Reviews from R'lyeh

Pawsome Action!

The Ages of Man have long since passed and the Old Ones are no more. They bequeathed the world and their relics to the ones that they worshipped, rather than the ones that served them. Thus to the Cats rather than the Dogs. Where the Dogs have the one kingdom, that of Pugmire, the cats have six fractious Monarchies, scheming and plotting to outdo each other. The Cats of these Monarchies sent explorers hither and thither, often looking for the Relics left behind by Man, even over the mountains to the north—though none go there today, and once the means to sail the Acid Sea was discovered, over the horizon. Trade would flourish initially between the Monarchies via House Korat and the Kingdom of Pugmire, but differences led to the relationship breaking down and war being declared. The War of Dogs and Cats could not be fought effectively, thus Trillani Persian von Mau convinced the six Monarchies to come together, sign a Treaty of Unification, and become six dynasties governed by a Ruling Council with Trillani elected as Monarch. Thus the Monarchies of Mau was formed. The Kingdom of Pugmire is its greatest rival, but despite the many differences between the two kingdoms and Cats and Dogs, there is peace. The war ended in stalemate, with Waterdog Port, the source of the initial dispute ending up a neutral city. The Monarchies of Mau still faces enemies from without and from within. Badgers raid and plunder, and monsters of all sorts are constant danger, the worst being the demons and the Unseen that threaten the existence of Cats—even impersonating them, whilst the individual Monarchies still attempt to learn each other’s secrets, and the Cult of Labo Tor, consisting of fanatical Rats and Mice—who otherwise live peacefully in the gaps between Cat society—steal the artefacts of Man to study and so discover the path through the Maze of Ignorance and so become like Man. In response to these dangers, to learn more about the world, and to foster co-operation and learning between the six Monarchies, Trillani’s Trailblazers was formed. Teams made up of Cats from all six Monarchies as well as from the unaffiliated Cats of the Shadow Bloc serve in Trillani’s Trailblazers.

The Cats of the six Monarchies of Mau are all different. House Angora is one of scholars and intellectuals, House Cymric of diplomats and negotiators, House Korat of soldiers and tacticians, House Mau of leaders and judges, House Rex of explorers and outsiders, and House Siberian of traditionalists and medics. All of these Houses have held a monarchy before Unification, but there are still many minor Houses, organisations, rebels, and outsiders who have a voice in the kingdom, and they are represented by the Shadow Bloc. However, all Cats of the Monarchies of Mau are the same. They value privacy and secrecy, they commonly believe in reincarnation and are by nature spiritual, and they fear and have a common enemy in the evil that is the Unseen. They also adhere to the Precepts of Mau—Always trust our instincts, always reward loyalty, always respect an honest duel, and always pounce upon minions of the Unseen. Without these tenets, the Cats of the Monarchies of Mau are no longer worthy of the adoration of Man.

This is the setting for Monarchies of Mau, the feline sequel and companion roleplaying game to Pugmire. Published by Onyx Path Publishing following a successful Kickstarter campaignMonarchies of Mau, like Pugmire before it, employs the Open Game Licence for Dungeons & Dragons, Fifth Edition. This makes Monarchies of Mau easy to pick up and play, which should be no surprise given the delightful accessibility of Dungeons & Dragons, Fifth Edition. Like Pugmire, it presents a streamlined version of the rules, takes Player Characters from First to Tenth Level, and it can also be played in tandem with Pugmire, so that group could play an all-Cat game, all-Dog game, or a game of Cats and Dogs.

Cats in Monarchies of Mau have a Calling, a House, and a Background. A Calling is what a Cat does and is the equivalent of a Class. Six are given—the charismatic Champions (Fighters), intelligent Footpads (Rogues), wise and intelligent Mancers (Wizards), charismatic and enduring Ministers (Clerics), wise and enduring Trackers (Rangers) who hunt the Unseen, and strong and dextrous Wanderers (Monks). Now these Classes are not the exact equivalent of those in Dungeons & Dragons, Fifth Edition, for example, Mancers do cast necromantic spells and Ministers are almost bardic in their means of spellcasting. Unlike the Dogs of Pugmire, the Cats of do not have a Breed as such, but rather the vocations of the six Houses. This neatly avoids Monarchies of Mau having to detail each and every contemporary breed and also establishes the various noble families within the kingdom. A Background is what a Cat did before becoming a hero and answering his Calling. Just eight are given, ranging from Common Folk and Criminal to Scholar and Soldier. Lastly, a Cat will have an Ideal, a Mystery, and a Flaw.

A Cat’s Calling will provide him with a view on the other Callings, on the Precepts of Mau—each Calling favours a different part of the Precepts, his Stamina Points, skills, and rucksack (equipment), plus his first Secrets. The latter are of course, a Cat’s special abilities and powers and are akin to the proficiencies or feats of Dungeons & Dragons. Another Secret and an ability bonus will come from a Cat’s House, and then more rucksack contents and skills from his Background. Six examples of each Calling are given as well as six possible Unusual Circumstances by which a Cat gained a particular item in his rucksack.

Creating a Cat involves selecting a Calling, a House, and a Background, plus skills and Secrets. Mancers and Ministers also have spells. Unlike in other roleplaying games, the core abilities are not rolled for, but assigned from a given set of values. The creation process is generally straightforward and a player is nicely guided through the process, step-by-step. One noticeable absence is that of Alignment, instead replaced by how each Calling favours a different Precept, but without laying too heavy a paw on the player’s shoulder.

Our sample character is Philomena von Angora, a Mancer who after completing her training continued conducting research in her House’s extensive libraries. Recently she was assigned to shepherd a visiting researcher from the Shadow Bloc, a Minister named Winifred von Forest. Together they conducted extensive examination of the ancient papers and they became friends, and then Philomena found herself falling in love with her. Before she could express her feelings, Winifred disappeared and nobody seemed to recall that she had been at the library. All was that left was the bone focus which Winifred von Forest said belonged to her father. With her friend missing, Philomena has left the library and joined Trillani’s Trailblazers.

Philomena von AngoraLevel 1
Calling: Mancer
House: Angora
Background: Scholar
Proficiency Bonus: +2
Stamina dice: d6
Stamina Points: 6
Defence: 12
Initiative: +1
Speed: 30
Abilities: Strength -1 (08), Dexterity +1 (12), Intelligence +3 (17), Wisdom +2 (14), Constitution +0 (10), Charisma +1 (13)
Skills: Know Arcana, Know History, Know Spirituality, Search, Sense Motive
Secrets: House Secrets (Angora), Light Armour Aptitude, Mancy, Simple Weapons Aptitude, Voracious Learner
Spells: Chill, Eldritch Blast, Feather Fall, Prestidigitation, Unnatural Rebuke
Rucksack: Spear (1d8), padded light armour, Bone Focus (Borrowed from a friend who disappeared), common clothes, bottle of ink, ink pen, parchment, small collection of books, belt pouch with plastic coins

Ideal: …Studying the Unseen
Bond: …My love for a Cat of another House.
Flaw: …Return the item I know not be in my possession.

Given its Dungeons & Dragons-derived mechanics, it should be no surprise that Monarchies of Mau is a Class and Level system. Unlike Dungeons & Dragons, the Levels only go up to Tenth Level, at which point a Cat is considered to have Grey Fur and cannot advance any further, although he can still go adventuring. Unlike Dungeons & Dragons, a Cat who goes adventuring in Monarchies of Mau does not earn Experience Points, but is awarded a new Level after a few good stories and when the Guide—as the Game Master is known in Monarchies of Mau—decides is appropriate. When he does go up a Level, a Cat gains both Stamina and Stamina dice, spellcasters—Mancers and Ministers gain more spells and spell slots, and at every other Level, a Cat’s Proficiency Bonus increases. Every Level, a Cat gains an Improvement, which can be to improve an Ability score, select a new Aptitude or House Secret, or to refine a Secret the Cat already possesses. For example, a Champion can refine his Honour Challenge Secret, which enables him to force an opponent to engage in an honour duel, by using both Charisma and Strength rather than just Charisma to force the associated Saving Throw or allowing an opponent to decline and take a penalty to his Saving Throws. These tweaks and refinements give Monarchies of Mau a sense of the cinematic and heroic action as well as providing some variability in terms of Cat design.

Mechanically, Monarchies of Mau looks much like Dungeons & Dragons, Fifth Edition, but on a closer look, there are tweaks and refinements to the rules too. The most feline of tweaks is the Pouncing rule. When a Cat takes the Ready action and studies a situation, his player rolls the resulting action with Advantage! Perhaps the most notable addition is that of Fortune and the Fortune Bowl. A session begins with the Cats in an adventuring party having two Fortune in the Fortune Bowl. A player can earn more Fortune for the Bowl by roleplaying to his Cat’s personality traits in a way that makes the game interesting, by being an entertaining player, coming up with a good plan, and by playing to his Cat’s instincts. Much of this is up to the discretion of the Guide, but a player can force the Guide to add Fortune to the Bowl by having his Cat intentionally fail. However, where in Pugmire any Fortune Points acquired by a Dog are automatically added to the shared Fortune Bowl, in Monarchies of Mau, a Cat can favour himself rather than the group and keep it in his own Fortune Pile. Fortune in the Bowl can be spent—and this is a permanent spend—to gain a reroll on any dice roll and keep the higher result, to allow a spellcaster to cast a spell if he has run out of spell slots, and to interrupt the initiative order and take their turn now. Further, some Secrets require Fortune to be activated.

Again, magic in Monarchies of Mau looks like Dungeons & Dragons, but with a tweak or two. In terms of flavour, the magic of Monarchies of Mau has a darker edge, involving the unusual and the unnatural, for example, the Mancer employing necromancy. Mechanically, magic in Monarchies of Mau can go wrong. If a player rolls a botch—a critical failure—on a spellcasting roll for his Cat, intentionally fails a spell to gain Fortune, or an opponent rolls a Triumph—a critical success—on a Saving Throw, then a spell backfires. It is up to the Guide to determines the outcome and effect when this happens. Lastly, besides the Mancer and the Minister, Cats of other Callings can take the Magic Aptitude Secret and thus become a Dabbler, knowing just a handful of spells.

Another major difference between Monarchies of Mau and Pugmire is the way in which Cats and Dogs treat Masterworks, the Relics left behind by Man. They are still divided into ‘Relics’, such as the Boots of Climbing or Chameleon Cloak; ‘Fixes’ like Explosive Eggs or Potions of Haste; and ‘Wonders’, such as the Flame Twig or Picture of Health. Now, just as with Pugmire, the world of Monarchies of Mau is being a post-apocalyptic world, the conceit is that what these items really are, is items of Old-World technology. However, they cannot so easily be mapped back onto our own technology, but then the conceit is not necessarily that important in play. The big difference between Pugmire and the Monarchies of Mau is that Dogs share and even revere Masterworks, whereas Cats study them, attune to them, and they break them in just the right way so that they can absorb the powers they contain. For example, the Charged Collar provides a temporary defence against bludgeoning attacks, but when broken down in the right way and absorbed, the Cat is Resistant to such attacks. Further, when refined, the effects of the absorbed Charged Collar can make a Cat immune to bludgeoning attacks and can even manifest a lightning barrier! This has a number of effects. It both makes Masterworks more powerful and more personal to a Cat, and mechanically it partially offsets the fewer number of Secrets a Cat has versus the number of Tricks a Dog has in Pugmire. The combination of this is drive a player and his Cat to explore the ruins of the Monarchies of Mau and beyond in search of the Masterworks, providing a base motivation in addition to those born of a Cat’s Ideal, Motivation, and Flaw. However, the Masterworks section is quite small and is very likely going to be exhausted relatively quickly.

The setting for Monarchies of Mau is explored in some detail, explaining Cats and their Houses, culture, technology, and more in some detail, as well as their enemies and rivals. It also looks at the Ruling Council as well as Trillani’s Trailblazers, the organisation which by default the Player Characters are expected to join and thus adventure. Notably, it takes the reader inside the Lounges where Cats of all stripes gather over mugs of catnip tea and saucers of milk close by the fire, whilst Rats and Mice stick to the shadows of the corners. Whilst various locations in both the lands of the six Dynasties and beyond the Monarchies of Mau are described as well, there is plenty of room for the Guide to add her own setting material. Some of the secrets of the setting are explained here and also in the chapter for the Guide, which is well written and includes suggestions for running Monarchies of Mau and Pugmire together—and even for adapting the setting to other rules systems!

In addition to the advice and further examination of the setting, the Guide is provided with a decently sized Bestiary, covering Animals, Bandits, Cats, Dogs, Badgers, Rodents, and more. That more includes monsters and the Demons of the Unseen, and some of these are nasty indeed. For example, the Breathtaker steals into camps at night and steals the breath of Cats, Bone Burrs are insect-infested skulls which attack Cats, and Witch Demons possess Cats and has the power to reflect or even absorb the spells of Mancers and Ministers! Lastly, Monarchies of Mau includes an introductory adventure, ‘All Hail the Rat King!’, in which the Player Characters are sent to investigate a sudden wave of Rat immigration in the town of Strudniksburg. Designed for First Level Player Characters, it can be played using the players’ own or the six pre-generated characters given as examples at the beginning of the book.

Physically, Monarchies of Mau is, like Pugmire, a lovely book. Again, it is full colour and illustrated with some fantastic artwork. In keeping with the darker tone of the setting, the artwork also has a darker feel to it. The book is also well written and like Pugmire, commentary is given by a pair of in-game characters. One to provide guidance for those new to Monarchies of Mau, the other to explain how it differs from other roleplaying games.

Pugmire was a roleplaying game about being a ‘Good Dog’ and gaming with a pack, but Monarchies of Mau pulls away from that. There is greater sense of individuality to the Cats in Monarchies of Mau, in terms of roleplaying, the mechanics, and the setting. The Cats are caught between this individuality and the collective need for co-operation. At a personal level, this can be seen in the choice between choosing to add Fortune to his Personal Pile or the group’s Fortune Bowl, but at a national level it can be seen in the necessity of the six Monarchies of Mau to co-operate despite their scheming against each other. This scaling means that Monarchies of Mau can do dungeoneering and exploratory adventures as much as it can inter-House rivalries and politics. There is a darker tone to the roleplaying game too in the monsters the Cats face, and also in the magics, especially the necromantic magics of the Mancer, they employ. There is thus much more of the horror genre to Monarchies of Mau, and that in combination with the darker tone, makes less suitable for a younger audience. These are of course, elements which the Guide can choose to adjust up or down as is her wont.

The darker tone and horror elements of Monarchies of Mau mean that it is not quite suited to being a beginning roleplaying game, despite its Cats being cute, and the individual versus group dynamic may divide a group as much as it sets up some interesting roleplaying choices and dynamics. Monarchies of Mau is not quite as accessible as Pugmire, or necessarily as easy to play, but it does present an entirely different, but still exciting and fun point of view from which to roleplay and explore their shared world.

Starship Dustbowl

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

Death Ziggurat in Zero-G is designed an introductory scenario and campaign starter for players new to Metamorphosis Alpha and the Starship Warden. Ideally this is with the tribe of Mutants and Humans based at Super Shop Mart, but the scenario includes some notes on how to use it in an existing campaign. It consists of three parts. In the first, the Player Characters go about their daily lives as members of the Super Shop Mart Tribe. Sometimes standing guard duty or examining newly brought in technological artefacts of the Ancients, but at others being sent out to find food, water, or other artefacts, raid or see off a raid by another tribe, and so on. In the middle section, the Player Characters discover the remains of a cryostasis facility and a strange artefact—the detached, but preserved head of the very crotchety Professor Cardunkle. Initially, all he wants is a new body for his head—any body will do, which can result in some hilarity because of the incongruity of the head of an old man being attached to something totally ridiculous. Eventually though, he will want his own body back and knowing where it is, Professor Cardunkle both directs the Player Characters and promises great treasure. This third and last part of the scenario consists of exploring the ruins of another facility whose internal structure has more or less been turned upside, which represents a challenge in itself.

All of this, and thus, Death Ziggurat in Zero-G, takes place in a closed environment, a great dustbowl known as the Silver Waste, a desert of polished, silver dunes whipped up and scoured by daily endless sandstorms and nightly freezing temperatures, where several tribes eke out a desperate existence. There is lack of permanence to the region due to the constant sandstorms and no one knows what lies beyond the Silver Waste, though in one direction stands ‘The Great Mirror’, a gigantic, flat, reflective wall which stretches as far as the eye can see left and right, and then from the ground high into the sky. The scenario only describes the Player Characters’ Super Shop Mart base of operations and the scenario’s endpoint, the ‘Death Ziggurat’ of the title in full detail, but several other locations are also described and these, when combined with the table of missions for the Player Characters’ tribe and table of random encounters, should actually provide a playing group with several sessions’ worth of play before it moves on to the scenario’s main plot. The sandbox element of the scenario also means that the Game Master could develop and add her own plots and content if she so desired. This would add depth to the scenario as well.

The plot to the scenario is by no means new, but it is nicely dressed up and layered with its post-apocalyptic future and rough environment. It does provide the Game Master with a fun NPC to portray whilst leaving scope for to develop and portray the other NPCs in the region. There is a not a great deal of treasure or artefacts to be found in the Silver Waste, and in many cases, finding what there is involves a lot of work, but to be fair, the point of Death Ziggurat in Zero-G is not on finding goodies, but discovering its secrets and finding a way out. There is promise of powerful artefact though—no less an artefact than an entirely new colour band with the blessing of James M. Ward, designer of Metamorphosis Alpha—the incredible capabilities of which will have factions beyond the Silver Waste fighting with both each other and the Player Characters to possess!

