Reviews from R'lyeh

Miskatonic Monday #63: Full Fathom Five

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: Full Fathom Five
Publisher: Chaosium, Inc.
Author: Paul Fricker

Setting: 1840s South Seas
Product: One-Shot Scenario
What You Get: Sixty page, 5.63 MB Full Colour PDF
Elevator Pitch: Moby Dick meets the Mythos (with Sea Shanties).Plot Hook:  The lure of the sea runs deep.Plot Support: Twenty-three pre-generated Investigator sheets, portraits for all NPCs and Investigators, staging advice for the Keeper, deck plans, glossary and location guide, five handouts, three Mythos NPCs/monsters.Production Values: Clean and tidy, decent deck plans, good handouts, and clearly done pre-generated Investigators.
Pros
# Nautical one-night, Blood Brothers-style one-shot scenario
# Potential convention scenario
# Different historical setting# Twenty-three pre-generated Investigators and/or NPCs
# Nasty series of deaths# Challenging switch between Investigators, victims, and/or NPCs
# Challenging roleplaying of Investigators, victims, and/or NPCs# Strongly plotted# Natty nautical X-card# Sea Shanties

Cons
# Twenty-three pre-generated Investigators and/or NPCs
# Involves whaling (animal cruelty)# Challenging switch between Investigators, victims, and/or NPCs# Heavily plotted# All male cast# Sea Shanties
Conclusion
# Different historical setting
# Challenging roleplaying of Investigators, victims, and/or NPCs# Nasty nautical one-shot# Sea Shanties

Dark Tales

Published in 2015, Shadow of the Demon Lord is roleplaying game which feels like a combination of Warhammer Fantasy Roleplay and the Dungeons & Dragons Ravenloft setting that is slipping towards Fantasy Flight Games’ Midnight setting by way of The Dying Earth and some steampunk elements and an unhealthy dose of Heavy Metal. Published by Schwalb Entertainment, it combines fast character generation—taking no less than five minutes—and offers a player  plenty of choices in what his character becomes; models short campaigns which take a Player Character from Zero Level to Tenth Level, a group of characters going up in Level at end of each adventure so that a campaign can be played in just eleven sessions or scenarios; and as the titular Demon Lord rattles at the last bars that keep him imprisoned in the Void, his influence continues to despoil land and mind alike, the ‘Shadow’ of the Demon Lord and its effect upon the world can be adjusted and set by the Game Master. This can be something hinted at in prophecies, a rumour threatening in the background, an imminent disaster, or a catastrophe such as a pandemic, famine, earthquakes, the dead living and walking, the Wild hunt abroad in the land, a sudden winter out of season, wild magic warping all and sundry… and more.

Tales of the Demon Lord is a campaign for Shadows of the Demon Lord. It consists of eleven adventures set in the lands of the Northern Reach, the far-flung province of a dying empire, whose capital is Crossings, a city perched on shores of the island-strewn and fae-inhabited lake known as Dark Waters. The city is best known as a fishing port and for its Academy of Engineers established by the Empire long ago and the six faerie spires which have stood since long before the city was built. Originally founded by exiles, refugees, and bandits from the Empire, but since subsumed into its borders before being ignored as a distant province, the council rather than governor-led Crossings acknowledges Sixton as the capital of the province, but otherwise ignores it and decides what is best for the citizens of Crossings. However, as the Shadow of the Demon Lord looms over the Empire, Crossings is not immune to the impending doom, an ancient cult with a branch in the city, the Brotherhood of Shadows, scrambles to find a way to bore a hole into the Void that is home to the Demon Lord, and so release both him and hordes of demons intent on destroying the world. As the Player Characters undertake one task or mission after another, they will cross paths with not only these cultists, but also rival cultists who want to take control of the Brotherhood of Shadows and so claim the glory of successfully summoning their master and doom the world…

Tales of the Demon Lord provides several reasons why the Player Characters might be in Crossings according to their Profession—Academic, Common, Criminal, Martial, Religious, or Wilderness—and quickly lays out the basics of the plot and details Crossings and various NPCs. Some of the city is described in detail, including its government, various districts, and important NPCs. The description is accompanied by a decent map and is enough for the Game Master to run the Tales of the Demon Lord campaign or any other scenarios set within its walls, whilst still leaving plenty of room for the Game Master to add her own content. Very quickly though, Tales of the Demon Lord gets into the first part of its campaign.

The first of the eleven adventures in Tales of the Demon Lord is ‘Harvester of Sorrows’. A priest from Crossings’ poorest district, Grievings, has gone missing following a series of disappearances he was investigating himself, and the Player Characters are asked to find him. A little investigation will reveal that the priest was enquiring about a nearby dilapidated house, once home to an infamous demonologist, and after a run-in with a local gang, there the Player Characters will discover that someone else also has an interest in the house and accidentally released a dread creature that is preying on the inhabitants of the surrounding the district. This is a common aspect of the scenarios which will follow in Tales of the Demon Lord. ‘Harvester of Sorrows’ gets the campaign off to a grim start just as you would expect for Shadow of the Demon Lord, but is not too challenging.

‘Born to Die’ is the first of two scenarios for Novice-level characters. The gang encountered in ‘Harvester of Sorrows’ has kidnapped the daughter of a local merchant and is holding her for ransom, and her father engages the Player Characters to see to her safe return. However, the Player Characters are not the only ones looking for the daughter and will need to deal with at least one other faction to get to her. Mostly set on an island in Dark Waters lake, the first of several scenarios which will take the Player Characters out of Crossings, this is a hostage rescue scenario, which of course, will go wrong. The second scenario for Novice-level characters, ‘The Curious Case of the Errant Swine’, takes the Player Characters truly out of the city to the farm of Farmer Ham, who recently had one of his fine hogs stolen. He wants the thieves caught and his hogs returned, if possible. Signs point towards the nearby Sentinel Wood and investigation there will locate both the culprits and the reasons behind the abductions, but has horrid secrets of his own he wants kept hidden. This scenario has a nice mix of interaction, investigation, and exploration, in particular into a partially-flooded Elvish underground shrine.

‘Temple of Shadows’ sees the Player Characters back in the city as a vile plague sweeps through Purse, Crossings’ wealthiest district, its victims descending into gibbering madness before dying and rising as demon-possessed animated corpses! In this first scenario for Expert-level characters, the fact that house of Pentachus Katandramus, a wealthy aristocrat, has been destroyed in a recent explosion surely cannot be a coincidence and Inquisitor Randolfus and his henchmen, but have not returned. When the Player Characters get past the cordon and descend into the house, they discover another factional feud, this time for control of the vile temple under the remains of the house and what might be hidden there. ‘Temple of Shadows’ is followed by ‘The Moon Spire’, which will take the Player Characters away from Crossings again, this time to the hamlet of Carbuncle, infamous for the physical oddities and infirmities of its inhabitants, and the strange Moon Spire, an elvish tower which appears at the full moon. This is a strange exploration of an even stranger building, the Player Characters needing to find portal after portal to work their way up the tower without being kicked out. Again, this is another search for a relic which needs to be denied to the enemy, but one which will require the Game Master to track carefully where the Player Characters are as there is a high chance of their being separated.

Another theme in Tales of the Demon Lord, that of others uncovering things best left covered, continues with ‘Mines of Madness’. The third scenario for Expert-level characters, this has the Player Characters sent into the Black Hills west of Crossings, where the Dwarf, Gundren the Ironmonger, operates a mine. Ore shipments have stopped coming and he wants to know why. Arriving at the mine, the Player Characters discover that the miners are missing and must descend into the mine to find out what has happened. This scenario is incidental to the campaign, as is the next, but ‘Mines of Madness’ is a decent enough dungeon-bash. The fourth, and last scenario in the campaign for Expert-level characters is ‘In the Name of Love’, which takes place in the rapidly declining town of Verge. This is a more sophisticated piece, one-part sandbox, one-part character study, in which rumours of missing villagers and strangers seen about the place should drive the Player Characters to investigate. A combination of good roleplaying and investigation will reveal that not all is well in Verge as anger has awoken a demon-tree, strangers predate on victims’ tears, and brigands pick at the bones of the settlement in this bloody tragedy.

If the Player Characters have been working to prevent the coming of the Demon Lord and thus the end of the world, if only inadvertently at this point in the campaign, then they find themselves with a rival in ‘Shadows in the Mist’ in this first scenario for Master-level characters. When they return to Crossings, they hear reports of new-borns having gone missing, a new island appearing in the lake, and then a monster haunted fog rolls in and shrouds the city. The island and its inhabitants prove unwelcoming to visitors and when the Player Characters get to close to the culprit, they become the hunted. The steampunk elements of Shadow of the Demon Lord are played up in ‘Off the Rails’, as the provincial governor recruits the Player Characters to investigate a recent train crash and recover several iron titans, prototype mechanical soldiers which might replace the Empire’s Orc soldiery and which were aboard the train. As the Player Characters are investigating the crash site, they are drawn to a nearby village by the sound of an explosion. If they race to investigate, they discover the village under attack by Orc rebels in command of the iron titans—but the villagers have their own means of defence! The likelihood is that a big battle will ensure, either against the Orcs or villagers, not both, and then there is the matter of the remaining rebels to deal with…

The penultimate scenario in Tales of the Demon Lord is ‘Prince of Darkness which brings the summoning of the Demon Lord one step closer, but for the Player Characters, help comes from an unexpected quarter—a reformed demonologist who has escaped Hell! A demon has taken possession of the demonologist’s former stronghold and is tearing open a rift to the Void. With the demonologist’s aid, the Player Characters must enter his stronghold and find a way to defeat the demon or prevent it from opening the Void. The last scenario and campaign finale is ‘The End is Near’ in which the Brotherhood of Shadows moves openly to summon its master as rivals try to take control of the cult’s efforts. The scenario begins with an investigation into the death of Crossings’ mayor, the first of several possible murders in the city, and culminates in the Player Characters confronting several factions in an attempt to bring about the end of the world!

Tales of the Demon Lord is rounded out with ‘Appendix: New Creatures’, which presents several types of an insectoid species encountered in the mines in ‘Mines of Madness’. Physically, Tales of the Demon Lord is well presented, with decent artwork and some nice cartography. In terms of a campaign, Tales of the Demon Lord lives up the grim and bruising tone of Shadow of the Demon Lord, the Player Characters being constantly assailed by demons, cultists, and other vile threats. It feels compact, there being roughly two or four pages per scenario, each of which should provide two or three secessions’ worth of gaming.

However, Tales of the Demon Lord does not quite work as a campaign as written. Some effort is required by the Game Master to provide monster statistics and magical relics when found, but further, the Game Master will need to set up and provide continuing links between the scenarios, as none are provided. A patron is required for the Player Characters at the very least, but once the campaign gets under way, this should be less of an issue. It does add to the set-up requirements for the Game Master though. Similarly, the Game Master will be on her own when comes to the outcome—successful or failed—of any scenario, plus the outcome, if successful, of the campaign. The effects of failure though, is easier to determine. The lack of connective tissue between the scenarios means that not every scenario is specifically connected to the campaign’s story line as well, and whilst in places this means that the campaign is showcasing the ongoing, dying nature of the world around the Player Characters, it also means that sometimes it feels as if they are being shunted off scene whilst other things occur. However, the lack of connective tissue between the scenarios has an advantage too, providing some flexibility in terms of the order in which they can be played—though this would have to be within the confines of the Path the Player Characters are on (Novice, Expert, or Master)—as well as making them easy to extract from the book and either replaced, added to another campaign, or run as a one-shot. With some effort, a Game Master could also adapt the campaign to the roleplaying game of her choice, whether grim and perilous, or not.

Tales of the Demon Lord is as dark and twisted and as grim and perilous a campaign as you would want for Shadow of the Demon Lord. It is a solid, intentionally short campaign, which serves up a good mix of horror and insanity, but which will require more development and set-up than another campaign might not.

Blue Collar Sci-Fi Chiller

The Ana-Sin-Emid Report is a scenario for Those Dark Places: Industrial Science Fiction Roleplaying, the roleplaying game of Blue-Collar Science Fiction horror published by Osprey Games. It is written by the roleplaying game’s designer and presents a short investigative scenario which can be played through in a session or two. It takes a traditional type of Science Fiction setting and gives it a horror twist which echoes that of the film, Event Horizon. It can be played as a training simulation to determine their suitability for working between Earth and the frontier of space as part of the application process as described in Those Dark Places, or it can be run straight as an assignment during their years of employment. This also means that it can be run with new Player Characters or more experienced ones, but its horror elements will probably be more effective if the scenario is played with Player Characters who have encountered some scary situations and suffered Episodes of Pressure before. Either way, it will take relatively little time for the Game Monitor to prepare The Ana-Sin-Emid Report for play.

The setting for The Ana-Sin-Emid Report is the Iota Pegasi B System, the site of Grant Stellar Station, a Cambridge-Wallace, Inc. facility. The Player Characters are either stationed there or making a pickup or delivery, perhaps Cambridge-Wallace, Inc. employees, perhaps not. Whatever the reasons for their being on the Grant Stellar Station, a situation has arisen and the station manager grabs the first available crew and assigns them to resolve it. If they are Cambridge-Wallace, Inc. employees, then fine. If not, there is a set of emergency employment mandates written into their contracts—in very small print—which means that they have little choice in the matter. The situation is that in the last hour, the Deep Space Transport Vessel The Ana-Sin-Emid dropped out of FTL and began coasting towards the inner system. If it continues on its current path, it will disrupt operations and present a potential hazard. There has been no communication from the vessel and its current pattern of deceleration suggests that it is under automated piloting. The Ana-Sin-Emid is the property of the Wayne/Tanaka Corporation, but as it is Cambridge-Wallace, Inc. space, Cambridge-Wallace, Inc. has the right to offer assistance, board her and, if the opportunity presents itself, claim salvage. Which is where the Player Characters come in.

The Player Characters are tasked with getting aboard The Ana-Sin-Emid, get to the bridge, and report back to the station manager. If they have their own vessel, they can use that, but if not, the Player Character are assigned the Deep Space Reconnaissance Vessel Grahams, a small starship designed to jump into distant star systems and conduct preliminary survey sweeps and collect information upon which the decision to conduct deeper survey or resource exploitation missions can be made. If the Player Characters lack a pilot amongst their number, then one will be provided. The Player Characters have about twelve hours before another ship can be readied and sent out to The Ana-Sin-Emid, so they are the first response to the emerging situation.

Once at their destination, the Player Characters find The Ana-Sin-Emid under power, but unresponsive. Energy and heat blooms can be detected, there is no sign of damage, and the airlocks are closed. Essentially, the Player Characters are free to explore the two decks of the vessel, and its eighteen locations as is their wont. They will quickly find that it has been abandoned and that there are signs of violence scattered throughout the ship. However, as they explore The Ana-Sin-Emid, the Player Characters—singly or in groups—begin see strange things. Are they hallucinations? Are they something else? And whatever they are, what is causing them? Is there a chemical agent in the ship’s air supply or is it something else? Ultimately, the cause of the problems aboard The Ana-Sin-Emid is relatively easy to determine, but this does not mean that the Player Characters will necessarily solve it. Strange incidents may place them under too much Pressure, and there is scope for both accidents and incidents of violence during their exploration of the apparently abandoned vessel.

In addition to the plot, The Ana-Sin-Emid Report includes for increasing the Pressure upon the Player Characters—either because they knew somebody The Ana-Sin-Emid or due to past experiences of Episodes of Pressure. An option is given for having an NPC Helm Officer, who would of course abandon the Player Characters aboard The Ana-Sin-Emid at the first sign of trouble, and there are clear deckplans given for The Ana-Sin-Emid. There is decent staging advice for the Game Monitor too.

The Ana-Sin-Emid Report is cleanly laid out, though the text needs a slight edit and the labelling on the deckplans is a bit tight in places. The various incidences of Pressure could also have been slightly more clearly marked for ease of running the scenario, especially if the Game Monitor is running with minimal preparation. The scenario does not require a great deal of preparation, but this would have helped.

The lightness of the mechanics in The Ana-Sin-Emid Report means that it is more plot than necessarily stats. This has the advantage of making it not only easy to run for Those Dark Places, but also easy to adapt to almost any Science Fiction roleplaying game. Of course, it is ideally suited to those which already combine Science Fiction with horror, especially Blue Collar Science Fiction, such as MOTHERSHIP Sci-Fi Horror Roleplaying Game or even the Alien: The Roleplaying Game, whether that is to run it straight and as is, or as a training exercise. (In fact, Those Dark Places would work as a training exercise or employment application in the setting of those roleplaying games!)

The Ana-Sin-Emid Report is nasty, weirdly creepy, and short. It is easy to run as a one-shot or add to an existing campaign, and should provide one or two sessions of play. It would also work as a convention scenario and so easily fit within a four-hour slot.

Jonstown Jottings #41: Vajra of the Skies

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

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What is it?
Vajra of the Skies presents an NPC, his entourage, and associated spirits for use with RuneQuest: Roleplaying in Glorantha.

It is a twenty-two page, full colour, 3.35 MB PDF.
The layout is clean and tidy, and its illustrations, although sparse, decent.

Where is it set?
Vajra of the Skies is nominally set in the Grazelands to the west of Sartar, home to the Pure Horse People, but the NPC and his entourage could be encountered almost anywhere, though he may also be found in the lands of Prax.

Who do you play?
No specific character types are required to encounter Vajra of the Skies. Shaman characters may benefit from their interactions with Vajra of the Skies.

What do you need?
Vajra of the Skies requires RuneQuest: Roleplaying in Glorantha and Glorantha Bestiary as well as The Red Book of Magic. In addition, The Smoking Ruin & Other Stories may be useful as Vajra is related to some of the NPCs the Player Characters may encounter in the scenario of the same name. The Game Master may need to seek further information about the Pure Horse People.
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 third entry is Vajra of the Skies, which details a Vajra, a shaman of the Golden Bow who once led the Four Gifts Clan with his younger brother, Rajhan. Since the tragic death of his brother, he has dedicated himself to his duties as his clan’s shaman and to wandering the skies of Dragon Pass on the back of the great vrok hawk Sunfriend, keeping an eye out for potential threats to the Four Gifts Clan. However, in that time, he has become all but lost in his repeated explorations of the Spirit World and addicted to the intoxicants necessary to enhance and extend those explorations. Consequently, his mind has been damaged and his grasp on the mortal realm has weakened.
Vajra may be encountered in the air astride his constant companion, the vrok hawk Sunfriend—from which he prefers to pepper any foes with magic and missiles, should combat ensue from any encounter—or even in the Spirit World, perhaps lost and in need of the Player Characters’ help. He might even seek to trade with them for any of the intoxicants he requires or ask them to obtain them for him. The two adventure seeds in Vajra of the Skies suggest encountering him in the Spirit World or having Vajra’s nephew and current leader of the Four Gifts Clan request the Player Characters track his uncle down and bring him home safe and sound. There is potential too, for a shaman Player Character to become Vajra’s apprentice, which is likely to be more of a challenge than is the norm for training to become a full shaman, given Vajra’s mentally wounded state. However, he is encountered, it will quickly become clear that Vajra is a broken man in need of sympathy and healing.

Lastly, Vajra of the Air describes the ‘Sun Horse’s Mane’, a magic item woven by worshipers of Yu-Kargzant the Sun Horse. This is a seasonal decoration and good-luck charm favoured by adolescents and new adults among the Pure Horse People, which can be woven with different flowers for different effects. It takes much of somebody’s downtime to locate the right flowers and weave them, who must invest Rune Points into the creation, and if successful, grants gifts such as resistance to disease, enhancing the Fertility Rune, and the ability to locate the wearer’s beloved. This is an interesting ‘colour’ item for any member of the Pure Horse People, but perhaps one or two suggestions as to its use could have been included for the Game Master.
Is it worth your time?YesVajra of the Air presents a difficult, but challenging NPC, who can be used to introduce the Player Characters to the Pure Horse People and serve as potential, very difficult mentor for the Player Character shaman.NoVajra of the Air presents a difficult, but challenging NPC, who might be too awkward to work into a campaign, especially if the Player Characters who do not number a shaman, as well as exploring a subject matter which not every playing group wants to include in its campaign.MaybeVajra of the Air presents a difficult, but challenging NPC, who might be too awkward to work into a campaign, especially if the Player Characters who do not number a shaman, as well as exploring a subject matter which not every playing group may want to include in its campaign.

