit at a time when the Player Characters know better than to be out and which the Game Master really has to provide a reason to explain that.

Superbly Subterranean

Book of the Underworld is a sourcebook for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. It is a guide to the realms below the Dragon Empire. Not the dungeons, but further below, in the realms known as the Underworld, riddled with twisting tunnels and networks of caverns; home to lost seas, lost races, and lost gods; rife with dark secrets and darker kingdoms; and below that? Here can be found the Gnomish school of wizardry, the Arcane Academy in the Burrowdeep Warrens where the graduates swear to never reveal its location upon pain of a curse that changes from graduation year to graduation year and where all sorts of magic is studied away from the eye of the Archmage—even necromancy! Forge, the Dwarven City of Memorials to the lost ancient civilisation of Underhome which stretched across the Underworld and which the Dwarven King still claims as his—along with much of the Underworld. Drowfort, a magnificently dark fortress sphere suspended by webs amidst a circular cavern, where factions of the Drow dedicated to the Elf Queen, She Who Spins, and both without ever revealing their allegiances co-operate to impose martial law on the Underworld. The Caverns of Lost Time in the Hollow Realm where whole regions of both the Overworld of the Dragon Empire and the Underworld, as well those of previous and lost Ages have been swallowed and preserved. Below that, glimpses of Underkrakens might be caught, seas of chaos writhe and surge, gods repose in their great catacombs, and something stranger still might be found—possibly the great architect of the Living Dungeons which burrow up the Underworld to the Overworld… And he has a beard, wears glasses and Hawaiian shirts, and speaks with a Midwestern accent, that would not be the strangest thing in Book of the Underworld.

The Book of the Underworld is a slim volume of ideas, places, monsters, advice, lists of thirteen things, and more, all designed to take a Game Master’s campaign even deeper underground. It is by no means a definitive guide to the Underworld, but it contains more than enough content and ideas to fuel multiple campaigns. Some locations its fleshes out in detail, such as Forge, Dwarven City of Memorials with its multiple districts and NPCs, or Web City, the stalactite city home to two cults—the Cult of She Who Spins in Darkness and the Cult of He Who Weaves With Joy—and innumerable spiders and drow, a fantasy ’noir setting strung across the ceiling of a great cavern, whereas locations such as the Dark Temples where the darkest of gods hide from the light and the Salt Mines of the Manticore, a sprawling salt mine used in ages past as a prison with one entrance pit in manticores were free to feed on the salty inmates, get just a paragraph or two. Whilst the former are more ready to play and easier for the Game Master to bring to the table, the other locations are more ready for her input and development of her own ideas and content.

The Book of the Underworld does require access to a number of supplements for 13th Age. In addition to the core rulebook, the Game Master will need the 13th Age Bestiary, 13th Age Bestiary 2, and 13 True Ways, whilst 13th Age Glorantha, Book of Ages, Book of Demons, and others will all be useful. It divides the Underworld into three layers. These are in descending order of depth, the Underland, the Hollow Realm, and the Deeps, which correspond roughly to the three tiers of play in 13th Age—Adventurer, Champion, and Epic. As with other supplements for 13th Age, it ties in the thirteen Icons and their relationships with the Underworld, which of course can be used to spur the Player Characters into descending below either on their behalf or to stop their plans. It throws in too, several fallen, vanished, and refused Icons, such as the Explorer from the Book of Ages or the Gold King—a former Dwarf King turned undead from 13th Age Bestiary 2. It introduces the Calling, the alien desire which subverts an existing icon relationship and compels an adventurer to travel further into the Underworld…

The supplement also discusses the roles which the underworld can take in a campaign, from a source of evil or monsters to a realm which is either hidden, prosaic, or weird, if not a mixture of all three, as well as using as the setting for a quick delve or a longer sojourn across an entire tier of play. Rather than suggesting that the Game Master map out each and every tunnel or cavern, it gives guidelines on how to use travel montages and include the players’ input and descriptions to detail and enhance the various locations their characters come across to make it interesting and involving, but shies away from focusing upon the day-to-day tracking of resources such as food, water, and sources of light. It adds a few treasures, such as the Drow Poesy, made of flowers plucked from Hell and the Bezoar of the Caves, former magical items belonging to adventurers chewed up and spat out by carnivorous caves, as well as numerous new monsters, but the latter tend to be specific to their locations.

The two races to receive the most attention in Book of the Underworld are the Dwarves and the Drow. Both are well handled and nuanced, but the interpretations of the Drow are the more interesting, if only because they are not portrayed as the out and out villains they often are in other settings, but rather accorded multiple interpretations which the Game Master can pick and choose from. Also known as the Silver Folk, they are primarily divided between those loyal to the Elf Queen and those loyal to the Cult of She Who Spins in Darkness. The realm of the Silverfolk lies below and extends beyond the Queen’s Wood. Numerous options for obtaining access are given, such as via ancient fairy mounds or sigils spun by spiders, and the Silver Folk might be divided into family clans of extreme specialists, whether that is of duellists, torturers, mushroom farmers, spider herders, artists who paint living portraits, and more; operate as the Elf Queen’s secret police; be exiles from the Queen’s Wood above; or reside in cavern dens as drug-addled fiends and hedonists, or laboratories where alchemy is practised as an art. The other Drow locations detailed in the Book of the Underworld, Drowfort and Web City, are located below in the Hollow Realm and are likewise accorded options of their own from which the Game Master can choose—as with much of the supplement.

Elsewhere, the Book of the Underworld provides lists of ways to get into the Underworld—including via the Abyss for Player Characters who want to make their delvings all the more challenging and for the Game Master who wants to make use of the Book of Demons, an explanation of how druidic earthworks work—above and below ground, the Grand Dismal Swamp—complete with Troglodytes and Fungaloid monsters, and not one, but four kingdoms of the Mechanical Sun! There really is a lot for the Game Master to play with in the pages of the Book of the Underworld. Plus it need not be just for 13th Age. The ideas and settings in this supplement would work equally as well in a lot of other fantasy roleplaying games too.

Physically, the Book of the Underworld is well written, but not always well illustrated as the artwork varies widely. It presents a wealth of ideas and options as well as particular locations, some already developed, others awaiting development upon the part of the Game Master, that she can bring to her campaign. Or indeed, actually turn into a campaign! The Book of the Underworld literally adds depth to 13th Age and content that a Game Master can mine for scenario after scenario and campaign after campaign.

Hostile Mechanics

Hostile is a gritty, near future roleplaying game inspired by the Blue-Collar Science Fiction of films such as Alien, Bladerunner, and Outland. It is a future in which space exploration and colonisation is difficult, harsh, and dangerous, but in which there are asteroid systems and worlds to be exploited and great profits to be made. Conflict is not unknown—between colonies, between colonies and corporations, between corporations, and when that gets too much the Interstellar Commerce Organisation steps in or peacekeepers such as the United States Marine Corps are sent in, but in the main, space is a working environment. One with numerous hazards—the vacuum of space, radiation, adversely high and low temperatures, poisonous planetary atmospheres, potential insanity from being exposed to hyperspace, and strange alien creatures which see you as intruder, food, or incubation for its brood—which humanity must cope with in addition to the stresses of space travel and working away from Earth.

Published by Zozer Games, Hostile is derived from Samardan Press’ Cepheus Engine System Reference Document, the Classic Era Science Fiction 2D6-Based Open Gaming System based on Traveller. It is a standalone game system and setting which is divided into two volumes, Hostile Rules and Hostile Setting. To encompass the military Science Fiction aspect the setting—obviously inspired by Aliens—Hostile encompasses the squad level combat rules from Modern War, but that is only one option of play explored in Hostile Rules. In total, Hostile Rules covers the task resolution mechanics, character creation, survival rules, stress and panic rules, starship and ground combat, starship operations, creating worlds, trade and salvage, encounter tables, and more. What Hostile Rules does not do is provide an actual setting, although that is either referred to or inferred to throughout its pages, for typical wages and costs of items and services in 2250, as well as the licences and qualifications associated with the roleplaying game’s skills, both in the military and out.

Hostile Rules is itself not entirely complete and is not a standalone rulebook. Most obviously, there are no weapon stats given in the combat sections of Hostile Rules—that is saved for Hostile Setting.

The fundamentals of Hostile will be familiar to Referees and players of Traveller. The core mechanic consists of two-sided dice rolled against a target of eight or more, to which are added stat-derived modifiers; characters tend to be older, having gone through several four-year terms of service in a career and may suffer the effects of aging; in combat, damage is taken directly by a character’s three physical attributes—Strength, Dexterity, and Endurance; and starship travel is measured in the number of parsecs travelled. In flavour and feel though, Hostile Rules is very different to Traveller, being grim and gritty near future Science Fiction as opposed to the far future Imperial Science Fiction of Traveller.

Hostile Rules begins by explaining its core mechanic. To the standard skill role, it explains the perception roll and the characteristic roll, all done in a couple of pages, or so. It also discusses the types of campaigns which it can be used to run. These are typically built around particular crew types, including colony work crews, corporate investigation teams, roughneck crews, commercial starship crews, marine corps squads, private military contractors, and more. Then it explains character creation, with options for designed rather than random creation. Although the setting of Hostile is humanocentric, it includes options for the genetically engineered Android and Prole, but neither are intended as options for Player Characters. Proles are needy and introverted with a four-year lifespan, whilst Androids are passive and non-aggressive, and the designers advise the Referee to be careful before allowing an Android with ‘broken programming’ in play.

A character in Hostile is defined by six characteristics—Strength, Dexterity, Endurance, Intellect, Education, and Social Standing—each rolled on two six-sided dice and expressed as line of numbers and letters called UPP or Universal Personality Profile. A Player Character’s homeworld provides some base skills at level zero, with career options including Corporate Agent, Corporate Executive, Colonist, Commercial Spacer, Marine, Marshal, Military Spacer, Physician, Ranger, Roughneck, Scientist, Survey Scout, and Technician. The Android Career is included for NPCs. Then a player rolls for the character’s Career, term by term, with mustering benefits at the end. In addition, Hostile Rules adds tables for his appearance, height, weight, psych evaluation, reason for leaving Earth, suit badges, and more. This nicely adds flavour and detail. All of the details for each Career is neatly contained on the single page.