For the Game Master, there is some staging advice on running Death Ziggurat in Zero-G, but in general, this is an easy scenario to run. Perhaps the oddest aspect of running the scenario is that to get the most out of Death Ziggurat in Zero-G, it is suggested that the Game Master be multi-lingual or even use coded speech such as Pig Latin. This is to roleplay another aspect of the scenario rather than Professor Cardunkle, and intended to confound the technologically illiterate Player Characters rather than the players. This may prove to be a challenge for the Game Master, so another option might be record some phrases, perhaps done by a computer voice, as part of her preparation. If the Game Master is multi-lingual, then she can have some further roleplaying that aspect of the scenario.

One issue with Death Ziggurat in Zero-G is that beyond the limits set by ‘The Great Mirror’ and the inclusion of the new Colour Ring, it does not necessarily feel like a scenario for Metamorphosis Alpha. This is because its inclusion of base names such as ‘Super Shop Mart’ and ‘Me Depo’ feel more grounded, better suited to a planetside apocalypse like that of Gamma World or Mutant Crawl Classics, rather then being set aboard a giant generational colony spaceship like the Starship Warden.  That said, the Player Characters of the Super Shop Mart tribe will have no idea that they are aboard a spaceship at all, so that is not necessarily an issue for them. Plus of course, the Game Master could just run Death Ziggurat in Zero-G as an Earth-bound starting scenario for Gamma World or Mutant Crawl Classics and no-one would be any the wiser.

Physically, Death Ziggurat in Zero-G is cleanly presented. The maps are nicely done as are the illustrations, and the whole layout matches that you would expect of title from Goodman Games, feeling very much as it does for Dungeon Crawl Classics or Mutant Crawl Classics.

Overall, Death Ziggurat in Zero-G is a solid starting scenario. It has plenty of scope for the Player Characters to explore a mini-apocalypse as well as its main plot, and is flexible enough place aboard the Starship Warden as intended, or else where.

Micro RPG II: Lost in the Fantasy World

For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” Although a micro roleplaying game, Lost in the Fantasy World fits all of its content on the two sides of a single sheet of paper.

Lost in the Fantasy World is a roleplaying game in which a group of children is magically transported to a fantasy world complete with magic and monsters. Once there, they are each given an amazing artefact by a mysterious Mentor, which enables them to come to the plight of the peoples—and they have many plights—and so become heroes. Yet, they still want to return, and ultimately, will have to choose between going home and the powers that the artefacts grant them. How the children get to the fantasy world—going on a strange ride in an amusement park, being sucked into a weird old book, going through a very small door in a scary abandoned house—suggests the inspirations behind Lost in the Fantasy World. Narnia, perhaps? The Dungeons & Dragons Animated Series? Well, definitely the latter, and that definitely comes down to nationality. 

Lost in the Fantasy World is designed by Diogo Nogueira and Diogo Nogueira is Brazilian. Now where the Dungeons & Dragons Animated Series might not be held in the highest regard in the English-speaking hobby, it had more of an impact in Brazil where it was more popular. To the point the Renault launched an advertising campaign in Brazil for one of its vehicles based on the Dungeons & Dragons Animated Series and it was very well done. Published by Gallant Knight Games, Lost in the Fantasy World is not retroclone in the Dungeons & Dragons sense, but is definitely inspired by it.

A Player Character in Lost in the Fantasy World is simply defined. He has a name, concept, four traits, and an Artefact. The concept, such as ‘Brendan, the quiet D&D geek’ or ‘Emily, the bolshy cheerleader’, defines the Player Character, whilst traits can include a quality like ‘Athletic’ or ‘Good with his Hands’; an object such as notebook and pen, a football, or a torch; a companion like a pet rat or a baby unicorn; some training or knowledge, foe example, ‘Read up on all the myths’ or ‘Works in my dad’s garage’; or a relationship with another character, such as ‘David is my best friend’ or ‘I always have to keep an eye for Andrea’. At the beginning of the game each Player Character will receive an artefact and have some idea of what it can do from its name, but not exactly what. What, exactly, it can do, will be developed during play. For example, the Torch of Unending Light, the Pipes of Piercing, or the Buckler of Shielding.

Tristian the inquisitive musician
Fine singing voice (Trait), I must protect my sister, Monica (Trait), helps his grandmother with the garden (Trait), Catapult (Trait)
Artefact: Lyre of the Living

Mechanically, Lost in the Fantasy World is direct and simple. When the outcome of a situation is uncertain, both the player and the Mentor—as the Game Master is known—make a Resolution Roll. This is the roll of a six-sided die each to which the player can add a +1 Modifier for any pertinent Trait, the Expenditure of an Adversity Token, a great description of his character’s actions given by the player, as well as the situation itself, the later mostly provided by the Mentor. Whomever rolls highest, narrates the outcome of the situation or scene.

If the player’s roll is lower, then he earns an Adversity Token, which can later be used to gain a Modifier. A player can also Push the roll, which allows him to make the Resolution Roll a second time, but if it is failed, the Player Character temporarily loses a Trait. Use of a magical Artefact enables the player to make the Resolution Roll with two dice—or even three dice if used in a creative and exciting fashion—and the highest result used. Combat uses the same mechanics, the winner of the Resolution Roll narrating the outcome and the loser temporarily losing the use of a Traits. A lost Trait can be recovered in time, but a Player Character or a monster or NPC is ‘Taken Out’ if they lose all of their Traits. They are not dead, but cannot act decisively and are at the mercy of other Player Characters or even their opponents.

For the Mentor there are several suggested opponents and obstacles complete with Traits which she can bring into play and there is also some advice on running Lost in the Fantasy World. The role of the Mentor is actually twofold. First, she serves as the Referee, and second, she actually roleplays the Mentor as character in the game world, who guides the Player Characters to some extent, mysteriously presenting them with both opportunities for adventure and rumours and hints as to the way back to the Player Characters’ home world. Ideally, there should be a balance between the two, a pull and a push, the push to undertake more adventures and help others becoming stronger as the players narrate new and more interesting capabilities for their Artefacts. However, Lost in the Fantasy World does not fully support that notion. There is no mechanical means provided to model the balance between the Player Characters’ supposed desire to help and their desire to get home. Perhaps some kind of countdown or count-up which a player can roll against to determine which of the two desires that his character follows, such that ultimately the pull towards one or the other becomes too much.

Physically, Lost in the Fantasy World comes as a simple pamphlet which folds out to just a single sheet of paper. It is nicely, simply presented and the artwork has a certain charm, but the pamphlet does need another edit for all of its brevity.

Lost in the Fantasy World is a clever little concept which draws upon something often ill-regarded by Dungeons & Dragons fans and develops it into a simple narrative, storytelling game. It is easy to learn and quick to play, but ultimately does not quite follow through on its concept when there was very much room and scope to do so. Hopefully, Lost in the Fantasy World, Second Edition will do that.

Jonstown Jottings #51: Grungnak Fearless

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?
Grungnak Fearless presents an NPC and his entourage, and trinkets for use with RuneQuest: Roleplaying in Glorantha.

It is a twenty-eight page, full colour, 1.83 MB PDF.
The layout is clean and tidy, and its illustrations good. It does need an edit in places.

Where is it set?
Grungnak Fearless is nominally set in the Big Rubble where the NPC is feuding and scheming to be the fifth ‘Great Clan’ of Trolls or Uz, in the ruins of the city in an event known as the ‘Foreign Bully Feud’. With some adjustments, it could be set elsewhere, and suggestions are included as to where and how to include this NPC in those regions.

Who do you play?
No specific character types are required to encounter Grungnak Fearless

What do you need?
Grungnak Fearless requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and The Red Book of Magic. In addition, the RuneQuest Classic supplements, Pavis: Threshold to DangerBig Rubble: The Deadly City, and Trollpak: Troll Facts, Secrets, and Adventures for RuneQuest will information which will be useful for using Grungnak Fearless in a Game Master’s campaign.
What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters.
The second volume comes to a close with Grungnak Fearless, a brutal Death Lord of Zorak Zoran, the God of Hate and Vengeance. From her beginnings as a bandit, she has arisen to be a true monster, reveling in murder and mayhem, selfishly pursuing the novel and the new as she schemes, but mostly bludgeons her way to the top. Having amassed a number of followers in her leaden grasp, she is hellbent on taking out her rivals—using any means necessary, but ultimately and preferably at the end of her great hammer, and then eating them. Both as revenge and to see what they taste like. Multiple suggestions are included on how to use Grungnak Fearless. This is as an ally or an enemy and includes a pair of scenarios, one for each option. Both scenario outlines are well written and will help the Game Master develop them further for her campaign.
Grungnak Fearless is herself given full stats and a write-up, including her powerful bound spirits, one of which is a fire elemental! Her darkness elemental is nasty enough, but her command of a fire elemental gives her an edge that is utterly hostile to the outlook of other Trolls. A nice touch is that this is not instant, but takes time and Grungnak Fearless’ Trolkin must carry the wood and kindling to set a bonfire of sufficient size ablaze to summon the fire elemental. She also possesses Stolen Fire, a Zorak Zorani cult artefact which is won by defeating a Rune Master of a Fire/Sky cult in a heroquest, and then drinking his blood. Stolen Fire grants great gifts for any Troll who bears it. 
Grungnak Fearless’ entourage is also fully detailed. This includes her ‘lover’, Bazzik Fineteeth, a Rune Priest of Argan Argar known for the unfaceted jewels embedded in his teeth; the mantis-obsessed Fenhield Mantis-Friend; and Waggul, Fenhield Mantis-Friend’s favouritist Mantis—because he is soooo cute. Stats are also provided for the general Zorak Zorani Warriors and Trollkin Slingers in the would be ‘Great Clan’. As with the other entries in the ‘Monster of the Month’, full stat sheets are provided for all of the NPCs in Grungnak Fearless.
Lastly, Grungnak Fearless details a short-form Rune cult of Gorakiki the Insect Mother in her aspect as Gorakiki-mantis, the subcult worshipped by the Kugurz Clan in the Big Rubble. For use by NPCs or Player Characters, this expands upon the Gorakiki cult with guidelines as to how intelligent manitises can initiate, what is expected of initiates, cult skills, Spirit and Rune magic, associated cults, and a pair of new Rune spells. These are Foreclaws and Transform Head (Mantis), and are as nasty as you would expect, in line with similar transformation Rune spells.
Is it worth your time?YesGrungnak Fearless presents a monster of an enemy to face the Player Characters, or a particularly challenging ally to keep on side, especially if the Game Master is running a campaign set in Pavis and the Big Rubble.NoGrungnak Fearless presents a potentially interesting ally or enemy, plus supporting cast, should the Game Master want to include a monster of an enemy to face the Player Characters. However, if the Game Master’s campaign does not involve Trolls or is set in the Big Rubble, and she does not want to adjust the content, it is of relatively little use.MaybeGrungnak Fearless presents a monster of an enemy to face the Player Characters, or a particularly challenging ally to keep on side, but the Game Master may simply not want to involve the Trolls in her campaign, take her campaign to the Big Rubble, or necessarily make the adjustments to brings it content into her campaign.

Friday Fantasy: Bastard King of Thraxford Castle

The warning is well known throughout the area. There is a curse upon Thraxford Castle and all who enter its gates. A Curse of rotting flesh, of unlife as one of the undead, for all who die within its walls must rise again at dawn to play out a danse macabre of their lives the day before. It is a Curse lain upon the soldiers and occupants of Thraxford Castle by The Bastard King’s slaughter of his kin. None can leave and all who put a foot within a thousand paces of that accursed place will fall foul of the curse… Bastard King of Thraxford Castle is a macabre, gothic mini-location inspired by both British medieval history, Hammer horror films, and even British Dungeons & Dragons adventures drawn from the pages of White Dwarf magazine back in its heyday, such as ‘The Lichway’ by Albie Fiore (White Dwarf Issue No. 9, October/November 1979). Published by Leyline Press and like The Isle of Glaslyn and The God With No Name before it, Bastard King of Thraxford Castle manages to fit an adventure onto the equivalent of four pages and then present it on a pamphlet which folds down to roughly four-by-six inches. One the one side it provides all of the details of the descriptions of the outer and inner wards, whilst on the other there is a map of the whole of the castle, plus descriptions of the actual keep.

Bastard King of Thraxford Castle is designed for use with Old School Essentials Classic Fantasy and presents a location supposedly on the Isle of Kybaros . Here the Bastard King took his last stand against invading forces after he had risen up and defeated King Hardrada at the Battle of Ashing Hill, and was cursed for his hubris. One of the great scenes later in the scenario depicts this battle—taking place in the castle’s great hall—and if the Player Characters are not careful, they may actually get caught up in the nightly (knightly?) reenactment! The scenario is designed for Player Characters of low to medium Level, and a Cleric, although any party upon discovering the true nature of the situation in Thraxford Castle going full bore slaughtering the undead and attempting Turn Undead, will themselves in a for surprise—the dead rise the following morning, the undead rise again as more powerful creatures of death, and they themselves are trapped for the duration... can the Player Characters discover the secrets  and a way to solve their predicament and that of the inhabitants of Thraxford Castle?
What the Player Characters find within the walls of Thraxford Castle is a theatre of ‘Le Théâtre du Grand-Guignol’, in some places a slaughterhouse, in others the inhabitants of the castle now long undead, but still going about a semblance of their former lives. Yet long cut off from the outside world, they have been forced to turn to other means to continue that semblance which resembles a horror show, from the tanner to the food at The Peckled ’Hen, and which should invoke a strong sense of revulsion in the players—if not the Player Characters. Many of these scenes should warrant fear checks of some kind, and it is a pity that not every retroclone does, for Bastard King of Thraxford Castle is very much a horror scenario. Nevertheless, despite the weirdness of undead community to be found in the castle, these are opportunities for roleplay and interaction, and they are the surest means of determining what is going on in the castle—along with exploring both its and its grounds, of course.
Bastard King of Thraxford Castle definitely has Shakespearean overtones—definitely of Macbeth and Richard III—combined with the Gothic, and there is potential for some great scenes during the adventure. The Game Master is given some fun NPCs to portray as well as some good ones to roleplay, including what would be traditionally treated as monsters. The scenario includes a pair of new monsters too, the Giant Undead Maggot and the Giant Undead Botfly. Yet as much as Bastard King of Thraxford Castle makes the Game Master want to run it, there is still a lot that she has to do to get the scenario to the table. Apart from a little background about the Bastard Knight rebelling and defeating, even possibly killing, the previous king, the background to the scenario is underwritten. In a sense, this means the Game Master has a lot of flexibility in dropping Bastard King of Thraxford Castle into her campaign, but it skews too far that way by not giving the Game Master the choice but to do that. There is no explanation of the events of the rebellion and there are certainly no hooks given to help the Game Master get her players and their characters involved.
Physically, and once again, Bastard King of Thraxford Castle is a piece of design concision. It is compact and thus easy to store, and unlike The God With No Name, this makes better use of the format, with the inner and outer wards of the castle described on the one side, and the keep on the other along with the map. Besides the cover, the only illustrations in the scenario are those of the new creatures. Those are decent, as is the map of the castle. The scenario does need another edit though.
Although it needs a limited amount of development to make it easier to even run as a one-shot, let alone add to a campaign, Bastard King of Thraxford Castle makes good use of its format and size. In places weird and creepy, Bastard King of Thraxford Castle really goes full theatre of blood, and turns up the horrifying rather than the horror. If the Game Master r wants a short—two sessions or so—bloodily repulsive horror scenario for her campaign, then Bastard King of Thraxford Castle certainly delivers.

Miskatonic Monday #93: The Hammersmith Haunting

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


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

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Name: The Hammersmith HauntingPublisher: Chaosium, Inc.
Author: Kat Clay

Setting: Cthulhu by Gaslight London
Product: Scenario
What You Get: Fifteen page, 12.17 MB Full Colour PDF
Elevator Pitch: Who stalks fog-enshrouded fears in Old London Town?Plot Hook: When the most punctual of men is not on time, there has to be a good reason... or a bad one.Plot Support: Detailed plot, staging advice for the Keeper, three maps, four handouts, four NPCs, one new Mythos entity, and four pre-generated Investigators.Production Values: Excellent.
Pros# Delightfully crotchety old lady# Delightfully crotchety even older lady   # Good staging advice for the Keeper
# Solid straightforward investigation# Good period feel and sense of history# Diverse cast of NPCs and Investigators# Multiple outcomes explored# Handouts for failure and success
Cons
# Requires a slight edit# Mechanics underdeveloped and presented# Too linear and too straightforward an investigation for experienced players?
Conclusion
# Engaging period piece of horror# Delightfully crotchety old ladies two# Solid straightforward investigation to begin a Cthulhu by Gaslight campaign?