Magazine Madness 2: Knock #1

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

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From the off, Knock! #1 grabs the reader’s attention and starts giving him stuff. Flip open the book and, on the front folded flap of the dust jacket, there is the beginning of a dungeon adventure, ‘Zaratazarat’s Manse’. Flip open this front folded flap and it quickly becomes apparent that the dungeon is continued on the inside of the dust jacket, all the way to the dust jacket’s back folded flap on which the dungeon’s maps have been reproduced for easy reference. Flip the actual book over and on the rear, under the dust jacket is a drop table of options to determine the stats and abilities of the baboon-like demon illustrating both the front and back covers of Knock #1. Even on the title page there is a table, ‘d12 Pamphlets Found In A Dungeon’, and this continues throughout the issue with nary a page wasted and every page filled with something interesting or useful. Leaf through the pages of the magazine and what you have is a panoply of articles and entries—polemics and treatises, ideas and suggestions, rules and rules, treasures, maps and monsters, adventures and Classes, and random tables and tables, followed by random tables in random tables! All of which is jam-packed into a vibrant-looking book.

Knock! #1 An Adventure Gaming Bric-à-Brac was published in January 2021, following a successful Kickstarter campaign by The Merry Mushmen. It is a two hundred-and-twelve page 5.9” by 8.25” full colour book containing some eighty-two entries contributed by some of the most influential writers, publishers, and commentators from the Old School Renaissance, including Paolo Greco, Arnold K, Gabor Lux, Bryce Lynch, Fiona Maeve Geist, Chris McDowall, Ben Milton, Gavin Norman, and Daniel Sell, along with artists such as Dyson Logos and Luka Rejec. The content itself is formatted for use with Necrotic Gnome’s Old School Essentials Classic Fantasy, but readily and easily adapted to the retroclone of the Game Master’s choice. Particular attention should be paid to the look of Knock! #1, which employs vibrant swathes and blocks of colour to break up and highlight the text, along with strong use of differing fonts and quotations. It is clear though that the graphic style Knock! #1 has been heavily influenced by the look (though not the tone) of Mörk Borg, but that is no bad thing as the result is eye-catching and distinctive.

Knock! #1 quickly sets out its stall and identifies what the Old School Renaissance is and what it is not. Brooks Dailey presents ‘What I Want In An OSR Game’, whilst in ‘Old – A comparison of old and new D&D’, Gavin Norman examines why he prefers Old School Dungeons & Dragons to the new through his play experiences, so elements such as objective, challenged-based gaming, encounter-based high adventure, the lack of specific rules and reliance on the Dungeon Master to make improvised rulings, rather than relying on pre-defined rules, rules where necessary, and the like. What this highlights is the fact that in places, Knock! #1 does feel as if it is treading old ground, not just that of the Old School Renaissance, but of Dungeons & Dragons itself. For example, Bryce Lynch’s ‘Wandering Monsters Should Have a Purpose in Wandering Around’ and Sean McCoy’s ‘What Do The Monsters Want?’ both address the issue of monsters being more than mere victims of the Player Characters’ weapons and wizardry, whilst Bryce Lynch’s ‘Better Treasure’ discusses why treasure to be found in many an adventure sucks and suggests ways to make it more interesting. The latter is later supported by ‘300 Useless Magical Loot’, Chris Tamm’s cramped table of magical gewgaws and whatnots. ‘The Danger of Skills’ by Brooks Dailey is very much an Old School Renaissance response to modern Dungeons & Dragons and its use of skills in that they restrict play by telling a player what his character cannot do as much as what they can, rather going by a series assumptions, such as that the character can cook and can ride.

Also traditional are the articles in Knock! #1 on dungeon and adventure design, but what is not traditional, is their approach to them, which are theoretical rather than mechanical in nature. Arnold K presents a ‘Dungeon Checklist’ of things which should be in a dungeon, to be read before and after the Dungeon Master has designed her dungeon, whilst Gabor Lux provides two pieces on the subject. The first is ‘The Overly Thematic Dungeon’ which looks at the balance between populating the dungeon in a spirit of almost random, but fantastical whimsy, and does so whilst keeping a sense of fantastic realism in mind. The conclusion is of course, to find a balance which works for you. The second is ‘The Tapestry and the Mosaic Box: On the Scope of Module Design’, which surprisingly, is inspired by my review of Echoes From Fomalhaut #02: Gont, Nest of Spies in which I criticised his scenarios for a lack of hook to involve the Player Characters. The article does not necessarily change my mind, but it does explain the author’s philosophy and that makes it an interesting response.

Knock! #1 offers plenty of new rules and means of handling various rules and rulings in Old School Renaissance play too. In ‘Does Energy Drain Suck?’ Gabor Lux suggests ways to make the attacks of Wights, Wraiths and other lesser undead more of an immediate and less of a long term effect, whilst Eric Nieudan offers alternative ways in Hit Dice might work in ‘Hit Dice Are Meant to be Rolled’, Vagabundork offers ways to avoid Player Character death in ‘Save vs actual Death?’, and Brooks Dailey gives a new rule system for handling the Class’ skills in ‘1D6 Thieving’ (which oddly follows immediately after his ‘The Danger of Skills’ article). Add to all of this are the numerous tables to be found in the pages of Knock! #1. Daniel Sell’s ‘Wizard Weaknesses’ adds multiple secrets to winkle out and undermine a wizard’s magical prowess, whilst his ‘ The village’s local retired adventurer...’ quickly generates a background for that hoary old veteran nursing a pint in the corner of the local tavern. Good-deal Nobboc’s ‘Get your gear!’ provides d66’s worth of starting equipment, Eric Nieudan suggests ‘20 Gunpowders’, Jack Shear asks, ‘What’s the Deal with Igor’s Hump?’ (complete with a picture of Marty Feldman), and Fiona Maeve Geist explains that ‘My Goblins Are…’ in a  set of tables which create goblins as more fey creatures, mundane and unnatural, but always with something interesting in their pockets. Chris Tamm also provides a complete set of sewer geomorphs and tables in ‘Sewers of Mistery’ to provide an adventuring environment close to home, under the town or city the adventurers are currently in. It also nicely ties in with James Holloway’s ‘My Aesthetic is PATHETIC And Yours Can Be Too.’ which explores the humble, grubby, and dangerous style of play British fantasy roleplaying and also the Character Funnel of Dungeon Crawl Classics Role Playing Game fame.

Elsewhere Knock! #1 explores some interesting issues and issues from interesting angles. With ‘What Kids’ RPGs are Missing’, Ben Milton analyses a playthrough of roleplaying games designed for play by kids, before suggesting that perhaps the high-risk, high-reward structure would be more to their liking, whilst in ‘The Labors of Hercules as OSR Obstacles’ suggests ways in which each of the twelve tasks might work in Old School Dungeons & Dragons-style games. It is not so much mechanical as much looking whether Hercules’ solutions might be the sort of thing players would come up with. Interesting, nevertheless. One of the criticisms of B2 Keep on the Borderlands is that it lacks names for its NPCs, but Nicolas Dessaux uses that as a starting point to apply anthropology, archaeology, geography, and other fields of study to actually find a place for the eponymous keep and explain its various features. It does get close to being dangerously realistic, but it is a fascinating examination of the module from outside of the hobby.
Knock! #1 showcases a range of maps before presenting the more mechanical content—the type of content you would perhaps expect in an Old School Renaissance fanzine—in the last quarter of the issue. The section includes new Classes such as the Living Harness, a living suit of armour once worn by a hero who died on a dark and moonless night and the Ne’er-do-well, lazy vagabonds and the like, rogue-ish, but not thieves, and very, very Vancian, both by Nobboc. None of the six classes are very serious, or even serious at all, and to a certain extent, the same can be said the monsters in the issue, such as Eric Nieudan’s ‘Thurible Cat’, a cast iron in the shape of a portly feline deity which must be fuelled with coal and incense and guards temples and which is actually based on a tea infuser! Lastly, Knock! #1 concludes with three adventures. ‘Citadel of Evil’ is for Player Characters of First to Third Level and is by Stuart Robertson, and sees them enter a mountain and ascend inside it in order to rescue kidnapped villagers. It is more serviceable and linear than interesting. Graphite Prime’s ‘Praise the Fallen’ is more interesting, a race against time for Player Characters of Second to Fourth Level to cultists from resurrecting a Fallen Angel—an angel of chaos—and whilst relatively small presents more of a challenge and a theme. Chris Tamm presents a wizard’s lair in the ‘The Wizard Cave’, which is more of a location for the Game Master to add to her campaign rather than actual adventure. The other adventure, ‘Zaratazarat’s Manse’ is for Player Characters of First and Second Level and has something strange going on in the swamps around a mouldering village. Could it have something to do with a wizard who lives in a hill in the swamp? Of course, it does, but the adventure nicely makes use of random monsters and gives a solid explanation for their appearance.

Physically, Knock! #1 is impressively bright and breezy. The layout is a little cluttered in places and the text a little too busy, but on the whole, it looks good. It needs an edit in places, but the artwork is good and the cartography excellent, but then with Knock! #1 coming out of the Old School Renaissance, it would be remiss if the cartography was anything else.

Subtitled ‘Being A Compendium of Miscellanea for Old School RPGs’, the truth of the matter is that much of the contents of Knock! #1 is far from new. A great number of the longer essays originated as blog posts, so there is a sense of some of the entries being yesterday’s comments and ideas. Much of what they say is still applicable to the Old School Renaissance segment of the hobby today, just as when they were originally posted, and in some cases, when they were explored and examined back in the ‘Golden Age’ of roleplaying that the Old School Renaissance actually draws from. So, this is not to say that the contents are poor or uninteresting or not useful, but rather that having had them published, to ask, “What next?”. As much as Knock! #1 is full of interesting, thoughtful, and useful stuff, should subsequent issues be relying quite so much on blogposts a few years old?

Knock! #1 An Adventure Gaming Bric-à-Brac lives up to both its subtitle and its own description as ‘Being A Compendium of Miscellanea for Old School RPGs.’ It is both a mishmash and an anthology of articles, essays, monsters, tables, adventures, and more—and it works for any retroclone. There is some excellent content in this inaugural issue too, like the ‘Dungeon Checklist’, ‘What Do Monsters Want?’, ‘300 Useless Magic Loot’, and ‘Borderlands’. However, some of the content does feel staid and some of it feels as if it has already been said, but the great thing about not finding one article or entry interesting, is that with over eighty entries in the anthology, all the reader has to do, is flip the page and the chances are that the next entry will be more to his liking. Ultimately, not only an excellent addition to the shelf of any Old School Renaissance Game Master, but in bringing to print a bundle of blogposts, Knock! #1 An Adventure Gaming Bric-à-Brac captures what the Old School Renaissance is like in terms of its aims and its ideas in 2020.

In the Modern AGE

What has become known as the ‘AGE’ or ‘Adventure Game Engine’ was first seen 2010 in Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5, the adaptation of Dragon Age: Origins, the computer game from Bioware. It has since been developed into the Dragon Age Roleplaying Game as well as the more generic Fantasy AGE Basic Rulebook and a more contemporary and futuristic setting with Modern AGE. Published by Green Ronin Publishing, it covers every era from the Industrial Revolution to the modern day and beyond, and able to do gritty action or high adventure, urban fantasy or a dystopian future. In addition to providing a ‘Classless’ iteration of the AGE System, the Modern AGE Basic Rulebook provides sufficient focuses, talents, and specialisations to take the Player Characters from First to Twentieth Level, fast-paced action built around action, combat, exploration, and social stunts, both arcane magic and psychic powers to elements of the outré and so do Urban Fantasy, solid advice for the Game Master—whether new to the game or a veteran of it, and a sample introductory adventure, all ready for play. All of which comes packed into a relatively slim—by contemporary standards—hardback.

The Modern AGE Basic Rulebook is divided into two sections. The first and slightly longer section is for the players, its chapters covering character creation, basic rules, character actions, equipment stunts, extraordinary powers, and so on. The second is for the Game Master and covers her role, mastering the rules, provides an array of adversaries, rewards for the Player Characters, settings, and the scenario. It does not come with its own setting, but explores a number of ideas and genres including historical, steampunk, gothic and cosmic horror, Film Noir, and more. It lists a number of inspirations in each case and together these should provide enough inspiration for the Game Master to conduct further research and come up with a setting of her own.

A character in Modern AGE is defined by Abilities, Focuses, and Talents. There are nine abilities—Accuracy, Communication, Constitution, Dexterity, Fighting, Intelligence, Perception, Strength, and Willpower. Each attribute is rated between -2 and 4, with 1 being the average, and each can have a focus, an area of expertise such as Accuracy (Assault Rifles), Communication (Gambling), Intelligence (Astronomy), or Willpower (Courage). A focus provides a bonus to associated skill rolls and, in some cases, access to a particular area of knowledge. A Talent represents an area of natural aptitude or special training, and is rated either Novice, Expert, or Master. For example, at Novice level, the Burglary Talent provides a Player Character with extra information about a security system or set-up when studied and an Intelligence (Security) test is made; at Expert level, a Dexterity (Sabotage) test to get past a security system can be rerolled; and at Master level, a Perception (Searching) test can also be rerolled. As a Player Character goes up in Level, he can acquire Specialisations, such as Agent or Performer, which grant further bonuses and benefits. A character also has a Background, Social Class, and Profession, plus a Drive, Resources and Equipment, Health, Defence, Toughness, and Speed, and Goals, Ties, and Relationships.
To create a character, a player rolls three six-sided dice for each Ability—assigning them in order, but can swap two, and then rolls for Social Class and an associated Background and Profession. A Background provides an Ability bonus, a choice of a Focus, and a choice of a Talent, plus randomly determined Focus or Talent, whilst a Profession provides a pair of Focuses and a pair Talents to choose from, plus a resources score and starting Health. The player selects a Drive, such as Achiever or Networker, which grants another pair of Talents to choose from as well as an improvement to a Relationship, a Reputation, or Resources. The process itself is fairly quick and results in a reasonably detailed character.

Our sample Player Character is Dominic Grey, a journalist specialising in military affairs. He grew up a military brat and attended military college, but did not serve in the armed forces following a training exercise. Instead he currently combines a part-time junior post at a local university with freelance journalism, both roles specialising in military affairs. Although in good health, his injuries prevent from taking too active a life and he occasionally walks with a cane.

Dominic Grey
Race: Human
Social Class: Lower (Military)
Occupation: Professional
Level: 1

Accuracy 2
Communication 2 (Expression)
Constitution 3
Dexterity -1
Fighting 3 (Brawling)
Intelligence 3 (Tactics)
Perception 1
Strength -1
Willpower 2

Defence 09 Toughness 3 Speed 10 Health 18
Talents: Expertise (Tactics) (Novice), Knowledge (Novice), Self Defence (Novice)
Drive: Judge
Resources: 6, Membership (Rank 1)

Mechanically, the AGE System is simple enough. If a Player Character wants to undertake an action, his player rolls three six-sided dice and totals the result to beat the difficulty of the test, ranging from eleven or Average to twenty-one or Nigh Impossible. To this total, the player can add an appropriate Ability, and if it applies, an appropriate Focus, which adds two to the roll. For example, if a Player Character comes to the aid of a car crash victim and after pulling him from the vehicle, wants to render first aid, his player would roll three six-sided dice, apply the Player Character’s Intelligence Ability, and if the Player Character has it, the Medicine Focus.

However, where the AGE System gets fun and where the Player Characters have a chance to shine, is in the rolling of the Stunt die and the generation of Stunt Points. When a player rolls the three six-sided dice for an action, one of the dice is of a different colour. This is the Stunt die. Whenever doubles are rolled on any of the dice—including the Stunt die—and the result of the test is successful, the roll generates Stunt Points. The number of Stunt Points is determined by the result of the Stunt die. For example, if a player rolls five, six, and five on the Stunt die, then five Stunt Points are generated on the Stunt die. What a player gets to spend these Stunt Points on depends on the action being undertaken. In 2010, with the release of 2010 in Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5, the only options were for combat actions and the casting of spells, but subsequent releases for Dragon Age – Dark Fantasy Roleplaying expanded the range of options on which Stunt Points can be spent to include movement, exploration, and social situations. This has been carried over into Modern AGE and expanded. Combat covers firearms, grappling, melee, and vehicles, as well as basic combat stunts, whilst Exploration stunts cover exploration, infiltration, and investigation, and Social stunts cover social situations, attitude (of an NPC towards another NPC or Player Character), and membership and reputation stunts.

So, what can stunts do? For example, for one Stunt Point, a player might select ‘Whatever’s Handy’ and grab the nearest improvised weapon, which though clumsy and possibly fragile, it will do; for five Stunt Points, select ‘Break Weapon’, which forces an opposed melee attack roll and if successful, disables the opponent’s weapon; or with a firearm, choose ‘Called Shot’ at cost of four Stunt Points, which turns the damage from an attack into penetrating damage. In an Investigation, ‘Flashback’ costs a single Stunt Point and reminds the Player Character of something he forgot, whilst in a social situation, ‘From the Heart’ costs four Stunt Points and enables the Player Character to express wholeheartedly a belief that it temporarily grants a Willpower Focus.
For example, walking home at night, Dominic Grey is spotted walking with his cane by two muggers, armed with baseball bats, who decide to take advantage of him. Dominic’s player makes an initiative roll for him, whilst the Game Master rolls for the muggers, a straight roll modified by their Dexterity Ability. Dominic’s player rolls eleven, modified to ten, whilst the muggers get a total of sixteen, so the order is the Muggers and then Dominic. The Muggers have Fighting 1, Fighting (Brawling), Dexterity, and Defence 10. Both the Muggers get a Major and a Minor action each round. Mugger #1 makes a Move as his Minor action, followed by a Charge as his Major action, which grants him a +1 bonus to his attack roll. The Game Master rolls three six-sided dice, adds +1 for Mugger #1’s Fighting Ability and +1 for the Charge action bonus, plus the standard +2 bonus for the Short-Hafted Weapon Focus. The Game Master rolls two, three, and five for a result of ten, plus the bonuses for a total of fourteen—enough to beat Dominic’s Defence of nine. The Game Master rolls for damage and Dominic suffers seven damage. The Game Master then rolls for Mugger #2, but rolls one, one, and two, which although it includes doubles, means that he misses.

The miss by Mugger #2 triggers Dominic’s Self Defence Talent, which allows him to use the Grapple Stunt, which normally costs a Stunt Point, for free. This requires an opposed Fighting (Grappling) test. The Game Master rolls two, four, and six for Mugger #2, plus his Fighting Ability for a total of fourteen. Dominic’s player rolls three, four, and six, plus his Fighting Ability for a total of sixteen. This is more than the Mugger and means that Dominic has a hold of him and he cannot move. It is now Dominic’s turn and his player rolls four, four, and six on the Stunt die. This beats Mugger #2’s Defence and generates six Stunt Points. Dominic’s player first spends two of these with the Hinder Stunt. Up to three Stunt Points can be spent on this, reducing damage taken from your opponent by two for each Stunt Point spent until Dominic’s next action. His player spends two Stunt Points on this. The remaining four are spent on Hostage. This requires another opposed Fighting (Grappling) test and enables Dominic manoeuvre Mugger #2 into a vulnerable position. If the Mugger #2 does anything other than a free action on his next turn, or if Mugger #2 attacks Dominic, he can make an immediate attack with a bonus. The Game Master rolls one, four, and five for Mugger #2, plus his Fighting Ability for a total of eleven. Dominic’s player rolls four, four, and five, plus his Fighting Ability for a total of sixteen. Dominic now has Mugger #2 in his grip and as Mugger #1 moves to attack, he manoeuvres Mugger #2 into the path of Mugger #1’s swing of his bat…Another use for the Stunt die is to determine how well a Player Character does, so the higher the roll on the Stunt die in a test, the less time a task takes or the better the quality of the task achieved. The main use though, is as a means of generating Stunt Points, and whilst Stunt Points and Stunts are the heart of the action in Modern AGE, there are a lot of them to choose from. Now they are broken down into categories, and that does limit what a player can choose from. Nevertheless, there is potential here to slow play down as players make their choices and work what is best for their characters or the situation. This should lessen as players get used to the system and what Stunts work best with their characters.