Chandra Pham is from Singapore on Earth and signed on with Kuorox Interplanetary as a crewhand and for the last two decades has risen through the ranks, qualifying as a senior broker before being appointed captain of the Blue Hildegard. Two years ago, the Blue Hildegard was hijacked following a gun battle in which numerous members of the crew and hijackers were killed. Captain Pham managed to lead an escape attempt and overpower the hijacker, but was badly injured during the incident, losing her right eye. Although an ICO Court of Inquiry exonerated her, it pointed to lax Kuorox Interplanetary operating procedures which enabled the hijacking. Chandra Pham was let go by Chandra Pham, but received Star Envoy Club Membership as a reward and is currently looking for an independent berth or opportunities to trade.

Senior Captain Chandra Pham, Age 38
Homeworld: Earth
Height: 159 cm Weight: 64 kg
Psych Evaluation: Selfish (Concerned with reward and compensation)
Reason for Leaving Earth: Caught up in political turmoil
Distinctive Feature: Shades
Qualifications: Commercial Brokerage Licence, ICO Sensor & Signals Licence, ICO Cargo Loader Licence, ICO Space Transportation Licence, UASL Pressure Suit Handling Licence

578C86
Commercial Spacer (5 Terms)
Brawling-0, Broker-4, Carousing-0, Comms-1, Computer-1, Ground Vehicle-0, Gun Combat-1, Loader-1, Navigation-1, Pilot-2, Streetwise-0, Vacc Suit-1
Cr. 20,000
Star Envoy Club Membership

As well as providing rules for a multitude of environmental hazards, from acid, hiking, and diseases to arctic and desert, pressure loss, and hunger, Hostile Rules includes rules for stress and panic. This can occur when a starship or vacc suit takes damage for the first time, suffering damage to reduce an attribute to half or more, losing control during a spacewalk, and more. This is a standard Intelligence roll and if failed, the Player Character temporarily loses a point of Intelligence, potentially making further Stress checks harder to pass. If a Player Character’s Intelligence is reduced to half or zero in this way, a Panic Check is made and if failed, he will act accordingly to a roll on the Panic Effects table. In general, this favours Player Characters who have a high Intelligence, but there is a spiral loss, at least temporarily, to Stress checks from any lost Intelligence and of course, scope to roleplay a character’s response.

The combat rules cover everything from personal combat all the up to vehicular combat. This includes blind, area, and frenzy fire, calling for fire support, handling NPCs, the scale between man portable and vehicular weapons, and more. Space combat is also covered, but in some ways, the chapter on starship is actually more interesting, getting right down into the nitty gritty of details such refueling, loading and unloading, fight and hyperspace, landing, and more. What this impresses upon the reader is that Hostile is not setting in which a starship necessarily takes off, travels, and lands somewhere. This all takes effort and work upon the part of the crew, and whilst it need not be played out each and every time, it should be done at least once, if not twice, to reinforce the nature of space travel. One aspect which is like Traveller in the Hostile Rules is that travel in hyperspace is done outside of star systems and two aspects in which it is not, is that hyperspace travel is done in hypersleep and that starships can travel for more than week. Which means that a starship capable of travelling three parsecs per week would cover that distance in a week, a shop capable of only traveling one per week, would take three. One pleasing genre enforcing element is that commercial starship crews make most of their money through bonuses, not base pay, so Player Characters get to gripe about their bonus!

Hostile Rules also goes in quite details about worlds and world data, especially its physical characteristics. There are rules here for creating worlds, adding trade classifications and bases, and more, although there is no checklist, so it does look as if they are not actually there! As with the small arms, actual world data for individual colonies and settlements within the setting are saved for Hostile Setting. There are rules for trade though, and salvage.

Hostile Rules is rounded off with a lengthy set of encounter tables and advice for the Referee. The encounter tables handle everything from Space Encounters and Starport Encounters to Colony Encounters and Patron Encounters, as rules for handling interaction between the Player Characters and the NPCs. It also includes tables and guidance for Animal Encounters, including creating them, though this does not extend as far as Exomorphs—or Alien Horrors! There is a nice little essay here on making them interesting and different to that of the Xenomorphs, the obvious inspiration for Hostile. It only runs to a couple of pages, so it is a pity that it could not be longer, but unlike the other animals, there are no tables to help the Referee create her own, though there are plenty of ideas included to make encounters with them different and challenging.

The advice for the Referee is excellent, covering campaign types—the fact that the different crew types allow for a range of Player Character types, adjudicating the rules, how to create scenarios, including a example inspired by a horror film, how to prepare so that you can improvise better, and finally, run campaigns. The latter feels shorter and less useful than the rest, but overall, this is all helpful advice.

Physically, Hostile Rules is serviceably done. The artwork is excellent, capturing very much the grim and gritty feel of space being a working environment. One noticeable design feature is the text size, which although sans serif, is large. Hostile Rules could have easily been a shorter book with a smaller sized typeface, but the larger size is very easy to read.

The absence of weapons is the biggest issue with Hostile Rules. It is obvious why it lack them—Hostile Rules and Hostile Setting are designed to complement each other. However, with the addition of weapons stats, Hostile Rules would all be a standalone set of roleplaying rules.

The contents of Hostile Rules will feel familiar to anyone who played or read either Traveller or Cepheus, but very much filtered through not one, but three different Science Fiction subgenres—Blue Collar Science Fiction, Horror Science Fiction, and Military Science Fiction—and combined into one heavily implied setting with obvious inspirations. Bar the absence of weapons, Hostile Rules does very much feel like a Cepheus Engine version of Alien and Aliens, minus the Xenomorphs. This is not to say that this is a bad thing, but like the Aliens Universe, and even more so with Hostile there are numerous tales to be told which do involve conflict and exploration and strangeness without encountering a Xenomorph, or in this case, an Exomorph. Although Hostile Rules includes rules for Exomorphs and a Referee can run games involving them, they are not its focus as they are in Free League Publishing’s Alien: The Roleplaying Game. Plus, of course, Hostile already has enough elements within it that are trying to kill the Player Characters.

Although not complete, Hostile Rules is an engagingly accessible set of rules and mechanics which serve to make space and the frontier a dangerous place to be, let alone work. In combination with Hostile Setting it will provided a solid, detailed design, both in terms of the rules and the grim and gritty future.

An Almanac of Anomalies

Metamorphosis Alpha: The Mutation Manual is a supplement designed for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.
Metamorphosis Alpha: The Mutation Manual is written by a variety of authors, including James M. Ward, the designer of Metamorphosis Alpha and simply gives descriptions of over two hundred mutations. Metamorphosis Alpha: The Mutation Manual is a character sourcebook divided between lists and descriptions. Both lists and descriptions are divided into six categories—physical mutations, physical defects, mental mutations, mental defects, plant mutations, and plant defects. There are more of the mutations than the defects in each category. So typically, there are eighty to ninety entries for the mutation categories and between two and twelve entries for the defects. They are joined by a full complete mutation list at the end of The Mutation Manual, which lists all of the mutations in the roleplaying. Neatly, this list references not just the entries in this supplement, but also all of the mutations and defects listed in Metamorphosis Alpha—both the original version published by TSR, Inc. in 1976 and the more recent edition published by Goodman Games in 2016. One of the features of Metamorphosis Alpha is that Player Characters do not intrinsically get better. They do not acquire Levels, improve their attributes, or increase their Hit Points through being rewarded Experience Points. Which begs the question, how does a Player Character improve himself? There are two main ways. One is to find better and often deadlier arms, armour, and equipment, the other is gain new mutations. Both are relatively easy to come across in play. There are always stores of forgotten or dropped gear to be found, and across the various decks of the Starship Warden are to be found sources of radiation and other mutagenic agents. So the former will equip a Player Character, whilst the latter will alter him, granting wondrous new powers and abilities. Of course, there comes a point when the equipment and mutation lists in Metamorphosis Alpha begins to feel a bit stale and over used. Fortunately, the contents of the ‘Metamorphosis Alpha Treasure Chest’ provide plenty of source material in terms of both—and thus plenty of other source material for other Post-Apocalyptic roleplaying games. Of course, Metamorphosis Alpha: The Mutation Manual adds the new and needed mutations.

So for the physical mutations, there is ‘Anaerobic’ which enables a mutant to breathe any gas bar oxygen, ‘Detonating Fingers’ with which a mutant can generate and miniature bomb blasts from his fingers, ‘Holographic Skin’ grants a low Armour Class and near invisibility when he is partially dressed, and ‘Physical Flinging Back’ which throws the effect of an attack back at the attacker. Some of the Physical Mutations have a superhero power feel to them, like ‘Duralloy Skeleton’ or ‘Metallic Skin’, but others odd, even bonkers, such as ‘Edible’ which makes the mutant’s body produce edible fruit or nuts which have special effects, such as pistachios which temporarily increase radiation resistance for imbiber or makes him a scientific genius for anything up to day. The mental muations include ‘Aerokinesis’ for control of the air currents all the way up to tornados and ‘Technology  Amnesia’ for making a victim forget how to use a piece of technology, whilst ‘Total Healing’  enables to heal all damage once per every two days. Plant mutations include ‘Control Sap’ which renders anyone who touches the sap of the plant with this mutation suggestible and ‘Insect Monarch’ which marks the mutated plant out as both home and food source for a group of insects which the mutated plant can direct to do its bidding.

However, what is not immediately obvious is that Metamorphosis Alpha: The Mutation Manual does not contain any new defects. Instead, their inclusion—or at least mention—is confined to tables listing those available in Metamorphosis Alpha itself. Which is a shame as they are far and few between, and given the fact that any Player Character with mutations will also have defects, it means that whilst there will be a high degree of variation between mutations possessed by the Player Characters and NPCs, there will far less variation in terms of defects.