1982: Star Frontiers

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

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In 1982, TSR, Inc. published its first Science Fiction roleplaying game, Star Frontiers. Now TSR, Inc. as stated in ‘The SF ‘universe’’ (Dragon #74, June 1983), “TSR had previously published SF-oriented role-playing games, most notably the GAMMA WORLD® game and METAMORPHOSIS ALPHA game, but these two games are post-apocalyptic visions of the future.” and “While they are certainly interesting and undoubtedly SF in nature, neither of these games fully realizes the potential of a science-fiction setting. A star-spanning civilization, interstellar spacecraft, strange aliens, and adventures on a myriad of bizarre and challenging new worlds are the elements of a classic SF framework. The possibilities for adventure in such a “universe” are nearly limitless. The STAR FRONTIERS game, unlike its predecessor SF titles from TSR, is able to appreciate these possibilities.” So as the very first actual Science Fiction roleplaying game from TSR, Inc., Star Frontiers was very much intended to play off the boom in Science Fiction and space adventure which followed in the wake of Star Wars and The Empire Strikes Back, for example on the big, as well as Battlestar Galactica and Buck Rogers in the 25th Century on the small screen. It would take a full year before it reached that potential with the Knight Hawks boxed supplement which added spaceships and spaceship combat to the roleplaying game, but in the meantime, Star Frontiers offered planetside adventure with stripped down, straightforward set of mechanics and rules designed to introduce new players to the hobby and Science Fiction roleplaying to more experienced players—especially if their only experience was Dungeons & Dragons.
Coming as a boxed set, Star Frontiers Alpha Dawn, the roleplaying game was designed for players aged ten and up and came filled with high quality components. This included the sixteen-page Basic Game Rules, the sixty-page Expanded Game Rules, the thirty-page Adventure Module, SF-0: Crash on Volturnus, a large map, a sheet of two-hundred-and-eighty-five counters, and two ten-sided dice—one dark blue, one light blue. Everything is very nicely presented, starting with the superb cover artwork for both the box and the Basic Game Rules and the Expanded Game Rules. The internal artwork is also good, with lots and lots of action scenes, Jim Holloway’s illustrations prefiguring some of his work on Paranoia. The large, full-colour poster map depicts a city centre on the one side with numerous buildings, roads, and monorails, whilst on the other are depicted craters, mountains, deserts, forts, towns, ruins, and more. These are all designed to use with the counters, for at its most basic, Star Frontiers is a roleplaying game played out as a square-and-a-counter combat game.
The setting for Star Frontiers is lightly drawn, an area of space near the centre of a great spiral galaxy where the stars are closer together, known as the Frontier. Here Humans—though not the Humans of Earth—made contact with the insectoid Vrusk and the ameboid Dralasites and developed interstellar spaceships, and together discovered the Yazirians, tall leonine humanoids with patagiums and thus capable of gliding. They settled the twenty or so worlds of the Frontier (including the unfortunately named ‘Gollywog’) and to supply their needs, the Pan-Galactic Corporation (or PGC), the first interstellar company, was formed. It conducted scientific research as well as manufacturing everything from foodstuffs to spaceships, and even developed Pan-Galactic, a language which became the lingua franca for the Frontier.
However, the melting pot of the Frontier was upset by a series of attacks by the Sathar. This previously unknown worm-like species attacked isolated outposts and frontier worlds, but would kill themselves to avoid being captured. Together the Humans, the Vrusk, the Dralasites, and the Yazirians formed the United Planetary Federation (UPF) to defend the Frontier and forced the Sathar out of the Frontier. More recently, attacks by the Sathar have begun again, but more surreptitiously and sly, often using Human, Vrusk, Dralasite, and Yazirian agents to sabotage and undermine trade and government. The UPF has formed the Star Law Rangers to investigate and stop these activities, and both the Star Law Rangers and the Pan-Galactic Corporation often employ freelancers for a variety of tasks. These freelancers are, of course, the Player Characters.
Star Frontiers Alpha Dawn offers a choice of four playable races—Humans, Vrusk, Dralasites, and Yazirians. Dralasites are short, grey amoeboid-like creatures, notable for being able to change form by extending and retracting pseudopods and possessing a quirky, pun-based sense of humour; Humans are like those of Earth, but have a two-hundred-year lifespan; the insectoid Vrusk have eight walking legs and two manipulating arms, and are known for their logical minds and their business sense; and the Yazirians are an arboreal-like species with excellent grip for both hands and feet, patagiums for gliding, and known to pushy, even aggressive, and potentially, capable of battle rages. The mysterious Sathar, wormlike with pairs of tentacles which could be used as legs and to hold and manipulate objects are the villains of the Star Frontiers setting and thus not available to play. A character has eight abilities, arranged into four pairs—Strength/Stamina, Dexterity/Reaction Speed, Intuition/Logic, and Personality/Leadership. The rating for each ability is a percentile, ranging between thirty and seventy for starting Player Characters and serving as the base rating for all actions in the roleplaying game. 
Character creation in Star Frontiers differs—though only slightly—depending upon whether the Basic Game Rules or the Expanded Game Rules are being used. In both, a player selects a race and rolls percentile dice for each pair of Abilities on the given table, applies the species modifiers, and derives a couple of factors, and that is it for the Basic Game Rules. It is quick and easy, and in the Basic Game Rules, barely takes up a page.
Name: Korung Speetrasser Race: DralasiteHandedness: – Gender: –Walking: 1 Running: 4
Strength/Stamina 70/70Dexterity/Reaction Speed 60/60Intuition/Logic 35/35Personality/Leadership 40/40Initiative Modifier: 6
Current Stamina: 70
Laser Pistol (2) 60% Damage: 1d10
The remainder of the Basic Game Rules is devoted to the core rules and some adventures. From the outset, Star Frontiers is designed to be played on a map, using the maps and counters included in the box. Later, it would move on to more ‘theatre of the mind’ style of traditional roleplaying, but in the Basic Game Rules, the Player Characters and their opponents are moving—in squares, not metres (Star Frontiers uses the metric system)—across a great cityscape, from building to building, jumping onto skimmers or aboard the monorail, and chasing each other across the city. The base value to undertake any action is the appropriate Ability, rolled against the percentile dice, using the dark blue die as the tens die and the light blue die as the ones die, as the Basic Game Rules explain it. In the Basic Game Rules, the emphasis is on combat, so modifiers are applied for movement and range, and if the roll is successful, the attack hits, and damage is rolled and deducted from the target’s Stamina Ability. Typically damage is rolled on just the one ten-sided die and an opponent would have to lose all of his Stamina to be knocked out. Consequently, combat can take a bit of time and options such as the Doze Grenade, which knocks out opponents are more than viable options, and rules for throwing grenades are included.
After a nicely illustrated introduction, the Basic Game Rules quickly cover the basics of character generation and combat before a short list of equipment (mostly weapons) and some adventures are presented. Some rules are given for other actions too, essentially a player rolls against the appropriate Ability and depending upon the difficulty, applies a five, ten, or fifteen percent modifier, either positive or negative. ‘Adventure 1: Pan-Galactic Security Breach’ sees the Player Characters investigate a series of breaches at various research centres. It is not designed as a standard adventure, but rather a programmed adventure with options like a ‘Choose Your Own Path’ solo adventure. One player serves as the Reader—rather than as a Referee, and reads out the entries and gives the options, whilst the players decide which of the options to choose. Since this is a programmed adventure, they all have to agree. It is a simple action-packed affair, more of a couple of scenes than a full adventure, with the perpetrators quickly revealed and making a run for the spaceport with the Player Characters on their heels. This is played out on the main map as is ‘Adventure 2: Alien Creature on the Loose’, in which a dangerous alien creature has escaped its confinement at the Zoological Park and the Player Characters have to capture it. The Hydra—nothing to do with the mythological and Dungeons & Dragons creature of the same name—is hunting for its handler and the Player Characters must stop it before the thing finds him. It is a big creature and tough to stop. There are guidelines for playing both adventures again. ‘Adventure 1: Pan-Galactic Security Breach’ this is as teams, one team controlling the perpetrators trying to get away, the other the Player Character types trying to stop them. For ‘Adventure 2: Alien Creature on the Loose’, this is the Referee creating her own creatures. There is advice too, for the Referee to create her own adventures, and like the two adventures these are quite basic. The focus of the advice is on a ‘crash on a desert planet adventure’ essentially preparing the Referee for running Adventure Module, SF-0: Crash on Volturnus and pointing towards the greater complexity and comparative sophistication in the Expanded Game Rules. The rules are what they say they are—basic—and come across not so much as a roleplaying game as a board game. For the experienced role-player they are probably too basic and even for players new to roleplaying, they do not offer a great deal of play.
The Expanded Game Rules, of course, greatly broaden and develop the rules given in the Basic Game Rules. It highlights the differences between the two, noting the expanded options, extra rules, and the fact that the roleplaying game can be played without maps, whether using miniatures or simply the imagination. The expanded rules for character creation add a five-point bonus to any Ability score for Humans, enable players to swap points between pairs during character creation, and Dralasities, Vrusk, and Yazirians have special abilities, such as Lie Detection and Elasticity for the Dralasities and Battle Rage, Gliding, and Night Vision for the Yazirians. All five Races, including the Sathar, are given a nicely done, detailed, one-page write-up. The Expanded Game Rules also add skills. There are thirteen of these, all fairly broad and divided into three Primary Skill Areas or PSAs. These are Military, Technological and Biosocial. Each skill has several subskills it covers and which a character automatically knows, and each subskill having its own base rating. Skills go from Level 1 to Level 6, each Level typically adding ten present to a roll. So the Biosocial Medical skill also covers Administering Drugs (100%), Diagnosis (60% + skill level), First Aid (100%), Minor Surgery (40% + skill level), Major Surgery (20% + skill level), Controlling Infection (50% + skill level), Curing Diseases (40% + skill level), Neutralizing Poisons (30% + skill level), and Activating Freeze Fields (30% + skill level), the latter the skill of putting a body in stasis until it can be revived and repaired. A Player Character has one PSA, and although he can have Levels in skills in the other PSAs, they are always more expensive. A Player Character starts play with a level in one skill from his actual PSA and one from the two others. Overall, the expanded rules for character creation do add more to a character, but without adding that much more complexity or even time to the process. 
Name: Korung Speetrasser Race: DralasiteHandedness: – Gender: –Walking: 1 Running: 4
Strength/Stamina 70/70Dexterity/Reaction Speed 70/50Intuition/Logic 35/35Personality/Leadership 40/40Initiative Modifier: 5
PSA – Military Skills: Beam Weapons (1)Biosocial Skills: Environmental Skills (1)
Current Stamina: 70
Laser Pistol (2) 45% Damage: 1d10
The Expanded Game Rules also add further details and options for combat, such as careful aim and telescopic sights, firing two weapons, and even weightless combat. Alongside this is an expanded list of weapons and their descriptions of both them and other equipment. This includes armour, which is most ablative in nature, and also screens, portable force fields which react to hits and drain Standard Energy Units from their power packs when hit. Robots and computers are detailed too, with computers being easily upgraded, and options given for simple robot design or off-the-shelf purchase. Extra vehicles are added too, although notably, not spaceships. Star Frontiers Alpha Dawn is not a roleplaying game of spaceship travel or combat, but of adventures once you get there. Some notes on space travel are included in the Frontier Societies section, primarily the various classes of travel, travel times, layovers, and potential customs entanglements. Expanded also are the rules for creating creatures, as well as a bestiary. The bestiary itself is fairly short and backed up further entries in Adventure Module, SF-0: Crash on Volturnus, and do feel influenced by Dungeons & Dragons creatures, especially the Sand Shark, a creature which would also turn up in Gamma World. The rules for creature creation really consist of a series of questions about what the creature does and what its habitat is, and in comparison to other Science fiction roleplaying games, do feel underwritten, but they are serviceable enough for a Pulp Sci-Fi roleplaying game like Star Frontiers. The section on Frontier Societies provides some basic details of the Frontier sector setting and thumbnail descriptions of a handful of worlds. Lastly, there is advice for the Referee and a guide to creating adventures, which includes a short sample, search and rescue mission. It is a one-page affair, straightforward and easy to drop into a campaign or run after the two sample adventures in the Basic Game Rules. The Expanded Game Rules also has the equivalent of its own ‘Appendix N’ on the inside back page, and it is a good selection of Science Fiction further reading, though much of it falls outside of the Pulp Sci-Fi tone that Star Frontiers is aiming for. In the middle of this—and the Expanded Game Rules—is a two-page spread collating all of the useful tables for running Star Frontiers and effectively serving as the reference section of the screen if not as a screen itself.
Once the Player Characters have completed an adventure or a task, they earn both Experience Points and Credits. If injured, the Player Characters do have to spend Credits to purchase healing—one Credit per point of Stamina healed, so very American. None of that Socialist health service for you! Experience Points can not only be spent to purchase new Skills and new Levels in existing skills, but also on increasing Ability values, again on an Experience Point per Ability point cost.
The included full adventure in Star Frontiers is SF-0: Crash on Volturnus. The first part of a trilogy which would be completed with the sperate adventures, SF-1: Volturnus, Planet of Mystery and SF-2: Starspawn of Volturnus, this adventure begins with Player Characters aboard the Serena Dawn, bound for the world of Volturnus (oddly named for the Greek god of the southwest wind, which assumes that the Humans of the Frontier, who are not from Earth, also had Ancient Greeks and Greek myths) in the Zebulon system to conduct a planetary survey and perhaps locate the previous mission. Unfortunately, the Serena Dawn is hijacked, and the Player Characters must fight pirates to both get what equipment they can and escape the ship before it is destroyed. The adventure consists of a mixture of random and pre-planned encounters and once on the surface will begin with the former and evolve into the latter. This will see the Player Characters encounter a strange race of octopoidal telepaths who practice mind-to-mind communication who will offer to adopt them into the tribe in order to help them survive. If they accept—and to be honest, the scenario will not go very far if they refuse—the Player Characters will be borne out of the desert that their escape pod crashed down in and through some caverns. After being separated due to a cave-in, resulting in a mini-dungeon crawl for the Player Characters, they can reunite with the tribe and undergo the rituals of adulthood and become officially part of the tribe and thus set up for the sequels. Alternative endings are given if the Referee is not going to run SF-1: Volturnus, Planet of Mystery and SF-2: Starspawn of Volturnus. Perhaps the best aspect of SF-0: Crash on Volturnus is the description of the Ul-Mor and their culture, which is fairly unforgiving and likely force the Player Characters to act with due consideration rather than selfishly. Sadly the Ul-Mor are not particularly well illustrated in the module, and as to SF-0: Crash on Volturnus itself, it feels as if it is really only setting up the subsequent two modules rather than being a standalone affair itself.
Physically, Star Frontiers Alpha Dawn is very well produced and is an attractive, engaging product. In 1982, this was a relatively inexpensive boxed set and certainly in terms of the quality and quantity of components, the purchaser got his money’s worth.
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Star Frontiers was first reviewed in The Polyhedron No. 9 (December 1982) by Steve Winter. Since this is the same Steve Winter who edited Star Frontiers, it is fair to say that this is not actually a review. It started out with a dig at not one, but three other Science Fiction roleplaying games of the period, with “Hey science fiction fans! Tired of travelling? Sick of the opera? Looking for a game that doesn’t require the patience of the universe to play? Have I got a deal for you!” before going to highlight in particular the fact that, “The game was designed to be played by people who had no experience with roleplaying games.”
Star Frontiers was reviewed by Andy Slack in the Open Box department of White Dwarf No 37 (January 1983), who said of the roleplaying game that, “A major drawback is space travel. This is virtually ignored. No-one can learn how to do anything useful aboard ship, which is perhaps as well since there are no guidelines for designing or using ships. There is much to be said for the point of view that ships are merely a delivery service to get you from one adventure setting to the next, but I disapprove of the lack of them. No doubt a future supplement will handle them if enough people share my view.”  He concluded that, “Unfortunately, I can't say the system struck me as especially realistic; but if you like action adventure, thinking with your fists, and Star Wars (and who doesn’t from time to time) you can have a lot of fun with this game.” before awarding Star Frontiers a score of seven out of ten.
Star Frontiers was given a ‘Featured Review’ by William Barton in The Space Gamer Number 60 (February 1983). He wrote, “To start with my overall reaction: I don’t much like Star Frontiers. But then I don’t much dislike it either. I don’t really have a lot of strong feeling about the game at all. That’s not to say that Star Frontiers is a bad game; it’s not. Neither is it exceptionally good. It has some very good features, and a few really bad ones, too. And they balance out into a game that, two years ago, might have had a fair impact on the SFRPG filed, but which now is merely another face in the crowd.” In his conclusion, he asked, “What will be the fate of Star Frontiers? If the game were by any other company than TSR, I’d predict it would quietly fade away, like Star Rovers, and a few other less-than-spectacular systems. Since Star Frontiers is a TSR product, I don’t think that will happen. TSR, unlike many companies, has an “in” to the various nonspecialty stores. For a lot of potential gamers, Star Frontiers is likely to be the first SFRPG they encounter. TSR also has a large share of the younger market, which Star Frontiers seems to be aimed at. So, yes. Though it may not really deserve it when compared to other, better systems, I think TSR’s entry into the SFRPG field will prove to have staying power, as the loyal D&Ders turn to it as their first SFRPG. For myself, I’d have preferred to see TSR back and expand Universe, which it acquired with SPI’s assets. Maybe it will yet. In the meantime, Star Frontiers probably isn’t going top lose TSR any money. But I wish there were a lot more to commend it than that.”
Jim Bambra reviewed Star Frontiers in Imagine No 1 (April 1983). He was also of the opinion that “It is also a pity that there are no rules for designing starships or space combat; though these are due for release later this year. Even without starship rules, the STARFRONTIERS™ game is one of the best available. It has been designed with an emphasis on playability and here it succeeds admirably. Its inspiration comes more from pulp fiction than the ‘believable’ SciFi on which Traveller is based. Whether this style of play appeals is a matter of personal taste. Players of the D&D® game will certainly enjoy it, for in many ways this game is a kind of D&D in space.” Finally, he said, “In summary, the STARFRONTIERS game is an excellent introduction to Sci Fi gaming, a game I heartily recommend to beginners and experienced gamers, A lot of expertise has gone into the designing of this product and the result is a very enjoyable and easy to learn game.”
Ian R. Beste reviewed Star Frontiers in Different Worlds Issue 29 (June 1983) and was upfront about his disappointment, stating that, “Star Frontiers is by no stretch of the imagination a step forward in the state of the art. There just isn’t a whole lot to the game.” At the end of a detailed review, he concluded, “It would be easy to say that Star Frontiers is just D&D with lasers. It isn’t exactly, but it’s unlikely to make anyone drop their existing campaign to set up one for Star Frontiers. This game just doesn’t have a solid science fiction feel to it. I shudder to think of articles in The Dragon on “Converting D&D Monsters to Star Frontiers Creatures.” (Doing so would not be hard.) I also shudder when thinking of the possibility of the expensive hardbound Advanced Star Frontiers Player’s handbook, a Referee’s Guide, etc. True, the game could uses them. But why? TSR has a lot of money, talent, and resources with which to make a good game. Why did it disappoint us with Star Frontiers?”
Star Frontiers was also subject to a lengthy review by Tony Watson in Dragon #74 (June 1983). After a thorough examination which included a comparison to GDW’s Traveller, he wrote, “A final question remains: Is the STAR FRONTIERS game just a D&D game in space? The pedigree is evident, but I think TSR has managed to avoid trading magic for technology, swords for lasers, and orcs for aliens. The emphasis on action and some of the design philosophy belies the kinship of STAR FRONTIERS to the D&D game, but it is innovative and original in its own right. The similarities will make it easy for D&D players to shift over to STAR FRONTIERS as their first science-fiction role-playing game. This may be the largest single body of STAR FRONTIERS buyers. One very important advantage in the TSR connection is that players can count on the company to support the game with accessories, and TSR’s wide distribution network should make these products easy to find.” Before concluding that, “The STAR FRONTIERS game is fast paced, accessible, and playable. The design shows thought and imagination, and the product is quite a bargain. While not without its weaknesses, it’s certainly a contender in a competitive market and probably a good choice for newcomers to this facet of role-playing.”
—oOo—
Even with the combination of the Basic Game Rules and the Expanded Game Rules, Star Frontiers Alpha Dawn feels basic and lacking in game play. Remember though, Star Frontiers was designed for players aged ten and up, and so was not necessarily going to offer the depth, detail, or sophistication found in other Science Fiction roleplaying games, notably Traveller and its Third Imperium setting. That depth, detail, or sophistication would appear with later expansions and supplements, even though there would only be a handful of them. In the meantime, with a combination of interesting races, the Frontier setting, and the presence of the Sathar, Star Frontiers is not only potentially interesting, but also offers scope for the Referee’s own content and adventures, plus that scope is made easier by the straightforward nature of the mechanics. In fact, it is a pity that the mechanics of Star Frontiers could not have been reused in the Buck Rogers XXVC roleplaying game instead of it being hamstrung by the unwieldy chimera it got based on Advanced Dungeons & Dragons, Second Edition.
What is evident from the contemporary reviews is that Star Frontiers was not seen as different enough or sophisticated enough from the other Science Fiction roleplaying games available. Yet Star Frontiers was not aimed at those reviewers, who of course, would have been an audience older than the roleplaying game was intended for, and to be fair Star Frontiers Alpha Dawn does serve its intended age group reasonably well. Undeniably though, for older audiences, even those coming to Star Frontiers as their first Science Fiction roleplaying game after Dungeons & Dragons, it is underwhelming. For them, Star Frontiers is at best a toolkit for running Pulp Sci-Fi or basic roleplaying game awaiting the arrival of more sophisticated support, most obviously Knight Hawks. Consider what it was and who it was aimed at, as a first step into Science Fiction roleplaying, especially Pulp Sci-Fi roleplaying, and especially for a younger audience, Star Frontiers Alpha Dawn is a very serviceable starting point. 