In addition to covering action, combat, exploration, and social scenes, Modern AGE covers rules for handling resources (money), reputation, equipment, and more. In particular, the more is comprised of ‘Extraordinary Powers’, divided into Arcane and Psychic powers, for example, Gremlins and Arcane Hack are effects which are part of the Digital Arcana and Kinetic Strike and Levitation are effects part of the Telekinesis Psychic Power. Each Arcana or Psychic Power is a Talent, which can be swapped out with a starting Talent during character creation or selected when a Player Character rises in Level and is eligible to choose a Talent. Depending, of course, if they are part of the Game Master’s campaign. Each Arcana and Psychic Power has its own Focus and both are fuelled by Power Points, the cost ranging between two and ten Power Points, depending on the effect. Tests are required to use an effect and so can generate Stunts Points just as with any other test. The list of Power Stunts available will be familiar to anyone who has played a mage in Dragon Age – Dark Fantasy Roleplaying. The use of Arcane and Psychic powers is entirely optional, but opens Modern AGE most obviously to the Urban Fantasy genre, but they could be mixed into a variety of different campaign settings.

The second half of Modern AGE is devoted to the Game Master and provides advice on how to run a game, game and scene types, play styles, frame particular tests, and so on. For example, it explores how to frame a breach attempt with various examples, like infiltrating a gang or hacking a computer. It does this for chases and combat as well, along with sample hazards. Other threats are presented in the form of adversaries, ranging from Assassin, Brainwashed Killer, and Cat Burglar to Psychic, Rich Socialite, and Smooth Operator—with lots in between, all of them human. Although most of the discussion of campaign types is in the Game Master section, the actual mechanics for campaigns are back at the beginning of the players’ section and run right through it. This is because they directly affect the roleplaying game’s mechanics. Modern AGE can be set in one of three modes—Gritty, Pulpy, and Cinematic. In Gritty Mode, a Player Character can be almost as easily injured as people in real life and one bullet is enough to put him out of action, and whilst he might get more skilled, a Player Character does not get tougher as he gains more experience. Stories in the Gritty Mode tend towards realism. In Pulpy Mode, the Player Characters are more obviously heroic and grow both tougher and skilled, and stories involve more action. In Cinematic Mode, the Player Characters are tough and heroic and only tougher and more heroic. Throughout the Modern AGE Basic Rulebook there are colour-coded sections which denote which rule applies to which mode, for example, Toughness works slightly differently in each mode, not all of the roleplaying game’s Stunts are available in each mode, and the adversaries have different Health, Defence, and Toughness depending upon the mode being employed. Each of the three modes makes for a different game and type of story, but no less action or success orientated with the generation and expenditure of Stunt Points.

The Modern AGE Basic Rulebook discusses a wide array of genres, from adventure and alternate history to procedurals and urban fantasy, along with various ears, running from the Age of Reason and the Victorian Age to the Cold War and the Present Day (and beyond). It devotes roughly a third to half a page to each, along with suggested further viewing. None of the discussions are overly deep, instead they do serve as a solid starting point for the Game Master, from which she can conduct further research. Rounding out Modern AGE Basic Rulebook is ‘A Speculative Venture’, designed for First Level Player Characters. The latter attend an exclusive party held by the wealthy CEO of a technology giant to remember the legacy of a cutting-edge inventor who died the year before. When a new technological break-through is revealed—the exact nature of which is left up to the Game Master to decide—it all takes a nasty turn as masked gunmen crash the party, take hostages, and it is all up to the Player Characters to come to the rescue. Involving a good mix of social and action scenes, ‘A Speculative Venture’ is a relatively short adventure, but should serve to introduce the players to the rules and what their characters are capable of.

Physically, the Modern AGE Basic Rulebook is cleanly presented, illustrated throughout in full colour, using the same cast of characters, which gives it a pleasingly consistent look. The book is also very easy to read and the rules easy to grasp. In terms of content, it is difficult to find actual flaws in the Modern AGE Basic Rulebook. Although it discusses a lot of settings, these are done in the broadest of terms, so perhaps its might have been useful to have included one or two more detailed and worked out settings, with one of them including the use of the roleplaying game’s Arcane and Psychic powers. Thus, giving the Game Master and her players something a bit more detailed to play in. The Modern AGE Basic Rulebook is designed to cover any period from the Industrial Age to the modern day, and beyond, but what that beyond is, is never really explored. Is it Urban Fantasy, is it something else? It is not Science Fiction, as that is too beyond what the Modern AGE Basic Rulebook covers. To be fair though, these are minor issues, if they are issues at all.

When Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5 was published in 2009, it not only presented a setting based on a popular computer game, it also presented a simple, playable set of rules that enabled a group to play straightforward fantasy with cinematic action. For the then Dragon Die and Stunt Points mechanics proved to be both elegant and easy—and above all, fun. In the form of the Stunt Die and Stunt Points, the Modern AGE Basic Rulebook retains these same elements, but expands them to encompass another genre—two including Urban Fantasy, and provide options and actions which allow them to shine in a variety of different situations. It is ably supported by solid advice for the Game Master for both running the game and setting up a campaign. Overall, the Modern AGE Basic Rulebook packs a lot of punch in supporting action aplenty in its mechanics and the chance for the Player Characters to shine.

[Friday Fantasy] Down There

With Down There both author and publisher expand their range into a whole other genre, a whole other game system, and a whole other setting. Both Adam Gauntlett and Stygian Fox Publishing are best known for their ventures in Cosmic Horror and titles for use with Call of Cthulhu, Seventh Edition and Trail of Cthulhu. Adam Gauntlett for titles such as The Man Downstairs and Stygian Fox Publishing for titles such as Things We leave Behind. With Down There, both author and publisher have released their first fantasy adventure, their first scenario for Dungeons & Dragons, Fifth Edition, and their first scenario set in the Forgotten Realms.

Down There—subtitled ‘A Fight Against the Shadows of a Sunken Temple from the Award-Winning Maker of Horror RPG Adventures’—is set in Curgir in the northern vales of the Evermoors in north-west Faerûn, a village famous for its apples and its cider, but also for its strange past. The village was once the site of a great temple which was built following the defeat of a cult devoted to the Horned Devil Caarcrinolaas and subsequently swallowed up by the ground, never to be seen again. Inhabited by a mix of Humans, Halflings, and Half-Orcs, the land on which the village sits is owned Greystone Abbey, which has established a Chapter House in the village. The monks of the Chapter House collect rent, settle disputes, and maintain common land. More recently, the monks at the Chapter House have decided to re-establish the temple with the aim of this one not sinking into the ground like the last one. To that end, the head of the Chapter House hired Marin Chain-Breaker, a Dragonborn Exorcist to determine a means of preventing that—and now he has. He plans to hold a holy wedding on the land where the new temple will be, the ceremony aiding in the reconsecration of the ground. Designed for Player Characters of First to Fourth Level, Down There will see them encounter strange creatures of shadow, dark secrets of the past, and Halfling Monks who are not what they seem!

The Player Characters are hired by Marin Chain-Breaker to escort him to Curgir and help him in his plans to re-establish the temple and prevent its disappearance. The story kicks into action when they come across signs of an abduction on the path and a note that should have been taken to Greystone Abbey. It appears that of late, the villagers are upset about the Chapter House’s leadership of Curgir, but do not give specifics as to why. Once the Player Characters reach Curgir, they find its inhabitants slightly subdued, but they can learn more with a bit of gossip. All clues point to the Chapter House, and there the Player Characters will have the first of the scenario’s two confrontations with darkness and evil. The second will likely follow after—though the scenario’s two big encounters can be played in any order—and take place in the remains of the temple that was lost… There the Player Characters will battle for the souls of the bride and groom to be, and more!

Down There involves a good mix of investigation and interaction, as well as the two combative confrontations. It comes very well appointed, as you would expect for a scenario from Stygian fox Publishing. The artwork is excellent and the maps very clear, whether for the players or the Dungeon Master. It does need an edit in places, though. Unfortunately, that is a minor problem when compared to the difficulty that the Dungeon master might have in running Down There. The issue that the contents of the scenario are not very organised. Once past the short introduction, the reader is quickly into a list of rumours and clues relating to the mystery of what is going on in Curgir, followed by an explanation of what Marin Chain-Breaker wants, and then into the scenario itself. Down There simply does not take the time to explain to the reader and potential Dungeon Master what exactly is going on in the village before diving into the plot itself. The result is that Dungeon Master has to learn it fully as she reads and thus everything is at first a surprise followed by a greater effort to pull its various elements into something that she can run.

Despite the issue with the organisation, Down There is a more than serviceable scenario. It is well presented with good maps and nicely done NPCs. It neatly subverts both the jolly image of both the Halfling Race and the reserved characters of the Monk Class, together a default combination in Dungeons & Dragons since Dungeons & Dragons, Third Edition, and turns them into something greedy and venal. There is a strong streak of horror too, with some creepy moments, primarily involving the shadows which permeate the village. Whilst it needs more preparation than it really should, Down There is a good combination of the horror genre with the fantasy and would add a darker, slightly twisted feel to any Dungeons & Dragons setting, not just the Forgotten Realms.

[Fanzine Focus XXIII] Scientific Barbarian #1

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, fantasy is not the only genre to be explored in the pages of the fanzine renaissance.
Just as a number of fanzines have appeared to support Goodman Games’ Dungeon Crawl Classics Role Playing Game, such as Crawl!, a number have also appeared to support Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic and the Post-Apocalypse genre. For example, Bunker, Gamma Zine, and Meandering. The latest is Scientific Barbarian, its content written for use with the Mutant Crawl Classics Roleplaying Game and published by Mudpuppy Games. Edited by Jim Wampler, designer of the Mutant Crawl Classics Roleplaying Game, its contents can of course, be adapted to other Post-Apocalypse roleplaying games.
Scientific Barbarian #1 was published in the autumn of 2020 following a successful Kickstarter campaign. As you would expect, it comes full of robots, mutations and maladies, and monsters aplenty, as well as a sizable techno-dungeon. With its excellent cover aping the look of Scientific American, Scientific Barbarian #1 is cleanly laid out, illustrated with a range of decent artwork, and is an easy read. It opens with ‘Bunker Briefings’, an editorial in which Wampler sets out his stall, stating that the fanzine is designed to support the ‘Mutant Murder Hobo’ style of play and welcomes those who have come across the fantasy genre to this one. The latter theme is continued with ‘Apocalyptic Visions – It’s Okay to have 87 Eyes’, in which Tim Kask extolls the virtues of mutations in Post-Apocalypse roleplaying games, particularly the joy of playing and roleplaying defects.
The contents get a proper start with Levi Combs’ ‘Ecology of the Crater Mutant’. This describes the barbarous, hardy mutants who worship and are mutated by a great source of radiation located at the heart of the crater where they live. Their faith in The Gospel of the Glow drives them to kidnap others and expose them to the radiation and so transform them into members of the ‘family’. The Crater Mutants are cross between Orcs and hillbillies and definitely support the ‘Mutant Murder Hobo’ style of play. It does feel overwritten, as if it could have been shorter, but that tends to be the way of such ecology articles. It is followed by ‘S.A.B.L.E. Rangers – Security Automations for Basic Law Enforcement’ by Michael Stewart and Elizabeth Stewart which details a law enforcement initiative begun in the ‘before times’ of the thirtieth century, aiming to combine the impartial judgement of A.I. law enforcement with the moral oversight of a human partner, thus mitigating human prejudices and sympathies. The programme developer, Automates, Inc., built several prototypes before the Great Disaster which buried its manufacturing complexes. Recent tectonic shifting has exposed the complexes, allowing the prototypes, each in the friendly form of a robotic horse, to escape and begin their duties as law enforcement devices. A S.A.B.L.E. Ranger unit—of which three types are detailed in the article—might already be found with a partner sitting astride it, but the obvious option and the one explored more fully is ‘A Sentient and the Horse’, in which the robot teams up with a Player Character. In addition to the obvious nod to A Dog and his Boy, the article nicely explores the idea and sets up great roleplaying potential between the Player Character and the S.A.B.L.E. Ranger unit, effectively giving the Judge a Player Character of her own to play. This would lend itself to play with just the Judge and a single player, but it could also work with another player roleplaying the S.A.B.L.E. Ranger unit too, although that is not supported in the article. Which is a pity as it is a missed opportunity. There is a Saturday morning cartoon and very American Wild West feel to the article, but otherwise an engaging piece.
‘Mutant Maladies’ by Skeeter Green is a preview of a forthcoming supplement of the same name which adds diseases and contagions to the Post Apocalypse. It gives stats and effects for several diseases, including AMD-6 or ‘Marrowblight’, which hardens the bone marrow of Pure Strain Humans, or Ultra-Coagulation or ‘Thickblood’, which turns the liquid blood of its sufferers into goop. The three diseases are described in some detail, but whilst their utility is obvious, it may be limited, since the Judge may not want to expose her Player Characters to such maladies too often, since their debilitating effects may impede game play. This is not to say that the diseases are not well designed or that the article is not decently written, but of limited scope. More useful then, is ‘Glowing Good Looks’ by James M. Ward, the designer of both Metamorphosis Alpha and Gamma World, which presents a set of three tables to be rolled on whenever a saving throw versus radiation is missed or fumbled. There are tables for humanoids, winged-folk, and four-legged mutants, all of which provide minor mutations. As promised, these are quick and easy, and sufficiently utilitarian that they work with any post-apocalyptic roleplaying game.
Pride of place in Scientific Barbarian #1 goes to Jim Wampler’s ‘The Gene Looms of Janeck-Vac’. Designed for Player Characters of Fourth and Fifth Levels, this scenario has a traditional set-up—a village suddenly imperilled by a rash of strange creatures with new mutations appearing from the nearby jungles and the Player Characters ordered by the tribal elders to investigate and put a stop to it. After a few encounters in the jungle with these strange creatures—swarms of Batslugs, Spiderhogs, and Cobrapedes—they come upon a caldera and below that a facility of the ancients full of strange devices the interfering of which will have unfathomable consequences for the Player Characters, but then again, they are Player Characters and this is the Mutant Crawl Classics Roleplaying Game, so of course they will interfere. As the title of the scenario suggests, the underground complex is a genetics laboratory, and if they are careful, there are lots of secrets to be discovered and even the real Janeck-Vac to be encountered. If they are really lucky, there are some singular artefacts of the Ancients which would make fine additions to the Player Characters’ equipment and provide some excellent roleplaying opportunities into the bargain. As well as a decent set of floorplans for the facility, the scenario is accompanied by stats and write-ups for all eight of the weird mutant strains that the genetics laboratory has released to date, which of course, could appear elsewhere in the Omega-Terra of the Judge’s own campaign. The structure of the scenario does feel familiar, having been seen in multiple scenarios for Mutant Crawl Classics Roleplaying Game and other Post-Apocalypse roleplaying games before, but it is nicely detailed and adds a twist or two on the threat from the past coming back to haunt the future.
The monsters found in ‘The Gene Looms of Janeck-Vac’ are not the only ones to be found in Scientific Barbarian #1. ‘Creature Cryptology’ provides a half dozen new creatures which the Judge can include in her campaign. Some, like the ‘Eye-Cap’ is a weird variation upon a Dungeons & Dragons-style monster, the occasionally mobile, sentient fungus covered in chitinous plates and eyestalks which grant it 360° vision and which can launch a cloud of tiny flying eye spores each capable of firing an infrared laser beam! This is a nasty creature whose main means of attack can only be targeted by area effect attacks. Others are particular to the genre and the setting, such as the ‘Gem Thief’, a holographic data crystal which attempts to mind control its current possessor and subtly directs him to where others of its kind might be found. In fact, each ‘Gem Thief’ once belonged to a lost A.I. deity and seeks to find others of its kind to resurrect the A.I. deity. The nature and identity of the lost A.I. deity is left up to the Judge to decide. Overall, the selection to be found in ‘Creature Cryptology’ is variable in terms of quality or usefulness, but that is the nature of the fanzine, plus the Judge can easily adjust any one of the new creatures in the issue.
Rounding out Scientific Barbarian #1 is a ‘Retro-Review’ of Jack Kirby’s Kamandi, the Last Boy on Earth. Written by Scott Robinson, the review focusses mainly on the reviewer’s personal reaction to the collected omnibus—now and original issues when he was thirteen years old. The result is oddly uninformative and so not all that helpful to the reader when determining his interest in Kamandi, the Last Boy on Earth. This could have been addressed by the editor as well. The review is followed by a pair of cartoon strips, one an excerpt from the comic strip, Knights of the Dinner Table, the other entitled ‘Onto the Wasteland…’ Together they bring the first issue of Scientific Barbarian #1 to an entertaining close.
Scientific Barbarian #1 is something of a curate’s egg—partly bad and partly good. Or rather partly merely adequate and partly good. There are perhaps a few too many monsters in the issue, what with monsters in both the scenario and their department, the review could have been much tighter, and other articles shorter. Oddly, for a fanzine dedicated to Mutant Crawl Classics Roleplaying Game, there is a lack of new technology described in its pages. However, the table of new mutations is efficient and useful, the write-up and development of the S.A.B.L.E. Ranger unit concept is nicely done, and of course, ‘The Gene Looms of Janeck-Vac’ is a decent scenario with some hidden depths to it. Overall, the good definitely outweighs the not so good and just like the magazine it pastiches, Scientific Barbarian #1 is the first issue of fanzine which should be worth subscribing to, whatever Post-Apocalypse roleplaying game you already have a subscription for.

