The Other Side

Review: Traveller Starter Edition (1983)

Traveller Starter EditionIf there was a "Golden Year" of classic RPGs then I am willing to put my nomination in for 1983.

By now what I considered to be the "Big 3" were well established; AD&D/D&D, Call of Cthulhu, and Traveller.  Indeed there were even alternatives to these that were very good games in their own right; Runequest, Chill, and Star Frontiers respectively. While Edition and System Wars have always been with us, it was a great time to be a gamer.  

1983 also gave us a "new" version of Traveller.  Well, not really new at all, but certainly reorganized and edited again.   To keep up my analogy of Classic Traveller = Original D&D and The Traveller Book = Holmes Basic D&D (although with the inclusion of The Traveller Adventure a better one is Moldvay Basic/Cook & Marsh Expert D&D) then the 1983 Traveller Starter Edition is Mentzer BECMI D&D.

The Traveller Starter Edition was the version I saw the most in the pages of Dragon Magazine.  No surprise.  My prime Dragon reading years were 1982 to roughly 1991 and then not again until the 2000s.  Until Mega Traveller came onto the scene this was the Traveller book that GDW was pushing.  Easy to see why.  The cover of the Traveller Book, despite how much I love it, was always more "sci-fi novel" cover.  The new cover?  That's Star Wars meets Dune meets Battlestar Galactica.  This was a cinematic cover, even if the rules were the same.   I could not tell then, and in fact it was only today I noticed, but that ship looks like the Azhanti High Lightning from below.  Or maybe it isn't.  Either way that cover says Space Adventure.  The Traveller Book says "Space is Dangerous and I got bills to pay!" to me.  Both are perfect.

Traveller Starter Edition (1983)

For this review, I am considering the PDF I bought from DriveThruRPG split into three separate files.  The front cover and the back cover of the original book are not preserved here. 

Book 1: Core Rules

This PDF is 68 pages and features black & white interior art with black & white covers with red accents.  They look very much like the classic Traveller covers. 

This book features all the rules from the Classic Traveller system.  It is largely the Traveller Book but reorganized and edited for clarity.  Some sections read a little differently, but for the most part, it felt the same.  There is some new art here, but a lot of art from previous editions remains. The new art is, as expected, better and gives more detail. The red accents to some of the art have been removed.  Character creation reads faster, but it could also be that I have read this section many times now in one form or one book or another that I am "getting it."  

A trained or expert eye could spot the rule differences, but that is not me.  This largely feels the same.  This is not a bad thing mind you.  The difference feels the same as that between Moldvay Basic and BECMI Basic.  Two books for the same game are designed to do the same thing only in slightly different ways.

Book 2: Charts and Tables

This 28-page PDF covers all the charts and tables. References to the charts are in Book 1. 

Book 3: Adventures

This is a 23-page PDF with two adventures; Mission on Mithril (from Double Adventure 2) and Shadows (Double Adventure 1). 

Thoughts

When it comes to learning how to play Classic Traveller then either this version or the Traveller Book would be fine since they cover the same ground.  The analogy of The Traveller Book = B/X D&D and Traveller Starter Set = BECMI D&D extends here.  The trade dress of all future Traveller books will follow the Start Set design.  This will hold until Mega Traveller and 2300 later in 1987.

Which one should YOU buy?  That is entirely up to you.  The Traveller Book has the advantage of also being out in POD format and this one does not.  But this version is a little more friendly to newcomers.


Review & Retrospective: Traveller Board Games

Azhanti High LightningI can't really talk about Traveller without mentioning my history with the game, or more to the point, my non-existent history with at least one aspect of the game.  The Traveller Boardgames.

I remember reading ads for Traveller in Dragon and White Dwarf Magazines and among the RPG books and very cool looking minis, there were the board games.   I remember reading about Azhanti High Lightning in particular. This was a board game and yet it could be used WITH the Traveller RPG. It even included material that could be added to your Traveller RPG OR played completely on its own.  Then imagine my surprise that this was not the only one.

Long-time readers will know this was the start of something I call my "Traveller Envy."  Even then in the early 80s, I was blown away by the amount of material for this game.  RPGs, Boardgames, starship minis.  It was enough to make a die-hard D&D player like me jealous.  Sure, I had Dungeon! but that is not quite the same is it? 

Sadly, and long-time readers know this too, I never got the chance to play any of them.  

Fast forward to, well, last week.  I picked up three of the board games from DriveThruRPG.  These are PDFs, but they are, as far as I can tell, complete.  They are PDFs though.  

I want to review them, but I really have no context for them save they are, to me, worth everything I paid.  Honestly just to see what they are all about was worth it even if I never get to play them.  