Beyond the Sanity of the Solar System

Salo’s Glory is a near future Science Fiction scenario for use with Call of Cthulhu, Seventh Edition. The eleventh title from publisher Stygian Fox, it is a one-shot designed for three to six players and be played in a session or two. Mankind has expanded and explored to the furthest reaches of the Solar System, and begun to go beyond. One such exploratory vessel is the Galilee Heavy Industries I.E.V. Tryphena. Here on the edge of interstellar space, the crew of the Tryphena make not one, but four astounding mysteries. First is the presence of a ship identical to their own, also named the Tryphena, but powered down, seemingly abandoned, orbiting a cold planetoid. The second, third, and fourth consist of signals. One signal is the distress signal coming from the abandoned ship’s shuttle, the other two come from stone structures at the north and south poles of the planetoid. The question, what happened to the crew of the other Tryphena? Why did they abandon their ship? What exactly lies on the surface of the planetoid?

The plot of Salo’s Glory is all about the uncovering of its four mysteries. This is driven by two factors. First, by the curiosity of the players and their characters. Second by the directives of Galilee Heavy Industries which address the actions to be taken by crews under certain circumstances, many of which will occur during the scenarios. These will push the Player Characters to explore further, uncover first clues, then truths, and perhaps reveal what is going on. The plot is actually fairly simple and straightforward, though the Player Characters may not necessarily come to fully understand what is going on. The horror should build and build as the Player Characters push deeper into the mysteries, bolstered by the dark, the sense of isolation, and the alien nature of the situation.

Salo’s Glory is supported by extensive deck plans for both the old Tryphena and its shuttle, plus numerous handouts. The deck plans are done in a style similar to that of Traveller and are accompanied by good illustration of the ship which puts the deck plans in context. The handouts, consisting mostly of crew logs and Galilee Heavy Industries directives are disappointingly plain in comparison. The navigation readout for the planetoid is nicely done. The six pre-generated Player Characters which make up the crew of I.E.V. Tryphena nicely reflect a diverse range of backgrounds and genders, although there are similarities in their descriptions and the fact that they all talk with an accent, usually slight. The background for one or two of them is rather underwhelming, and perhaps the relationships and attitudes between the crew could have been developed a little further. The scenario also includes a list of the skills used throughout the scenario.

Physically, Salo’s Glory is generally well-presented. The artwork is good, the deck plans clear, with perhaps the only elements to really disappoint are the aforementioned handouts and the maps of the areas on the moon at the North and South Poles, which are plain in comparison to the rest of the book.

As a Science Fiction one-shot scenario for Call of Cthulhu, Seventh Edition, what Salo’s Glory does not have is Sanity rewards, although it does have suggestions as possible subsequent adventures depending upon the actions of the surviving Player Characters. Salo’s Glory is for the most part straight forward, easy to run, and player driven, and would make for a decent convention scenario if its pacing was sped up. Ultimately, Salo’s Glory is a short Science Fiction take upon At the Mountains of Madness which dials up its Cosmic Horror and sense of isolation against otherwise pedestrian horror elements.

The Other OSR: Into the Bronze

Published by Lantern’s Faun, Into the Bronze: Sword & Sorcery RPG in Bronze Age Mesopotamia is a minimalist roleplaying game built on the architecture of Into the Odd. As the title suggests, it is set in the Bronze Age in Mesopotamia on the plains between the Tigris and Euphrates rivers. Here the first city states were founded, here the first men and the women strode forth to explore the lands between the first two great rivers known to mankind, to enter the silent, gloomy valleys where demons and their acolytes hid and devised their evil plans, here they would encounter the very gods of Sumeria, and here they would build the first great civilisations. As those first men and women to stride the land, the Player Characters are Sumerian ‘Bounty Hunters’ those willing to go forth and undertake dangerous tasks—explore the unknown, hunt down criminals, kill monsters, and more… In return, their wicker baskets will be filled with great wealth—treasures, secrets, and favours. With their treasures, their wealth, and their secrets, they not only have the potential to make their mark on the world, but go onto to stamp on the world by building and constructing civilisation around them.

Into the Bronze: Sword & Sorcery RPG in Bronze Age Mesopotamia includes thirty-six backgrounds, a flexible narrative system for enchantments, a simple system for building and construction, exploration, encounter creation, god creation, and a bestiary. A Player Character or Sumerian in Into the Bronze is lightly defined—and needs to be! A Sumerian is a fragile thing, weapons and monsters both being deadly, so a Sumerian can be quickly and easily replaced. Sumerian has three Ability scores—Strength, Dexterity, and Willpower, his Hit Protection, some Obsidian (the currency), a Background which provides two Items of Equipment. Depending on the Background, a Sumerian may have Magic Words, though they count as an Item. To create a Sumerian, a player rolls three six-sided dice for each Ability and keeps the highest two, a six-sided die each for his Hit Protection and Obsidian, and then cross references the values of his Hit Protection and Obsidian to determine his Background. A Sumerian also has a weapon of his choice, a single torch, and his Omens. Garments and physical features can also be rolled for. Rolling up a Sumerian takes minutes at most.

Harran
Background: Beer Brewer
Omens: In the night Harran was born, they saw sandstorms (Reckless/Sanguine)
Physical Feature: Has a falcon
Strength 6
Dexterity 11
Will 9
Hit Points: 3
Obsidian: 3
Item: stone spoon (1.5 m), torch, yeast, spear
Garment: Black Linen

Mechanically, Into the Bronze is simple. To undertake an action, a Sumerian player rolls a twenty-sided die, attempting to roll equal to or less than an ability. When it comes to combat, Initiative is handled narratively, with the Game Master foreshadowing events around the Sumerians to both engage them and determine when they act. Otherwise, mechanically, combat involves rolling for damage rather than to hit. Every attack hits and does damage, rolled on a six-sided die. All weapons ‘explode’ and allow an extra die to be rolled and added to the total if a six is rolled. Heavier weapons explode on a four, five, or six. Damage is inflicted on a Sumerian’s Hit Protection and then his Strength. Any time a Sumerian suffers Strength damage, his player must make a test against his Strength, failure indicating that he has suffered a critical hit. The effects of this are determined by a roll of an eight-sided die on the Critical Hit Table, and can be anything from a scar, teeth being knocked out, loss of a limb, all the way up to death. The life of the average Sumerian who ventures out from the safety of the city is likely to be nasty, brutish, and short.

Another effect of combat and other situations is that a Sumerian may suffer Conditions. Unfortunately, these are not given in ‘Annex 1’ as Into the Bronze states, but are attached to the character sheet for the game. Many of these Conditions also cause a player to roll with Disadvantage. This is not explained in Into the Bronze either, but essentially this should be taken to refer to the Advantage/Disadvantage mechanics common to other roleplaying games, first seen in Dunegons & Dragons, Fifth Edition. In play, Conditions also take up slots in a Sumerian’s Inventory, much like Mausritter. Lastly, items such as torches, lanterns, and the like all have a Usage die, which is rolled on six-sided die, one use being marked each time a player rolls four, five, or six.

Some Backgrounds such as Archivist, Astrologer, Enuuch, Scribe, Mathematician, and Tapestry Weaver have access to Magic Words, and so through Divine Intonation, the Language of the Sacred. At the start of play, a Sumerian with such knowledge knows two words, such as Treason, Clay, Bones, or Steps, but can learn more. The player of such a Sumerian describes the effect he wants using the Words his Sumerian knows and casts the combination automatically as an enchantment. However, the Game Master determines the cost of casting the enchantment in terms of Hit Protection, or Strength if the caster has no Hit Protection. For example, Gizzal the Enuuch knows the Words Treason and Shadow. Chased by some bandits, he calls upon the gods to direct the bandits’ shadows to betray them and so confuse them as to the direction they are heading in. The Game Master decides that since this is affecting several bandits, Gizzal will lose two points of Hit Protection, but he will get away from the bandits. The Enchantments rules are simple and engaging to use, encouraging player inventiveness, whilst at the same time being far more narrativist than a roleplaying like Into the Bronze usually would be.

More than half of Into the Bronze is about building the world around the Sumerians. This includes elements such as weather and travel, but much is devoted to creating the terrain nearby for the Sumerians to explore and then populating these hexes with encounters across steppes, swamps, deserts, and mountains, and adventure sites. These are backed up with a lengthy table of adventure hooks, a table for creating the gods who walk among men, and a bestiary of classic creatures, such as Ghouls, Griffins, and Minotaurs. These are joined by monsters and creatures out of Sumerian myth, such as the Ekkimu, unburied bodies who have returned as demons and hunt in packs of seven to hunt for human flesh.

Physically, Into the Bronze is decently presented with a range of Public Domain Artwork and laid out in an exciting style. In places, the artwork is poorly handled though, and worse, the roleplaying game is underdeveloped. For example, the lack of explanation of for the Disadvantage mechanic, whether or not there is a corresponding Advantage mechanic, and the missing Conditions. An experienced Game Master will be able to address this issue, but having to do so, adds more effort than is necessary in running the game—if only little. In terms of running Into the Bronze, the Game Master will need a fair bit of effort with Into the Bronze given the brevity of the rules, but at least a bibliography is included for further research. Certainly, the Game Master will need a few more monsters and threats to throw at her players. As a framework, it is potentially too sparse, but that does mean there is room aplenty for input by both the Game Master and her players.

Despite its flaws, Into the Bronze is a fantastic little toolkit for running games in a version of ancient Mesopotamia that the roleplaying game provides a means to create and the Player Characters to then explore and go onto building civilisation. Simple and easy to play, Into the Bronze: Sword & Sorcery RPG in Bronze Age Mesopotamia is an enjoyably nasty, brutish, and short roleplaying game set at the dawn of civilisation.

Habitat Horror

Mouth Brood is an exploratory horror scenario set in the wilds of Canada in the Yukon on the Kaskwulsh Glacier. Here a strange discovery has been made—a great biodome jutting out of the ice, revealed no doubt due to the effects of global warming and the melting of the glacier. Buried here for millennia, the biodome has clear walls, but what is inside is hidden by leaves and mist and smears of algae. There is though, something moving inside. Clicking and humming and crying. Thousands of things. Millions of things. Are they alien? Are they vestiges of a prior epoch? Are they the results of an abandoned biological project—corporate or governmental? With the discovery of the biodome, Astralem Biotech has been sent a biologists to enter the structure, investigate and catalogue its contents, and above all, return with five live specimens with promises of a bonus for each extra one brought back. What will the team discover? Is it safe? Is it dangerous? Will the team survive?

As with other scenarios from Games Omnivorous, Mouth Brood is a system agnostic scenario, but unlike previous scenarios—The Feast on Titanhead, and The Seed, but like Cabin Risotto Fever before it, this scenario takes place in the modern world rather than a fantasy one. Where Cabin Risotto Fever was set in northern Canada in 1949, the setting for Mouth Brood is the Canada of the here and now—although it does not have to be. As a module, Mouth Brood combines Science Fiction and Horror in its investigation, and like the other titles in the ‘Manifestus Omnivorous’ series is systems-agnostic. Although a modicum of stats is provided to suit a Dungeons & Dragons-style roleplaying game, Mouth Brood would work with, and be easy to adapt to any number of modern or Science Fiction roleplaying games. These include Call of Cthulhu, Seventh Edition or Chill, third Edition, as well as Alien: The Roleplaying Game, Traveller, and MOTHERSHIP Sci-Fi Horror Roleplaying Game. The point is, Mouth Brood need not be set in Canada, it could be shifted to the Antarctic or the Himalayas, or it could even shifted off world entirely, say to Mars or even to a planet in a different system (although that would break one of its rules listed below, but nevertheless, the possibility is there). Its set-up is simple, flexible, and easy for the Game Master to adjust as necessary. However, just like The Feast on TitanheadThe Seed, and Cabin Risotto Fever before it, Mouth Brood adheres to the Manifestus Omnivorous, the ten points of which are:

  1. All books are adventures.
  2. The adventures must be system agnostic.
  3. The adventures must take place on Earth.
  4. The adventures can only have one location.
  5. The adventures can only have one monster.
  6. The adventures must include saprophagy or osteophagy.
  7. The adventures must include a voracious eater.
  8. The adventures must have less than 6,666 words.
  9. The adventures can only be in two colours.
  10. The adventures cannot have good taste. (This is the lost rule.)

As we have come to expect for scenarios from Games Omnivorous, Mouth Brood adheres to all ten rules. It is an adventure, it is system agnostic, it takes place on Earth, it has one location, it has the one monster (though like the older scenarios, those others that appear are extensions of it), it includes both Saprophagy—the obtaining of nutrients through the consumption of decomposing dead plant or animal biomass—and Osteophagy—the practice of animals, usually herbivores, consuming bones, it involves a voracious eater, the word count is not high—the scenario only runs to twenty-eight pages, and it is presented in two colours—in this case, a dark green and greenish-blue over snowy white. Lastly, where previous entries in the series have exhibited Rule #10, it is debatable whether or or not Mouth Brood fails to exhibit good taste—though perhaps that may ultimately be up to how the players and their characters react to it.