[Fanzine Focus XXIII] Echoes From Fomalhaut #04: Revenge of the Frogs

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

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

Echoes From Fomalhaut is a fanzine of a different stripe. Published and edited by Gabor Lux, it is a Hungarian fanzine which focuses on ‘Advanced’ fantasy roleplaying games, such as Advanced Dungeons & Dragons and Advanced Labyrinth. The inaugural issue, Echoes From Fomalhaut #01: Beware the Beekeeper!, published in March, 2018, presented a solid mix of dungeons, adventures, and various articles designed to present ‘good vanilla’, that is, standard fantasy, but with a heart. Published in August, 2018, the second issue, Echoes From Fomalhaut #02: Gont, Nest of Spies continued this trend with content mostly drawn from the publisher’s own campaign, but as decent as its content was, really needed more of a hook to pull reader and potential Dungeon Master into the issue and the players and their characters into the content. Echoes From Fomalhaut #03: Blood, Death, and Tourism was published in September, 2018 and in reducing the number of articles it gave the fanzine more of a focus and allowed more of the feel of the publisher’s ‘City of Vultures’ campaign to shine through.
Echoes From Fomalhaut #04: Revenge of the Frogs continues this focus and again keeps the article count down to just four. Published in January, 2019, the issue opens with ‘The Technological Table’, a list of futuristic weapons and gadgets, ranging from laser pistol and laser spear to the God-box and The Dark Eye. Many of these items will be familiar from Science Fiction and other gaming articles, so it is refreshing to see some interesting entries alongside the usual electro-whip and laser sword. For example, Aquastel is a liquid so weighty, that when mixed with other liquids, it separates their constituent parts into layers according to their density, so could be used to neutralise poisons or extract valuable metals. The God-box is a communications link to an information bank located deep underground which can be consulted for information, though it is likely to be out of date or phrased on language that the Player Characters do not understand. This sort of article supports a setting where the campaign planet has links to a star faring civilisation or the various weapons and gadgets are remnants of a prior civilisation, fallen long ago. There are echoes of the lost civilisation set-up in the scenario, ‘Terror on Tridentfish Island’, published in Echoes From Fomalhaut #03: Blood, Death, and Tourism.
The scenario in Echoes From Fomalhaut #04: Revenge of the Frogs is the eponymous ‘Revenge of the Frogs’. The has always been an element of batrachian horror in Dungeons & Dragons, going back to Dave Arneson’s scenario, ‘Temple of the Frog’ and creatures such as the Bullywug, as well as drawing on H.P. Lovecraft’s short story, ‘The Shadow Over Innsmouth’. Frogs can be alien and emotionless creatures, so make a weird, but worthy enemy in any Dungeons & Dragons scenario. Designed for Player Characters of Third to Fifth Levels, ‘Revenge of the Frogs’ maroons them in the mouldering port of Silvash. The winds have ceased and the local high-priest of Murtar, God of Murky Waters hires the Player Characters to locate the means to restore them in the nearby marshland and prevent the rising of a frog-cult and its dread god that in ages past was destroyed by the priesthood of Murtar. The scenario is designed as a sandbox which will see the Player Characters delving deeper and deeper into the marshland, encountering various dank dangers and independently-minded inhabitants, all of whom are nicely fleshed out and bring colour to the region. Originally written as a companion piece to ‘Cloister of the Frog God’, part of Frog God Games’ Rappan Athuk megadungeon, Revenge of the Frogs’ is a bit rough around the edges and underwritten in terms of set-up and its explanation, especially in the placement of one of its magical items needed to complete the scenario. Otherwise, the scenario has a Lovecraftian tinge combined with a pleasing sense of mouldering decay.
Echoes From Fomalhaut #04: Revenge of the Frogs comes with a map which depicts the outline of a city. This of ‘Arfel – City State of the Charnel God’, which is fully detailed in the issue of the fanzine. This is a city dominated by Ozolba the Zombie God from his labyrinth temple-complex and necropolis which overlooks the city. He and his priesthood—both undead and living—can claim what they want and who they want, and to object is a sin. The nobility of Arfel abide by the stifling Necrotic Traditions, rarely if ever leaving their mansions which are perpetually shrouded in mourning, giving parts of Arfel a sepulchral feel. In the absence of civil government, crime syndicates and gangs have stepped in to run the city, though only unofficially. Only the Outer City beyond its walls is free from Ozolba the Zombie God’s reach, though it a lawless, rough place, where protection much be bought. Meanwhile, throughout the city can be found cat after cat after cat, which hunt in packs against the cat-catchers of the Outer City and know its secret ways from one end to the other. Again, there is the sense of the Lovecraftian to Arfel, it having a Dreamlands-like feel, though heavily influenced by Clark Ashton Smith’s Mordiggian, the Charnel God.
As with Echoes From Fomalhaut #03: Blood, Death, and Tourism, the remaining half of Echoes From Fomalhaut #04: Revenge of the Frogs is dedicated to one article. In the previous issue, this was ‘Erillion, East’, in this issue it is ‘Erillion, West’. This is the second half of a gazetteer detailing the island of Erillion, previously described in Echoes From Fomalhaut #02 and for the most part completed here—there are still plenty of locations mentioned here to be fully detailed in future issues. It continues to detail numerous locations and aspects of this end of the island, some forty or more of them. There is a strand of religiosity which runs through the location descriptions, notably the ‘Lunar Path’, a pilgrimage which leads from black lunar stones to black lunar stones and which will grant those successful with access to the world of dreams, but test them mightily in the process, and the ‘Isle of Trials’, an island west of Erillion, but connected by a pirate infested bridge, which is home to numerous persecuted cults and religious movements. Here the thumbnail descriptions never get as far as living up to their promise, since the reader is left wondering more about the cult or the religious movement and what their religious beliefs are. Hopefully, these might be detailed in a future issue. Otherwise, the thumbnail descriptions are decently done, such as the band of Ogre bandits which capture children and fatten them up for the pot, the court of Lord Virguard the Besieger who keeps five chairs empty in memory of his lost adventuring companions and who will reward tales of brave adventuring, and a marble chess high in the mountains, where two legendary wizards, one transformed into a mountain, the other a cloud, play out an endless game with living figures for the Staff of Power. There are also lots of bandits and thieves and berserkers to encounter too. This western half of Erillion is even more lawless than the Eastern half, and like the earlier ‘Erillion, East’, this half consists of many locations that might be passed through or discovered rather than necessarily visited with any purpose and the Dungeon Master will want to create that purpose or use the scenarios published in the earlier issues which are set on the island.
Echoes From Fomalhaut #04: Revenge of the Frogs definitely feels all the better for having just four articles, their content being allowed to breath and not feel crammed in. It is lightly illustrated, but much of the artwork is really quite good, whether it is public domain or commissioned for the issue, it all fits the oppressive ‘Mitteleuropa’ feel of the author’s ‘City of Vultures’ campaign and is well chosen. It needs an edit here and there, but is generally well written. Of the content, ‘The Technological Table’ is the outlier. It is a good article, but it feels out of place with the rest of the content, whilst the enjoyable ‘Revenge of the Frogs’, creepy ‘Arfel – City State of the Charnel God’, and completing overview that is ‘Erillion, West’, all feel as if they are in the same world. And that perhaps is a problem too, because so far Echoes From Fomalhaut is only giving us snapshots of the ‘City of Vultures’ campaign, not quite a partwork, but getting there. Overall, Echoes From Fomalhaut #04: Revenge of the Frogs is sol'd issue of the fanzine, but it is beginning to feel as if something is wanted to begin pulling the ‘City of Vultures’ campaign together.

[Fanzine Focus XXIII] Delayed Blast Gamemaster #2

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

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

Delayed Blast Gamemaster is a fanzine of a different stripe. Published by Philip Reed Games following successful Kickstarter campaigns, Delayed Blast Gamemaster is a fanzine dedicated to supporting roleplaying fantasy games, but a particular style of fantasy roleplaying games—Dungeons & Dragons. Yet the issues are entirely systemless, which means that their contents can be used in Dungeons & Dragons, any of the fantasy roleplaying retroclones you care to name, and most fantasy roleplaying games with a little effort. Published following a successful Kickstarter campaign as part of the inaugural Zine Quest, the first issue of Delayed Blast Gamemaster was published in September, 2019, followed by the second issue a year later in September, 2020, again following a successful Kickstarter campaign.
Delayed Blast Gamemaster #2 is as physically striking as Delayed Blast Gamemaster #1. Its graphical design is all white art and text on matt black pages (a printer friendly version is also available), the effect being striking, almost jauntily creepy and oppressive in its artwork’s depiction of mad mages, wiggle cubes, undying angers, gnashing rock beasts, and more. Again, the text is both heavy and large, so is a lot easier to read than it otherwise might have been.

As to the concept behind Delayed Blast Gamemaster it is simply that of inspiration scattered subject by subject across nine tables. So ‘OneDTen Urban Locations’, ‘OneDSix Forgotten Spellbooks’, ‘FiveDSix Unusual Treasures’, ‘OneDEight Dungeon Oddities’, ‘OneDSix Magic Shields’, ‘TwoDSix Potions’, ‘OneDSix Warped Monsters’, ‘OneDTwelve Adventure Hooks’, and ‘OneDFour Dungeon Doors’. So all that the Game Master has to do is pick a table or subject, roll the die, check the relevant entry, and use it as inspiration to create something of her or adapt the entry to the roleplaying game of her choice. The most obvious choice to adapt the entry to, is of course, Dungeons & Dragons, due to the similarities in language, but other roleplaying games would work too.
The concept behind Delayed Blast Gamemaster and thus Delayed Blast Gamemaster #2 is tables of inspiration accompanied by more tables. There are eleven such tables in the issue, ranging from ‘OneDSix Dungeon Characters’ and ‘FiveDSix Unusual Treasures’ to ‘OneDEight Dungeon Conditions’ and ‘OneDSix Pockets Picked’. Thus, all that the Game Master has to do is pick a table or subject, roll the die, check the relevant entry, and use it as inspiration to create something of her or adapt the entry to the roleplaying game of her choice. The most obvious choice to adapt the entry to, is of course, Dungeons & Dragons, due to the similarities in terminology, but other roleplaying games would work too.
For example, roll a five on ‘OneDEight Adventure Hooks’ and the Game Master has her adventurers encounter a ‘Grizzled Warrior Questioning His Career’. The veteran, the worse for wear from drink readily shares tales of his exploits, the type of exploits that the Player Characters are likely going to want to emulate, though somewhat ruefully since he seems to regret his career choice. However, his ramblings might contain a nugget of truth or two, necessitating a further roll of a four-sided die. For example, a roll of a three determines that he regales the party of the time that he and his companions were attacked by a giant whose mighty Warhammer crushed many of them, and the last time he saw the giant, it was wandering away with the possessions of those he had slaughtered. Could the giant still have their possessions, and just were they?
Alternatively, roll a fourteen on ‘FiveDSix Unwanted Treasures’—a sequel to ‘FiveDSix Unusual Treasures’ from Delayed Blast Gamemaster #1—and the adventurers find a small book bound in metal with pages of thick parchment, half full with the incomplete memoirs of a halfling merchant which tell of his life as a great lover and warrior. Similarly, ‘OneDEight Dungeon Oddities’ is another sequel to a table from Delayed Blast Gamemaster #1. It provides more monstrous encounters, such as the ‘Wizard’s Goblinoid’, a result of a roll of one on the table, which describes a goblin who really, weirdly enjoys being a Wizard’s familiar and knows a few cantrips, whilst a roll of five would give a ‘Wiggle Cube’, a very rare orange gelatinous cuboid with sufficient awareness to track down and take control of other oozes and slimes. Perhaps one of the most engaging table is ‘OneDSix Guards’, which describes the personalities of six town guards so making them more than just the local watch ready to step in when the party causes trouble!
With eleven tables, there are a lot of entries and ideas in Delayed Blast Gamemaster #2, which is the point. In comparison to the first issue, there is a better range of entries in Delayed Blast Gamemaster #2, including oddities, memorable weapons, adventure hooks, magic scrolls, dungeon conditions, and the contents of pockets picked. There are, however, a few tables and entries which are designed for single use only given their suggested rarity. The ‘Wiggle Cube’ from ‘OneDEight Dungeon Oddities’ is one such entry, whilst the ‘OneDSix Goblins’ table gives six strange, even singular goblins that it is advised that the Dungeon Master consult the table rarely lest their overuse lessen their impact. This slightly reduces the utility of Delayed Blast Gamemaster #2.
Rounding out Delayed Blast Gamemaster #2 is ‘Cave of Eyes’, a six-location set of caverns which comes with a background and some broad detail such that it needs to be fleshed out and detailed by the Dungeon Master. It is not a particularly interesting location as written and really needs that input, and perhaps it might have been more interesting if it had included suggestions as to which tables the Dungeon Master could roll on to further develop the cave complex. Otherwise, a table might have been more useful.
Once again, Delayed Blast Gamemaster #2 presents a plethora of things a Game Master can bring to her game. She will need to do some work to bring them into her campaign, but the ideas will work with Dungeons & Dragons, Fifth Edition as much as they would with Old School Essentials Classic Fantasy, Dungeon Crawl Classics, or The Fantasy Trip. Whatever your choice of fantasy roleplaying game, further inspiration is never unwanted and Delayed Blast Gamemaster #2 yet more.

[Fanzine Focus XXIII] Crawl! No. 7: Tips! Tricks! Traps!

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

Published by Straycouches Press, Crawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them.

As the title suggests, Crawl! Issue No. 7: Tips! Tricks! Traps! is a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying. The issue opens with ‘Lost in Endless Corridors’ by Kirin Robinson. It contrasts the attraction and joy of the maze with the challenge of not making the play of mazes in fantasy roleplaying games, well, boring. What it highlights is the potential frustration of playing through a maze and the loss of player agency. It suggests two solutions to avoid this. The first is to set time limits on resources and character statuses during their exploration of the maze, such as their torches running out or their beginning to feel light-headed after a time. The second is move the exploration of the maze from being procedurally-based to clue-based, and so make the maze more interesting rather than an endless series of empty of corridors. This would need more work for the Judge than simply drawing out a map, but the potential pay-off would be greater and make the maze more memorable than frustrating.

Thom Hall’s ‘Roguelike Fountains’ is inspired by Roguelike computer adventure games, in particular, the fountains with their messages and effects to be found in such games. It comes with a number of tables for determining the nature of any fountain found and what its accompanying message might be. Thus magical or non-magical, and various effects and messages, with even the non-magical fountains often having some kind of effect. The use of the ‘Square’ font for tables, as used in the computer game adds to the nostalgic feel of the piece.

Sean Ellis continues his irregular Monster Column with ‘Consider the Ogre’. It points out the discrepancy between the Troll and the Ogre in Dungeons & Dragons, that the Dungeons & Dragons Troll with its rubbery skin and regenerative health is not the traditional Troll of myth and legend. That role actually falls to the Ogre. Although it does not suggest replacing one with the other, it does offer ways of making the Ogre more interesting than simply as a coarse, chaotic baby-snatching species of humanoids. It suggest the possibility that some might even be repentant and there might be multiple types of Ogre. This possibility is supported by tables for rolling an Ogre’s appearance and how different it is, and a power and a weakness, and then connecting the three together to create a cohesive design. Overall, it is a quick and dirty way of creating more individualistic Ogres.

‘Critical Table T: Traps – Traps and Crits’ by Jeffrey Tadlock details six traps ready to be placed in a Judge’s dungeon. These are simple enough—the spiked pit trap, the poison needle lock, the scythe hall, falling block, and repeating poison arrow trap—and arguably, classics of the fantasy gaming genre. Rather than have the Player Character affected by a trap make a saving throw against the effects of the trap when triggered, the Judge makes an attack roll against the Player Character for the trap. This means that traps, just as other forms of attack in the Dungeon Crawl Classics Role Playing Game, need to have a table for determining what happens when a critical result is rolled on the attack. This is rolled on Critical Table T: Traps, a table of thirty results, the die rolled for any one trap determined by the attack modifier for the trap. So on a roll of one on any die, the trap springs perfectly and inflicts extra damage, but an attack modifier of +10 or +11 and the Judge is rolling a fourteen-sided die on Critical Table T: Traps, which might give the result of eleven, the damage inflicted strikes the target’s spinal area or if poison, overwhelms her central nervous system. Either way, the player needs to make a Fortitude Saving Throw for his character to remain conscious and the character also suffers two five-sided dice’s worth of extra damage. This makes traps even deadlier and makes the Thief Class far more important in disarming traps.

The ‘Shadowsword of Ith-Narmant’ is a write-up of a demonic shadow sword by Jürgen Mayer. It was forged from the demon’s own shadow by bound shadow warlocks and artificers, and like many of their creations may be found scattered across many worlds. It is treated as a longsword, but two six-sided dice are rolled for damage and when doubles are rolled, there is an extra effect, such as on double threes, ‘Taintburst’ inflicts three extra damage on the wielder and target, this damage, if it kills wielder or target, the demonic energies in the sword fuses with them, making them rise as a demon minion of Ith-Narmant. There are six such effects, one each for the six sets of doubles, but the very first, rolls of double ones, ‘Lifesucker’, sucks permanent Hit Points from the wielder and when enough is sucked out, the ‘Shadowsword of Ith-Narmant’ gains a Level. Each Level increases the viciousness and intelligence of the blade and inflict demonsigns on the wielder, which will have deleterious effects on the wielder’s alignment, ultimately turning him into a Champion of Ith-Narmant. The sword, ‘Shadowsword of Ith-Narmant’ is by any other name, Stormbringer from the novel by Michael Moorcock—or at least is inspired by it. Even if it is a bit too obvious, the mechanics are well done and bringing the sword into a campaign should give it an epic feel.

Rounding out the issue is ‘My Gongfarmer Can’t Do Sh*t!’ by Paul Wolfe. It is a call for the Zero Level characters of Character Funnel in Dungeon Crawl Classics to have skills and to be able to do things that reflect their backgrounds and occupations rolled during character creation. Not through an extensive list of skills, but rather through player creativity and narration when his Zero Level Player Character needs to do something which does not involve fighting, running, or screaming (or dying). It will require a little extra adjudication upon the part of the Judge, but the method will add to the background of any Zero Level character who survives a Character Funnel.

Physically, Crawl! Issue No. 7: Tips! Tricks! Traps! is decently put together. The few pieces of art vary in quality, some of it being a little cartoonish. The contents though, vary in quality and usefulness. This is not to say that none of the contents of the issue are useless, but none really quite stand out as being so useful that the Judge has to have access to them. The advice in ‘Lost in Endless Corridors’ and ‘My Gongfarmer Can’t Do Sh*t!’ feels a little obvious, unless of course, the Judge is new to Dungeon Crawl Classics, and whilst ‘Critical Table T: Traps – Traps and Crits’ and ‘Shadowsword of Ith-Narmant’ both add to the game, neither feels vital to a Judge’s game. Crawl! Issue No. 7: Tips! Tricks! Traps! feels like a mixed bag, containing good content, but just not good enough to be a must have.

[Nice Dice?] Lucky Ducks In A Row-Rubber Duckie Dice Set

When we sit down to roleplay, the one thing we invariably have in front of us is a set of dice. We have been using dice in roleplaying for as long as we have been roleplaying and just about everyone who games has their own set. They are of course tools, tools that we use to determine the outcomes of our character’s actions. Yet we come to invest our hopes and fears in our dice as we play and we place our characters in increasingly perilous situations, but this degree of investment and how it manifests varies from player to player. One player might hold on to one set of dice which he uses for every game he plays, another might build a set of dice he only uses for one character, one player might dump one set of dice and replace it with another due to poor results or character death, and another may simply collect dice. There is an amazing array of dice available in a variety of styles and materials—metals, gemstones, wood, and even moose poop. Then there are dice sets for different games. In some cases, particular dice are required to play particular games. For example, Star Wars: Edge of the Empire from Fantasy Flight Games requires its own set of dice, as does Fvlminata: Armed with Lightning with its ‘Talia’ or knucklebone dice and Free League Publishing’s ‘Year Zero Engine’ family of games such as Mutant: Year Zero – Roleplaying at the End of Days or the more recent Vaesen – Nordic Horror Roleplaying.

In most other cases, publishers manufacture dice for their roleplaying games which are absolutely not required to play their games. If such dice are not required, then what do they add? They certainly do not add to the game itself in terms of play, any more than any other set of dice a player might have in his collection. What they enforce is brand identity, so that if a player has a set of Call of Cthulhu dice when playing Call of Cthulhu, Seventh Edition or a set of RuneQuest: Roleplaying in Glorantha dice for playing RuneQuest: Roleplaying in Glorantha, they add to the idea that the players are playing those games, encouraging a degree of immersion, but without adding anything directly to that play.

Released by The Evergreen Burrow following a successful Kickstarter campaign, the Lucky Ducks In A Row-Rubber Duckie Dice Set is a complete set of polyhedral dice. The standard set that we have been gaming with for over forty years. So a four-sided, six-sided, eight-sided, twelve-sided, and twenty-sided die, plus two ten-sided dice for percentile rolls, thus everything that a roleplayer will need to play a wide variety of roleplaying games, from Dungeons & Dragons to RuneQuest: Roleplaying in Glorantha. What sets these dice apart from any set of dice is the fact that each die is of clear resin and each one contains a single, yellow, rubber duck. In order to accommodate these ducks, the dice in the Lucky Ducks In A Row-Rubber Duckie Dice Set is larger than the ordinary set of dice. Each one is 26 mm across, which means that they feel bigger in the hand and they are easier to read with consequently larger numbers. Only the four-sided die is different. It is not big enough to be home to a rubber duck, so instead its numbers are replaced with symbols. The one with a duck and the other numbers with the webbed feet that your friendly, cute rubber duck does not actually have.