General Overview

I picked up three games, Imperium, Mayday, and Azhanti High Lightning.  All three share similarities. There is s set of printed rules that are easy to read.  There is a board game that really doubles as an awesome map.  And there are counters.  If anything is the weakest link here it is the counters.  I have, with other games, tried printing and gluing to cardstock (gotta wait for the ink to dry), but that is time-consuming.  I have been considering a completely futuristic plan.  I would use my HDMI projector to project down on a table and use 3D printed starships.  I have found a few online and I am 100% certain there are more.  It would be far more time-consuming than laser printing and gluing, but it would be 1000x so much cooler.  Thankfully the ships would not need to be huge so I could do a few at a time. I wouldn't even need to spend a lot of time painting them, just a solid color the same as the counter. 

Imperium (1977)Imperium (1977)

This PDF features a 16 page rulebook, 3 pages of rule summaries, a turn tracker, 7 pages of background on the Imperium which may or may not reflect the same history as Traveller*.  There are also 3 pages of color maps/boards, 2 pages of counters, and an additional page of a counter manifest that looks like a page from Excel. Missing is the d6.  Bet I can dig one up.

This is a game of interstellar war. It actually predates Traveller by a bit, but obviously has similar DNA.  While the original 1977 RPG lacked an explicit setting, this one involves the Imperium (natch) and the forces of Terra (Earth).  The phases in the players' turns can include buying equipment, moving, and attacking.

This was published the same year as Traveller and the ideas of the Imperium had not been added to the RPG yet, so there are differences between the events of this game and future Traveller products. 

My issue with this set is I have no idea how big the map needs to be.  I can assume it is some multiple of the box size, but this is not a big issue.

Mayday (1978)

This one seems to be more explicitly linked to Traveller and is in fact Game 1.  The Mayday in question is the infamous "mayday" of the Free Trader Beowulf.  This is a game of ship-to-ship combat.   It was part of GDW's Series 120 games.  These were designed to play in two-hours or less. 

The Mayday is presented as a single PDF. Thre are 15 pages of rules. 1 page of counters. And a counter manifest/inventory (Excel printout). A board/map of a space hex-grid, and a scan of the box cover.

In general, this scan feels much more useful than Imperium did.  I can get a blank hex grid like this from my favorite local game store and I can print out all the counters I need, as I need, or use the 3D printing idea I have. 

While this game is more explicitly linked to Traveller, I see it could be used for any sort of ship-to-ship combat. I could even try my MCRN Barkeith vs. the USS Protector.  Might take some work, but the Barkeith would be a lot easier to do in the Traveller universe. 

Azhanti High Lightning (1980)Azhanti High Lightning (1980)

This is where it all began for me. Well. At least my Traveller Envy began here.  This is Traveller Boardgame 3 and it is a companion to the S05 Supplement Lightning Class Cruiser.

This game is personal combat on a starship.  This PDF package includes 3 PDFs.  The first is the complete game of 118 pages. This includes 40 pages of rules which includes six different sorts of "Incidents" (read Scenarios).  The next section (40+ pages) of this PDF is S05 Supplement Lightning Class Cruiser.  So if you are looking for this supplement for Classic Traveller, then here it is. 

The next 16 or so pages include the counters and the deck plans for the Azhanti.   Again these counters are good, but I would like to use minis or something like that.

I have been told this game is a lot of fun.  I'll have to endeavor to get it all printed out into a playable shape.

--

It is hard to give these a proper review since the only proper proof is playing them.  One day maybe, but for now I can honestly say my curiosity has been satisfied.  

Links

Imperium

Mayday

Azhanti High Lightning


Review: The Traveller Adventure (1983)

The Traveller AdventureThe Traveller Adventure is the companion piece to The Traveller Book I reviewed earlier.

I always wanted this book. It would have looked so great next to my Traveller Book. But more importantly it would have given me some more ideas of what to do with Traveller.  At least Traveller was better for me than Star Frontiers, which tended to be D&D in Space.

I did pick this up on DriveThruRPG as a PDF almost as soon as it came out. 

This book (well. the cover) was my first experience with the Vargr.

The Traveller Adventure (1983)

For this review, I am using the PDF from DriveThruRPG.  154 pages, color cover, black and white interior art with red ink accents.

This book is a collection of connected adventures which today would be called an Adventure Path.  See I told you Traveller was ahead of its time. 

The conceit of the adventures is the player characters are all members of the merchant vessel, the March Harrier, where they befriend a Vargr (a fantastic way to introduce an alien species btw) and leads them on a series of adventures.  Additionally, we (or me rather, it could have shown up earlier in another book) were introduced to the Spinward Marches, the frontier of the Imperium.  Even someone only tangentially familiar with Traveller has heard of the Spinward Marches.

So yeah already a lot in this book.

The book begins with all this information as well as background on the Aramis Subsector and some Referee notes.  These notes include details on the overall plot and what all the major NPCs want. There are even some Pre-Gen characters to use.  Seriously. This thing is so much better than I expected it to be.