The scenario is self-contained detailing a biodome and its almost fizzing, swarming ecology filled with strange creatures that the intruding Player Characters—or indeed anyone—will have seen before. It consists of the outer cover with a map of the biodome on the inside, descriptions of its locations layered out over three levels, from the Undergrowth up through the Canopy to the Emergent, plus a lengthy Bestiary of some eighteen creatures and species. Like all Manifestus Omnivorous titles, it is bound with an elastic band and thus all of the pages can be separated. The advice for the Game Master is to use the Undergrowth, Canopy, and Emergent pages as a screen, and refer to the pages of the Bestiary during play. There is a set-up too, that of Astralem Biotech team, and there are notes on the roles, gear, and advantages of the Expedition Leader, Ecologist, Micro-biologist, and the Bio-Mathematician. These can be copied and given to the players, but the Game Master can also use them as prompts to create pre-generated Player Characters for the roleplaying game of her choice.

Mouth Brood is also a hex-crawl—though very much a mini-hex-crawl, there being seven locations for each of the biodome’s three levels (Undergrowth, Canopy, and Emergent). Each of the hexes is given a thumbnail description, but the bulk of Mouth Brood, twenty-four pages out of its thirty-six, is devoted to its Bestiary. Each entry is accorded a fantastic illustration, a description, a table of things it is doing or is being done to it, and details of what it is doing when observed. They lifeforms of all sorts, such as Acris Motorium, a semi-mobile plant with acrid acid for its sap; the similarly motile Cryptostoma Dilitatus, a swarm-like organism which can contract and spread, and stings in proportional response to contact with it; and the Velox Sanguinus, the brachial apex predator with two sets of jaws, one in its swiveling head, the other in its belly. There is something quite verdant, fetid, and even feverish about the inventiveness of all of these creatures, which could be taken from the pages of Mouth Brood and used elsewhere if the Game Master so desired.

Mouth Brood is primarily a setting, a small environment awaiting the intrusion of the Player Characters, the creatures and species in the biodome reacting to their invasive presence. There is a slight here, that of the biological team collecting samples (and a bit more), but as an exploratory scenario and a hexcrawl scenario, Mouth Brood is very much player driven, the Game Master having to the extensive ecology react to them for much their Player Characters’ explorations. In some ways, this does require a fair bit of preparation upon the part of the Game Master, who has to understand how each of the different species will react to the Player Characters’ presence and actions. In terms of play, there will be a lot of movement and then just being still and observing, such there is almost something sedentary to the scenario. That will probably change once the Player Characters come to the notice of the biodome’s predators. If using pre-generated Player Characters, the Game Master might also want to add some storyhooks and relationships to them, not only to encourage interaction, but also to ramp up the tension when the dangers of the ecology within the biodome become apparent.

Physically, as with the other titles in the  Manifestus Omnivorous series, Mouth Brood is very nicely presented. The cover is sturdy card, whilst the pages are of a thick paper stock, giving the book a lovely feel in the hand. The scenario is decently written, if a little spare in places, but the artwork is excellent and when shown to the players, should have them exclaiming, Ugh what’s that?”, at just about every entry in the Bestiary. 

Inspired by films such as Annihilation and Roadside Picnic, Mouth Brood presents a hellishly febrile ecological unknown, its self-contained nature suggesting that its horror is all inside, when ultimately, the true horror is realising the consequences of what would happen if it were outside…


Screen Shot IX

How do you like your GM Screen?

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

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

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition?  Or a reference work like the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack published by Chaosium, Inc. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game  and Doctor Who: Adventures in Time and Space RPG.
So how do I like my GM Screen?
The Mörk Borg GM Screen comes as a five-panel screen, very sturdy, in portrait format. The outside of the screen is perhaps anything unlike which has been seen before for Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. Instead of the riotous assault of electrically vibrant yellow and pink highlights on swathes of black, abrupt font changes, and metallic embellishments. Instead, we have a polyptych of images in white and red on black depicting scenes from the last days of Tveland’s pre-apocalypse. Bloodied demonic skulls, ominously dark towers in the distance, a cultist with sacrifice, a headless statue—or is it?—of angel in a graveyard, and great beasts scrapping over a mound of corpses. The end is nigh and the Mörk Borg GM Screen lest you know it…
The inside of the Mörk Borg GM Screen reverts to its traditional vibrant yellow and with various tables laid out across the inner panels. Working from the left, the first panel provides the means for the Game Master to create NPCs on the fly, including name (both male and female) and trade, along with a concern, a want, what he or she thinks of the forthcoming apocalypse, and lastly a trait to help make him or her memorable. Thus, Urkin the Shitshoveller, who walks with a limp, is concerned because she has kidnapped kin and wants bloodshed in response, but ultimately believes that mankind is doomed. Should the Game Master want it, an optional table can add a twist like Urkin actually being the head of a murder cult or an inquisitor! The next panel—‘Prices May Vary’—covers just about everything that the Player Characters might want to purchase, from chalk and chewing tobacco to scissors and scrolls, as well as weapons, services, armour repairs, and beasts.
The middle panel is the meat of the game and comes with the admonition that the Game Master ‘Only ever roll when failure is interesting’. So here the Game Master can see the Difficulty Ratings, rules for Violence—who Goes First?, Attack, and Defence—and tables for ‘Where Does it Hurt?’ and when an NPC, or probably a Player Character, is ‘Broken’, all at a glance. The next panel provides the stats for Sword Fodder, Worthy Foes, and The Big Bad, whether that is an Underpaid, tired guard, something all Claws, eyes, spidery legs, or The Demon Appears! Beneath this is pair of tables, one for ‘Unclean Powers’ and one ‘Sacred Powers’. All together—and in some cases combined with the NPC creation tables on the first panel—the Game Master can quickly pick and modify an opponent without the need to refer to the rulebook. The last panel is more perfunctory, proving a big table of ‘Items and Trinkets’ and another for the weather, but the entries on the former can be quite intriguing.
Across the top of the panels are pointers for the Game Master. For example, ‘Stores might be understocked’ and ‘Some will try to scam the PCs’ on the prices panel, which add just a little extra. Now initially, it does look as if the Mörk Borg GM Screen does not come with anything extra. This is in part because the extras it does come with are slim, the same shade of yellow as the inside of the screen, and are actually attached to the screen by means of corner pockets that the sheets neatly slip into—perhaps a little too neatly as they are slightly awkward to slot back in. On the front of the first sheet is devoted to Traps—how Player Character triggered the trap, what the trap is, who or what built it. On the reverse, is ‘Somewhere to Drink’ with a select menu, a menu for those who lack funds, patron traits, and answers to the question, ‘Why is the Innkeeper Twitching?’, all of which goes to creating an encounter or even an adventure in itself should the Game Minister want it. On the other separate sheet on the one side is ‘The Tablets of Ochre Obscurity’ is a set of random spell effects worked into tablets, whilst on the other, is a big table of ‘Forty City Events’.
Physically, the Mörk Borg GM Screen is a sturdy game aid. It feels solid in the hands and should withstand reasonable handling, as well as stand up on the table. Everything on the inside of the screen is easy to read—the black on yellow is very clear—including the cursive founts used. If there is an issue with the durability of the Mörk Borg GM Screen, it is that two separate sheets, as cleverly stored with the actual screen as they are, are not as solid and are likely to get separated and lost.
As a roleplaying game, Mörk Borg is mechanically light enough that the Game Master can get away without needing to resort to a screen. However, the Mörk Borg GM Screen is useful in both providing the tables routinely referenced during play and tables of prompts and ideas that the Game Master can very quickly pick or roll up—even at the table if necessary. Ultimately, the Mörk Borg GM Screen is not a necessity, but if you have one, it is perfectly functional and serviceable.

Miskatonic Monday #92: The Catcott Collection

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


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

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Name: The Catcott CollectionPublisher: Chaosium, Inc.
Author: Peter Willington

Setting: Jazz Age Bristol, United Kingdom
Product: Scenario
What You Get: Fifteen page, 1.96 MB Full Colour PDF
Elevator Pitch: “Mirrors don’t lie. They only show a part of truth.”Plot Hook: Getting lost in your studies may cost you more than your Sanity...Plot Support: Detailed plot, staging advice for the Keeper, one floorplan, two handouts, and one NPC (sort of).Production Values: Excellent.
Pros# One-to-one format more engaging# Good staging advice for the Keeper
# Short, one-session, one-to-one scenario# Strong sense of personal horror# Strong sense of isolation# Nicely done feel of decay and dream-like uncertainty# Would work as an introduction for any Academic Investigator# Easy to adjust to Cthulhu by Gaslight or Cthulhu Now
Cons
# Requires a slight edit# Tome at the heart of the scenario not written up# One-to-one format more demanding than traditional scenario# Pre-generated Investigator not given as an Investigator sheet# The intimacy of the personal horror may not suit all players
Conclusion
# Isolated, intimate horror one-shot# Nicely done feel of decay and dream-like uncertainty# Demanding horror scenario for both player and Keeper

Jet Age Action

The year is 1965. On March 19th, 1964, a joint Japanese-French mission landed on the Moon aboard the giant atomic rocket Kaguyahime, the Moon Princess – affectionately called Monsieur Renard (‘Mister Fox’) in France because of its orange-red paint job. Two space stations orbit the Earth—the US Aurora and the Soviet Budushcheye-1. In the skies over Europe and far-flung cities, the Aérospatiale/BAC Concorde carries passengers at the speed of sound with BOAC, Air France, and Air Majestique. Around the world the Cold War continues between the United States of America and the Union of Soviet Socialist Republics, with Europe divided by the ‘Iron Curtain’. This includes Arenwald, the alpine principality formerly part of the Austro-Hungarian Empire, squeezed in between Hungary, Sylveria, and Yugoslavia, famous as a stop on the Arlberg Orient Express line from London to Athens, and its Soviet counterpart, the Socialist Republic of Sylveria. The Cold War is not the only threat to the world, a secret organisation known as the Octopus, a centuries-old criminal organisation, has designs on world domination. There are other dangers too, as well as mysteries and conspiracies, many of which the authorities are not best-placed to deal with. Step forward the Troubleshooters, bands of friends and adventurers who are prepared to travel the world and investigate the mysteries, crimes, and dangers that the authorities decline to do. And if they can have fun along the way, all the better!
This is the set-up for The Troubleshooters: An Action-Adventure Roleplaying Game inspired by French and Belgian comics—bande dessinée or bédé—such as Tintin, Spirou et Fantasio, Blake & Mortimer, and Yoko Tsuno. Published by Helmgast following a successful Kickstarter campaign, this is an action-adventure roleplaying game set in the second half of the sixties and first half of the seventies, an era of glamour, optimism, and technological advances. Its outlook is optimistic and exciting, a metropolitan world primarily set across a Europe full of diverse and exotic locations. The players will take the roles of the Troubleshooters, freelance adventurers and investigators, friends ready to look into mysteries and crimes, travel to exotic locales, and have adventures! The Troubleshooters can have a theme and thus be a band of curious adventurers, sleuths, agents, or criminals (in the tone of ‘gentleman thieves’)—and The Troubleshooters starts off by discussing these and giving sample inspirations. Each Troubleshooter should be competent, have a particular role in the group—such as the Doer, Investigator, or Muscle, want to adventure, possess a weakness which enhances the story, be fun to play, and fun to play with.

A character in The Troubleshooters is defined by Skills, Max Vitality, Plot Hooks, Traits, Abilities, Complications, and Story Points. Skills—rated as percentiles—are broken down into Background, Social, Investigation, Action, and Combat skills, and they include skills such as Agility, Endurance, Strength, and Willpower, which in other roleplaying games would be used as attributes. Plot Hooks, such as ‘Do-Gooder’ or ‘Media Darling’, are used to pull Troubleshooters into a scenario, and published scenarios will use specific Plot Hooks to involve Troubleshooters. Abilities mark the Troubleshooter out as a special and come in three Tiers with increasingly harder requirements, but at each Tier provide a means for the Troubleshooter to spend Story Points. For example, the Actor Ability requires the Entertainment skill at 65%, and when used with other skills like Charm or Subterfuge, enables a Troubleshooter pretend to be another person. For one Story Point, the Troubleshooter can flip a Subterfuge task check when pretending to be someone else, but for two, he can make a new task check for Entertainment or Charm, and keep the new roll. Complications are roleplaying hooks, for both the player and the Director of Operations—as the Game Master is known in The Troubleshooters is known—and also a source of Story Points. For example, a Troubleshooter with the ‘Amorous’ Complication will earn three Story Points when distracted by his emotions and receives a −2 pips modification to task checks not related to said emotions, three Story Points if a romantic interlude causes him trouble, and six Story Points when a date or romantic interlude prevents him from participating in an important scene.

Troubleshooter creation is template based, though guidelines are included which allow a new template to be built or a Troubleshooter to be built without using a template. Fifteen templates are included from Adventurous Scholar, Aspiring Student, and Caring Veterinarian to Racing Driver, Suffering Artist, and Vigilante Lawyer. Each template includes some background, eleven skills, five Abilities, three Complications, Vitality, extra languages, three gear kits, and some Plot Hook suggestions. A player can modify the skills, but must choose two Abilities, one Complication, five gear kits (this is three more than the template gives, but there is an extensive list of gear included in the book), and two Plot Hooks. He also chooses languages if his Troubleshooter has any and finally decide—or roll—where he met the other Troubleshooters. (Alternatively, the players could just use the six signature Troubleshooters included as examples who figure in all of the examples through the book.)

Dickie Jones – Curious Engineer
Skills: Contacts 45%, Electronics 65%, Engineering 75%, Investigation 45%, Machinery 65%, Science 65%, Search 65%, Security 45%, Melee 45%, Vehicles 45%, Willpower 45%. (All other Skills 15%.)
Abilities: Curious, Tech Wiz
Complications: Combat Paralysis, Crude
Vitality: 5
Languages: –
Gear: Camping Gear, Ham radio set, Electronics toolbox, First Aid Kit, Mechanic’s toolbox (Signature)
Plot Hooks: Friends in High Places, I Owe You

Mechanically, The Troubleshooters is a percentile system. To undertake a Task, a Troubleshooter’s player rolls percentile dice and if the result is equal to or less than the skill and the Troubleshooter succeeds. If the roll is a double and below the Skill value, then the Troubleshooter earns Good Karma, succeeding with a bonus and gains a Story Point. Conversely, Bad Karma is gained if a double is rolled and it is above the Skill value. The Karma can be mechanical or storytelling in nature. The former might be +2 or -2 Pips for Good or Bad Karma, the latter reinforcements turn up, either to help or hinder the Troubleshooters, depending upon whether it is Good or Bad Karma. Modifiers to the roll come in the form of Pips, which range from +5 to -5. If the number of Pips is positive, then any result equal to, or less than the number of Pips on the Ones die will always succeed, even if the actual percentile roll is greater than the Skill value. Conversely, if the number of Pips is negative, then any result equal to, or less than the number of Pips on the Ones die will always fail, even if the actual percentile roll is less than the Skill value. Pips can be applied because the environment, such as in the middle of a storm, or equipment used, such as a tool kit. The Pips system does feel a little weird, even counterintuitive, but it does not take much adjusting to, and once you have, it is very workable.

Notably, if a test is failed, it cannot be repeated, either by the current Troubleshooter or any other Troubleshooter—unless circumstances have changed significantly. Failure though is not intended be an absolute, but rather that the Troubleshooter ‘Fail Forward’ and either learn from the failure or push the story on in interesting ways. For example, in a fight, a Troubleshooter might not be killed, but rather captured, or if a Troubleshooter fails to defuse a bomb in time, he at least learns something about the design. In addition, every Troubleshooter has Story Points. Their most common use is to flip the results of a percentile roll. However, they can also be spent to activate Abilities, get gadgets beyond the standard five a Troubleshooter starts play with, gain clues, and either add something major or minor to the ongoing story. Adding something to the story may require a little negotiation with the Director.

For example, Dickie Jones is participating in a rally across Sylveria. He is the co-driver in a car driven by his fellow Troubleshooter, Tristan Narbrough, but in addition to wanting to place well in the event, they are after a Soviet spy who is heading for the Socialist Republic of Sylveria with some information stolen from one of the sponsors of their car. However, during a night stage, in the middle of a storm, their car, a Mini-Cooper breaks down. Dickie leaps out of his seat, tool kit in hand, and pulls up the bonnet. To determine the fault and fix is going to require a Machinery 65% Test. The Director of Operations sets the Task at ‘-2 Pips’ for the storm, but Tristan’s player describes how he is holding a torch to make sure that Dickie can see what he is doing, which negates the ‘-2 Pips’. Plus, of course, Dickie has his signature Mechanic’s toolbox, which gives him two Pips. So, Dickie’s player is rolling his Machinery 65% Skill at ‘+2 Pips’. Dickie’s player rolls 99%! Not only is this a failure, but it is also one with Bad Karma. This could be bad news for both Dickie and Tristian, but Dickie has the Tech Wiz Ability, which enables his player to reroll an Electronics, Engineering, or Machinery Task for one Story Point. Dickie’s player spends the Story Point and rerolls, but the result is a 71%--better but still a failure… Except no, the value on the Ones die is less than the Pips, which means that Dickie finds the fault, fixes it, and they are back on the road again, driving hard to catch up with and capture the industrial spy!