So why ‘duck dice’? There is no roleplaying game which focuses entirely on ducks, and of course, the Lucky Ducks In A Row-Rubber Duckie Dice Set can be used with innumerable roleplaying games, so there is no obvious brand identity that these dice could be enforcing. Except… there is always Glorantha, and famously (infamously?) Glorantha has Ducks. Anthropomorphic Ducks. Complete with their own culture and beliefs which you can play and encounter as NPCs. So if you are playing a Duck in RuneQuest: Roleplaying in Glorantha or 13th Age Glorantha and you bring these dice to the table, you are not only enforcing the fact that these dice are yours, you are enforcing the fact that you are playing a Duck. Duck Dice for your Duck character.

Then there is the fact that ducks are cute. Especially rubber ducks. They are yellow, bright, and cheery. Therefore, a rubber duck dice set is, by extension, also cute. Plus, you get to roll them. How often do you get to see tumbling rubber ducks? At your table? Then, they come with a bathtub display. A clear, plastic freestanding bathtub in classic Victorian style. Which means you have somewhere to store them—on the table during the game and on the shelf after the game.

Ultimately though, like so many sets of dice, the Lucky Ducks In A Row-Rubber Duckie Dice Set is completely and utterly unnecessary. If a roleplayer already has a set of polyhedral dice, arguably, she does not need another. Roleplayers are roleplayers though, and a great many of them like having more dice, different dice, and themed dice, like the Lucky Ducks In A Row-Rubber Duckie Dice Set. And yet, these dice are fun, they are silly, and they are cute, and if you have a set, there can be no doubt that the Lucky Ducks In A Row-Rubber Duckie Dice Set is your set, that they are your dice.

[Nice Dice?] Travellers’ Aid Society Dice Set

When we sit down to roleplay, the one thing we invariably have in front of us is a set of dice. We have been using dice in roleplaying for as long as we have been roleplaying and just about everyone who games has their own set. They are of course tools, tools that we use to determine the outcomes of our character’s actions. Yet we come to invest our hopes and fears in our dice as we play and we place our characters in increasingly perilous situations, but this degree of investment and how it manifests varies from player to player. One player might hold on to one set of dice which he uses for every game he plays, another might build a set of dice he only uses for one character, one player might dump one set of dice and replace it with another due to poor results or character death, and another may simply collect dice. There is an amazing array of dice available in a variety of styles and materials—metals, gemstones, wood, and even moose poop. Then there are dice sets for different games. In some cases, particular dice are required to play particular games. For example, Star Wars: Edge of the Empire from Fantasy Flight Games requires its own set of dice, as does Fvlminata: Armed with Lightning with its ‘Talia’ or knucklebone dice and Free League Publishing’s ‘Year Zero Engine’ family of games such as Mutant: Year Zero – Roleplaying at the End of Days or the more recent Vaesen – Nordic Horror Roleplaying.

In most other cases, publishers manufacture dice for their roleplaying games which are absolutely not required to play their games. If such dice are not required, then what do they add? They certainly do not add to the game itself in terms of play, any more than any other set of dice a player might have in his collection. What they enforce is brand identity, so that if a player has a set of Call of Cthulhu dice when playing Call of Cthulhu, Seventh Edition or a set of RuneQuest: Roleplaying in Glorantha dice for playing RuneQuest: Roleplaying in Glorantha, they add to the idea that the players are playing those games, encouraging a degree of immersion, but without adding anything directly to that play.

So, the question is, does the Travellers’ Aid Society Dice Set do the same for Traveller? Manufactured by Mongoose Publishing, this is a set of twenty six-sided dice, white with blue dots for the numbers on the first through fifth faces. The sixth face though is marked with the symbol of the Travellers’ Aid Society—the letters ‘TAS’ in a hexagon, a spaceship marking the counter or space at the top of the letter ‘A’. In Traveller, the Travellers’ Aid Society is a private organisation which maintains hostels and facilities at nearly all class A and B starports across Charted Space, providing its members with somewhere to stay, a regular means of travel, and information about worlds throughout known space. Membership can be purchased, but most Player Characters will receive membership as part of their mustering out benefits for meritorious or heroic conduct in service. Thus, the Travellers’ Aid Society is part of the fabric of the Traveller setting.

As much as the Travellers’ Aid Society is a part of the fabric of the Traveller setting, it not necessarily a brand identifier or icon associated with the Traveller setting or roleplaying game, whereas perhaps the Imperial Sunburst is, and is used across different institutions of the Third Imperium. Thus, black with a yellow sunburst for the Imperial Royal Family, yellow for the Imperial Navy, red for the Imperial Interstellar Scout Service, and so on. Could the Travellers’ Aid Society Dice Set have benefited from some variety in terms of colours and icons—perhaps those of the Third Imperium and other polities? Admittedly, that would mean that the Travellers’ Aid Society Dice Set would not be the Travellers’ Aid Society Dice Set, but a Traveller dice set. Plus, it would have made manufacturing and packaging that little bit more complex. Then there is the question of twenty six-sided dice—are that many needed? In a game like Traveller, most players will be rolling two six-sided dice at a time for skill checks and similar actions. They are going to be rolling perhaps four dice at the most to determine damage in combat, although this may increase as many to six when employing particularly heavy weapons or in starship combat. Thus, there is enough dice for a single group, perhaps consisting of a Game Master and four players with four dice each, or even more if they have fewer dice in front of them. In effect, the Travellers’ Aid Society Dice Set is not a dice set for a player or the Game Master, but for the group. Even so, there is still the matter of the price. The Travellers’ Aid Society Dice Set has a recommended retail price of £25 ($25).

Each die in the Travellers’ Aid Society Dice Set has a recommended retail price of £1.25 ($1.25).

Now of course, there are costs involved in the manufacture and shipping of any product. Of course, there are. Getting the moulds cut for the dice, designing the packaging, assembling the packaging, shipping, and so on. But £1.25 ($1.25) per die? For a set of dice that is not that interesting, does not add to the play of the game, and in play does not strongly enforce the brand?

There can be no doubt that the Travellers’ Aid Society Dice Set is nicely packaged. It comes a in neat little box. Yet it is no more than a frippery, a collector’s item that some Traveller devotees will want to have in their collection, because it does not add a great deal to the play of the roleplaying game and it is debatable whether it adds very much to the brand because the Travellers’ Aid Society icon is not as recognisable as others in Traveller. Could it be that the Travellers’ Aid Society Dice Set is just a bit dull and just a bit too expensive?

Miskatonic Monday #62: The Highway of Blood

The Highway of Blood: A Call of Cthulhu Scenario for the 1970s is a one-shot scenario for Call of Cthulhu, Seventh Edition, published on the Miskatonic Repository. It stands out as being different for four reasons. First, it is set during the nineteen seventies. Second, it is inspired by the low-budget horror, splatter, and exploitation films of the period, shown in a ‘grindhouse’ or ‘action house’ cinema, such as Duel, I Spit on Your Grave, Last House on the Left, Texas Chainsaw Massacre, The Hills Have Eyes, and the more recent Death Proof. Third, in doing so, the scenario involves a number of elements which the players may find disturbing. In fact, more disturbing than is the norm for a Call of Cthulhu scenario. These include drug use, sadistic violence, implied rape (against NPCs), torture, cannibalism, body horror, and violence against children. Consequently, the scenario comes with a warning and advice on how to handle such topics, including making clear to the players the nature of the content of the scenario and discussing any boundaries they may have—essentially a ‘Session Zero’, if necessary fading to black and drawing a veil in what might otherwise be a personally harrowing scene, and ultimately respecting a player’s limits. Even if that means ending the current session. So to be clear, The Highway of Blood is not a scenario for the timid or the easily offended, its content is of a grittily adult nature and so requires mature players, but it goes out of its way to be upfront about this and gives advice on how to handle it.

The Highway of Blood takes place in 1975, along The Devil’s Backbone, a scenic drive along a limestone ridge in the Texas Hill Country. It is purportedly one of the most haunted spots in the Lone Star State. The Player Characters, who might be friends on a week-long road trip through West Texas, or FBI agents from the Dallas office who are investigating a series of disappearances in the area, begin play on the road, getting low on fuel and in one of the worst heat waves the region has ever seen, also in need of a cold drink. When they see a sign up ahead promising ‘Gas & Food’, the Player Characters make the necessary right turn onto the unpaved road and find themselves in the crumbling, mouldering former uranium-mining town of Abattoir, West Texas (population of 850, but probably much less…). Unfortunately, getting into Abattoir, West Texas, is the easy part. Getting out is going to be challenging, not to say nigh on impossible, and is likely to be tortuous. In some cases, literally…

The fourth reason why The Highway of Blood is different, is the format. It is not a traditional Call of Cthulhu scenario in that it is a strong plot driven by an investigation, with layers of the mystery being peeled back layer by layer as the Investigators make their enquiries. Instead, it is written as a sandbox-style scenario in which the Player Characters are free to go anywhere they like, though they are likely to be harried and hindered by the evil inhabitants of Abattoir and its environs everywhere they go. To that end, The Highway of Blood describes the town and surrounding locations in some depth, including the inhabitants and the items which might be found there—sometimes on lengthy random tables. The locations include the gas station, the diner, the church, and the few surviving shops in the town itself. Then beyond the confines of the town, the roads which crisscross the area, the camp and mine shafts for the long since shutdown uranium mine, a horridly bloody compound, and below the mine, a series of strange caves and tunnels. All described in some detail and all sites which the Investigators can visit as part of their sojourn in and around Abattoir.

The plot—as much as there is a plot in The Highway of Blood—is primarily driven by two urges. One is the urge by the debased and often inbred townsfolk to harass and harry, even play, with the Player Characters, and keep them in Abattoir, whilst the other is Player Characters’ urge to escape Abattoir. The highlight of this—if there is one—is the set piece car chase over the roads surrounding the town. This is ‘The Hunt’, and it is very obviously inspired by the car chases seen in the Grindhouse genre. Beyond this hunt, the motivations and plans of the scenario’s antagonists are discussed in some detail, as are possible outcomes or endgames…

The Highway of Blood is supported by a number of appendices. The first provides an overview of ‘The Hunt’, including optional car rules to supplement the chase rules in Call of Cthulhu, Seventh Edition; and rules for non-lethal attacks (since the antagonists do not want to actually kill the Player Characters) and driving stunts. The second provides environment rules for the desert and various hazards; the third the full statistics and write-ups for the various NPCs; the third the monsters; and the fifth, descriptions of new spells and items, plus new rules for radioactive dust and water. The sixth gives the scenario’s various handouts, including numerous maps and floor plans, plus portraits for all of the NPCs and details of the vehicles the Player Characters and their enemies drive during the scenario. The seventh appendix provides two sets of pre-generated Player Characters. One is a quartet of twenty-somethings on a week-long road trip, whilst the other is a pair of FBI agents looking into a rash of disappearances in the area. The eighth and last appendix provides a thumbnail guide to playing in the seventies—news and pop culture in 1975, slang, and recommended films. All useful for anyone who was not born then or was too young to remember the period, or was alive back and then, and has forgotten what it was like.

So what then is The Highway of Blood actually about? It can be best described as the desert version of H.P. Lovecraft’s ‘The Shadow Over Innsmouth’. The town of Abattoir is dominated by a cult dedicated to an ancient god whose members seek victims for conception, consumption, and consecration. This is no Escape from Innsmouth though, the emphasis being on the ‘no escape’, again in keeping with the Grindhouse genre. There is a touch of Mad Max in the scenario’s set piece car chase and of Deliverance in the encounters between the Player Characters and the NPCs. Instead of hillbillies of Deliverance or the bachtrachian inbreds of Innsmouth, what The Highway of Blood has is ‘Dustbillies’. There are potential allies to be found in Abattoir, but to a man—and there are no active female NPCs in the scenario—all have either been cowed by the cult or actively choose to ignore it. This adds to the challenge of what is already a challenging scenario.

Physically, The Highway of Blood is decently appointed. It is presented in full colour with a mixture of period colour photographs and photographs, as well as black and white photographs from the nineteen thirties onwards. The floorplans are clean and easy to read, as are the maps in general. Some thought has been given to highlighting the key points in the scenario and in particular, key trigger warnings for the horrific situations in the scenario. Throughout, there is staging advice and directions for the Keeper, most notably appropriate music to play at certain points, as well as the voiceover from a state radio disc jockey. In addition to it needing an edit in places, if there is an issue with The Highway of Blood, it is that the Keeper could have been given a bigger, better map of the region and it be placed more upfront for her reference.

As a scenario, The Highway of Blood is difficult to quantify. This is because as a sandbox scenario, a form more readily seen in the Old School Renaissance rather than in Call of Cthulhu, it very much being very player driven with relatively little in the way of the plot or NPC to pull them along. In fact, the plot more pushes the Player Characters along as the inhabitants of Abattoir harass and harry them in and around, but not of, the town. In addition, the format means that unlike a traditional Call of Cthulhu scenario, there is not the readymade trail of breadcrumbs or clues for the Player Characters to follow, so that because The Highway of Blood is a sandbox, the Player Characters can more easily avoid any and all clues, run into a major threat and get captured and/or butchered in the first hour or so, or simply wander around never finding anything, just desperate to escape… So a play through of The Highway of Blood could last an hour or hours over multiple sessions. And even if the Player Characters do manage to escape, they may not necessarily succeed or find a solution which deals with the threat they face in Abattoir. That said, the players and their characters have to be both lucky and resourceful if they are to fully deal with this threat, the likelihood being that they will ultimately fail, get captured, and the scenario fades to black as the Player Characters scream in terror. Such an ending though, would be in keeping with the Grindhouse genre that The Highway of Blood is inspired by.

Ultimately, the nature of The Highway of Blood is what will make a gaming group decide whether to play it or not. The triggering issues it contains means that it is definitely one to avoid for some players, but those issues are part of the genre and the authors should be praised for addressing how to handle them as well as they do. The scenario is also less useful for a campaign, though there is advice to that end, being better suited to one-shot play. For a gaming group looking to play a grim, gritty, and gruesome Grindhouse scenario, The Highway of Blood: A Call of Cthulhu Scenario for the 1970s is the perfect choice.

A Mythic Neo-Noir Starter

City of Mist is a roleplaying game of neo-noir investigation and superhero-powered action. The intersection between the film noir and superhero genres has invariably derived from the Pulp fiction of the thirties and forties, with such characters as The Shadow or Batman, with generally low-key and low-powered heroes and villains in comparison to what would follow with the Four Colour subgenre. City of Mist does something different. It brings in the powers and personalities of legends and gods of different Mythos—King Arthur, Red Riding Hood, Hercules, Athena, and Bast—and then obscures them. These powers and personalities manifest through Rifts, inhabitants of The City, a fog-shrouded, corrupt, and crime-ridden metropolis which could be Los Angeles of the thirties, New York of the fifties, or London of the sixties. It is simply known as The City. As Rifts, the Player Characters investigate Cases, and if necessary, fight crime, some of it committed by other Rifts, some not. Yet as powerful as each Rift is, the ordinary citizens of The City, the Sleepers, cannot see them for what they are and never see them manifest their powers. The Mist, a strange mystical veil renders each manifestation of a power or legend ordinary. Wallcrawling? Parkour. Lightning bolt? Broken electrical substation. Each Mythoi—god or legend or even abstract concept wants to manifest itself in The City, but the Mist works to prevent this, for the result might be chaos which could rip The City apart, so instead it allows them to manifest through the Rifts. Equally, as there is a tension between the Mythoi and the Mist, there is tension between the Mythos, both the legend which wants to become more and a mystery as to why it manifested, and the Logos, the ordinary self, safe and mundane in each Rift.

The City of Mist: All-Seeing Eye Investigations Starter Set is designed as an introduction to the setting. Published by Son of Oak Game Studio LLC, it provides everything necessary to play through at least one Case. Designed to be played by five players and a Master of Ceremonies—as the Game Master is known—the starter set comes richly appointed. There are two books labelled ‘The Players’ and ‘The Master of Ceremonies’; five pre-generated character folios, one each for Baku, Detective Enkidu, Job, Lily Chow, Iron Hans, and Tlaloc; a deck of twenty Tracking cards and a Crew Card; two twenty-two by seventeen-inch poster maps; forty-one illustrated character tokens; and two City of Mist dice—one purple Mythos die and one ivory Logos die. There is a lot on the box, all of it presented in full colour and illustrated throughout with artwork which invokes the two inspirations for City of Mist.

The starting point for the City of Mist: All-Seeing Eye Investigations Starter Set are five pre-generated Player Characters or Rifts. The quintet consists of Baku, Detective Enkidu, Job, Lily Chow and Iron Hans, and Tlaloc. Baku is a monster hunter, mythological Japanese chimera who hunts ghosts and devours nightmares; Detective Enkidu is an experienced police detective who hides a creature of the wild from Sumerian myth inside her which drives her to break the rules; Job is an unkillable priest whose family was killed by The City’s criminal underworld; Lily Chow is a runaway teen able to unleash Iron Hans, a magician-giant who is her companion, protector, and big brother; and Taloc is a small time crook with a gift of the gab and the power of the Aztec god of rain and water, thunder and lighting. Each of the five character folios is done on heavy, glossy card in A3-size. This does mean that there is quite a lot of information on each folio and that each folio takes up quite a bit of space on the table.

Unlike a traditional roleplaying game, a Rift is not described in terms of skills or attributes, but rather what he can do. Each of the five has the same set of Core Moves, or actions that they can attempt. What marks a Rifts out as special is the fact that he has four Themes, represented by four cards on the folio. They are divided between Mythos and Logos Themes, the legendary and the ordinary aspects of a Rift. Some Rifts have Mythos Themes than Logos Themes, and vice versa, and it is possible to lose Themes, so that a Mythos Theme might Fade and be replaced by a Logos Theme, whilst a Logos Theme might Crack and be replaced by a Mythos Theme. There are consequences to having Themes all of one type. For example, a Rift who replaces all of his Logos Themes with Mythos Themes, becomes an avatar of his Mythos, whilst losing his last Mythos Theme means he becomes a Sleeper and denies the existence of the Mythos. Whilst each Mythos Theme has a Mystery that the Rift wants to explore, and each Logos Theme has an Identity which represents a defining conviction, belief, or emotion, all Themes have Power Tags which can be invoked to help achieve a Rift’s intended goal, plus a Weakness.

For example, Tlaloc has the Mythos Theme ‘God of Rain and Lightning’. This has the Mystery, “Who Threatens to Blot Out the Fifth Sun?”, the Power Tags, ‘Call Upon the Storm’, ‘Thunderbolt Manipulation’, and ‘Electrifying Gaze’, plus the Weakness, ‘Indoor Spaces’. He also has the ‘A Dimond in the Rough’ Logos Theme, which as the Identity, “This Will Be The Last Time, I Swear!”, the Power Tags, ‘Good, deep down inside’, ‘Relentless Schmoozer’, and ‘Sticky Fingers’, as well as the Weakness, ‘Pangs of Remorse’.

Learning the game begins with ‘The Players’ booklet. It runs to forty-four pages and introduces the concepts behind roleplaying and City of Mist, explains the character folios and how the roleplaying game is played—the ‘Moves’ or actions a Rift can take and their potential outcome, describes the various districts of The City, and provides a lengthy, eight page example of play. The latter includes two of the pre-generated Rifts in the starter set and showcases the various types of Moves that the Rifts can perform as part of an investigation and then combat scene. In general, the Moves are well explained, but do come with fine print and do require a little bit of study. The example of play though, is more than helpful in showing the prospective player and Master of Ceremonies how the game works.