Physically, Metamorphosis Alpha: The Mutation Manual is cleanly presented. The illustrations are quirky—especially the one of E. Gary Gygax alongside that of his much-desired mental mutation of ‘Total Healing’—and in general, the entries are well written and easy to read. This is a supplement which will may of use to a lot of other Post-Apocalyptic settings or roleplaying games, such as Mutant Crawl Classics or Gamma World. Though for the former, the Judge will need to develop the respective mutation tables for each mutation incorporated from this supplement into her campaign. Overall, despite the lack of new defects, Metamorphosis Alpha: The Mutation Manual is a serviceable supplement for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship or the PostApocalyptic setting or roleplaying game of your choice.

Solitaire: You Are Deadpool

The solo adventure book is no stranger to the comic book. In the nineteen eighties, Diceman was a five-issue series from Fleetway which published stories involving characters from its sister publication, 2000 AD, including Judge Dredd, Nemesis the Warlock, Sláine, Rogue Trooper, Torquemada, and ABC Warriors. Diceman also ventured into political satire with the comic strip ‘You are Ronald Reagan in: Twilight’s Last Gleaming’ and Fleetway would continue this theme with the separate solo adventure book, You are Maggie Thatcher: a dole-playing game in nineteen eighty-seven. Marvel Comics satirised the solo adventure book format with a comic book mini-series all of its own and with the only character it could—the fourth wall breaking, genre busting, Marvel Universe killing Deadpool. In You Are Deadpool, Al Ewing—who has also written for 2000 AD—and Salva Espin and Paco Diaz let you take the ‘Merc with a Mouth’ on another romp through Marvel’s back catalogue after a job goes wrong, and in the process pokes fun at some key moments of Silver Age, Bronze Age, and Modern Age comics across the history of Marvel Comics.

The set-up is simple and one which you can ignore or dive straight into the action. The Tomorrow Man hires Deadpool to steal a Time-Travel Helmet stolen from the Time Variance Authority by the Roxxon corporation and stored in a high-security facility. All Deadpool has to do is get in, steal the helmet, and get out again. Nothing could be simpler. Except, it goes all wrong and Deadpool gets flung back in time. Each of the five issues, or chapters, of You Are Deadpool is set in a different time period. For example, in chapter two, Deadpool lands in nineteen sixties New York where the storylines see him become a beatnik poet and pop artist—complete with de rigueur beret, and potentially be at the birthplace of both the Fantastic Four and the Incredible Hulk! In the third chapter, he dumped in the swamps of the nineteen seventies where he encounters Man-Thing, Dracula and a host of classic monsters, as well as a certain Richard Milhouse Nixon turned antihero in spandex! In chapter four, Deadpool returns to New York, but not of the nineteen sixties, but the nineteen eighties where he up against Kingpin alongside Daredevil and the Punisher, all before doing a quick run through history and back again in chapter five.

You Are Deadpool is no mere ‘Choose You Own Adventure’ book. It includes rules and mechanics. As explained at the being of the first chapter by Deadpool himself directly to the reader—because Deadpool is of course going to break the fourth wall—along with author (though not of this comic, though there is a Warhammer fantasy Battles gag in there at his expense. Twice), Kieron Gillen, Deadpool has two stats, Badness and Sadness. These start at zero and as he progresses through the story, he gains points of Badness for acts of violence and being a badass, and points of Sadness for learning things which make him feel down. These do not have any effect on the mechanics per se, but depending upon which one is higher than the other, they will direct the reader down one path or another. Combat is handled by rolls of six-sided dice. If Deadpool and the reader roll higher than equal to their opponent’s roll, he beats him. Otherwise, Deadpool and the reader lose. The reader rolls two six-sided dice for Deadpool, whilst also rolling one, two, or three dice for his opponents. Typical security guards might only have the one die, but the Incredible Hulk rolls a total of four six-sided dice! Unlike other solo adventure books, the character of Deadpool has an advantage—a healing ability which means that he cannot actually die. Which means he can take a lot of damage, recover, and the reader can keep playing. Well, mostly. There are paths down which Deadpool can go and which do end the adventure.

Along the way, Deadpool can pick and hold three a total of three items to store in his inventory, anything from a doughnut, yo-yo, and shuriken to a deck of playing cards, a teapot, and a Rubic’s Cube—and more. Some of these will prove useful in Deadpool’s adventure. Interspersed in the storylines are several mini-games, including a simple ‘roll and move’ board game and a roll your own slam poetry poem. At the end of You Are Deadpool is checklist of achievements, which the reader can chose to tick off or not.

Structurally, You Are Deadpool consists of five chapters. Chapters one and five form the beginning and the end, whilst chapters two, three, and four can be played in any order. Either amusingly or not, at the end of chapter one, the reader is directed to chapter two or chapter three. This is not an issue and therefore not amusing if reading the collected You Are Deadpool, but of course, You Are Deadpool was released as a five-part mini-series of comics, issue by issue, month by month. So when You Are Deadpool #1 was published, the reader had to wait a month for You Are Deadpool #2 or two months for You Are Deadpool #3 to continue playing. Depending upon the ratings of Deadpool’s Badness and Sadness scores of course. Very droll.

Each issue or chapter itself, consists of between eighty and one hundred panels. Not all are non-sequential as you would expect for a solo adventure book. Certain series of panels can be read sequentially, just as you would any other comic or graphic novel, but for the most part, the panels are placed in non-sequential order. There is one consequence of You Are Deadpool being done as a comic book though. When reading or playing a solo adventure book, it is not uncommon to look at the illustrations as you flick past them to another paragraph and wonder what they depict and how you get there. In You Are Deadpool this is exacerbated because it consists of nothing but illustrations or comic panels…

Physically, You Are Deadpool is adroitly done. The artwork varies from chapter to chapter, so the second chapter, set in the nineteen sixties has a very pop art style. In between, the graphic novel collects the mini-series’ variant covers, including the ‘You Are Deadpool: The Antiheroic Role-playing Comic’, a parody which fans of TSR, Inc.’s Marvel Super Heroes will enjoy and a parody of Errol Otis’ cover to the B/X edition of Basic Dungeons & Dragons. At the end of You Are Deadpool, the author provides the story maps for each of the five chapters.

You Are Deadpool works as both a solo adventure book and a Deadpool story, but unlike most solo adventure books, it does not have much in the way of replay value—even with the achievement list at the end of the collection. This is primarily due to everything in each of the chapters’ different paths being drawn and thus on show—the blocks of text in standard solo adventure books being easy for the eye to gloss over, the panels of this comic strip not so much. So there are fewer surprises and hidden details, though the authors and artists do work hard to hide some. Nevertheless, You Are Deadpool is an entertaining and fun, if light parody of the solo adventure book, as well as the Marvel Universe.

A Cthulhu Collectanea IV

As its title suggests Bayt al Azif – A magazine for Cthulhu Mythos roleplaying games is a magazine dedicated to roleplaying games of Lovecraftian investigative horror. Published by Bayt al Azif it includes content for both Call of Cthulhu, Seventh Edition from Chaosium, Inc. and Trail of Cthulhu from Pelgrane Press, which means that its content can also be used with Delta Green: The Role-Playing Game and The Fall of DELTA GREEN. Published in March, 2022, Bayt al Azif Issue #04 does not include any content for use with the latter two roleplaying games, but instead specifically includes three scenarios—stated for both Call of Cthulhu, Seventh Edition and Trail of Cthulhu (and therefore would actually work with The Fall of DELTA GREEN if the Keeper made the adjustments necessary), discussion of various aspects of Lovecraftian investigative horror, interviews, an introduction to Call of Cthulhu in Finland, an overview of Lovecraftian investigative horror roleplaying in 2020, and more. All of which, once again, comes packaged in a solid, full colour, Print On Demand book.

Bayt al Azif Issue #04 opens with editorial, ‘Houses of the Unholy’, which celebrates the fortieth anniversary of Call of Cthulhu in 2021 and its influences, before diving into ‘Sacrifices’, the letters pages. The inclusion of a letters pages lifts Bayt al Azif above being just a supplement, and whilst the letters are most congratulatory, they continue the role begun in Bayt al Azif Issue #03, that of beginning to create and build a community. The more fulsome content gets underway with ‘Cthulhu in 2020: A Retrospective’. Witten by Dean Engelhardt of CthulhuReborn.com—publisher of Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia and The Apocthulhu Roleplaying Game, this covers the releases, major and minor, through the year, from each of the various publishers, beginning with Chaosium, Inc., before moving on to Stygian Fox, Golden Goblin Press, and Sons of the Singularity. Amateur publications and magazines are not ignored, including Bayt al Azif, and the author also covers Trail of Cthulhu from Pelgrane Press and Delta Green: The Role-Playing Game from Arc Dream Publishing, plus numerous other Cthulhu horror-themed roleplaying games, such as the Sandy Petersen’s Cthulhu Mythos series from Sandy Petersen Games, Campo De Mitos: A Campaign Setting of Lovecraftian Mythology Based in El Campo De Gibraltar from Mindscape Publishing, and Whispers in the Dark for use with Dungeons & Dragons, Fifth Edition from Saturday Morning Scenarios. It does touch upon a handful of titles available on the Miskatonic Repository, which to be fair, the magazine could never hope to cope with given the number released each year. It covers a lot of smaller, non-Call of Cthulhu titles too, before examining a few then forthcoming titles awaiting fulfilment on Kickstarter. At the time of publication, there were surprising few of them. Each of the various entries is accompanied by a thumbnail description, enough detail to spur the reader’s interest, but not really a review—although the author does offer an opinion in places. As with Bayt al Azif Issue #03, it dispenses with the references to individual reviews on Reviews from R’lyeh included in previous entries in the series, which to be fair saves spaces as more and more titles are covered. That said, there is scope in Bayt al Azif for reviews, even reviews of titles taken from the Miskatonic Repository if it was highly curated and a mix of the best and the most interesting reviewed. Otherwise, as in previous issues, ‘Cthulhu in 2020: A Retrospective’ is an extensive overview, which again nicely chronicles the year keeps us abreast of anything that the reader may have missed or forgotten, especially for the smaller titles.