Combat in The Troubleshooters is more complex and is built around opposed Tests between attacking and defensive Skills, for example, Melee versus Melee Skill or Ranged Combat versus the Agility Skill. The Troubleshooters, as Player Characters, have Defence Skills, but unless they are important, Director characters (or NPCs) do not. Initiative is handled with an Agility Test, with the rests of the two dice added together if successful. Damage is rolled on six-sided dice, typically just two for unarmed attacks, all the way up to seven for machine guns. Rolls of four, five, and six inflict a point of Vitality damage per die, with results of six exploding and potentially doing more damage. Armour allows Soak rolls which negate points of damage, but do not explode. Recovery rolls, made to recover Vitality work the same as Soak rolls. A Troubleshooter or an important Director character is out Cold when they run out of Vitality, although either can take the Wounded or the Mortal Peril Condition instead of suffering Vitality loss. This typically to void being Out Cold, but both have consequences after the fight and take time to heal. What is stressed throughout The Troubleshooters is that it is not a roleplaying game about killing and that it is very difficult for a Troubleshooter to die. Indeed, the most common way of a Troubleshooter dying is when it is dramatically appropriate and the Director has stated that it is a possibility in a scene. As to killing, if a player has his Troubleshooter kill a Director character in cold blood, then the Director is advised to deny the Troubleshooter any free improvement checks at the end of the adventure, and remove all of the Troubleshooter’s Story Points, as well as half of the Story Points of those Troubleshooters’ who could have stopped him. This is harsh, but The Troubleshooters is intended as a positive roleplaying and roleplaying experience.

For the Director of Operations, there is good advice on setting up combat scenes to make them interesting and challenging, adjudicating the use and awarding of Story Points, an extensive list of Gear—including Weird Tech with which to equip the bad guys or interest any budding Tech Wiz Troubleshooter. The advice also covers hosting and running the game, portraying the Director’s characters—including how to make the bigger villains camp, and creating adventures and campaign. She is accorded a full description of the Octopus, its organisation, members, aims, and technology, plus plenty of stats and write-ups of various Director characters and animals. In terms of background, ‘The World of The Troubleshooters’ presents the period and setting in some detail, highlighting not just the differences between the sixties that we know from history and the sixties of The Troubleshooters, but also the similarities. It covers technology, travel, and more before providing a whirlwind guide to some of the interesting places and cities around the world, from Paris and Berlin to Buenos Aries to Ice Station X-14. These are really good, describing each location in a couple of pages including lists of where to stay, things to do, and why that location is being visited as part of the Troubleshooters’ adventure. In fact, these location descriptions feel reminiscent of the Thrilling Locations supplement for the James Bond 007 roleplaying game from 1983 and certainly that sourcebook could be useful until The Troubleshooters gets one of its own. Rounding out The Troubleshooters is a set of appendices which include a calendar for 1965, lists of first names in various languages, a table of character traits, and several lists of profanities, but not profanities, which should allow a Troubleshooter to swear, but not swear, and still maintain the spirit of the bande dessinée. “Blue blistering barnacles!” indeed.

Physically, The Troubleshooters is a stunning looking book. The artwork, done in the ‘Ligne claire’ style pioneered by Hergé, nicely sets the signature cast of The Troubleshooters against the well-drawn backdrop of the real world. Make no mistake, the artwork is excellent throughout, really capturing the feel of the roleplaying’s inspiration. Although it needs a slight edit in places, The Troubleshooters is well written and an engaging read from start to finish. Throughout, the rules and situations are explained in numerous examples of play, all using the signature cast of The Troubleshooters and narrated by Graf Albrecht Vogelin Erwin von Zadrith, the Number Two of the Octopus, as the Director. These are all entertaining to read and tell a story as much as they inform about the rules.

If there are any issues with The Troubleshooters, then there are two. First, there is no scenario. Second, the other thing is that although it references various bande dessinée, it does not list actual titles. Fortunately, there are three scenarios available for the roleplaying game in The Troubleshooters’ Archive. The lack of a bibliography can be got around using the pointers included here as a starting point. In addition, The U-boat Mystery scenario is already available.

The obvious thing about The Troubleshooters is that could be used to run a James Bond style roleplaying game. It could be, and it would work well as a James Bond roleplaying game, but The Troubleshooters is not as cynical in tone or even as murderous as the world of James Bond is in comparison. Much lighter in tone, The Troubleshooters is of course a roleplaying game of adventure tourism in the style of bande dessinée, but also that of the ITC Entertainment television series of the period. For example, The Saint, The Persuaders!, and The Protectors, and whilst it is specific in its bande dessinée inspiration, The Troubleshooters is really the first roleplaying game to look back to the period since Agents of S.W.I.N.G..

The Troubleshooters: An Action-Adventure Roleplaying Game is great looking book with artwork which wonderfully evokes its source material. The rules and mechanics support play in the style of that source material, enabling the players to create fun Troubleshooters, and jet or drive off on amazing, exciting adventures with each other and tell great stories. With its comic book or bande dessinée sensibilities, there can be no doubt that The Troubleshooters takes us back to a simpler, if headier and more optimistic time. The combination means The Troubleshooters is engagingly, delightfully European and charmingly chic.

Mavens of Murder

The mystery—as opposed to the mysterious, which has always been there—has long been a part of roleplaying, all the way back to The Maltese Clue, the scenario published by Judges Guild in 1979.  It really came to the fore with roleplaying games like Call of Cthulhu, Gangbusters, and Justice, Inc. and more recently seen in the GUMSHOE System with roleplaying games such as Mutant City Blues, which combines superheroes with the police procedural. What these all do with the mystery is provide the Game Matron with a plot and a set of clues that the players and their characters investigate the mystery and hopefully piece together the clues to uncover the mystery. However, what if the mystery and its investigation was set up the other way around? What if there was no set solution and instead the solution to the mystery could be constructed from the clues uncovered by the players and their characters and would be, if not absolutely correct, then very nearly so? This is what Matrons of Mystery—and Brindlewood Bay, the roleplaying game by Jason Cordova it is derived from—both do.

Both Matrons of Mystery and Brindlewood Bay are Powered by the Apocalypse roleplaying games in which players take the roles of women of a certain age who investigate murder—often much to the consternation of local law enforcement. Brindlewood Bay has an American feel and behind the series of murders a Lovecraftian conspiracy, whereas Matrons of Mystery focuses entirely on the murder mysteries, employs a parred back version of the Powered by the Apocalypse mechanics, and has a decidedly British sensibility being inspired by television series such as Miss Marple, Rosemary & Thyme, Agatha Raisin, Queens of Mystery, Father Brown, and so on. This is not the world of the hardboiled mystery, or even mystery on a medium heat, but that of the ‘cozy’ mystery, set in a small town or village where everyone knows everyone—except that recently arrived stranger, and of course, everyone’s secrets—and there is a strong sense of community, and is of course, suitable for afternoon or Sunday night viewing with all of the family gathered round the television.

Matrons of Mystery: A cozy mystery roleplaying game is designed for three or four players, plus the Game Matron, and each mystery ideally takes a session to solve. This makes it good for one shots or convention games, and the familiarity of its genre means that Matrons of Mystery will be easy to grasp and familiar to most players. In Matrons of Mystery, players take the roles of ladies of a certain age, who are perhaps single, widowed, or divorced, certainly retired or have more than enough time to throw themselves into their community and various activities and charities. For example, keeping the parish church clean, attending meetings of the W.I., helping run Meals on Wheels, doing the village Christmas Pantomime, and so on. Of course, when murder strikes—as it invariably does in their surprisingly high murder count communities—it is the ‘Matrons of Mystery’ who take up their handbags, put down their trowels, and ever ready to make a nice hot cup of tea, discover whodunnit before the local bobby on the beat, Police Constable Plodd, and Inspector Witless from the nearest big town, can work it all out.

Character generation and game set-up in Matrons of Mystery is quite quick. First, the players name and decide on some details about their Matrons’ village. Then, every Matron has a name, a Personal Style, a Hobby, a Background, an Investigation Style, and a Contact. So a Name might be Audrey or Nettie, a Personal Style could be ‘Smart and Classic’, ‘Punk’, or ‘Twinset and Pearl’, and a Hobby Baking, Gardening, Collecting, or Amateur Dramatics. The Background consists of answers to three questions—the first is about a Matron’s former partner or whether or not she was married, what was her career before she retired, and whether she has any children, or if not, young relatives she is fond of. Her Investigation Style—Physical, Logical, Intuitive, or Gregarious—represents different approaches to solving mysteries, and the Contact is someone that the Matron knows well from her past and can rely upon to help out in a pinch. To create a Matron, a player decides upon all of these factors, answers the three questions for her Background, and then assigns +2 to her primary Investigation Style, +1 to her secondary Investigation Style, sets a third at 0, and assigns -1 to her least favoured Investigation Style.

Henrietta Wyndham
Personal Style: Punk
Hobby: Painting
Background: Divorced (to Nigel Wyndham, Stage name: Nasty Nigel), Former Record Producer, Children include Freddy, Pandora, Ned
Contact: Gordon Blythe-White (Record Exec)
Physical 0 Logical -1 Intuitive +1 Gregarious +2

Mechanically, Matrons of Mystery uses Powered by the Apocalypse. To undertake an action or ‘Move’, a player rolls two six-sided dice, adds his Matron’s Investigative Style and aims to roll high. The results fall into the ‘Yes’, ‘Yes, but…’, and ‘No and…’ Roll ten and more and the Move is successful; roll between seven and nine, and the Move is successful, but comes with a Complication; and roll six or less, and the Move not only fails, but adds a Complication. A Complication hinders the Matron’s investigative efforts, such as her slipping and injuring herself climbing in or out of a window or the suspect taking umbrage at one or more of the questions posed to him. This can lead to an ongoing Condition, such as a sprained ankle or being thrown out of a society dinner. (If there is one issue with Matrons of Mystery, it is that it could have done with a bigger list of Complications and especially Conditions to inspire the Game Matron.)

Rules are provided for gaining Experience Points and either using them in play to improve dice rolls or saving them to improve a Matron’s Investigative Styles. They do feel optional though.

Unlike most versions of Powered by the Apocalypse, the rules in Matrons of Mystery include an Advantage and Disadvantage mechanic. Thus when a Matron has the Advantage, which can come from her Personal Style, Hobby, Background, or the situation, three six-sided dice are rolled instead of two, and the best used. Conversely, when she is at a Disadvantage, her player rolls three dice and keeps the lowest two. Another difference between other roleplaying games using Powered by the Apocalypse and Matrons of Mystery is that it does not make use of Playbooks, each of which provide an archetypal character and its associated Moves. Instead, Matrons of Mystery provides a standard set of nine Moves that all of the Matrons can use. The first five Moves—‘Investigate’, ‘Interrogate’, ‘Take Action’, ‘Lend A Hand’, and ‘Ask A Favour’ are used to gain clues and conduct the Investigation. The next three, ‘Reminisce’, ‘Nice Cup of Tea and a Sit Down’, and ‘Go To Adverts’, enforce both the genre and the format of the genre. ‘Reminisce’ enables a Matron to recall something from her past which will help with the current investigation; ‘Nice Cup of Tea and a Sit Down’ lets two or more Matrons sit down, have a nice hot cup of tea, have a chat with each other, and in doing so, each remove a single Condition; and ‘Go To Adverts’ enforces a break in the story when a Matron is in danger, ends the scene on a cliffhanger, and lets the players discuss how the cliffhanger is resolved with the imperilled Matron unharmed when the adverts end!

The final Move is ‘Put It All Together’. This happens at the end or near the end of the game when the Matrons gather their collected clues and deduce the identity of the murderer. Instead of using an Investigative Style to modify the roll, the player uses the number of clues and secrets found out so far, minus the number of suspects involved in the murder. Typically, there are eight suspects per murder, so the Matrons will need to have gathered at least eight clues and secrets to negate this, plus more to gain a modifier to the roll. Roll ten or more and the Move is successful, the Matrons are correct in their deductions and have identified the Murderer and his motive; roll between seven and nine, and the Move is successful, the Matrons are correct in their deductions and have identified the Murderer and his motive, but there a Complication which the Matrons will need to overcome in order to apprehend the Murderer; and roll six or less, and the Move fails, indicating that the Matron’s deductions are incorrect. The Game Matron has to explain why and then sends the Matrons back off to continue their investigations and try again.

For the Game Matron, there is good advice on designing a mystery, from the theme and the set-up through to defining the secrets and listing the clues. There is also good advice on running the game—both online and at the gaming table, how to handle clues, secrets, Complications and Conditions, and so on, as well as optional rules for one-on-one play and playing away from the Matrons’ home village. A short bibliography provides some inspiration for the Game Matron. Then there are three ready-to-play Mysteries, complete with set-up, teaser, eight suspects, and a long list of clues. The first is ‘Gardner’s Question Crime’ in which the village hosts the popular radio show, Gardeners’ Answers in the grounds of Hatherly Hall. With most of the village present, the guest speaker, celebrity gardener and host of the television series, Gardener’s Life, Alan Jefferson, drops dead as he is about to take to the stage. This is followed by ‘Dicing With Death’ in which the village hosts a roleplaying convention (!) and award-winning game designer, Scott Sallow, is found dead on the last day of the convention with his mouth stuffed full of polyhedrals! Lastly, ‘Ding Dong Death’ is takes place just before national bell ringing championships and with the village wanting to put on a good performance, the bell ringing team is getting in some last-minute practice. Unfortunately, the lead bell ringer, Walter Bell, is found hanging upside down from one of the bell ropes. All three scenarios are great set-ups, though ‘Dicing With Death’ feels both improbable and a direct appeal to its intended audience.

Physically, Matrons of Mystery is a tidily done digest-sized book. The cover is appropriately rural, whilst the internal artwork, all publicly sourced, is there to break up the page rather than necessarily illustrate the game. The book is well written and easy to read—especially with the slightly larger fount size.

Matrons of Mystery is fun to play and it is simple to play. Having just the one set of nine Basic Moves eases play no end. Given the age of the Matrons, it is much more of a social game than physical game necessarily, although some sneaking around is probably going to be necessary and perfectly in keeping with the genre. Although it does present her with eight suspects to roleplay, the lighter nature of the rules do provide the Game Matron with the opportunity to really focus on her roleplaying and have fun with it too. The nature of the game and its ‘no given perpetrator’ set-up also strips Matrons of Mystery of any sense of stress or competition which might arise in the players and the Game Matron as they worry whether their deductions and solution to the crime is actually right. Instead, the players and their Matrons construct the murder solution and motive from the clues, thus emphasising storytelling—both the storytelling of the murder and the storytelling of it being solved.

Matrons of Mystery: A cozy mystery roleplaying game is cleverly cozy, taking the structure of Brindlewood Bay and parring it back to focus on its core game play. It is a smart, sprightly roleplaying game which delightfully evokes its genre from the page to the table. And if you are going to play this at the table, a nice hot cup of tea is an absolute necessity.

[Free RPG Day 2021] Tomb of the Savage Kings

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Goodman Games provided two titles to support Free RPG 2021, both of which were highly anticipated. Perhaps the more interesting of the two was Dark Tower: The Sunken Temple of Set, an expansion for Dark Tower, the classic  and highly regarded scenario written by Jennell Jaquays and published by Judges Guild in 1979. However, the other was as eagerly anticipated since it was for Goodman Games’ highly popular Dungeon Crawl Classics Role Playing Game. In past years, the support for Free RPG Day has come in the form of a quick-start, either for the Dungeon Crawl Classics Role Playing Game or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, but for Free RPG Day 2021, the support came in the form of a scenario, Tomb of the Savage Kings.
Tomb of the Savage Kings is a short adventure for Second Level characters which shares an Egyptian theme with Dark Tower: The Sunken Temple of Set. There the similarities end, for Tomb of the Savage Kings, for although there is a Pulp sensibility to both, that sensibility is one of Pulp Fantasy and Swords & Sorcery in Dark Tower: The Sunken Temple of Set, whereas it one of Pulp Horror for Tomb of the Savage Kings as it draws on Universal Studio’s The Mummy and The Mummy’s Hand, as well as Hammer Studio’s The Mummy for its inspiration. In fact, the sensibility is so strong in Tomb of the Savage Kings, that if there was such a thing as Pulp Crawl Classics, this would be a perfect scenario for it.
The scenario begins with the players being hired by Portnelle’s most popular and wealthy socialite, the widow Zita Aztur. Her sister, Isobel, smitten with a mysterious suitor who fancies himself as an adventurer, and has gone missing. The widow fears that she has run off with this would be adventurer in search of the Moon Spear of Andoheb, said to be located in the latter’s pyramid tomb. If true, she fears for her sister’s life as everyone  up until now who has searched for the spear has never been seen again. With promise of a handsome payout and the good widow’s Halfling servant along as a guide, the scenario begins with the Player Characters outside of the tomb looking for a way in…
Once inside, the Player Characters find a classic Egyptian tomb complex. It consists of just nine locations and packs into that the traps, undead, treasures, and clues typical of the genre. It is definitely worth the Player Characters’ searching for clues as there are signs that someone has been here before—and recently! Those clues are nicely done in a grand depiction of the life of Andoheb, and the Judge should definitely provide it as a handout to her players. Following these and exploring the pyramid should bring the Player Characters to a fantastic climatic confrontation which plays much on the inspiration for Tomb of the Savage Kings and depending on what happens, have some interesting outcomes. Two of these have links to the scenarios, Dungeon Crawl Classics #66.5 Doom of the Savage King and Dungeon Crawl Classics #77.5 The Tower out of Time, and so the Judge may want to have access to those. 
Physically, Tomb of the Savage Kings is as well presented as you would expect for a scenario from Goodman Games. The artwork, the cartography clear, and the scenario is well written, though it needs an edit in place.
Tomb of the Savage Kings is a great adventure for Free RPG Day which can be played in a single session. The theme—and probably the plot—will be familiar to many a gamer, especially if the players like Pulp Horror depictions of Egypt. It does also suggest that perhaps there is further potential in an Egypt-set or Egypt-like setting for the Dungeon Crawl Classics Role Playing Game or a more Pulp Horror setting. For fans of the Dungeon Crawl Classics Role Playing Game who like their fantasy with steamy mix of Pulp Horror, Tomb of the Savage Kings is fun adventure.