Whilst the Master of Ceremonies has to read the ‘The Players’ book to understand the basics of City of Mist, the ‘The Master of Ceremonies’ book is all hers. This explains the role of the Master of Ceremonies, the Moves or actions she can take—and when, explains how to present challenges and dangers to the Rifts, and so on. A Danger encapsulates a threat to the Rifts, whether that is an NPC, a location, or a situation, which might be a crime lord’s chief enforcer, a car chase through the streets of The City, or a building on fire. The bulk of the ‘The Master of Ceremonies’ book is given over to ‘Shark Tank’, the first case for ‘All-Seeing Eye Investigations’, the crew which the Rifts in the City of Mist: All-Seeing Eye Investigations Starter Set are members of. ‘All-Seeing Eye Investigations’ has its own ‘Crew Theme card, complete with its own Mystery and Power Tags which the Rifts can invoke as part of their investigation.

Mechanically, City of Mist and thus the City of Mist: All-Seeing Eye Investigations Starter Set is ‘Powered by the Apocalypse’, which means that it uses the rules first seen in Apocalypse World in 2010. These rules are player-facing in that the Master of Ceremonies does not make dice rolls, but rather that the player do. So from the Core Moves below, a player would roll ‘Convince’ to persuade an NPC, but ‘Face Danger’ to avoid being influenced. The rules in City of Mist have eight Core Moves—‘Change The Game’ (give an advantage or remove a disadvantage), , ‘Face Danger’ (avoid harm or resist a malign influence), ‘Go Toe to Toe’ with someone, ‘Hit With All You’ve Got’ (harm someone in the worst way you can), ‘Investigate’, ‘Sneak Around’, and ‘Take the Risk’ (perform a feat of daring). When a Rift undertakes an action, his player states the Move he is using, applies any bonuses from Tags—short descriptors for a quality, resource, advantage, disadvantage, or object in the game—and applies the resulting Power value for the sum of positive and negative tags and statuses affecting an action, and rolls two six-sided (or the included City of Mist dice) dice. A player can use all manner of Tag Combos to build up the Power value, as long as the Master of Ceremonies agrees. Several Tag Combos tailored to each pre-generated Rift are listed in their respective folios.

A result of a six or less is a Miss, a result of between seven and nine is a Hit, but with complications, whilst a result of ten or more is a Hit with a great success. Each Move works slightly differently and will give different results depending upon the roll. For example, the ‘Investigate’ Move gets a Rift answers to questions. If a Hit—seven or more—is rolled, the player can ask the Master of Ceremonies a number of questions and so gain a number of Clues equal to the Power value applied to the roll. If a Hit with complications—seven or more, but less than ten—is rolled, the Master of Ceremonies can expose the Rift to danger, give fuzzy, incomplete, or partly-true partly-false answers, or have the NPC ask the Rift a question, which he must answer. The aim in many Moves is to inflict a Status such as ‘Prone-2’ or ‘Befuddled-1’ or ‘Knife Wound-3’, which will give a Rift an advantage when rolling against that NPC who has suffered such a Status and a disadvantage when suffered by the Rift. A status like this is recorded on a Status card and kept in play until it is got rid of.

In addition, the Rifts can enter a Downtime sequence between the investigation or action, and undertake actions such as ‘Give Attention to a Logos’, ‘Work the Case’, ‘Explore Your Mythos’, ‘Prepare for your next Activity’, and ‘Recover for your next Activity’. This is handled as a montage scene and the effects of each action are automatic, whilst ‘Burning for a Hit’ grants an automatic success without complications, but also makes the Tag unusable until a Downtime sequence has been completed. Lastly, there is ‘Stop.Holding.Back.’, a special Move which enables a Rift to push his powers beyond their limit, though at the cost of a sacrifice to one of the Themes in a Rift’s folio.

The Master of Ceremonies has her own Moves, divided between Soft Moves and Hard Moves. A Soft Move is an imminent threat or challenge to the Rifts and their investigation, and really only consists of the Master of Ceremonies complicating things for the Rifts as a means to spur them into action. A Hard Move is a major complication or a significant setback to the Rifts and their investigation, and includes more options for the Master of Ceremonies. ‘Give a Status’ inflicts a Status on a Rift, but this can be resisted by a ‘Face Danger’ Move. Other Hard Moves, such as ‘Burn a Tag’, ‘Complicate Things, Big-time’, and others cannot be resisted and are more narrative effects and consequences than Moves as such. Essentially, they can come into play when a Rift fails to take an action or fails—rolls six or less—when undertaking an action. The Master of Ceremonies also has Intrusions, which really codify her using her judgement when adjudicating the rules.

The Case in the City of Mist: All-Seeing Eye Investigations Starter Set, ‘Shark Tank’ is organised in a couple of ways. First, it is a pyramid diagram of scenes, arranged by depth into a series of layers, which after the briefing, the Rifts can visit and investigate. Second, it is as a series of programmed steps which take the Master of Ceremonies and her players through the process of learning to play both City of Mist and the scenario. For example, when the Rifts encounter a group of enforcers shaking down a shop owner, ‘The Master of Ceremonies’ book says, “If this is the crew’s first fight, stop the story and move over to the players’ booklet, starting at Exhibit #8: Playing Through a Conflict on page 21 (see also MC Skill: Running a Fight Scene on the next page).” At which point, the players and Master of Ceremonies can set up and run the fight scene. However, this does not mean that the Master of Ceremonies can necessarily run ‘Shark Tank’ without any preparation, but it does mean that once prepared, she really has all of the references, pointers, and advice at her fingertips, including advice specific to each of the five Rifts which come pre-generated with the City of Mist: All-Seeing Eye Investigations Starter Set. The scenario itself has the Rifts interviewing the owners of several businesses on Miller’s Square where All-Seeing Eye Investigations has its shabby office, potentially exposing police corruption, confronting villains who bring a whole new meaning to the term ‘loan shark’, and having a showdown at the chief villain’s lair. Beyond the confines of ‘Shark Tank’, there are extra scenarios available which can be played using the content from the City of Mist: All-Seeing Eye Investigations Starter Set.

Also included in the City of Mist: All-Seeing Eye Investigations Starter Set are two twenty-two by seventeen-inch poster maps and forty-one illustrated character tokens. The maps depict various locations which appear in the scenario, ‘Shark Tank’, and tokens cover all five Rifts and the various NPCs in the scenario. The single purple Mythos die and single ivory Logos die are decent twelve-sided dice marked with one through five twice, and then the domino mask symbol on the six face for the Logos die, and power icon on the six face for the Mystery die. Each icon also appears on the Themes in each folio.

Physically, the City of Mist: All-Seeing Eye Investigations Starter Set is very nicely put together. The poster maps are on sturdy paper, the counters thick cardboard, the folios on glossy card stock, and both of ‘The Players’ and ‘The Master of Ceremonies’ booklets done on glossy paper stock. Inside, both booklets are superbly illustrated in a slightly cartoonish, but suitably film noir style, and their layout is excellent. Not only designed to look like a set of case files for a crime, but also designed to be accessible with effective use of devices to highlight text and boxed text for useful information. If there is a physical downside to the City of Mist: All-Seeing Eye Investigations Starter Set, it is the box it comes in. It is not particularly sturdy and unlikely to do a good job of protecting its otherwise excellent contents.

The City of Mist: All-Seeing Eye Investigations Starter Set is at first confusing. The box contains a lot of components and it is a little difficult to quite know where to start. However, once you dig into the rules in the ‘The Players’ booklet it begins to make a little sense, but really where it comes together is in ‘The Master of Ceremonies’ booklet, especially in the scenario, ‘Shark Tank’, which gives context for the rules and whether through nudges to the Master of Ceremonies to use particular rules or direct referral back to the rules in ‘The Players’ booklet. Once grasped, what the City of Mist: All-Seeing Eye Investigations Starter Set reveals is a flexible ruleset which drives and pushes the narrative. The setting itself, combines urban fantasy with super heroics, but that combination avoids much of the trappings of the superhero genre. It shrouds them in the fog of the film noir genre just as The Mist masks The City from them. The City of Mist: All-Seeing Eye Investigations Starter Set is an excellent introduction to The City and the ‘Powered by the Apocalypse’ mechanics of City of Mist.

Tomorrow's Future Today

The Future We Saw is a near-future, post-scarcity, post-labour roleplaying game of A.I. and precognitive manipulation of politics, power, privacy, and information in a world of radical political, corporate, and social factions. This is a future in which corporations and other organisations not only have their own public relations teams to make themselves look good, but teams of undercover fixers whose task is to ensure that their employer looks good and their employer’s rival looks bad, that they have the inside information on their rivals, whilst denying inside information to their rivals. Working in small team ‘Special Forces’ style operations, these fixers will conduct acts of blackmail and kompromat, assassination and intimidation, infiltration and hacking, extraction and kidnapping, sabotage and discovery, and more. Each team will comprise combat and protection Veterans, technical Specialists, Psy-Ops who provide medical and psychological support, and Seers, precogs capable of seeing Glimpses and Gazes into the possible future, and so potentially avoid them—though not without suffering high degrees of stress such that it is not uncommon for Seers to burn out.


The Future We Saw is published by Lost Pages, best known for its Old School Renaissance titles such as Genial Jack Vol. I and the Burgs & Bailiffs series. It employs the mechanics from Dungeons & Dragons, Fifth Edition to provide four Classes—each of which goes up to Fifth Level, near-future skill and tool Proficiencies, and the spell-like Glimpses and Gazes of the Seer. In addition, it covers the types of factions found tomorrow—if not today—and the means to set up a Scheme, or campaign, in which factions will send teams on Missions against their rivals to gain or prevent leverage, perhaps discovering other information, which will lead to further Missions, and so on. Lastly it includes a campaign setting, set-up, and scenario in tomorrow’s Dublin written by the author of Macchiato Monsters: Rules for Adventures In a Dungeonverse You Build Together.

The Future We Saw is not a Cyberpunk roleplaying game. Not only does it lack the chrome and neon aesthetics, it is not about technology and our inability to integrate with it, and it is not about the masses versus megacorporations or working to bring them down. The various factions in The Future We Saw are in power, so it is about sabotaging them, manipulating them, and controlling them rather than destroying them, and all for the benefit of another faction rather than society. The Future We Saw is about the manipulation of a future that has already been lost to the control of corporations and other factions whose promises have failed to deliver as discourse polarised and technology either drove out the need for labour or began to direct it. What technology there is has been subsumed into society, whether that is robot delivery drones or mobile devices or A.I.-driven vehicles—essentially all recognisable from today, and in terms of game play there are no hacking rules. Instead hacking is handled offscreen by an NPC, if at all. However, labour is at least useful for providing a human face, or stepping in when A.I. cannot cope or needs to be repaired, but in the main, robots do much of the work. However, constant working with A.I. has caused mental illness in many, even triggering a precognitive ability in some. Typically, this comes in the form of a hallucination which suggests the best possible outcome, but not whether the action will succeed, such that the powers of a Seer are powerful, but not absolute. However, such predictions, known as Sights, can fail due to errors in belief, the blurring of details, focus upon incidental details, and personal bias as well as the Seer’s mental health.

An Agent in The Future We Saw has the six attribute scores of Dungeons & Dragons, Fifth Edition—Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Each of the four Agent Classes grants various Proficiencies—Saving Throws, Armour, Weapons, and Skills, as well as a series of features. For example, the Specialist starts with Expertise—double Proficiency with two skills and Specialist Training. This can be Thug, essentially the equivalent of the Rogue’s Backstab; Contacts, which grants Advantage on Charisma checks when dealing with criminal contacts; or Meaningful Practice, which grants a bonus action with one particular tool the Agent has Proficiency with. Two means of Agent creation are given. One is an array for the ‘Typical Professional’, whilst the standard three six-sided dice are rolled for those ‘From Other Walks of Life’. An Agent then receives some bonuses to these and then selects a Class. An Agent does not begin with equipment as this is provided by his employer on a Mission by Mission basis.

Marilyn Hilliard was an actuary working for Solid Life Health Insurance supporting an expert A.I. when she began to see the times of deaths of her customers. This drove her into having a mental health episode and eventually hospital. Her policy and employment was subsequently purchased from Solid Life Health Insurance and she found herself working for an entirely different employer.

Marilyn Hilliard
First Level Seer

Strength 12 (+1)
Constitution 06 (-2)
Dexterity 13 (+1)
Intelligence 14 (+2)
Wisdom 18 (+4)
Charisma 16 (+3)

Hit Points 7

Proficiencies: Light Armour, Simple Weapons
Saving Throws: Intelligence, Wisdom
Skills: Insight, Investigation, Persuasion

Features
Stress Prevision (People)
Future Sight: Emotional Button Mashing, Evil Eye (Glimpses); Alpha-Beta Approach Pruning (Gazes)

A Seer’s capacity to see into the future is divided into ‘Glimpses’ and ‘Gazes’. ‘Glimpses’ grant visions of the future about the Seer’s immediate environment—to see how a combat plays out to pre-empt an action, to determine how a conversation might play out, or to predict the worst possible outcome from a situation. In general, this is to gain a bonus action, a reaction, and so on. ‘Gazes’ take longer, often days at a time, and grant long range predictions, perhaps about the plans of a rival faction or the best possible course of action. Although The Future We Saw does not have hacking rules or mechanics, but the difference between ‘Glimpses’ and ‘Gazes’ maps onto the shift on how hacking is handled in cyberpunk and similar roleplaying games. Originally, hacking was always handled by a Player Character working from a base or home whilst the rest of the team goes on the Mission, essentially ‘Gazes’, but in more recent iterations, hacking needs to be done on scene, that is, the hacker has to go on the Mission. Which is this case, the equivalent of the ‘Glimpses’, visions of the future which happen on site, during the Mission. Predicting the future does not come without its cost. Invoking ‘Glimpses’ and ‘Gazes’ inflicts stress and suffering stress can led to burnout and exhaustion, which can greatly impede an Agent’s capacity to operate. Combat is also dangerous in The Future We Saw as it is possible to suffer grisly wounds.

Ideally, The Future We Saw should be played with four players and thus one of each of the four Agent types in the roleplaying game, though with more players, the doubled up Agents should opt for different specialities to enable each Agent to shine in different ways during play. Doubling up with Seer Agents may set up an interesting dynamic of differing views of the immediate future, but will also complicate the efforts of the Game Master to what that ‘best’ future might be in any given situation. Even with just the one Seer in a team, determining the ‘best’ future might be in any given situation is still one of the more challenging tasks in the roleplaying game for the Game Master.

In terms of setting, The Future We Saw does three things. First it presents and discusses five Factions—Hegemon, Innovator, Movement, Rentier, and Zaibatzu—and what their objectives are, why they are hated and why they are useful, and the three perks they can grant once per Mission. For example, an Innovator represents the Power of Progress, which could be cutting edge technology, pervasive data hoarders and manipulators, and the like, such as gig economy delivery and taxi services, and political consulting firms specialising in data analysis and manipulation. It is hated because it pursues improvements without any qualms about collateral or financial damage, but useful because it is building the future. Their perks include ‘Benefit: SIGINT’—harvesting data means great briefing material, Support: Cutting Edge—new technology; and Ultimate: Hack from the Stash—the possibility that the data breaches have already made in the target of the Mission, but not yet revealed. A diagram shows the relationships between the five types of Factions, so that the Game Master can see the alliances and enmities at a glance.

Second, it examines the types of Missions and Schemes that the Agents can be sent on. Whether an Extraction, Cover-Up, or Kompromat, Missions are played out in seven phases—Briefing, Procurement (assign equipment), Deployment, Execution, Extraction, Debriefing, and Consequences. What is interesting here is that in terms of game play, failure is as interesting as success, since the target Faction (or other Faction) might be running its own team of Agents and failure means approaching the problem again, but from a different angle, even a different type of Mission. Further, throughout the Game Master has her own character to roleplay in addition to the various NPCs in situ, and that is Control, a voice in the Agents’ ears, offering advice, help, and warnings, a la Control of John le Carre’s espionage fiction.

Schemes are the overall objectives of the Faction the Agents are working for, the equivalent of a campaign in other roleplaying games, but relatively short and meant to be flexible and be developed as the Agents play through Missions, make discoveries and the target Factions acts in response. These are mapped out on a ‘FTM’ or ‘Faction Tension Map’, which sets out the specific relationships between the Factions and other organisations or persons involved in the Scheme, willing or not. The relative brevity is supported by the number of Missions the Agents go on to acquire Levels—two Missions to get to Second Level, then three to get to Third Level, and so on, for a maximum of fourteen Missions to get to Fifth Level, the maximum available in The Future We Saw.

Third, The Future We Saw presents a Scheme setting, ‘Dublin 2020’. It details a city divided by wealth and a security Fence, dominated by corporate interests, alco-tourism, and tax breaks. It is supported by complete scenario, ‘L❤VE’s Data’s Lost’, in which the Agents are working for L❤VE, an Innovator and start-up company desperately on the make whose data, much of it private and harvested from its app, has been hacked into on the servers at a nearby server farm. The Faction responsible, ZPLNTR, a radical hacker group, is holding the data hostage and the Agents’ task is to prevent further leaks and get control of the data back. Mix in rival Factions, rival events, and more, and this is a decent starting Scheme which feels just a little too real.

Currently, The Future We Saw is only available in an ‘Ashcan’ or ‘Zero Edition’. This does not mean that it is roughly presented. The layout is clean and tidy, and there is a lot of white space. This is by design, and whilst some may complain, it does give the content room to breath and it makes it easy to read. The artwork is decent and though it needs a slight edit in places, the book is well written.

The Future We Saw is a heist roleplaying game, a roleplaying of small teams of experts conducting missions in small amounts of time. It is like the television series Leverage or Hustle, but with a twist. It is like those television series, but backwards—or rather forwards. In Leverage, the team achieves its aims, playing out a con on its mark, but how the mark is played, how each switch or misdirection is made, is revealed in flashbacks, showcasing the skills and abilities of the team’s members. In The Future We Saw, there are no flashbacks, but there are flashforwards, quick peeks and squints mostly into the immediate future(s), and they occur throughout the mission rather than at the beginning or the end.

Overall, The Future We Saw is an interesting take upon the heist and the post-cyberpunk roleplaying game, set in a tomorrow that we can already see.

Friday Filler: Exploriana

In the nineteenth century there remained much of the world to be explored and discovered, so men and women would set out to chart and catalogue the great unknowns in Africa, Asia, and South America. Many would be sponsored by august bodies such as the Royal Geographical Society, the Gesellschaft für Erdkunde zu Berlin, and Société de Géographie, as well as many museums, and in turn the most successful of explorers would return with tales of their explorations, bringing back with them charts of where they have been, fantastic animals and beautiful plants, amazing treasures, and even lost explorers. They would go on to be famous, whilst their sponsors—the societies and the museums—would gain prestige, able to conduct greater scientific work and open greater exhibits to the public. This is the set-up for Exploriana, a board game of exploration and discovery, published by Triple Ace Games, following a successful Kickstarter campaign in which august scientific bodies will send out intrepid explorers and naturalists to chart and catalogue the world, and come back with great discoveries. Each player is the head of one these scientific bodies, who Recruits and sends out Explorers to the far flung corners of the world where they explore regions, and make and return with discoveries that the scientific organisations so covet. It combines ‘Card Drafting’, ‘Push Your Luck’, ‘Set Collection’, and ‘Worker Placement’ mechanics, is designed for between two and five players, aged fourteen and up, and takes roughly forty-five to sixty minutes to play.