Bayt al Azif Issue #04 continues to reprint scenarios originally published in German in the magazine, Cthulhus Rus. This time, there is only one of these though ,the mini scenario, ‘Ultima Ratio’. Meaning ‘Final Argument’, this is set in the nineteen thirties and inspired as so many scenarios are for Call of Cthulhu by a certain airship of the period. Written by Carsten Pohl, it is a one-shot designed for three players to be played in a hour or so. It begins en media res, with the Investigators awakening to find themselves in a strange situation with no idea of quite how they got there or what they are doing. It is an intense little situation which the Keeper will need to study carefully, but for the Keeper one of the pleasures of the scenario is what is an extensive set of playtest notes given the length of ‘Ultima Ratio’. This do help with the staging and explore some of the possible outcomes given its brevity. The second scenario in Bayt al Azif Issue #04 is French. ‘They Are Real’ originally appeared in the magazine, Di6dent #7, as ‘Ils sont réels’. Written by Guillaume Agostini, this is a time-hopping, puzzle box of a scenario which takes the Investigators from the scene of a suicide in an apartment in Toulouse in 1931 back and forth across southwest France to places far beyond their imagination and then beyond that! It has a very M.C. Escher-like quality and makes for an intriguing, if linear one-shot. It does require some development in places upon the part of the Keeper to expand upon certain scenes and so is not ready to run as is. The third scenario is ‘The Box of Sathla’ and is Finnish, originally appearing in Seikkalija #8 as ‘Sathlan Kuutio’ in 1991. This is actually the companion piece to Teppo Toivonen’s ‘Never-Ending Darkness: The History of Cthulhu in Finland’, a short but illuminating examination of both roleplaying and the growth of Call of Cthulhu in Finland.This coninued exploration of how Call of Cthulhu has travelled and been played outside of the English speaking hobby is one of more fascianting strands in Bayt al Azif, and hopefully there will be more of them in future issues (including Korea). In the meantime, the article highlights how it took a few years for Call of Cthulhu to arrive in a Finland and the effect of this delay can be seen in ‘The Box of Sathla’, it not being as sophisticated a scenario as was being published by Chaosium by the early nineties. This is not to say that ‘The Box of Sathla’ is bad scenario, but rather that it does does show its age in terms of plotting and the more muscular foes to be faced by the Investigators. Although originally appearing in Finnish, ‘The Box of Sathla’ takes place in New England and potentially into Lovecraft County. A Boston bookstore owner comes to the Investigators with a strange box which he wants to find out more information about. The box is very strange indeed, seeming to have ties to Ancient Egypt and the Salem witch trials. When asked, the bookstore owner reveals that the box belongs to his good for nothing brother who is conspiring with several strange disreputables, and that the strange history of the box confirms his suspicions. He asks the Investigators to look into his brother and his friends, and when the box is stolen under odd circumstances—though not so odd for Call of Cthulhu—the Investigators must relocate the box and determine exactly what the brother is up. This reveals some dark doings in the woods near Salem and a confrontation with powerful forces of the Mythos. ‘The Box of Sathla’ is overpowered and slightly over-the-top, but not without its charm. It would certainly be easy enough for the Keeper to adjust the potency of its antagonists if necessary.

The fortieth anniversary of Call of Cthulhu is celebrated in Bayt al Azif Issue #04 with a pleasing pair of articles. One is ‘All About Spooky Stories’, an interview with Mike Mason, the Creative Director of Call of Cthulhu which looks at the whole of his gaming hobby and his career. Although there is much that will be familiar here—Mike has been interviewed more than once!—this is an entertaining interview which should assure the reader that the long-running roleplaying game of Lovecraftian investigative horror is in good hands. Also entertaining is ‘Forty Years of Memories – Anecdotes from playing Call of Cthulhu’, a collection of stories and memories from the roleplaying game’s fans drawn from their experiences playing it. Some of the fun is identifying particular scenarios from the anecdotes, their titles being hidden in the footnotes.

The magazine is also beginning to build a sense of community too, and in Bayt al Azif Issue #04 this shows in a number of ways. One is the inclusion of ‘Blair Reynolds: In Memorium’ by Adam Scott Glancy, Dennis Detwiller, Shane Ivey, and John Scott Tynes, a fitting, often funny tribute to the late author and artist, Blair Reynolds, long part of Pagan Publishing whose striking contributions to titles such as Walker in the Wastes, Realm of Shadows, and Delta Green helped to make them stand out. Having this is in print—and similarly, the interview with Mike Mason—gives a sense of place and permanence.

That sense of community continues with ‘Bloodcurdling Screams: A Roundtable with London Carlisle, Rina Haenze, and Virgina’, which is a roundtable with the three hosts and Keepers of Call of Cthulhu who record and stream their games. Together they discuss the nature and challenges involved in recording streaming roleplaying sessions. There are pointers here too and advice for anyone who wants to try it and of course, links to streamed and recorded games. The article shows how gaming is changing and has been forced to change as a result of COVID-19.

Elsewhere, Andrew Smith examines ‘One of the Most Influential Scenarios’ by looking at Games Workshop’s Trail of the Loathsome Slime and comes to the same conclusions as Reviews from R’lyeh did in 2013, whilst in ‘The Mythos and Modernity: Deep Ones at the DMV’, Tyler Omichinski looks at how the Mythos and its entities can exist and continue to survive in the modern world. Ultimately, the author points to potential peripheries where the Mythos can survive in the face of society’s cultural indifference, but really does not develop its ideas very far and is thus disappointing. The article is all too short. ‘Clues of Cultists: 100 Discoveries’ by Joseph Janda, Bridgett Jeffries, and Jared Smith is a big table of ideas and elements to flesh out a Keeper’s cultists, such as connections to persons in power or what they might know about the Investigators themselves. The article is a serviceable addition which a Keeper can refer to for inspiration. Lastly, Evan Johnston continues his enjoyable comic strip, ‘Grave Spirits’.

Physically, with the fourth issue, Bayt al Azif keeps getting better and better in terms of production values and look. It is clean and tidy, its layout ordinary rather than interesting, 
and though it might need an edit in places, the main issue is still that some of the artwork veers toward being cartoon-like. With Bayt al Azif Issue #03 found its voice and format by offering longer articles and a more diverse range of voices. This continues in Bayt al Azif Issue #04 with content not just from Germany as before, but from France and Finland as well, bringing to light content which would otherwise be inaccessible to the predominately English-speaking community. This is bolstered by the genuinely  interesting history of Call of Cthulhu in another country with ‘Never-Ending Darkness: The History of Cthulhu in Finland’, whilst with ‘Bloodcurdling Screams: A Roundtable with London Carlisle, Rina Haenze, and Virgina’ the magazine looks at the state of how Call of Cthulhu is played in the here and now, and likely into the future too. None of the three scenarios stand out as being great, but they are nevertheless serviceable one-shots or interesting snapshots from the past.
Overall, Bayt al Azif Issue #04 continues the magazine’s solid support for, and about, Lovecraftian investigative horror roleplaying. In this issue, the articles, the history, and the sense of community standout more than the scenarios, but is no less the welcome for it.

Magazine Madness 14: Wyrd Science – Expert Rules

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.

—oOo—

Most magazines for the roleplaying hobby give the gamer support for the game of his choice, or at the very least, support for the hobby’s more popular roleplaying games. Whether that is new monsters, spells, treasures, reviews of newly released titles, scenarios, discussions of how to play, painting guides, and the like… That is how it has been all the way back to the earliest days of The Dragon and White Dwarf magazines. Wyrd Science is different—and Wyrd Science – Expert Rules (Wyrd Science #2) is different in comparison to Wyrd Science Session Zero. Neither contain a single monster, spell, treasure, review, scenario, or the like, but with Wyrd Science – Expert Rules gone is the organisation of ‘Common Items’ and ‘Rare Items’ of the inaugural issue. Instead, it is divided between a ‘Quick-start’ section providing reasonably short introductions to various aspects of the hobby, whilst the ‘Features’ provides even longer pieces that together look at the old and the very new.

Wyrd Science – Expert Rules (Vol. 1/Issue 2) was published by Best in Show in September, 2021 following a successful Kickstarter campaign. If Wyrd Science Session Zero took a little of its cue from the red box edition of Basic Dungeons & Dragons, then with its pastel blue cover and subtitle of ‘Fantasy Adventure Game Expert Magazine’, the second issue of Wyrd Science takes its cue from Expert Dungeons & Dragons—or rather the expert rules of the Moldvay/Cook B/X Dungeons & Dragons published in 1981 and which was forty years old in 2021. However, the modern reader should allay any fears that Wyrd Science – Expert Rules (Vol. 1/Issue 2) is all about the ‘Old School’. No, whilst this issue definitely looks back, it very much looks forward to the here and now with its coverage of current gaming releases outside of the Old School Renaissance. The result is a pleasing mix of contrasts and thoroughly engaging reads.

The ‘Quick-start Section’ dives straight in with a series of interesting interviews. ‘Cast Pod: What Would The Smart Party Do?’ interviews Baz Stevenson of the UK’s long running podcast, What Would The Smart Party Do? This follows on from ‘Zoom Of Horrors – The Smart Party On Gaming Online In 2020’ from Wyrd Science Session Zero which explained how they adapted to playing online in 2020 and how it came to dominate much of their social life and how they coped with so many roleplaying games competing for their attention. This article looks more at Stevenson’s experiences both playing and hosting the podcast, providing a good overview and introduction to the prospective listener. ‘Work In Progress: Coyote & Crow’ is an interview with Connor Alexander, the designer of the now released Science Fiction and fantasy roleplaying game set in a First Nations alternate future where colonisation never happened and created by Native authors and artists. This highlights some of the challenges of creating and then running a highly successful Kickstarter campaign—over one million dollars—and how that affected the design of the game, and again, another good interview.