Entitled Goose Game

Imagine if you will a haunted house home to several ghosts in danger of being woken up by the constant ringing of bell stolen from the nearest village by a giant, enraged and dressed only in a silk bathrobe, who is trying to find the three ne’er do wells who have stolen his golden goose and run into the house to hide. The house is called Willowby Hall, the goose is called Mildred, the giant is called Bonebreaker Tom, the ghosts are Elias Fenwick, evil occultist, the aristocratic Lavinia Coldwater, the footman, Horatio, and a Taxidermied Owl Bear, the adventurers are Helmut Halfsword, Lisbet Grund, and Apocalypse Ann, and they all really, really want something. And as the bell rings out, the house shudders and shudders until floors collapse, rooms catch alight spontaneously, the Taxidermied Owl Bear goes on the hunt, and the undead rise from where they are buried about the house… This is a recipe for, if not a pantomime a la Mother Goose, then a dark farce best played out on Halloween or at Christmas, but either way is the set-up for the scenario, The Waking of Willowby Hall. Written by the host of the YouTube channel, Questing Beast, it is designed for a party of Third Level characters for the retroclone of your choice and can easily be adapted to other roleplaying games too. It would work with Hypertellurians: Fantastic Thrills Through the Ultracosm or Warhammer Fantasy Roleplay as much as it would Old School Essentials Classic Fantasy.

The Waking of Willowby Hall was funded via a Kickstarter campaign as part of ZineQuest 2. It comes as a thirty-two-page adventure built around thirty-three named locations across the three floors of Willowby Hall and eight NPCs plus various monsters. The house is not mapped out and detailed once, but twice. First in the module’s opening pages, marked with thumbnail descriptions and page number references, the latter actually more useful than simple numbers. Second, in the latter half of the book where full room descriptions are given accompanied by a complete floorplan with the particular rooms highlighted. It feels a little odd at first, but flipping between the two is actually not as awkward as it first seems. None of the individual rooms in Willowby Hall are mapped, but it is a classic mansion which when combined with the engagingly detailed descriptions is easy to visualise and portray. The NPCs are each given half a page, including stats, personality, and wants (or motivations) , plus a fetching illustration. This includes Mildred the Goose, who is essentially there to do two things. One is to motivate her previous owner, Tom Bonebreaker, and the other is to annoy the hell of out the players and their characters. If it appears that the Dungeon Master is playing Untitled Goose Game with Mildred, then both she and Mildred are probably doing their job. Tom Bonebreaker however, is accorded a full page to himself as he is the scenario’s main threat. The scenario’s other threat is also given its own page.

For the Player Characters, the first difficulty is getting into Willowby Hall. Several reasons are suggested as to why they might want to enter the mansion. This includes a couple of classics—one of the Player Characters inheriting the mansion, the other the mansion being the retreat of an occult society which collected rare artefacts and books—as well as the Player Characters merely passing and being hired by the local villagers to retrieve the bell. The latter will probably lead to the Player Characters negotiating with the giant campanologist for the bell and he will want his goose back, which means they will have to enter Willowby Hall. With the other ideas, they will are unlikely to encounter this and instead the Player Characters will just need to make a run for the mansion. This is made easier in the scenario because it advises that Tom Bonebreaker be on the other side of the building when they make their run across the overgrown lawns to the mansion. Alternatively, the Player Characters could begin in the mansion itself and the adventurers simply charge in with goose in hand and the giant on their tails. Once inside, the Player Characters are free to explore as is their wont, but then their problems are only beginning…

The Player Characters’ first aim is probably going to be working out what is going in the house as they explore its halls and rooms, the second being to locate the trio of adventurers and probably, Mildred. As they make their search, there is the constant sound of the bell being rung outside and the eye of Tom Bonebreaker appearing at one window after another, and if the giant spots anyone, the immediate danger of him reaching in to grab whomever he can. The tolling of the bell though is a timing mechanism and as it clangs again and again, the house changes. Slowly at first, and only slightly, but then more rapidly and more obviously. This builds and builds, giving The Waking of Willowby Hall a timing mechanism, one which can easily be adjusted for single, one-off play at a convention or slightly longer play as part of campaign. It gives a sense of dynamism to the scenario.

Physically, The Waking of Willowby Hall is clearly and simply presented. The maps are easy to use, the descriptions of the various rooms engaging, and the illustrations excellent in capturing the personalities of the NPCs. In fact, they are so good that you almost wish that they and Willowby Hall itself was available as a doll’s house and a set of paper standees to use as the Player Characters explore the mansion and that giant eye keeps appearing at various windows. Add in some sound effects—at least the sound of the bell and the honking of the goose—and what a scenario that would be!

The Waking of Willowby Hall gives the Dungeon Master everything necessary to run the scenario, not least of which is a great cast of NPCs for her to roleplay—and that is before you even get to Mildred. After all, what good Dungeon Master would turn down the opportunity to roleplay a goose? The Waking of Willowby Hall is great fun, both raucous and ridiculous, combining elements of farce with a classic haunted house and a countdown ’til the bell tolls for thee.

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An unboxing of The Waking of Willowby Hall can be found here.

Friday Fantasy: The God With No Name

The God With No Name is a dungeon within the body of remains of a giant beast or god. Published by Leyline Press this is a setting more recently seen in Genial Jack Vol. 2 from Lost Pages and Into the Würmhole, the Free RPG Day release in 2021 for Vast Grimm. Instead of the dry, hard rock walls of caves and worked stone of corridors and rooms, such dungeons possess an organic, moist, often pulsating, and even fetid environment. However, they may also have calcified and fossilised over time, leaving behind an organic imprint of caves and tunnels. The God With No Name combines elements of both—the organic and the calcified. It is also noticeable for its format. Like The Isle of Glaslyn before it, The God With No Name manages to fit an adventure onto the equivalent of four pages and then present it on a pamphlet which folds down to roughly four-by-six inches. It contains all of the room descriptions on one side and the maps and various tables on the other. It is the very definition of a clever little design. Ultimately however, it is a design which places constraints on the scenario.

The God With No Name is designed for use with Old School Essentials Classic Fantasy and ostensibly details a network of tunnels and caves mined by ancient Dwarves for its very pure salt deposits. It is still said that not all of those deposits have been mined out, but the mine has long been abandoned and it is said that the local Mountain Folk revere the mine as a god. The valley below the mine is said to be infested with trolls and the mine full of secrets. There is a truth to a great many of the rumours about the mine… The mine consists of two levels, a longer main tunnel and a shorter cliff tunnel. The entrance to the main tunnel is at ground level, the entrance to the cliff tunnel above in the cliff face. Above that is a small tower. It is depicted in both cross section and a floorplan with cartography by Dyson Logos.

The long abandoned mine has in parts the feel of Tolkien’s Moria, a sense of mystery and age, but there is also something squamous to it too, as well as something of the film Alien, for parts of the mine—or rather ‘The God With No Name’—are still alive and the shadows seem to move… This is because the god is not merely dead, but slumbering, even if for time immemorial, and the shadows are infested by the Void Doppler, the shadow child of ‘The God With No Name’ who stalks the living in search of body parts so that it can be reborn and walk under the sun. It leaves behind secretions of the void, and those void secretions spread as the Player Characters delve deeper and deeper, blocking off access to parts of the mine, including the way back out…

In addition to the descriptions of the mine’s locations and maps, The God With No Name is supported with a set of tables which provide rumours, encounters outside and inside the mine, and the contents of unmarked rooms. The table of rumours also works as a set of hooks to involve the Player Characters as there is no given set-up or hook to the scenario, and the table of valley encounters as a means to expand the adventure and flesh the scenario out a little more. The size and isolated nature of The God With No Name also means that it is relatively easy to drop into a Dungeon Master’s campaign.

There is scope in The God With No Name for some nasty, horrifying sessions of play, as the Player Characters are hunted from the shadows and their body parts are stolen one by one. However, the scenario is not without its issues, which either stem from its physical design or its tone. Physically, the fold up pamphlet design of The God With No Name means that its content feels constrained and having the descriptions on one side and the map on the other—when folded out, let alone folded up—does mean that in actual play, the scenario is not as easy as it should be to use. The scenario has no set-up or hooks for the Player Characters to get involved, so the Dungeon Master will have to create those, though she can, of course, make use of the given rumours table. Perhaps the biggest issue with the scenario is the tone and genre. Although this is a dungeon adventure, it is very much a ‘you’re locked in a room with a monster’ horror scenario a la the film Alien, its horror is not just of the dark and the shadows, but also of the body. As a body horror scenario, it creeps up on both the Player Characters and the Dungeon Master, and whilst it should be doing the former, it should not be doing the latter. Some warning to the prospective Dungeon Master should have been given upfront. Also, the scenario does not state what Player Characters Levels it is designed for, but the nature of the monsters encountered—trolls in the valley and the Void Doppler in the mine—suggest at least Fifth and Sixth Levels.

Physically, The God With No Name is a piece of design concision. It is compact and thus easy to store, but format does not make it easy to use. It is not illustrated bar the front cover and as to the cartography, Dyson Logos’ maps here are not his best, or even his most clear. The scenario does require a slight edit though.

Its compact size and content means it needs a little development upon the part of the Dungeon Master, but The God With No Name is creepy and not a little weird. If the Dungeon Master wants a short—two sessions or so—body horror scenario for her campaign, then The God With No Name certainly delivers.

[Free RPG Day 2021] Root: The Bertram’s Cove Quickstart

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Published by Magpie GamesRoot: The Tabletop Roleplaying Game is a roleplaying game based on the award-winning Root: A Game of Woodland Might & Right board game, about conflict and power, featuring struggles between cats, birds, mice, and more. The Woodland consists of dense forest interspersed by ‘Clearings’ where its many inhabitants—dominated by foxes, mice, rabbits, and birds live, work, and trade from their villages. Birds can also be found spread out in the canopy throughout the forest. Recently, the Woodland was thrown into chaos when the ruling Eyrie Dynasties tore themselves apart in a civil war and left power vacuums throughout the Woodland. With no single governing power, the many Clearings of the Woodland have coped as best they can—or not at all, but many fell under the sway or the occupation of the forces of the Marquise de Cat, leader of an industrious empire from far away. More recently, the civil war between the Eyrie Dynasties has ended and is regroupings its forces to retake its ancestral domains, whilst other denizens of the Woodland, wanting to be free of both the Marquisate and the Eyrie Dynasties, have formed the Woodland Alliance and secretly foment for independence.

Between the Clearings and the Paths which connect them, creatures, individuals, and bands live in the dense, often dangerous forest. Amongst these are the Vagabonds—exiles, outcasts, strangers, oddities, idealists, rebels, criminals, freethinkers. They are hardened to the toughness of life in the forest, but whilst some turn to crime and banditry, others come to Clearings to trade, work, and sometimes take jobs that no other upstanding citizens of any Clearing would do—or have the skill to undertake. Of course, in Root: The Tabletop Roleplaying Game, Vagabonds are the Player Characters.

Root: The Tabletop Roleplaying Game is ‘Powered by the Apocalypse’, the mechanics based on the award-winning post-apocalyptic roleplaying game, Apocalypse World, published by Lumpley Games in 2010. At the heart of these mechanics are Playbooks and their sets of Moves. Now, Playbooks are really Player Characters and their character sheets, and Moves are actions, skills, and knowledges, and every Playbook is a collection of Moves. Some of these Moves are generic in nature, such as ‘Persuade an NPC’ or ‘Attempt a Roguish Feat’, and every Player Character or Vagabond can attempt them. Others are particular to a Playbook, for example, ‘Silent Paws’ for a Ranger Vagabond or ‘Arsonist’ for the Scoundrel Vagabond.

To undertake an action or Move in a ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game, a character’s player rolls two six-sided dice and adds the value of an attribute such as Charm, Cunning, Finesse, Luck, or Might, or Reputation, to the result. A full success is achieved on a result of ten or more; a partial success is achieved with a cost, complication, or consequence on a result of seven, eight, or nine; and a failure is scored on a result of six or less. Essentially, this generates results of ‘yes’, ‘yes, but…’ with consequences, and ‘no’. Notably though, the Game Master does not roll in ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game

So for example, if a Player Character wants to ‘Read a Tense Situation’, his player is rolling to have his character learn the answers to questions such as ‘What’s my best way out/in/through?’, ‘Who or what is the biggest threat?’, ‘Who or what is most vulnerable to me?’, ‘What should I be on the lookout for?’, or ‘Who is in control here?’. To make the Move, the player rolls the dice and his character’s Cunning to the result. On a result of ten or more, the player can ask three of these questions, whilst on a result of seven, eight, or nine, he only gets to ask one.

Moves particular to a Playbook can add to an attribute, such as ‘Master Thief’, which adds one to a character’s Finesse or allow another attribute to be substituted for a particular Move, for example, ‘Threatening Visage’, which enables a Player Character to use his Might instead of Charm when using open threats or naked steel on attempts to ‘Persuade an NPC’. Others are fully detailed Moves, such as ‘Guardian’. When a Player Character wants to defend someone or something from an immediate NPC or environmental threat, his player rolls the character’s Might in a test. The Move gives three possible benefits—‘ Draw the attention of the threat; they focus on you now’, ‘Put the threat in a vulnerable spot; take +1 forward to counterstrike’, and ‘Push the threat back; you and your protected have a chance to manoeuvre or flee’. On a successful roll of ten or more, the character keeps them safe and his player cans elect one of the three benefits’; on a result of seven, eight, or nine, the Player Character is either exposed to the danger or the situation is escalated; and on a roll of six or less, the Player Character suffers the full brunt of the blow intended for his protected, and the threat has the Player Character where it wants him.

Root: The Bertram’s Cove Quickstart is the Free RPG Day 2021 from Magpie Games for Root: The Tabletop Roleplaying Game. It includes an explanation of the core rules, six pregenerated Player Characters or Vagabonds and their Playbooks, and a complete setting or Clearing for them to explore. From the overview of the game and an explanation of the characters to playing the game and its many Moves, the introduction to the Root: The Tabletop Roleplaying Game in Root: The Bertram’s Cove Quickstart is well-written. It is notable that all of the Vagabonds are essentially roguish in nature, so in addition to the Basic Moves, such as ‘Figure Someone Out’, ‘Persuade an NPC’, ‘Trick an NPC’, ‘Trust Fate’, and ‘Wreck Something’, they can ‘Attempt a Roguish Feat’. This covers Acrobatics, Blindside, Counterfeit, Disable Device, Hide, Pick Lock, Pick Pocket, Sleight of Hand, and Sneak. Each of these requires an associated Feat to attempt, and each of the six pregenerated Vagabonds has one, two, or more of the Feats depending just how roguish they are. Otherwise, a Vagabond’s player rolls the ‘Trust to Fate’ Move.

The six pregenerated Vagabonds include Dara the Adventurer, a kindly Owl in search of friends and justice who prefers to subdue her opponents; Sherwin the Harrier, a highly competitive Squirrel always on the move; Clip the Ronin, a well-mannered Raccoon Dog who knows how to trick those in charge; Umberto the Raider, a sturdy axe-wielding Mouse and former bandit with a love of battle; Rattler the Pirate, a Mouse who is truly at home on the water; and Lucasta the Raconteur, a Weasel who is an outstanding performer. Most of these Vagabonds have links to the given Clearing in Root: The Bertram’s Cove Quickstart and all are complete with Natures and Drives, stats, backgrounds, Moves, Feats, and equipment. All a player has to do is decide on a couple of connections and each Playbook is ready to play.

As its title suggests, the given Clearing in Root: The Bertram’s Cove Quickstart is Bertram’s Cove. Its description comes with an overarching issue and conflicts within the Clearing, important NPCs, places to go, and more. Once again, the overarching issue is the independence of the Clearing. Bertram’s Cove is an important fishing port at the mouth of the Alberdon River on the eastern shore of the Grand Lake. An important Marquisate military and supply base, the Woodland Alliance has been providing support to the local rebels and spurred on by mysterious rebel hero, Captain Sparrowhawk, rebel pirates have been harrying Marquisate shipping in the area. The townsfolk of Bertram’s Cove have done well under the obedient peace of Marquisate military occupation, but many want their freedom and will do anything to achieve it. The conflicts include determining quite how far the rebels in the town are willing to go, finding a missing spy who might be able to identify the rebels in Bertram’s Cove for the Marquisate governor, searching for the treasure lost aboard a sunken Marquisate courier vessel, and ultimately, saving Captain Sparrowhawk. There is advice on how these Conflicts might play out if the Vagabonds do not get involved and there are no set solutions to any of the situations. For example, an attempted bombing by the rebels will go wrong if the Vagabonds do not intervene or get involved, leading to martial law and all fishing on the lake being banned—which would be a disaster for the port. All of Bertram’s Cove’s important NPCs are detailed, as are several important locations. Bertram’s Cove is a scenario in the true meaning—a set-up and situation ready for the Vagabonds to enter into and explore, rather than a plot and set of encounters and the like. There is a lot of detail here and playing through the Bertram’s Cove Clearing should provide multiple sessions’ worth of play.