Fundamentally, Exploriana consists of five decks of cards and four boards. Three of the decks of cards are Region decks, consisting of Discovery cards, one each for Africa, Asia, and South America. Each Region deck has an associated Region board. The fourth board is the Renown/Score Track, whilst the fourth and fifth decks of cards consist of Explorer cards and Mission cards respectively. Each Discovery card in a Region deck indicates its type—Animal, Location, Treasure, Map, or Orchid, as well as the number of Victory Points it awards at game’s end, Renown for determining turn order, coins it awards, and potentially the Hazard it presented in acquiring. The three types of Hazard are ‘Wrong Turn’, ‘Animal Attack’, and ‘Rockfall’. If a player reveals the three different or three of the same Hazard types during a turn exploring, his turn is over. The three Region deck decks vary in terms of risk and reward, with South America having the lowest and Asia the highest.

The Explorer cards consist of individuals like the Entrepreneur who can draw new Mission cards and choose open to keep, the Medic who can turn over the top card of a Discovery deck and if has one, can ignore the Hazard it reveals, and the Photographer who can take two cards from a Region. Explorer cards are recruited in the first phase of each turn, but each has a cost to be paid if a player wants to use their effects, and an Explore card is discarded after use. Each Mission card has a task such as ‘My Hero!’ (rescuing three or more lost explorers), ‘Bloomin’ Marvelous!’ (collect a set of orchids, one of each type), and ‘Location, Location, Location!’ (collection a location from each of the three different Regions. Each Mission card awards four Victory Points.

Each of the three Region boards has spaces to place the players’ Explorer pawns and Lost Explorer tokens. They are also double-sided, one side being for two to four players and the other for five players. The Renown/Score Track is used to keep track of the players’ Renown throughout the game. Both Renown/Score Track and the three Region boards are designed to click together jigsaw fashion to form one long board.

Set-up of Exploriana is simple enough. The Renown/Score Track and the three Region boards are placed in a line down the table and the three Region decks shuffled and placed alongside them with three cards in reserve on one side and the rest on the other. Two cards from each deck are drawn and placed face up so that everyone can see them. Each player is given his two Explorer pawns, six coins, and two Missions, which will score them Victory Points if completed.

Each round of Exploriana consists of four phases. Turn order goes from the highest Renown to the lowest, but at the game’s beginning, the player who most recently travelled to another continent goes first. In the ‘Recruit Explorers’ phase, the players each choose one Explorer card from those face up. There is always one more Explorer card than the number of players and any Explorer card left has a coin added to it. A player who takes an Explorer card with coins on it, also gets the coins. This can be a consideration as players rarely have quite enough coins necessary to hire their Explorers and use their abilities. In the ‘Send Explorers’ phase, the players take in turns to assign one of their Explorer pawns, then the other, onto one or two of the Region boards. A player can only explore a Region deck if he has an Explorer pawn on the associated Region board. It is possible to completely fill the spaces on a Region board, forcing a player to place his Explorer pawn elsewhere.

Then, starting on the South America Region board and moving to the Africa Region board and then the Asia Region board, each player takes any number of actions for one of his Explorer pawns in the third phase, Explore Regions’, before going round again for each player’s second Explorer pawn. There are three types of action a player can take. First, he can ‘Explore’, turning over cards from the Region deck adjacent to Region board; second, he can ‘Hire a guide’, every player having a guide token he can use to cover a Hazard symbol on a face-up Region card, though this costs coins; and third, ‘Use an Explorer card’, a simple matter of following its instructions. A player’s turn with one Explorer pawn continues until one of four conditions are met. Either three different or three of the same Hazard types are revealed face-up on the Region cards, in which case the Explorer becomes lost and a random Lost Explorer token is added to the Region board and all of the face up Region cards in the Region are shuffled back into the Region deck, and two cards are drawn again. Lost Explorer tokens are worth two, three, or four Victory Points, and are placed face down. Either because there are five face-up Region cards adjacent to the Region board or the player decides to stop exploring, or because an Explorer card tells the player to stop.

If there are five face-up Region cards or the player decided to stop exploring, and there are not sufficient Hazard types revealed face-up to get the player lost, the last action he gets to do is ‘Take Picks’. If there are four or fewer Regions face-up to choose from, a player only gets one pick, but if there are five, he gets two. A pick can either be all of the Region cards with Animal symbols on them in the Region, a single Region card with a non-Animal symbol on it (Location, Treasure, Map, or Orchid), or a single Lost Explorer token on the Region Board. A player can then repeat this all with his second Explorer pawn, in either the same Region or a different one, depending upon where it is placed.

The fourth and last phase of a round is ‘End of the Round’. It is actually only triggered when any Region deck or its reserve pile, or the Explorer deck is depleted, and indicates the end of the game. Each player is awarded Victory Points for the number of Renown points scored, Mission cards completed, Lost Explorer tokens, coins, and Region cards with Location and Treasure symbols collected, for each Animal on their Region cards collected, the number of Map symbols collected, and the number of sets of Region cards with Orchid symbols collected. The player with the most Victory Points is the winner.

Essentially, each player is attempting to push his luck when exploring a Region and turning over its Region cards, attempting to find the Region cards he wants that will score him the most points or helps him fulfil the requirements of a Mission card. This is balanced against the possibility of too many Hazard symbols being revealed, and so making an Explorer lost, as well as the need to find coins which a player will need to pay in order to use the special ability of an Explorer card. The first player to any Region—typically dictated by Renown order—has the benefit of making use of the first two cards face-up in a Region, thematically, the equivalent of entering undiscovered territory. Later players will probably find that the face-up Region cards have changed, potentially with the best Region cards already having been picked or too many Region cards with Hazard symbols left to be revealed. The ‘Set Collection’ aspect of the game involves getting as many Region cards with Map symbols or sets of the three types of Orchid symbols on the Region cards. A last aspect of the game’s ‘Push Your Luck’ play, is whether or not to Explore the more dangerous Regions of Africa or Asia, which have higher rewards, but more risks in the form of a greater number of Hazard symbols.

Beyond the race to place Explorer pawns in choice slots on the Region boards, Exploriana is not a game with any real direct interaction between the players. This does not mean that it is a bad game however, rather that its competitive play is relatively gentle and probably suited to a younger audience than the minimum age of fourteen years old already given. Certainly twelve-year-olds would have no issue with relative complexities of Exploriana and those complexities are not that complex. Further, the playing time of forty-five minutes to an hour is a little long, except for the first playthrough perhaps. After that, it should play in thirty minutes or so.

That though, is the basic game. Exploriana includes much more than just the basic game. For two players, it adds a dummy third player to act as a rival, though this is not as enjoyable to play, and then there are several advanced rules and variants. These add valuable relics which can be discovered by collecting particular symbols for the Region the relic is from; a bonus of two coins for Explorer pawns which become lost, which encourages a player to actually push his luck even further exploring a Region and drawing cards; and Expansion cards which are taken as soon as they are drawn, such as the Poisoned Chalice which is given to another player (and later possibly to another player when an Explorer becomes lost) and losing the player who has it at the end of the game Victory Points. There are a total of nine advanced options and variants, which the players are free to pick and choose from, and that is in addition to the solo rules and variants included. Adding these to the play of the game will increase its play length though.

Physically, Exploriana is very well presented. A good cardstock is used for all of the cards, the playing pieces and tokens are of thick cardboard or wood, and everything is done in full colour. The rulebook is generally well written, but needs a careful read through in places.

Exploriana is quite a light game, with scope to make it as complex as the players want, but without getting overly so. Its engaging theme, attractive production values, and light mechanics make it a decent family game as well as something that can be enjoyed by the more experienced boardgamer too.

Jonstown Jottings #40: Secrets of HeroQuesting

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford's mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha 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?
Secrets of HeroQuesting is a guide to HeroQuesting—becoming a hero, creating and running HeroQuests, and other secrets of HeroQuesting.
It is 10.43 MB, eighty-one page full colour PDF.

It is generally well written and illustrated throughout with a range of Public Domain artwork. The layout is tight in places and it needs another edit.

Where is it set?
Secrets of HeroQuesting can be set anywhere in Glorantha, but focuses on Central Genertela.
Who do you play?
Secrets of HeroQuesting does not require any specific character types, but Player Characters should possess magic, be capable and willing to embody the tenets of their cults and the characteristics of the gods they worship.
What do you need?
Secrets of HeroQuesting requires RuneQuest: Roleplaying in Glorantha, but will apply to, but is not specifically for, QuestWorlds: Glorantha and 13th Age Glorantha.
Secrets of HeroQuesting makes reference to numerous supplements for Hero Wars, Questworlds, and HeroQuest Glorantha, including Sartar: Kingdom of Heroes and The Eleven Lights. It also references numerous titles from the Stafford Library and fanzines. None of these are necessary to run the content in Secrets of HeroQuesting, but they will help the Game Master with examples.

What do you get?
HeroQuesting—the ability to engage with the mythology and beliefs of Glorantha’s many cults and legends, to learn from them, to enforce them, and to embody the original participants, has long been a long-term aim of roleplaying in Glorantha, from RuneQuest II to RuneQuest: Roleplaying in Glorantha. After all, the Lightbringers’ Quest in which Orlanth, Chalana Arroy, Lhankor Mhy, Issaries, Eurmal, Flesh Man, and Ginna Jar quested into the depths of Hell to find the Bright Emperor Yelm whom Orlanth had slain with the newly discovered Death, and return him to his rightful place and so bring about an end to the Great Darkness, is a myth central to Glorantha’s lore, which great heroes can enact again and again to enforce a fundamental truth about the world. This re-enactment and enforcing of a myth is known as a HeroQuest and its participants are HeroQuesters, and whilst the Lightbringers’ Quest may be the greatest of HeroQuests—especially if you belong to one of the cults which worships its original participants—there are innumerable cults in Glorantha, and all of them have myths to replicate and HeroQuests to be fulfilled. Secrets of HeroQuesting explores and examines the ideas and concepts behind HeroQuesting and suggests ways in which the Player Characters—if they are powerful enough and sufficiently devout—can undertake and so become greater heroes for their cults.
A HeroQuest is the bringing of a myth into the world, typically enacted through a divinely inspired, tightly regulated mythical journey, designed to ‘Achieve the Impossible’. Secrets of HeroQuesting identifies and examines various types in some detail—‘Short Form’, ‘Long Form’, ‘Riddling Contests’, ‘Wagering Contests’, ‘Re-enactment’, ‘Magic Roads’, ‘Raid Quests’—noting the potential controversy of the latter given that we are gaming in a modern world, ‘Exploration’, ‘Mundane’, and even ‘Spell-Learning’ in which Rune and other spells can be learned through mini-HeroQuests which echo how they were originally learned. In moving on to look at their individual steps or ‘Stations’ it suggests that HeroQuests become something that a HeroQuester actually invest points of Power into—much as he did for Rune spells—so that he can access a particular HeroQuest more easily later. Similarly, individual Stations can be invested in, which sets a greater flexibility in how the HeroQuester approaches each Station and can substitute different Stations for another and even use one Station to leap to another and potentially into another HeroQuest. In terms of objectives, a HeroQuester will not only be enforcing a Myth, but more personally learning a spell, performing an improbable act or task, gaining a magical weapon or item, gaining allies, and more. It might be that a HeroQuester is undertaking a HeroQuest to gain the means and support to start a bigger more important HeroQuest which he would otherwise be unable to start, let alone complete.
What is emphasised throughout is that although a HeroQuester is enforcing a particular myth, his approach need not rigidly adhere to how the HeroQuest is completed according to said myth. The HeroQuester can be flexible in how he attempts each Station, especially if successful. If a HeroQuester’s approach can be flexible, then so can the HeroQuest in that it is possible to alter or warp a HeroQuest, not just for the HeroQuester who completed it, but for anyone who attempts it afterwards. The flexibility extends to improvising stations as well, but this requires a higher degree of knowledge upon the part of both Game Master and her players, so is better suited to veterans who have been playing for a while and whose characters have also been HeroQuesting for as long. 
Numerous examples of HeroQuests are discussed throughout, though the Game Master will still need to track them down in order to deploy them in her campaign. Also discussed are the advantages of being Illuminated and going on HeroQuests, as well as covering the different planes—from the Mundane Plane to the God Plane, and the Ages of Gloranthan Mythology—from the Formless Age and the Dark Age to the Chaos Age and the Silver Age. Advice is given on designing and running a HeroQuest, tailoring to the players and their HeroQuesters, and suggested Game Master styles. It even takes the concept of ‘Achieving the Impossible’ up a notch or nine and suggests quite how HeroQuesters could potentially save those who have been consumed by the Crimson Bat! This falls under ‘Your Glorantha Will Vary’ of course, but would make for an epic mini-campaign since it would require a great deal of preparation, research and adventuring to even attempt it, including numerous HeroQuests before the big event. Throughout, the author adds commentary to the content, personalising it and giving much of what he writes some context.
Now as good as the advice in Secrets of HeroQuesting is, and as interesting a read on the subject as it is, there are issues with Secrets of HeroQuesting which preclude it from being totally useful for your RuneQuest: Roleplaying in Glorantha or other Glorantha-set campaign. First, it is one author’s view of what it is and what it involves, born of forty years of gaming in Glorantha, so it is unlikely to be the ‘official’ approach to the subject matter when the official guidelines are released. Second, the author draws heavily on forty years of assembling an extensive library of roleplaying games, supplements, scenarios and campaigns, and fanzines—the majority of which the reader is unlikely to possess or have access to. This is particularly noticeable inthe suggested use of ‘Virtues’, the equivalent of personality Traits from King Arthur Pendragon, which although present in earlier supplements for RuneQuest: Classic Edition (and also in the fanzines Tales of the Reaching Moon #6 and Enclosure #1), they are not present in RuneQuest: Roleplaying in Glorantha, though the Power Runes do use its model. The inclusion of Virtues is not the only mechanical additions in Secrets of HeroQuesting, the others being the investment of Power into HeroQuests and individual Stations, and the inclusion of a ‘Hero Soul’, a magical part of a HeroQuestor which is awakened upon a Player Character first participating in a HeroQuest and left permanently on the God Plane. These contribute towards the third issue, the inclusion of extra mechanics and elements for the Player Character and Game Master alike to keep track of in addition to the fairly complex character sheet for RuneQuest: Roleplaying in Glorantha. Fourth and last, is that although the author identifies that most of what has been written about HeoQuests in the past is “fragmentary and self-contradicting” and states that his aim is to reconcile these fragments together with his “…most recent ideas and gaming experiences”, as much light as is thrown on HeroQuesting, Secrets of HeroQuesting still cannot quite get away from the enigmatic and mystifying nature of its subject matter. Especially for the Game Master not as learned when it comes to the lore. Perhaps the promised Secrets of HeroQuesting: Storm will provide concrete worked examples and advice on staging and varying HeroQuests when it is released.
Despite these issues, this does not mean that content presented in Secrets of HeroQuesting is neither interesting or useful, and it really has a lot of potential, especially if the Game Master has access to the same content as the author. Bringing that potential to the table is another matter, especially if the Game Master is new to Glorantha and RuneQuest: Roleplaying in Glorantha.
Secrets of HeroQuesting ends with a detailed bibliography of roleplaying games, supplements, campaigns, and fanzines in which HeroQuesting is explored, a glossary of terminology, and full table of contents.
Is it worth your time?
YesSecrets of HeroQuesting provides an in-depth exploration of HeroQuesting, an important aspect of roleplaying in Glorantha and careful study will enable the Game Master to take her campaign and players and their characters onto another plane.NoSecrets of HeroQuesting provides an in-depth exploration of HeroQuesting, an important aspect of roleplaying in Glorantha, but it is not the official version from Chaosium, Inc. and it cannot quite escape being still a mystifying and enigmatic subject.MaybeSecrets of HeroQuesting provides an in-depth exploration of HeroQuesting, an important aspect of roleplaying in Glorantha, but it is not the official version from Chaosium, Inc. and it cannot quite escape being still mystifying and enigmatic despite going some way to clarify the ideas and concepts behind the subject.

A Holiday Horror Quartet

Imagine growing up in Lovecraft Country? What sights and hints of the Cthulhu Mythos might the children of that benighted corner of New England been exposed to, growing up as they have in or near its darker and more mystical corners—Arkham, Dunwich, Innsmouth, and Kingsport? Since being coined by the late Keith Herber, the setting has been more widely explored in supplements for Call of Cthulhu, such as Arkham Unveiled and Tales of the Miskatonic Valley during the nineties, and relatively recently in New Tales of the Miskatonic Valley and More Adventures in Arkham Country in the noughties. The point of view for all of these is always that of the Investigator core to Call of Cthulhu, but the very latest campaign to explore the region does so from the point of view of children, who perhaps suspect that the world around them is perhaps a little stranger than some of the adults around them would know or even admit, and in investigating that strangeness, may lay groundwork for their becoming fully fledged Investigators as adults. This is the set-up for The Eldritch New England Holiday Collection, a campaign which takes place over the course of a single year in New England, at four family get togethers, that will see cousins come together to discover dark secrets about their family and truths about the world around them, and confront mysteries and the Mythos, wonders and magic, horrors and truth, ultimately to form friendships which will last long into adulthood.

The Eldritch New England Holiday Collection from Golden Goblin Press, best known for titles such as An Inner Darkness: Fighting for Justice Against Eldritch Horrors and Our Own Inhumanity, The 7th Edition Guide to Cthulhu Invictus: Cosmic Horror Roleplaying in Ancient Rome, and Tales of the Crescent City: Adventures in Jazz Era New Orleans. Published following a successful Kickstarter campaign, it is a campaign for Call of Cthulhu, Seventh Edition, which is set in New England in 1925 and 1926 and which requires the players to take the roles of six eleven-, twelve-, and thirteen-year-old children. They each live and have relatives in the towns of Arkham, Dunwich, Innsmouth, and Kingsport, and during the course of the year will spend Halloween in Dunwich, Christmas in Kingsport, Easter in Arkham, and Independence day in Innsmouth. The campaign consists of ‘Halloween in Dunwich’, ‘Christmas in Kingsport’, ‘Easter in Arkham’, and ‘Innsmouth Independence Day’. Of the four lengthy scenarios, the first two are not new. ‘Halloween in Dunwich’ originally appeared in the Miskatonic University Library Association monograph, Halloween Horror, one of the winners of Chaosium, Inc.’s 2005 Halloween Adventure contest, whilst its sequel, ‘Christmas in Kingsport’ appeared in the 2006 eponymous Miskatonic University Library Association monograph, Christmas in Kingsport, following Chaosium, Inc.’s Holiday Season Adventure Contest. For the Keeper who has access to them, the following supplements will be useful in adding colour and detail to each of the four scenarios in The Eldritch New England Holiday Collection. These are Return to Dunwich, Kingsport: The City In The Mists, Arkham Unveiled, and Escape from Innsmouth, as well as Miskatonic University, but whilst they can be a source of colour and detail, none of them are necessary to run the scenarios in the campaign.

Interest in combining horror and playing children in roleplaying games has picked up in the last decade, with television series like Stranger Things and roleplaying games like Kids on Bikes and Tales from the Loop – Roleplaying in the '80s That Never Was. For Call of Cthulhu, Seventh Edition, scenarios like The Dare and The Haunted Clubhouse have explored the more modern periods, but The Eldritch New England Holiday Collection predates them all—not only in the genesis of the four scenarios in the anthology, but also in the period they are set. Further, as much as the players are called upon to roleplay children in the campaign, they will be confronted with elements of the Cthulhu Mythos and cosmic horror as well as horrific elements of the mundane world, including racism, prejudice, child abuse, bullying, and worse. Whilst none of these elements are specifically aimed at the Investigators the players will be roleplaying, they are present in several of the scenarios and they are likely to witness them. Consequently, many of the scenarios do carry warnings and both they and the pre-generated Investigators are designed to be played by mature players.