If ‘Work In Progress: Coyote & Crow’ was looking at a modern design, ‘HEX LIBRIS: Jon Peterson – The Elusive Shift’ is the first article in Wyrd Science – Expert Rules to look back. The magazine’s third interview is with Jon Peterson, who has just then had published The Elusive Shift – How Role-Playing Games Forged Their Identity. This history explores early role-playing games evolved in the nineteen seventies whilst searching for that point where they became roleplaying games. Anyone who has read that book will still find much to be of interest in the interview, whilst anyone else should be intrigued enough to go find a copy.

‘ART OF DARKNESS: The 1000 Year Play-through’ follows on from Anna Maxwell’s ‘Quickstart – Alone In The Dark’ from Wyrd Science Session Zero, which explored the growth of solo play during the COVID-19 periods of lockdown, highlighting in particular the superb storytelling to found through playing Tim Hutchings’ Thousand Year Old Vampire. Here the magazine interviews the Wellington-based designer, Tim Denee, who began illustrating his play-through of the game. The interview is short and to the point, but is undone by only having two illustrations taken from that play-through. Thankfully, they can be found here, but another page highlighting them would not have gone amiss.

‘KICKSTOPPING: The Shipping Forecast’ examines the impact of the Pandemic on shipping and gaming—and the forecast is not good, whilst ‘CREDIT CARDS: MAGIC COLLECTORS In The Black’ highlights the recent rise in price at auction of some of the rarest cards for both Magic: The Gathering and Pokémon. Anna Blackwell examines another trend in ‘DESIGN OF THE TIMES: Small Games, Big Ideas’. This is the concept of designers challenging themselves to create playable games in as small a format as possible. These include on a business card, on a single page, and in mint tins and even jam jars! There is an emphasis here on the boardgame rather than the roleplaying game, but there are plenty of those to be found if you go looking. There are lots of examples given and these are useful pointers, though the article does lack illustrations. The ‘Quick-start Section’ comes to close with ‘Pierre Mortel’s CROOKED TALES: The Found Diary of a Crowman adventurer – Chapter 2’ which chronicles the further adventures of a hapless adventurer, whilst Mira Manga goes out with ‘MANGA’s MUSINGS: LARPing Around’ taking herself away from the computer screen (mostly) and back into the gaming world.

The Features section begins with coverage of the roleplaying game which inspired the issue—B/X Basic Dungeons & Dragons with a trilogy of articles. ‘Dungeon Life Begins at 40’ is an interview with the surviving members of the team involved in the creation of this version of Basic Dungeons & Dragons—David ‘Zeb’ Cook and Stephen Marsh—and explores the genesis of the edition and its continuing influence today. Along with some crisply produced piece of artwork from this edition, this captures the flavour and intent of the edition, laying the groundwork for the subsequent two articles. Peter Bebergal’s ‘Words Against Wizardry’ highlights how the ‘Inspirational Source Material’ in B/X Basic Dungeons & Dragons was in many ways better than that offered by E. Gary Gygax’s ‘Appendix N’ to be found in the Dungeon Master’s Guide for Advanced Dungeons & Dragons, whilst ‘B/X to the Future’ looks at how the Old School Renaissance came about and was really kicked off with Troll Lord Games’ 2004 Castles & Crusades, before coming up to date to examine the many retroclones and near-retroclones have been inspired by B/X Basic Dungeons & Dragons. At the head of them in 2020 when Wyrd Science – Expert Rules was published, and still there today, is Old School Essentials. The article points out that the Old School Renaissance is not all dungeon-delving, and that there are other options within with the movement when it comes to roleplaying and storytelling, such as Troika, Mausrítter, and MOTHERSHIP Sci-Fi Horror RoleplayingGame. Together this is a lovely trilogy of articles which showcase just influential this edition of Basic Dungeons & Dragons has been.

If the first part of the Features section is a trilogy of articles about one game and its influence, the next trilogy focuses on three, much more modern titles, starting with Thirsty Sword Lesbians. Romance is not a new subject in roleplaying, but for the most part, it has been explored in storytelling games rather than mainstream titles. Wyrd Science – Expert Rules leaps into the definite here and now with ‘Violence is Easy. Romance is Hard.’, Rob Wieland’s look at Thirsty Sword Lesbians. This roleplaying game not only brought romance front and centre, it put it into the mechanics, it puts it in the title too. It is a game which promises ‘Queer Action Romance’, and whilst that may not be for everyone, it is nevertheless a valid and exciting genre in which to roleplay, and this article not only makes that clear, it makes the prospect sound fun and entertaining. ‘Hammers Ready, Prepare to Smash!’ leaps into the future of the Warhammer ‘World That Was’ with an examination of Warhammer Age of Sigmar Soulbound, the heroic, action-orientated high fantasy roleplaying game. The Player Characters are the Soulbound, an ancient order of individuals granted a measure of a storm god’s power, drawn into bindings, and assigned missions to fulfil that god’s will. Combining an interview with its creative director at Cubicle Seven Entertainment, Emmet Byrne, it emphasises the strange mix of character types, Daughters of Khaine alongside Priests of Signar; whilst how they are heroes, they cannot necessarily solve every problem they are presented with; and a very different set of mechanics versus Warhammer Fantasy Roleplay as well as the change in tone. The third roleplaying game examined here is Wanderhome in ‘In Wanderhome, They’ll Be Okay, They’ll All Be Okay’, Aimee Hart provides an examination of the anthropomorphic and pastoral roleplaying game set in world that is healing following a great war in which the Player Characters wander and explore the world, as well as interviewing the designer, Jay Dragon. The Player Characters are involved in part of this healing, helping to ease traumas where they cannot solve issues, and where they can, very rarely resorting to violence or combat. Wanderhome comes across as a roleplaying game in which the Player Characters are definitely trying to make the world better, and sounds a fascinating prospect.

In ‘Making Waves – Pamela Punzalan On The Rise Of RPGSEA’, Wyrd Science Session Zero gave space to voices not usually heard in the roleplaying community—those from South-East Asia. Wyrd Science – Expert Rules follows this up with a pair of articles that examine the roleplaying scene in Latin America. The first is ‘South of the Borderlands’, in which Diogo Nogueira examines the scene in Brazil. It is a good introduction to the state of the hobby in the country, noting that it began with imported and photo-copied editions of titles from the English-speaking market and how interest was spurred by the very popular Dungeons & Dragons cartoon. However, it only really mentions a handful of homegrown titles and it lacks a timeline or history that a better overview would have given. Certainly mention and highlighting more of the former might have served as a better hook for anyone intrigued by what might be available would have been useful. The second article, ‘What Was Written Must Be Destroyed’, an interview with the Argentinian designer, Gavriel Quiroga. This focuses on his then new dark Science Fiction fantasy roleplaying game WARPLAND in which science and learning has been shunned as the cause of a barely remembered, now-incomprehensible cataclysm, and in its stead, a hollow religion’s iron-clad fist forces ignorance on surviving members of humanity. This is to ensure that such a disaster never happens again. This is a brief overview of the game that looks to worth examining to really get a fuller idea of what it is about. This pair of articles point to the creativity brimming in Latin  America, but only really skims the surface. It deserves another, more comprehensive visit.

‘Let’s Open Up This Pit’ takes the issue into the realms of wargaming to looking at how that hobby has diversified with a range of new, often radical designs. The article points to shift to simpler styles of play and the shift in role-players entering or re-entering that hobby with the simplicity of designs such as Frostgrave: Fantasy Wargames in the Frozen City and its family of titles. Its coverage of the Indie design movement is backed up with a solid selection of examples. The article also mentions how wargamers miss the old Games Workshop title, Mordheim, of which Frostgrave is similar, and in ‘Streets of Rage’ Luke Frostick goes in search of that long-lost skirmish game to see it is still played and supported. Of course, with the Internet it is. This is an interesting little article which will have certain gamers getting out their boxes of Mordheim rules and miniatures once again. Continuing the miniatures theme on from his earlier ‘Model Behaviour – Luke Shaw On Building Miniature Communities’ in Wyrd Science Session Zero, Luke Shaw enters the community of figure painters to interview four professional miniature painters who offer video tutorials and run YouTube channels. Again, this is another solid article exploring an aspect of the hobby that is being enhanced by social media. The wargaming theme comes to a close with ‘Craft, Work’, Willard Foxton Todd’s lengthy interview with the prolific Science Fiction and Fantasy author, Guy Haley, best known for his Warhammer fiction. Another good piece.

‘A Space Where We Belong’ does feel pushed to the back of Wyrd Science – Expert Rules, which is probably not the intention. Ellen Knight’s interview with four women involved in the industry, including roleplaying and board games, explores some of the attitudes they unfortunately have to face, but it really explores what they are doing to change those and made either hobby a more welcoming space. That is no bad thing, but again, this piece could easily have been more upfront in the issue.

‘Escape to New York’ interviews Pontus Björlin, the Swedish designer of ALTNYC88, the fanzine roleplaying game inspired by The Warriors and Teenage Mutant Ninja Turtles and set in the rundown New York of the nineteen eighties, whilst rounding out Wyrd Science – Expert Rules is over twenty or so review of board games, wargames, and roleplaying games. There is a decent mix here, although some games get more space than others, and then in ‘HIT POINTS: FILM/TV’, Will Salmon gives a round up of watchable content in 2020. Lastly, there is ‘TIMESLIP’, with which Ian Livingstone takes us back to 1976 and memories of Gen Con triggered by a very special photograph.

Physically, Wyrd Science – Expert Rules is impressively bright and breezy. The layout is clean and tidy, with decent use of photographs against pieces of art as more like spot fillers. The issue does need another edit in places though.

Wyrd Science – Expert Rules is less parochial than Wyrd Science Session Zero. This is not say that the first issue was bad, but rather that Wyrd Science – Expert Rules has broadened its coverage of the gaming scene, so less of roleplaying, boardgaming, and miniatures gaming in the United Kingdom, per se, but more of it around the world. Consequently, it feels less constrained, primarily because it is not written with COVID-19 in mind, although its influence is there as you would expect. It covers its broad range of subjects with what is for the most part, an excellent series of articles and interviews, never less than entertaining and informative. In places, it could have done with more history and more context, especially the Latin American article, which would have made the content of Wyrd Science – Expert Rules more useful. Nevertheless, Wyrd Science – Expert Rules contains an excellent mix of interesting and engaging articles that are a real pleasure to see in print.