The overarching issue is the independence of the Clearing. The Goshawk have managed to remain neutral in the Eyrie Dynasties civil war and in the face of the advance of Marquisate forces, but the future is uncertain. The Conflicts include the future leadership of the Denizens of Pellenicky Glade, made all the more uncertain by the murder of Alton Goshawk, the Mayor of Pellenicky Glade. There is advice on how these Conflicts might play out if the Vagabonds do not get involved and there are no set solutions to any of the situations. For example, there is no given culprit for the murder of Alton Goshawk, but several solutions are given. Pellenicky Glade is a scenario in the true meaning—a set-up and situation ready for the Vagabonds to enter into and explore, rather than a plot and set of encounters and the like. There is a lot of detail here and playing through the Pellenicky Glade Clearing should provide multiple sessions’ worth of play.

Physically, Root: The Bertram’s Cove Quickstart is a fantastic looking booklet, done in full colour and printed on heavy paper stock. It is well written and the artwork, taken from or inspired by the Root: A Game of Woodland Might & Right board game, is bright and breezy, and really attractive. Even cute. Simply, just as Root: The Pellenicky Glade Quickstart was for Free RPG Day 2020, Root: The Bertram’s Cove Quickstart is physically the most impressive of all the releases for Free RPG Day 2020.

If there is an issue with Root: The Bertram’s Cove Quickstart it is that it looks busy and it looks complex—something that often besets ‘Powered by the Apocalypse’ roleplaying games. Not only do players need their Vagabond’s Playbooks, but also reference sheets for all of the game’s Basic Moves and Weapon Moves—and that is a lot of information. However, it means that a player has all of the information he needs to play his Vagabond to hand, he does not need to refer to the rules for explanations of the rules or his Vagabond’s Moves. That also means that there is some preparation required to make sure that each player has the lists of Moves his Vagabond needs. Another issue is that the relative complexity and the density of the information in Root: The Bertram’s Cove Quickstart means that it is not a beginner’s game and the Game Master will need a bit of experience to run the Pellenicky Glade and its conflicts.

Ultimately, Root: The Bertram’s Cove Quickstart comes with everything necessary to play and keep the attention of a playing group for probably three or four sessions, possibly more. Although it needs a careful read through and preparation by the Game Master, Root: The Bertram’s Cove Quickstart is a very good introduction to the rules, the setting, and conflicts in Root: The Tabletop Roleplaying Game—and it looks damned good too.

[Free RPG Day 2021] Dark Tower: The Sunken Temple of Set

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Goodman Games provided two titles to support Free RPG 2021, both of which were highly anticipated. One was Tomb of the Savage Kings, an adventure for the Dungeon Crawl Classics Role Playing Game. The other was potentially much more interesting. As its name suggests, Dark Tower: The Sunken Temple of Set is an expansion for Dark Tower, the scenario written by Jennell Jaquays and published by Judges Guild in 1979. The scenario details a dungeon built around two buried towers contested over by followers of Set and Mitra and the surrounding lands and has a strong Eastern Mediterranean and Egyptian flavour. Regarded as a classic, Dark Tower was included in ‘The 30 Greatest D&D Adventures of All Time’ at number twenty-one in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004)—notable because it was the only third-party scenario to be included on the list. In March, 2021, Goodman Games announced it had acquired Dark Tower from the Judges’ Guild, and would republish it for use with both Dungeons & Dragons, Fifth Edition and the Dungeon Crawl Classics Role Playing Game.
Dark Tower: The Sunken Temple of Set is a mini-adventure for Dungeons & Dragons, Fifth Edition which adds an extra area which can be added to the new edition of the Dark Tower scenario. This is a flooded box canyon to the east of the village of Mitra’s Fist at the far end of which stands a partially flooded, and as the Player Characters will discover, cursed temple. At first, it appears to be abandoned, but as they explore further, they are warned off, and then ultimately, will find signs of occupation. Here resides more agents of Set and their allies, each pursuing their own agenda—whether for or against the god of deserts, storms, disorder, violence, and foreigners. And that agenda may even see them giving aid to the invading Player Characters. The valley and temple complex are described in just eleven locations, but each location is highly detailed and easy to place on the nicely done map. The temple itself contains a good mix of traps, secret doors, a puzzle or two, and of course, nasty crocodilian and serpentine threats, many of which will be a challenge to defeat by the Player Characters. There is a decent amount of treasure to be found, as well as some singular magical items which do tie with the Dark Tower scenario.
Dark Tower: The Sunken Temple of Set is designed to be played by four to sixth Player Characters of Seventh and Eighth Level. In addition to the nasty reptilian threats they will encounter, the main challenge in the scenario is the environment—much of the temple is flooded. This will make fighting and exploring in those locations difficult. The scenario includes a decent background and several hooks which the Dungeon Master can use to persuade her players and their characters to investigate the valley and the temple. These work even if Dark Tower: The Sunken Temple of Set is not used as an expansion to Dark Tower, but work better if they are. In addition to detailing new weapons and magical items, the module details two new spells—Snake Charm and Ticks to Snakes.
Physically, Dark Tower: The Sunken Temple of Set is decently presented. The artwork is excellent, the cartography good, and whilst it needs a slight edit in places, the scenario is well written. Dark Tower: The Sunken Temple of Set is a good module which should challenge the Player Characters and provide everyone with a session or two’s worth of play. Dark Tower: The Sunken Temple of Set will make a fine addition to Goodman Games’ new version of Dark Tower, and is probably worth putting on hold until the two can be run together.

[Free RPG Day 2021] LEVEL 1 – volume 2 2021

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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In 2020, the most radical release for Free RPG Day was LEVEL 1 – volume 1 2020. Published by 9th Level GamesLevel 1 is an annual RPG anthology series of ‘Independent Roleplaying Games’ specifically released for Free RPG Day. LEVEL 1 – volume 1 2020 consisted of fifteen featuring role-playing games, standalone adventures, two-hundred-word Roleplaying Games, One Page Dungeons, and more! Where the other offerings for Free RPG Day 2020—or any other Free RPG Day—provide one-shots, one use quick-starts, or adventures, LEVEL 1 is something that can be dipped into multiple times, in some cases its contents can played once, twice, or more—even in the space of a single evening! The subject matters for these entries ranges from the adult to the weird and back again, but what they have in common is that they are non-commercial in nature and they often tell stories in non-commercial fashion compared to the other offerings for Free RPG Day 2020. The other differences are that Level 1 includes notes on audience—from Kid Friendly to Mature Adults, and tone—from Action and Cozy to Serious and Strange. Many of the games ask questions of the players and possess an internalised nature—more ‘How do I feel?’ than ‘I stride forth and do *this*’, and for some players, this may be uncomfortable or simply too different from traditional roleplaying games. So the anthology includes ‘Be Safe, Have fun’, a set of tools and terms for ensuring that everyone can play within their comfort zone. It is a good essay and useful not just for the fifteen or so games in LEVEL 1 – volume 1 2020.
LEVEL 1 – volume 2 2021—‘The Free RPG Day Anthology of Indie Roleplaying Games’—was made available on Free RPG Day in 2021 and once again provides some fifteen different roleplaying games of varying sizes, subject matters, and maturity in terms of tone. Once again, the volume opens with the same guidelines on safe play, consent, lines and veils, and so on, all useful reminders, especially given the subject matter for the issue, which is ‘Masks’. The issue is thus exploring questions and ideas about identity, different roles, and revelations (or unmasking).
LEVEL 1 – volume 2 2021 opens with Nat Mesnard’s ‘Ball of the Wild’, in which all of the animals shall go to the ball, but not as themselves. Instead they go as glamorous, crossdressing, speciesdressing dragged up attendees who bring all of their flamboyance and their joy as they participate in contests of dance, fashion, makeovers, lip syncing, comedy, and acting. Inspired by RuPaul’s Drag Race, this gets the anthology off to a good start with a layering of roleplaying upon roleplaying, before coming to a close with an unmasking. This is followed by ‘Once This Land Was One’. Written by Alexi Sergeant, this is a short storytelling game of cities attempting to survive following the Cataclysm and ultimately competing against each other. More timely and more in keeping with the anthology’s theme is Whitney Delaglio’s ‘Tiny Tusks’ in which half-orcs come together to talk about themselves and their families. This encourages the players to get behind the supposed perceptions of half-orcs and upfront states that the game is “…[A] self-indulgent game about being biracial.” What this means is that players can explore what for most is an unfamiliar experience through the mask of fantasy.
MV’s ‘Let’s wear masks & hide from humans’ is a vampiric game for two players. One takes the role of the City, the other the Vampire. Both are hiding behind masks—the City between night and day, the Vampire between a Human and a Vampire face. The Vampire hunts for victims to drain of the blood he needs across a city that the City player builds and is subsequently changed by the Vampire’s predations. Ultimately, this will culminate in the Vampire attempting to sneak into a Grand Ball where another immortal, vampire hunter, the city mayor, or distant family is also in attendance, and the Vampire may be unnoticed, captured, or identified, but escapes. ‘Faeries on the Run’ by Helena Real is a dark twist upon the changeling myth and the fae exchanging Human babies for their own. The players take of the roles of the changelings, each with a powerful Façade and magics of a Faerie Domain, who are hunted by the Humans who grew up in Faerie. Designed as a one-night affair of pure survival in which the Player Characters—in and out of game—taking place from dusk to dawn, this a horror game using simple mechanics in which the Player Characters must balance the sometimes need to use the powers of their Façade against the loss their human face and thus revealing their true nature and being banished back to Faerieland. Joel Salda’s ‘Heavy is the Mask’ is the second city-themed game in the collection in which unseen individuals—the Masks—who can be an Artist, Diplomat, Innkeeper, or more, work to build and shape the future of a city. From round to round, the players take control of these Masks and narrate how they attempt to solve problems and issues caused by the unclaimed Masks and created by the players in turn. This is an engaging storytelling and city-building game which could even be used to create a city’s history for another game.
‘Getting Away With It’ by Adam Bell is more complex than the previous entries and requires the use of a deck of tarot cards rather than a standard deck. It is about loosely affiliated supervillains in a long-term struggle against a league of heroes. Primarily, each villain is pursuing their own master plan, but can interact with the plans of their evil cohorts and of course, can sometimes be thwarted by a do-gooding superhero. This has plenty of scope for storytelling, but consequently requires a lot of input by the players. The complexity continues with ‘Friends on a Walk’, the contribution from Tim Hutchings, the designer of the ENnie award winning Thousand Year Old Vampire. This is a procedural game in which the players create and explore a tableau of changing scenery as several characters go on a walk. It is played silently, and that combined with the point-by-point of the way the game is presented and it feels not a little sterile. Mara Li’s ‘Restoration’ is a two-player game in which one player is Veteran returned from the Great War with an injury to his face, the other the Artist charged with creating a Mask which will restore his features. Based on the movement following the Great War to help restore damaged veterans’ faces (detailed here), this is a short game with the potential for personal intimacy and emotion as it does involve one of the player’s face. It does require a photograph and potentially some artwork too, as well as strong degree of trust.
Jonathon ‘Starshine’ Greenall’s ‘We Are The Order’ is about cultists, their rituals, and their masks. The players take the roles of Detectives undercover infiltrating The Order’s grand party with the Game Master as the Cult Order. Rituals are part of the party and so the Player Characters have to perform them even as they conduct their undercover operation. Unfortunately, the rituals have an almost brainwashing effect, turning The Order’s strongest critics into happy members, seemingly without resistance—and that means the Detectives. This is an interesting adversarial game in which first the Game Master is against the players and if one of them defects, then the player against the others. In ‘The Ascent of Todd’ by Michael Faulk, the players are faced by a terrible choice. They have travelled far to ritually destroy an ancient MASK, but their friend Todd has put it on! The players need to decide if their characters will try thwarting Todd or continue with the ritual. The powers and strength of an unthwarted Todd grow and grow, ultimately to the game ends and the ritual cannot be performed. The game comes with four pre-generated characters and can be played solo or with up to four players. This the game to play in remembrance of that one player who invariably did the most inappropriate thing at the most inappropriate time. In Josh Hittie’s ‘Death Mask’ the players take the roles of Revenants protecting Tomb City unsure of why they are bound to it and what lies beyond… As they explore Tomb City and protect it from Aberrations, they will uncover truths about it, strengthen their Reliquary or Fracture their Mask until they either become an unholy saint bound to Tomb City or their spirit is freed and they move toward the light…
‘The Chaos Café’ by Tim McCracken is about robots who think they are humans. Not just robots, but ‘Wrecks’ who and emotionally unstable and prone to giving into one single emotion, who have each set themselves three goals in life, such as ‘List out date ideas’ or ‘Work out self-doubt’, all whilst occasionally suffering from random acts of chaos. Players take it in turns to be the Game Master in this slice of silicon silliness, focusing on one Wreck with the others as possible NPCs. Lysa Penrose’s ‘Coven of Crones’ is about crones protecting the Loom of Destiny despite it having been broken and thus damaging your ability to do magic. They undertake mortal missions at any point in time and space, but their capacity to do magic is not only limited on the mortal realms, it causes chaos too! This is modelled with Spell Tokens which are flipped to become Chaos Tokens, and then back again when the Game Master uses them to cause mayhem about the crones. A balancing act is required between the two, but towards the end of the mission, the Game Master should be using and flipping more Chaos Tokens to ensure that the crones have the Spell Tokens to achieve their objective. Ultimately ‘Coven of Crones’ is about how the Player Characters succeed rather than if they will. Jack Rosetree’s ‘Skeletal Remains’ is set in world where everyone is undead and the Player Characters are skeletons attempting to fill in time when they have no objectives, but only memories. This is an interesting idea, but it is underdeveloped as it does not effectively bring the memories into play and acknowledges the lack of motivations for the characters by then offering three story ideas.
Maxwell Lander’s ‘Vis-a-Visage’ is a two-player game in which each has an opposing goal or opinion. Each character has a goal, a weakness, something that he will not compromise on, and a tell. This on the top half of the sheet, whilst his physical details and contacts are on the bottom half. This divide is because the players will swap the bottom halves of the sheets with each other. What this means is that each player will be trying to achieve a mission hindered—and sometimes even helped—by their characters looking like each. Essentially, the Player Characters Face-off until one has achieved his goal and then wants his face back to replace the mask he is currently using. The included character sheet is definitely needed to fully explain the game’s set-up. ‘Tooth or Truth’ by Dawn Metcalf is a game about building trust in which the characters answer questions truthfully—the aim of the game, or get drunk, and the drunker they get, the greater the chance of their swallowing a tooth. Presumably the tooth is in the drink, the rules are not quite clear on this. It is designed as an in-game drinking game and a means of developing and further roleplaying the Player Characters. The default is for Dungeons & Dragons, but ‘Tooth or Truth’ could be adapted to any rules or setting. It comes with twenty-five questions of increasing maturity, but it is easy to replace them. Playing this live would be another matter… Lastly, R.K. Payne’s ‘STALAG 14’ is about allied prisoners of war who have allowed themselves to be captured in order to conduct missions of sabotage, disruption, and disinformation deep inside of Nazi Germany, inspired by Hogan’s Heroes, Stalag 17, and The Great Escape. Instead of escaping, the Player Characters are using the tunnels to get out, complete their missions, and get back in. They take the roles like Medic, Fixer, Conman, Scrounger, Grunt, and Snitch and have Story Points which can be used to modify dice rolls or buy off stress. Mechanically, more dice are rolled depending upon how dramatic a scene and any doubles rolled means that a character has failed and suffered Stress. A Player Character can suffer a maximum of two Stress, whereas NPCs only one. Complete with a mission generator, ‘STALAG 14’ is intended to be a light-hearted game, more action-orientated than an accurate depiction of the war.

LEVEL 1 – volume 2 2021 is a slim, digest-sized book. Although it needs an edit in places, the book is well presented, and reasonably illustrated. In general, it is an easy read, and everything is easy to grasp. It should be noted that the issue carries advertising, so it does have the feel of a magazine.

As with LEVEL 1 – volume 1 2020 before it, LEVEL 1 – volume 2 2021 is the richest and deepest of the releases for Free RPG Day 2021. Not every one of the fifteen games in the anthology explores its theme of masks, but for the most part, the fifteen are interesting, even challenging, and will provide good sessions of roleplaying. The standouts are ‘Ball of the Wild’ and ‘Tiny Tusks’ as these nicely explore to issue’s theme to its best. Once again, despite the variable quality of its content, of all the releases for Free RPG Day 2021, LEVEL 1 - volume 2 2021 is the title that playing groups will come back to again and again to try something new each time.

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