The six pre-generated Investigators consist of Donald Sutton, Gertrude ‘Gerdie’ Constance Pope, Gordon Brewster, Edward Derby, George Weedon, and Alice Sanders. Donald Sutton, the son of Kingsport artists and gallery owners, is a sensitive artist who is also friends with a ghost; Gertrude ‘Gerdie’ Constance Pope is from Dunwich and has strange white hair and ice blue eyes and has the gift of knowing things she should not, but does not know who her parents are; Gordon Brewster is also from Dunwich, a sturdy and hardworking farm boy who knows that the local hills are home to strange things; the studious and intelligent Edward Derby lives just off campus from Miskatonic University in Arkham, and has managed to read the strange books his father left him; George Weedon, also from Arkham, is athletic and principled; and the oldest cousin, Alice Sanders is a resident of Innsmouth, sturdy and stocky, but with keen mind and a slightly devious streak. All six are given full Investigator sheets and more—the more of which comes at the end of the book.

The campaign opens with ‘Halloween in Dunwich’. As members of the extended Morgan family, the cousins and their parents or guardians are invited to spend Halloween at the farm of the family patriarch, Great-Grandpa Silas. As the adults gather and catch up with the family gossip and rumours—some of which the Investigators have an opportunity to overhear and presages plots and events to come in the rest of the campaign’s scenarios—Great-Grandpa Silas takes the children away for a day of activities, games, and competitions. These include apple picking, pumpkin harvesting and carving, singalongs, and more, ending with a family feast and ghost tales round the fire. These activities serve functions in and out of the game. They get the Investigators to interact with each other and with their family, to begin forging relationships with each other in play rather than simply as written. They also serve to get the players rolling dice and have their Investigators be active and gain Experience Checks so that they are more skilled as the campaign progresses, and they also show how children’s lives can be fun, especially in a period where the fun was not so technologically sophisticated to what it is today. This is a device which the author pulls again and again as the campaign progresses, but each time the setting is different, the family dynamics are different, and the activities are different.

The activities also establish a very nicely balanced contrast between the mundane and the Mythos, again a device which will be used in all four scenarios. Of course, when it comes, the Mythos is no less horrifying than you would expect. One of the old family ghost stories told round the fire proves to have more than a ring of truth to it as a vengeful spirit returns from the family’s past to enact a ghastly plan. The adolescent Investigators are the only ones capable of defending their family against the predations of this spirit, and must fight through a swarm of Halloween-themed threats to confront the evil spirit and put an end to its dread ambitions.

If the Investigators looked forward to spending time with Great-Grandpa Silas in Dunwich, they are resigned to spending ‘Christmas in Kingsport’ at the home of their joyless Great Aunt Nora. She expects children to be ‘seen and not heard’, so there is little likelihood of any laughter or fun. Fortunately, Aunt Nora’s ward, the Investigators’ beloved older cousin Melba, a carefree flapper and black sheep of the family, comes to their rescue. She sneaks them out of the house and takes them on a guided tour of Kingsport—sledding, visiting friends, feeding cats, snowball fights, and more. There is something delightfully picaresque about this day out and despite her reputation as the black sheep of the family, Melba is a very positive character who likely reminds both the players and the Keeper of someone in their own family and childhood. Unfortunately, the joie de vivre of the cousins’ grand day out comes to a crashing halt when they are discovered and then the opprobrium heaped upon them and their cousin, Melba, is upstaged by the arrival of their uncle, who has returned from Europe with his new wife. Who is German, no less! Which all threatens to sour Christmas even more.

However, ‘Christmas in Kingsport’ takes a stranger and more wondrous turn when cousin Melba leads the Investigators Beyond the Walls of Sleep and into the Dreamlands. This strange realm of sleep and dreams has always been portrayed as strange and weird, but ‘Christmas in Kingsport’ focuses on the magic and the joy of exploring a mythical, almost Narnia-like, realm. Having made their day in the mundane world, Melba makes the Investigators’ sleep a magical holiday adventure, but it suddenly takes a scary turn when a party in their honour is literally crashed by Christmas demons! Captured, they must find out by whom and why, using clues they have learned in both the waking and the dreaming world—the Investigators will definitely need to listen, and hopefully solve the mystery before they wake up on Christmas morning. Ultimately, there is a great deal at stake in ‘Christmas in Kingsport’, but it is a wonderfully entertaining and thoroughly enjoyable scenario.

The third scenario, ‘Easter in Arkham’, is darker in tone and pulls the Investigators deeper into the Mythos and the secrets of Arkham. Staying at the homes of both Edward Derby and George Weedon, the Investigators have a lot of freedom to visit some of their favourite places in the town and get up to a lot. These include going to the cinema to see films such as The Thief of Bagdad or The Gold Rush, getting ice cream, visiting the penny arcade, bicycling, and more. Chief amongst these though, is attending and even participating in the Miskatonic University Easter Parade, there being opportunities for the Investigators to bake goods, paint Easter eggs, and make Easter bonnets, as well as enter their associated competitions. The pleasure of these activities is first interrupted by strange rumours of missing pets, evil lunch ladies, swarms of killer rats, and worse, and then fraught encounters with one of Edward Derby and George Weedon’s classmates playing truant and a horrid attack by one of the animals in the petting zoo at the Easter Parade. Investigation will reveal that recently departed pets have been returning to their owners, but changed, tainted, and unstable, which for Call of Cthulhu veterans can only point to one cause—and they would be right! However, the Investigators do not know that and getting to that cause will entail dealing with terribly afflicted animals, making friends with a gang of would-be members of the feared O’Bannion mob each of their own age, and negotiating with a figure out of witch-haunted Arkham’s past in a very nicely judged and staged encounter.

The fourth and last scenario in The Eldritch New England Holiday Collection is ‘Innsmouth Independence Day’. Almost like the film Jaws, the Investigators get to spend and celebrate the Fourth of July on the New England coast, but this takes place on Haven Cove, an island opposite the harbour of Innsmouth, the most shunned and reviled towns in New England. This is a chance for the Innsmouth side of the Morgan family to meet the rest of the family, and vice versa, and do so on neutral ground, just sufficiently far away from the mildewed and mouldering seaport and its strangely inbred and evolving inhabitants, to gain the grudging acceptance of the High Council of the Esoteric Order of Dagon. However, one of the Investigators, Alice Sanders, a resident of Innsmouth has a plan. Once all of the competitions—swimming, sailing, fishing, sandcastle building, and more—are out of the way, she wants to sneak off the island and into Innsmouth and locate her family records. There are elements of The Shadow Over Innsmouth here, but the Investigators are sneaking in as well as sneaking out, and whilst there are plenty of watchful eyes who will alert the authorities to their presence, the Investigators can find allies too—and make friends. ‘Innsmouth Independence Day’ culminates in some quite nasty confrontations with some family secrets and truths, and whilst the protagonists are children, the scenario does not shy away from the sometimes brutal and inhuman way of life in Innsmouth.

Almost the last fifth of The Eldritch New England Holiday Collection is dedicated to Investigators sheets for the six children at the heart of the campaign. This is fifty pages long, which is somewhat unnecessarily over the top given the size of the cast. However, The Eldritch New England Holiday Collection does not just give Investigator sheets for the six children for the four scenarios in the campaign, but for later in their lives as well. The first set take the sextet into their early twenties, whilst the second presents them as Investigators for use with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. Hopefully, their inclusion will see the Investigators who have come of age and aware of the Mythos during the events of The Eldritch New England Holiday Collection return again to conduct further investigations.

In terms of staging the four scenarios in The Eldritch New England Holiday Collection, the Keeper will need to do some preparation. Primarily this will be to create the various adult members of the family in addition to those mentioned in the text. In terms of running the scenarios, the Keeper is encouraged to have his players spend Luck as needed on their Investigator’s tasks and actions, and in return be generous with restored Luck between adventures. In terms of staging the scenarios and the campaign there are, nevertheless, a number of issues with the campaign. First, The Eldritch New England Holiday Collection really only works with the full six players. Second, the scenarios are linear in places, though this is offset by the fact that there is a lot for the Investigators to do throughout, both in the linear sequences and in the sequences where they have greater freedom of action. Third, the campaign negates the parents and guardians of the Investigators. They are named, but they are never really developed and it would have been useful if the Keeper had been given some roleplaying notes about both how to roleplay them and how each of them feels about the Investigators.

Physically, The Eldritch New England Holiday Collection is very well presented. In contrast to most releases for Call of Cthulhu, there is a sense of warmth to the book and a vibrancy to its illustrations. Many of these are taken from period festival illustrations of the day, whilst the illustrations of the Investigators have a suitably slight cartoonish feel to them that enhances the childhood sensibilities of the campaign. Not all of the illustrations quite match the text, but that is a minor issue. 

As a piece of writing for a roleplaying game, The Eldritch New England Holiday Collection is simply an entertaining read. There are moments of tragedy and joy and outright humour in the writing and it is easy to see that the author is actually enjoying himself in writing the four scenarios in the campaign. As a campaign, The Eldritch New England Holiday Collection is linear in places and it does demand all six players, but it captures the feel of being a child again and pulls the players into roleplaying children again with all of its fun and disappointment and excitement and frustration of dealing with adults—and it does this without being patronising or belittling any one of them. It also brings alive a sense of family, with its gossip and secrets and difficulties. All of which will be familiar to so many players and Keepers from their own childhoods. As individual scenarios, The Eldritch New England Holiday Collection adeptly contrasts the mundane with the Mythos, whilst giving time for the Investigators to be children and revealing step by step some of the darker secrets about the world around them.

Golden Goblin Press has a well-deserved reputation for publishing excellent anthologies and campaigns for Call of Cthulhu, Seventh Edition, but The Eldritch New England Holiday Collection is the exception. The Eldritch New England Holiday Collection is a superb piece of writing, which in capturing our childhoods and taking a new, fresh angle to Lovecraft Country, brings charm to Call of Cthulhu and Lovecraftian investigative roleplaying. The late, much missed Keith ‘Doc’ Herber would have been proud.

A Fourth Savage Starter

It has been almost a decade since the previous edition of Savage Worlds was published, but following a successful Kickstarter campaign, Pinnacle Entertainment Group released an updated version, Savage Worlds Adventure Edition, or ‘SWADE’ in 2019. Originally published in 2003 and derived from Deadlands: the Great Rail Wars, the simplified skirmish rules for use with Deadlands, what Savage Worlds is, is a generic roleplaying game which promises to be ‘Fast! Furious! Fun!’. The RPG focuses on action orientated, cinematic style play, with the player characters able to take down mooks or Extras with ease, but always having a fight on their hands when they face any villains, either minor or major. The system is also designed to handle skirmishes between multiple opponents, so that the players can easily engage in small-scale wargaming as part of a campaign. It is capable of handling, and in its time, has handled a wide variety of genres and settings, including fantasy and pirates with 50 Fathoms, gritty fantasy with Lankhmar: City of Thieves, horror and the Wild West with Deadlands, ancient military horror with Weird Wars Rome, college and horror with East Texas University, pulp sci-fi with Flash Gordon, and more.

A character in Savage Worlds Adventure Edition is a known as a Wild Card because he brings in a degree of unpredictability to a situation. He is defined by his Attributes, Skills, Edges, and Hindrances (disadvantages), with both Attributes and Skills defined by die type—four, six, eight, ten, or the twelve-sided die. The bigger the die type, the better the Attribute or Skill. Edges include Attractive, Brawny, Gadgeteer, and Two-Fisted, whilst Hindrances include All-Thumbs, Clumsy, Heroic, or Mild-Mannered. Many of the Edges have requirements in terms of skills and attributes, experience or Power Level, or other Edges. Hindrances are either Major or Minor. To create a character, a player selects some Hindrances, which will give him points which he can spend to purchase Edges or improve attributes or skills. Choice of Race will give the character some beginning Edges, Hindrances, attributes and skills. Race is not an Edge in itself, but a package of Edges, Hindrances, and skill and attribute bonuses which can be selected during character creation. For example, a Saurian begins play with Armour +2 (scaly skin), a Bite natural weapon, Environmental Weakness to the cold, Keen Senses which gives him the Alertness Edge, and the Outsider (Minor) Hindrance which penalises his Persuasion skill. The average heroic Human of Savage Worlds, begins play with an extra Edge. A player has five points to raise his character’s attributes from their base of a four-sided die each and twelve points to raise his character’s skills.

Henry Brinded, Antiquarian
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigour d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Language (Latin) d6, Notice d6, Occult d8, Persuasion d4, Research d8, Spellcasting d6, Stealth d4
Charisma: 0
Pace: 6” Parry: 4 Toughness: 5 Bennies: 3
Power Points: 10
Hindrances: All-Thumbs (Minor), Bad Eyes (Major), Mild Mannered (Minor)
Edges: Arcane Background (Magic), Investigator, Strong-Willed
Powers: Arcane Protection, Detect Arcana, Speak Language

To do anything, a player rolls the die associated with his character’s Attribute or the Skill as well as an extra six-sided Wild Die because the heroes—and some villains—are Wild Cards and thus unique in the Savage Worlds setting. The highest result of either die is chosen by the player as his result, with the maximum result or Ace on either die allowing a player to reroll and add to the total. The base target for most rolls is four, but can be higher depending on the situation. Rolling Aces usually enables a player to roll higher than the target, with results of four higher than the target providing Raises that give extra benefits. Every Wild Card has one or more Bennies. These can be expended to reroll a trait, recover from shaken, soak rolls to prevent damage, draw a new action card and so gain a better place in the initiative order, to reroll damage, regain Power Points, and to influence the story. They are awarded for clever actions, good roleplaying, and acts of heroism, and so on, plus whenever a player character draws a Joker during combat. In which case, all Player Characters receive a Benny! The Game Master is encouraged to be generous with Bennies and the players to expend them to facilitate the action.
For example, there have been attacks in the city over the past few weeks and Henry Brinded suspects it might be some supernatural entity. He conducts some research based on the clues he has already discovered. The Game Master sets the target at four as it is a standard task. Henry’s player rolls two dice for the task—an eight-sided die for Henry’s Research skill and a six-sided die because Henry is a Wild Card. He will add two to the resulting roll because he has the Investigator Edge. Henry’s player rolls a one on the six-sided die and an eight on the eight-sided die. He selects the latter because it is higher and because it is an Ace, meaning that Henry’s player can roll again and add. The result of the second roll is a five, which Henry’s player adds to the first roll, as well as the bonus, for a total of fifteen. This is four, then eight higher than the target of four, so it grants a Raise or two. This means that Game Master will reveal a lot more information about the threat that Henry is hunting.Combat uses the same mechanics with initiative being determined by an ordinary deck of cards. In general, Wild Card characters have the edge over their opponents, able to shrug off damage or soak it with the expenditure of Bennies before they start suffering Wounds. The combat rules in Savage Worlds cover not just man-to-man, man-to-Orc, or man-to-Xenomorph combat, but mass combat and vehicular combat too. The rules for mass combat lend themselves towards the use of miniatures, either actual miniatures or counters, and the book comes with effect templates that can be copied and used with them.

The treatment of Powers, whether they be Magic, Miracles, Psionics, or Weird Science, is kept very uniform in Savage Worlds. Each is fuelled by Power Points, each has an associated Arcane Background Edge and Skill, and each of the Powers can have an associated set of Trappings. So, for example, the common Bolt Power could have different Trappings depending upon its source, which means that a wizard’s fire Bolt spell could have the flammable Trapping, potentially causing materials to catch alight, whilst a Gadgeteer’s Bolt Power could be an Electro-Zapper that with the Electricity Trapping causes target’s to spasm. The one type of Power which Savage Worlds Adventure Edition does not do effectively, is superpowers. They do fall under the Arcane Background (Gifted) Edge, but would be very low powered in comparison to a proper superhero roleplaying game and do not stretch as far as a ‘Four Colour’ style of game.

There are changes and tweaks throughout Savage Worlds Adventure Edition. To begin with, every character has some beginning or basic skills—Athletics, Common Knowledge, Notice, Persuasion, and Stealth, but have fewer points to spend on skills during character creation. Climbing, Swimming, and Throwing have been folded in Athletics, Lockpicking into Thievery, Common Knowledge is a skill of its own, Knowledge been replaced by a range of skills—Academics, Battle, Electronics, Hacking, Language, Occult, and Science, Streetwise is an Edge rather than a skill, and so on. Elsewhere, for vehicles, Acceleration is now factored into Handling and Top Speed, and Top Speed has replaced the earlier Pace to better reflect real world vehicles rather than vehicles on the table. Other changes have been to the way in which stories are told using Savage Worlds.

The rules for Dramatic Tasks, Interludes, and Social Conflicts are retained from earlier editions. Dramatic Tasks handle nail-biting scenes such as diffusing a bomb, hacking a computer, casting a ritual, or even escaping a deathtrap, and involve the players making skill checks for their characters in order to collect enough ‘Task Tokens’ to overcome the Dramatic Task—the more involved the Dramatic Task, the more ‘Task Tokens’ required. Interludes involve either Downtime, Backstory, or a Trek, and give scope to a player to roleplay and explore more of his character during more quiet times in the narrative. Social Conflicts work a little like Dramatic Tasks and are again, designed to add tension to a social situation, such as a negotiation or arguing a case in court, and involve a player rolling his character’s Persuasion or Intimidation skill to accumulate Influence Tokens which are compared to table to determine the outcome. Added to these tools are mechanics for Networking and Quick Encounters. Networking covers social characters interacting with clients to get information and clues, whilst scholarly type characters are in the library, and require no more than a single Persuasion or Intimidation skill check to determine the outcome. Similarly, Quick Encounters also use a single skill check, but what skill is used depends on the nature of the encounter. A chase might require Common Knowledge, Driving, Repair, and Shooting, whilst a heist might make use of Hacking, Notice, Stealth, and Thievery. Quick Encounters are designed to cover situations where the Game Master is pressed for time or has not prepared a big encounter, or there is simply no need to play out a situation roll by roll. There is scope here for the Game Master and her players to develop and combine these scenes, so that they could be run as montages. Another narrative change is to Experience Points, which have been replaced with a simple advancement scheme based on campaign length.

Savage Worlds Adventure Edition also comes with mechanics rules for creating races for both Player Characters and NPCs, a list of spells along with the means for a player to colour and modify their magic, and a bestiary of thirty or so animals, beasts, and monsters. It is rounded out with solid advice for the Game Master, which is worth reading whether she is new to Savage Worlds or has run it before.

Savage Worlds Adventure Edition follows the format of the earlier Explorer Edition of Savage Worlds in coming as a smaller sized—though not digest-sized—book. It is a full colour hardback, illustrated throughout with plenty of artwork which showcases the potential ranges of genres the rules can cover, emphasises the action, and focuses on the Player Characters. The book is well written, it is easy to read, there are decent examples of play, and where there are changes from the previous editions of the rules, the Savage Worlds Adventure Edition makes it clear what they are. If perhaps there is a niggle to the book it is that the elements of the Player Characters, the advantages, disadvantages, and skills, known as Edges, Hindrances, and skills, are organised in an odd order in the book. Any other roleplaying game would do attributes, advantages, disadvantages, and skills, but not Savage Worlds Adventure Edition, in which the order is Hindrances, Traits—attributes and skills, and then Edges. This is a holdover from previous editions of the rules and it made no sense in those editions, just as it makes absolutely no sense in Savage Worlds Adventure Edition.

Of course, like any new edition of a set of rules, it is primarily there to support new content, but one of the fantastic aspects of Savage Worlds Adventure Edition is that it is still compatible with earlier versions of the rules and thus with much of the support which was published for those rules, such as the 50 Fathoms or Sundered Skies campaigns. Plus, notes highlight the changes, making them easy for the Game Master to spot. There is also a shift in Savage Worlds Adventure Edition over previous editions, which is that as much as it supports mass battles, there is less of a military emphasis in the feel of the rules. Instead, the new rules emphasise the narrative flow of the game more in keeping with a contemporary style of play. Overall, Savage Worlds Adventure Edition is a slickly presented, well written new version of the action orientated, cinematic rules.

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