Magazine Madness 13: Senet Issue 2

 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.

—oOo—

Senet—named for the Ancient Egyptian board game, Senet—is a print magazine about the craft, creativity, and community of board gaming. 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 2 was published in the Summer of 2020 and carries the tagline of “Board games are beautiful”. It opens with ‘Behold’, a preview of some of the then-forthcoming board game titles, such as Frosthaven—the sequel to Gloomhaven, Kanban EV, The 7th Citadel, Viscounts of the West Kingdom, and more. Given as much prominence as a full review, what is interesting about these is previews is that each give ‘What they might be’, so Viscounts of the West Kingdom could be the next Gùgong and The 7th Citadel could be the next The 7th Continent. Many, if not all, of these titles have since been released and been subject to their own reviews and analysis, so these previews can be read with the benefit of hindsight to see whether their predictions were right. However, they are pleasingly detailed and enjoyable two years on.

‘Points’ provides a selection of readers’ letters, whilst in ‘For Love of the Game’, Tristian Hall continues his designer’s journey towards Gloom of Kilforth. Here he talks about the difficulties and hurdles faced in its development, overcoming a flawed first version before pushing on to a proper prototype. This continues to be a fascinating path and it will be interesting to follow in in future columns.

The centre of Senet Issue 2 is given over to a quartet of four, lengthy articles. The first of these ‘Decks in Effect’, Alexandra Sonechkina examines the nature and explores the history of the deckbuilding mechanic, which it is surprising to realise is only a little more than a decade old. It goes back its origins in the Spiel des Jahres award-winning Dominion and goes forward to explore how the ground-breaking mechanic has proliferated in those years since. In the process it highlights how many Dominion-like games appeared in the years following its publication, before being used in more innovative ways in games like Mystic Vale. The article also tracks by genre the growth of the deckbuilding game over the course of its first ten years as a mechanic and it is surprising to see just how many deckbuilding games have appeared since. The article is also illustrated with some engaging pieces by Tom Gauld—who also drew the cover for the issue—and it is artwork that is the subject of the second article in Senet Issue 2. ‘Brush with Greatness’ is an interview with the much in demand artist Kwanchai Moriya, whose art has graced games such as Capital Lux, Flip Ships, 7 Summits, and In The Hall of the Mountain King. The interview is interesting, but the artwork is gorgeous and this is a lovely showcase for it.

Owen Duffy is the author of the most thoughtful and controversial article in the magazine. ‘The Empire Business’ explores the difficult subject of colonialism and empire-building and how it became a widespread and then contentious theme in board game design. Stemming from GMT’s cancelled Scramble for Africa, the article looks back to once widely regarded classics such as Puerto Rico with their expansionist mercantilism and casual disregard for its (plantation) workers and whilst pointing out how engaging these themes are, points out that in too many cases, these games are mostly designed from a decidedly European perspective. Even when moving to settings with no inhabitants to disregard, such as Mars with games like Terraforming Mars and On Mars, there is a still a sense of exploitation.

Duffy widens the remit of the article to gain the perspectives and opinions of other designers, who have either looked at the aftermath of colonialism and its impact, such as with Ragnar Brothers’ DRCongo: Hope Out of Horror, which is about building a better country or who are indigenous to those regions which were exploited. In particular, this is with the founder of NIBCARD Games, a Nigerian publisher of boardgames. This gives voice to a sector of the hobby which is only just beginning to be heard in the wider hobby—and barely that, given the dominance of the USA and Europe has over the industry. The article ends with a call for better research into cultures and peoples outside of designers’ own when wanting to explore themes outside of the European perspective. ‘The Empire Business’ is the sort of article that the hobby and industry needs, reflective and looking at itself from outside. More than the other articles in Senet Issue 2 this provides a snapshot of the hobby in 2020 and is not only a welcome snapshot, but hopefully similarly thoughtful articles will appear in future issues of the magazine.

The fourth of the longer articles in Senet Issue 2 is ‘Tearing Ahead’, an interview with Rob Daviau, which explores two strands of boardgame design. One is the legacy genre, in which an outcome of game play can have a permanent effect upon on a game, which Daviau invented with Risk Legacy and has subsequently been seen in the Pandemic Legacy trilogy, as well as a slew of other designs. The other is the restoration and redesign of out-of-print classics, such as Fireball Island and Return to Dark Tower. It is a lengthy and interesting interview that explores both strands in informative fashion.

The ‘Unboxing’ section of Senet Issue 2 includes solid reviews of Europe Divided, Flyin’ Goblin, Monumental, Parks, Rome & Roll, and more, whilst elsewhere Anna Blackwell, designer of the solo map games Delve, Rise, and Umbra tells you ‘It’s Okay to Break the Rules’ in ‘How to Play’ and Jon Purkis, owner of the YouTube channel of Actualol, reveals his ‘Shelf of Shame’. This is a boardgame which has sat on his shelf which he has never played and in this case, it is the Broad Peak expansion for K2, the mountain climbing themed board game. Anna Blackwell’s article is thoughtful and interesting, looking at the benefits and pitfalls of breaking the rules to a game—primarily, not knowing a rule itself properly, and is the closest that Senet Issue 2 gets to touching upon roleplaying. Unfortunately, ‘Shelf of Shame’ is not as interesting, probably because its revelation is far from amazing, but it brings the issue to a lighter close.

Physically, Senet Issue 2 is very nicely presented, all pristine and beautifully laid out. Whether drawing on board game graphics and images, or the magazine’s own illustrations, the issue’s graphics are very sharply handled, living up to the issue’s motto of  “Board games are beautiful” as much as its subject matter does. 

Senet Issue 2 maintains the high standards set by Senet Issue 1. This is a lovely looking issue in its simplicity and its use of artwork to beautifully complement its content, especially the four meaty feature articles at its heart. Above all, Senet Issue 2 is not just an engaging and informative read which treats boardgames and their play in a mature fashion, it is a pleasure to read as well.

Magazine Madness 12: The Warlock Returns Issue #01

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

—oOo—

Back in the nineteen eighties, at the height of the popularity of the solo adventure books which had begun with The Warlock of Firetop Mountain and Fighting Fantasy in 1982, there not one, but two solo adventure magazines. Warlock, published between 1984 and 1986 by Penguin and then Games Workshop, ran for just thirteen issues. Its counterpart, Proteus, was published by IPC Magazines Ltd. and then Wimborne Publishing between 1984 and 1988, and ran to nineteen issues. Although both published solo adventures, Proteus was not a Fighting Fantasy-oriented magazine, but a ‘A Complete Fantasy Adventure Game Magazine’, whereas Warlock definitely was. The focus of Warlock was fantasy with an emphasis on the Fighting Fantasy adventure gamebook series. The focus of its successor is much broader. Published quarterly by Arion Games, The Warlock Returns is devoted to Advanced Fighting Fantasy, the full roleplaying game based on the Fighting Fantasy solo adventures series and its Science Fiction equivalent, Stellar Adventures.

The Warlock Returns #01 was published in September, 2020. It presents a medley of things, from monsters to scenarios, from weapons to cartoons, from advice to settings, and more. It opens with Andrew Wright’s entry for the ‘Denizens of the Pit’ column. He details three types of Chaos Dragon—the swamp-dwelling, acid-spitting Yellow Dragon; the wilderness and ruin-dwelling, superheated wind exhaling Orange Dragon; and the jungle and ruins-dwelling, green slime breathing Purple Dragon. These are nicely detailed and tied into the history of Titan—the setting for Advanced Fighting Fantasy—when Death walked the lands and breathed Chaos into the hidden places where dragons were sleeping, mutating some of them into these three forms. They suffer from mutations today. All three are fearsome great beasts and not something that an unprepared adventurer would want to encounter.
The issue includes two lists of equipment. The first is ‘Jungle Mania’, by Stuart Lloyd. Just a page in length, it lists the sort of equipment that adventurers’ might want to prepare themselves with before setting out into the jungle. They include mosquito netting, mosquito repellent, the machete, blowpipes, darts, and poisons. All fairly serviceable, but with little tweaks here and there. For example, the machete is treated as a shortsword which is more effective against plants rather than creatures. Similarly, the weapons listed in Terry d’Orleans’ ‘Chinese Inspired Weapons for the Isles of Dawn’, are also tweaked. They range from the Gong (bow) and the flexible Qiang (spear) to the Liuxingchui (meteor hammer) and the Hudie Shuangdao (butterfly swords). For example, the Liuxingchui can be used to disarm an opponent rather than inflict Stamina damage and the Shengbiao (rope dart) to inflict a penalty to all physical actions rather than damage.
Terry d’Orleans also offers advice for the Director—as the Game Master is known in Advanced Fighting Fantasy—in ‘Sizing Up Monsters’, which explores ways of making encounters and combat more interesting and enjoyable by unbalancing them for and against the adventurers. The aim here is not to make them extremely easy or extremely challenging, but appropriate to the situation, perhaps to make a fight against minions slightly easier and that against their villainous master or mistress that much harder. It is a well thought out article, and solid advice for the new Director and experienced Director alike.
Adrian Kennelly provides two lists of twenty things to be found and read. ‘For the Bookworms’ is a list of books which can be used to flesh out bookshelves, so as to hide that all too important tome which the Player Characters might need to find, which ‘Notes and letters from Arion’ is a list of notes and missives which might be found in pockets (whether their owners are dead or alive) or dropped on the floor, and which might spur an encounter or adventure. There is a certain mundane to some of the latter, but both articles, written for the setting of Arion, would an extra degree of verisimilitude to any Advanced Fighting Fantasy campaign. They could easily be adapted to other settings if necessary.
The Warlock Returns #01 contains two specials. One is a new character sheet for Advanced Fighting Fantasy designed by Dyson Logos, whilst ‘In Their Element’ is a one-page dungeon designed around the elements and their alchemical symbols, along with those for the metals copper, silver, gold, and platinum. By Peter Endean, it is the first of two adventures in the issue and is serviceable enough, emphasising puzzles as much as combat.
Calfiero Risaliti’s ‘Welcome to Arion’ is the second and much longer adventure in The Warlock Returns #01. It takes low-experience adventurers from Allansia and the Old World to Arion, from where they plan to explore Khul. It is not suitable to more than the single magic user, and requires Travels in Arion as well as the standard rulebooks as necessary. It takes a while for the adventure to get going in which the adventurers, along with the rest of the city, find themselves under a curse. To solve the curse, the adventurers have to race round Arion to find and solve a series of riddles. It feels rather lengthy and could have done with editing for clarity. One notable issue is that it does not actually state what is going on for the benefit of the Director until three pages in, which is just too late.
The Warlock Returns #01 has its own comic strip in the form of ‘The Legend of Gareus: The Hero of Karn’. Written and drawn by Shaun Garea, this tells of the adventures—or rather, not-adventures-of the cowardly anti-hero, Gareus. This is quite fun and nicely done, and Gareus is a chancer and a git. Hopefully in future issues, he might even be loveable! Gareus returns at the end of the issue as ‘Agony Aunt Gareus’ with the sort of useless titbits and pieces of advice that you would imagine that only he could offer.
After all of that fantasy, Martin Proctor offers some Science Fiction with a setting for Stellar Adventures. ‘Tora’ is the first part in a series describing the desert world of the same name. Most of its inhabitants reside in clusters of cities where they toil in a strict class system maintained by the wealthy and the Enforcement, which imposes law and order. Travel between the cities—even the clustered ones, is limited; protests and riots by the poor are common; and any potential rebellion made all the difficult by limited access to arms and armour. However nomads do survive in the desert wastelands and smugglers conduct trade off world and between the cities. Guidelines are suggested for finding a home base for the Player Characters, hiring followers, income and prices for vehicles and other equipment, and multiple group combat. The inference here is that the Player Characters establish a base on world and then attempt to overthrow the various cities’ governments or become a criminal network, and so on. It is an intriguing campaign set-up, although not fully realised in terms of the setting here as descriptions of the world’s factions are saved for the next part of ‘Tora’. This though is a solid introduction which has a Mad Max/Blake’s 7 feel and it should all come together with the next part.
Physically,The Warlock Returns #01;is a bit rough around the edges. Although the layout is okay, much of the magazine would benefit from better editing—why every occurrence of the letter ‘l’ is in bold boggles the eyes, let alone the mind. The artwork is decent though.
The Warlock Returns #01 sits at that point between fanzine and proper magazine. It is more a ‘prozine’ than a magazine. There is a certain scrappiness to it and much of it needs an edit to really make the contents easier for the Director to use. It is though a first issue, and its problems can be put down to that. Hopefully, The Warlock Returns #02 will be better in terms of design and presentation. Nevertheless, The Warlock Returns #01 is worth the time to read through and check out its content if you a fan of Advanced Fighting Fantasy and especially so if you are a Director of Advanced Fighting Fantasy.

Magazine Madness 11: Parallel Worlds #02

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

—oOo—

The second issue of Parallel Worlds magazine was published in September 202o. Like the inaugural issue, Parallel Worlds #01, published the year previously, it contains no gaming content as such, but rather discusses and aspects of not just the hobby, but different hobbies—board games, roleplaying games, computer games, and more. Unlike later issues, for example, Parallel Worlds #21 and Parallel Worlds #22, this second issue is very much about games, and that is not necessarily a bad thing if something interesting is said about them. Where that was not always achieved in Parallel Worlds #01, the second issue is more balanced, which when combined with its selection of interesting articles and brevity serves to make it overall an engaging, even sometimes thoughtful read. Of course, Parallel Worlds #02 is readily available in print, but all of the issues of Parallel Worlds, published by Parallel Publishing can also be purchased in digital format, because it is very much not back in the day of classic White Dwarf, but here and now. 
Parallel Worlds #02 opens with an interview with Adrian Tchaikovsky, the author of the Shadows of the Apt fantasy series and the award-winning science fiction novel, Children of Time. It touches upon his choice of publishers and how alien spiders are, but it also explores his love of roleplaying, mentioning that he is the Dungeon Master for a Dungeons & Dragons, Fifth Edition campaign and also that Shadows of the Apt fantasy series arose from a roleplaying campaign of his own. It is a fairly light piece to start the issue with and although a couple of years old, is intriguing to persuade the reader to check out Adrian Tchaikovsky’s fiction.
Dungeons & Dragons, Fifth Edition is the subject of the first ‘Tabletop Games’ article in Parallel Worlds #02. ‘Box Half Full: Why D&D is so revered and popular’ by Ben Potts is the counterpart to Connor Eddles’ ‘Box Full of Knives: Why Dungeons & Dragons needs to step away from its wargaming roots’ in Parallel Worlds #01, and by far, very much the superior article. In his article, Eddles made the point that Dungeons & Dragons, Fifth Edition is a ‘box full of knives’, that its mechanics are too focused on delivered the means to kill things and take their loot and not enough on providing the tools to provide stories. Yet whilst the points in his article are not without merit, Eddles completely failed to do anything to counter them. Fortunately, whilst Ben Potts both acknowledges Eddles’ points and accepts that many of them are valid, he points out the value of the shared history and storytelling to be found in Dungeons & Dragons, how that can be passed from one generation to another, how Dungeons & Dragons, Fifth Edition has moved in terms of representation and diversity (but remember this article was written in 2020, so the roleplaying game is still on that path), how the sexism of fantasy artwork has been ditched, and how the rules have been streamlined. The article also acknowledges that the origins of Dungeons & Dragons, Fifth Edition do lie in wargaming and medieval history. Overall, this article is everything that ‘Box Full of Knives: Why Dungeons & Dragons needs to step away from its wargaming roots’ is not—balanced, interesting, and informative. ‘Box Half Full: Why D&D is so revered and popular’ does not shy away from the issues with Dungeons & Dragons, but it explores and explains them as well as highlighting the changes made to make Dungeons & Dragons, Fifth Edition a better game.
This followed by a second ‘Tabletop Games’ article, this time a review by Christopher Jarvis of Star Wars: Outer Rim. Published by Fantasy Flight Games, this is the board game of scoundrels engaged in smuggling, bounty hunting, scams, and more as they attempt to turn themselves in legends. This is a decent review which clearly captures just how much the reviewer had playing the game. The third of the ‘Tabletop Games’ articles is the second entry in the ‘Miniature Of The Month’ series, here ‘Miniature Of The Month: Uthred Steelmantle’. Written by Connor Eddles, this looks at a more modern figure, this time a Stormcast Vanguard for Warhammer 40,000. Accompanied by a piece of short fiction, this still feels like page filler rather than being anything interesting. Connor Eddles’ other contribution is ‘Beneath the Waystation’, a piece of ‘Original Fiction’. It is a decent enough short slice of Science Fiction horror. The other review in the issue is ‘Review: Dragonslayer’ by Allen Stroud. This is of Duncan M. Hamilton’s Dragonslayer, and is not wholly positive. 
Tom Grundy’s ‘Thinkpiece’ is titled ‘Ruling the World 20 – The sci-fi assumption of ‘Government Earth’’, which examines the notion of the ‘global’ or civilisation-wide government—including star spanning governments, how the world might get there, and the difficulties associated with doing so, primarily with how a country identifies itself. Numerous options are discussed, such as colonies pushing for independence from home governments, governments existing across multiple worlds, having a ‘mega-United Nations’ across multiple star systems and worlds, and more. The article does suffer from a lot of blank space and it would have benefited from a bibliography listing the various works of fiction, films, television series, and games where the various forms of government appear. Certainly some application and some pointers for the reader would have helped.
In Parallel Worlds #01, with ‘Events’, Allen Stroud took the reader on a guided tour of the United Kingdom’s biggest gaming convention with ‘UK Games Expo 2019’. In Parallel Worlds #02, he takes us to another convention, very different in nature to UK Games Expo—the 77th annual World Convention of Science Fiction. Attended by many of the biggest names in science fiction, fantasy, and horror, this is an even bigger event with its emphasis on Science Fiction and fantasy and fiction all culminating in the Hugo Awards. Stroud does point out that the event was not with its issues, but again captures the scale of the event, highlighting the number of attendees, the breadth of stalls and exhibitors present, and the array of events staged across the weekend. Supported by numerous photographs, ‘Dublin 2019: an Irish worldcon’ brings the event to life and really makes the reader want to attend, which again, post-COVID in 2022 will be a whole lot easier.
The other ‘Video Games’ article is Thomas Turnbull-Ross’ ‘Beyond the Screen: Are games becoming less immersive?’ which examines both whether games are becoming easier to play at a cost of immersion and whether their sense of escapism is being lost with the shift to social-focused gameplay. It is a lengthy piece which examines numerous online games and their communities, pointing to plenty of examples, before concluding that both issues are true, but not totally.

Lastly, Lastly, ‘TV & Film’ launches a two-part article dedicated to Star Trek. The first part of ‘Keeping Trek’ by Ben Potts looks at the origins and history of the franchise, all the way up the earliest films, with Star Trek: The Next Generation saved for the second part. The article is definitely for the casual or uninitiated would be fan of Star Trek as there is nothing here that the dedicated fan will not already know. For the casual or would be fan this is a solid introduction to the series from the sixties and to an extent, the films of the late seventies and early eighties, which whilst not ignoring the sometimes, but in keeping with the era poor portrayal of its female characters or some of the sillier plots, does highlight how the series was socially and inspirationally ground-breaking, as was the technology, and there were some great stories too.
Physically, Parallel Worlds #02 is printed in full colour, on very sturdy paper, which gives it a high-quality feel. As with the first issue, it does suffer from a lot of white space and one or two of the articles do feel stretched out.
Parallel Worlds #02 is better than Parallel Worlds #01—and that is how it should be. The issue has a better mix of articles, even if roleplaying does come off a poor third in comparison to other types of gaming. It does feel as if there should be more to it though. For example, one board game review or one book review or one miniature review just does not feel enough, especially given how much space is devoted to them, whilst other articles could have been improved with bibliographies all of their very own. Overall, Parallel Worlds #02 is a light, perhaps just a little too slight in places, enjoyable read.

Miskatonic Monday #119: Cold Hunger

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.

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Name: Cold HungerPublisher: Chaosium, Inc.
Author: Paul Dimitrievich

Setting: Jazz Age CanadaProduct: Scenario
What You Get: Seventeen page, 1.40 MB Full Colour PDF
Elevator Pitch: A missing persons case leads to madness on the tracks.Plot Hook: Has a missing reporter on a magazine of the unexplained gone missing because of his current case? 
Plot Support: Staging advice, four handouts, two floorplans, seven NPCs, two monsters and Mythos creatures, and four pre-generated Investigators.Production Values: Serviceable.
Pros# Canada and no sasquatches!# Straightforward plot# Easily adapted to other time periods with trains# Easily adapted to other northern climes# Solid pre-generated Investigators# Wolves in winter inspired by ‘Pickman’s Model’# Potential for Investigator versus Investigator action
Cons# Plain handouts and floorplans# No explanation of what the ‘CPR’ is# Potential for Investigator versus Investigator action
Conclusion# Serviceable plot ends in blood and desperate fashion which does not work as well if the Investigators are armed for bear# Blood, madness, and dinner on the tracks in a straightforward plot at the horrifying height of winter 

Miskatonic Monday #118: Care Forgot

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.

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Name: Care ForgotPublisher: Chaosium, Inc.
Author: John Almack

Setting: Jazz AgeProduct: One-on-One Scenario
What You Get: Six page, 757.70 KB Full Colour PDF
Elevator Pitch: Sudden forgetfulness brings fears of its ownPlot Hook: Who am I?
Plot Support: Staging advice, seven NPCs, one Mythos entity, and one pre-generated Investigator.Production Values: Plain.
Pros# One-on-one horror scenario# Classic horror set-up# Classic Mythos set-up made very personal# Easy to adapt to other time periods# Easy to adapt to other cities# Solid cast of NPCs for the Keeper to roleplay
Cons# Requires access to The Grand Grimoire of Cthulhu Mythos Magic# Potentially too personal horror
Conclusion# Classic amnesia set-up made very personal in a one-on-one scenario built around a classic Call of Cthulhu plot# Strong on roleplaying and interaction

Miskatonic Monday #117: Pilgrim’s Hope

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.

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Name: Pilgrim’s HopePublisher: Chaosium, Inc.
Author: Jazmin Ospa

Setting: Illinois, 1885
Product: Scenario for Down Darker Trails: Terrors of the Mythos
What You Get: Eighteen page, 844.50 MB Full Colour PDF
Elevator Pitch: Snakes at a show!Plot Hook: Buffalo Bill’s Wild West tour of the USA gets a short, sharp snake shock!
Plot Support: Staging advice, one map, five NPCs, one creature, two Mythos monsters, and six pre-generated Investigators.Production Values: Plain.
Pros# Scenario for Down Darker Trails: Terrors of the Mythos
# Short , gun-toting one-session one-shot
# Emphasis on combat and a chase# Easy to prepare# Ophidiophobia# The chance to roleplay members of Buffalo Bill’s Wild West tour of the USA
Cons# Ophidiophobia# Little investigation# Why does the villain unleash the snakes at the show?
Conclusion# A for Buffalo Bill’s Wild West tour of the USA to ride against the Mythos!# Straightforward action-packed scenario sets up an exciting chase, but leaves the villain’s motivation unexplained

Miskatonic Monday #116: Tales of the Casket Girls

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.

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Name: Tales of the Casket GirlsPublisher: Chaosium, Inc.
Author: Michael Henebry

Setting: Jazz Age New Orleans
Product: Scenario
What You Get: Twenty-two page, 67.27 KB Full Colour PDF
Elevator Pitch: A missing persons case leads to nasty nuns!Plot Hook: A convent of chills
Plot Support: Two monsters, five handouts, three maps and floorplans, six pre-generated Investigators.Production Values: Plain.
Pros# Straightforward plot# Potentially pulpy plot# Good background and history# Vampire nuns# Solid mix of pre-generated Investigators# Potential lead in to a Secrets of New Orleans campaign# Possible campaign set-up with Investigators as new Knights Templars vampire hunters!
Cons# Not vampire nuns!?# Not enough made of New Orleans
Conclusion# Straightforward plot leads to a dark secret hidden in New Orleans and confrontation in a convent

Miskatonic Monday #115: The Strange Case of Mr Cardew

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.

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Name: The Strange Case of Mr CardewPublisher: Chaosium, Inc.
Author: Raphael Merriman

Setting: Modern Day Birmingham
Product: Scenario
What You Get: Fourteen page, 793.88 KB Full Colour PDF
Elevator Pitch: Criminal suspicions expose an empty coffin and a missing body. Plot Hook: Did a criminal kingpin steal a body?
Plot Support: Staging advice, thirteen NPCs, and two handouts.Production Values: Plain.
Pros# Gloriously Poundland cultists# Lots of NPCs to interact with# Easy to adapt to other time periods# Easy to adapt to other cities# Solid plot with decent amount of investigation
Cons# Ghouls and a funeral director? A cliché seen before in Secrets and Realm of Shadow# Multiple options for getting the Investigators involved# A shoal of red herrings
Conclusion# Decent if dense investigative scenario involving a host of nicely done NPCs, including some utterly naff cultists# Primary suspect all too obvious and all too much a cliché

Miskatonic Monday #114: Annals of Flint's Detective Agency: The Case of the Stolen Golf Clubs

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.

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Name: Annals of Flint's Detective Agency: The Case of the Stolen Golf ClubsPublisher: Chaosium, Inc.
Author: Mark Potter

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Thirty-six page, 2.35 MB Full Colour PDF
Elevator Pitch: The Case of the Cosmic Golf Clubs!Plot Hook: Detectives hired to investigate a theft which leads back to Egypt and beyond!
Plot Support: Staging advice, four NPCs, five handouts, seven maps and floorplans, and six Mythos Monsters.Production Values: Undermining.
Pros# Solid plot with decent amount of investigation# Easy to adapt to other cities# Easy to adapt to Cthulhu by Gaslight# Connects an Egyptian cult to a different Mythos entity
Cons# A butler called Jives# A professor called DeWho# Really, REALLY needs an edit# Underwritten staging advice# No hue and cry for a missing baby?# Requires more preparation than it really should# Set in Chicago or the United Kingdom?
Conclusion# Potentially solid investigative scenario undone by underwhelming production values and lack of editing which force the Keeper to decide which details are correct and which are not.# Set in Chicago, but makes poor use of the city.

Miskatonic Monday #113: Sermon of Sludge

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.

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Name: Sermon of SludgePublisher: Chaosium, Inc.
Author: Bored Stiffs

Setting: 1970s Los Angeles
Product: Scenario
What You Get: Forty-four page, 18.37 MB Full Colour PDF
Elevator Pitch: End of Days and ‘high’ madness in L.A.Plot Hook: Fringe science is about to get freaky!!!
Plot Support: Staging advice, nine NPCs and nine NPC portraits, fifteen handouts, five maps, one Mythos Monster, and five pre-generated Investigators.Production Values: Fabulously freaky.
Pros# Fringe science meets the end is nigh on the streets  of L.A.# Entertainingly gonzo layout and art inspired by Gilbert Shelton# Investigator sheets done as comic book small adds# Could be adapted for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Easily pushed back to the sixties# Connection to Plagues of Egypt hints at possible sequels
# Potential convention one-shot
Cons# Period piece# May need careful timing to run as a convention one-shot
Conclusion# Thematically entertaining scenario# Counterculture calamity as fringe science clashes with freaky faith in a downtown doom!

Miskatonic Monday #112: At One With Nature

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.

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Name: At One With NaturePublisher: Chaosium, Inc.
Author: Graham James

Setting: Jazz Age Scotland
Product: Scenario
What You Get: Twent-six page, 5.01 MB Full Colour PDF
Elevator Pitch: Horror comes home to the HighlandsPlot Hook: Holiday in the Highlands leads to horrifying revelations close to home
Plot Support: Staging advice, seven NPCs, six handouts, and three pre-generated Investigators.Production Values: Vibrant.
Pros# Scenario for Shadows Over Scotland: Call of Cthulhu Roleplaying in 1920s’ Scotland
# Strong roleplaying advice throughout# Bucolic clash between morality and duty # Good mix of interaction and investigation# Part of RPG Writer Workshop Summer 2021 Call of Cthulhu Vol. 1

Cons# Horridly vibrant background# Needs an edit# No guidance on using scenario in a campaign
# No maps
# Undeveloped pre-generated Investigators pulls it back from being a fully rounded one-shot
Conclusion# Scottish set scenario strong on roleplaying, interaction, and investigation against a macabre, grotesque clash between morality and duty

Miskatonic Monday #111: A Night at Darkbank

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.

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Name: A Night at DarkbankPublisher: Chaosium, Inc.
Author: Andy Miller

Setting: New Mexico, 1879
Product: Scenario for Down Darker Trails: Terrors of the Mythos
What You Get: Twenty-four page, 14.72 MB Full Colour PDF
Elevator Pitch: The hunt for an outlaw turns outlandish as the criminal turns up a curse!Plot Hook: Classic posse hunts wanted man.
Plot Support: Staging advice, three maps, two NPCs, one monster, five NPC portraits, and one pre-generated Investigator.Production Values: Adequate.
Pros# Scenario for Down Darker Trails: Terrors of the Mythos
# Short one-player, one-session one-shot
# Solidly done background and context# Easy to add to a campaign# Creepy atmosphere
Cons# Written for one investigator or multiple investigators?# No advice for running with multiple investigators?
Conclusion# Straightforward posse hunt turns strange in a serviceably scary scenario inspired by Adventures into the Unknown #13

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