There are about a dozen and a half or so adventures here of various sizes and types.  Each moves the plot forward in a different way and each can have an effect on the other.  They did not appear to be overtly linear to me, so there is a lot freedom of how these can be used.

There are also deck plans for the March Harrier and a bit on using Vargr as player characters.

There is just so much information here and just so much of value that I am really kicking myself for not getting this back then.  It really would have changed my Traveller experience.

Reading through this now I also really get an appreciation for how deep and rich the Traveller lore is.  

Review: The Traveller Book (1982)

The Traveller BookThis was *MY* Traveller.  In 1982 I could not get enough Science Fiction.  All the books I read were sci-fi, I was eagerly anticipating the third Star Wars movie that we had heard was called "Revenge of the Jedi" and video games were all the rage.  When I saw this book in the Mail Order Hobby Shop catalog (or maybe it was Games Plus) I thought I had to try it out.  In my recollections, I had ordered both Traveller and Pacesetter Chill at this time, but logically with my paper route money at the time I am sure I only got one at a time.

It came in the mail, it was summer I recall, likely near my birthday, and I jumped right in. 

It was not what I expected.  

By this point, I had been playing D&D for nearly three years, and in earnest (every weekend) for the last two. There were no classes here, no levels, just skills.  It was a shift, but it was a lot of fun.  I recall I had more fun making planetary systems than characters really. I even wrote some BASIC programs for the TRS-80 to do some of the math.

Sadly like those cassette tapes I stored my BASIC programs on, my Traveller book was lost to the sands of time.  I can't even really recall what happened to it. Sad because today it goes for so much on eBay!

Thankfully for me, and everyone else, you can get the PDF and Print on Demand (POD) of the book from DriveThruRPG.  I grabbed it as soon as the PDF was out.  I wish I had gotten the original POD though.  The newer PDF and POD has been replaced with a far better scan, but the cover is the Black and Red of the earlier Traveller books and not the "blue book" I came to know.

Much like Holmes' Basic D&D "Blue Book" combined the Original D&D "Little Brown Books" and other material into a single volume, this Traveller "Blue Book" combined the three "Little Black Books" into a single volume with new material.  This new material included Book 0 "An Introduction to Traveller," some of "Double Adventure 1," and more material. 

The Traveller Book (1982)

160 pages, PDF (Hardcover PoD; original softcover) Color cover art, black & white interior art with red accents.

The Traveller Book was published in 1982 and was the follow-up to the highly successful Traveller boxed set.  Since the boxed set printing and reprints there had been a number of well-received supplements, in particular, Supplement 0 An Introduction to Traveller, DA1 Double Adventure (Shadows), Book 04 Mercenary, and Book 05 High Guard.  These made up what I largely felt was the core of Classic Traveller (or Original Traveller as I thought of it then). Much like how D&D combined their Original game with many supplements to make Holmes' Basic D&D (and later AD&D) these materials were re-edited and re-combined into a new book/game.  This became the Traveller Book.

At the time nearly everyone claimed it was not just a step up in terms of learning Traveller, it was an advanced leap in playing Traveller.

The Traveller Book contains everything from the Little Black Books of the Classic Traveller boxed set as well as new introductory material from Book 0.  

You can read my review of the Classic Traveller boxed set here, https://theotherside.timsbrannan.com/2022/05/review-classic-basic-traveller.html. Today I want to talk about what makes this book new and special. 

Shawna 9DAA87For starters, there is a lot of text here that is familiar, but not exactly the same.  The editors took some time to clean up the text and make things a lot clearer. Additionally, there is more art; both of the decorative sort (Captain Alexander Jamison now has a ponytail) and of the help sort (images of weapons and starships).

Among other improvements in text, there are also plenty of redesigned tables and charts.  While the LBBs had charm they did not have a lot of space formatted for digest-size (5½" x 8½").  The Traveller book is a full-sized 8½" x 11".  At the time people even commented that it was a proper sized RPG now to go with the likes of AD&D.

 The sections on worlds and encounters are also expanded. Animals in particular get more text and even more examples.  Trade and Commerce also get more text. My Classic Traveller boxed set had very little on this.  This is closer to the 1980s reprint.  The one the new Facsimile Edition is based on.  It also looks like the Psionics section is more detailed.

There is a "new" (new to anyone coming from the boxed set) section on the Referee's Guide to Adventuring.  Since this is really pre-Traveller as a system AND a setting, there is some good advice here on running any sort of Sci-Fi/Space Adventure game.  There are hints of Star Trek, Star Wars and lots and lots of Classic "Hard" Sci-Fi like you would see from Clarke or Asimov. But it is also none of the things entirely.  I did say "Pre-" but in reality, Traveller was building its universe right before our eyes. Again, much like D&D did.

Also reprinted here is the adventure Shadows from Double Adventure 01. 

The last section, The Traveller's Guide to the Universe introduces us to The Imperium. This is the important setting for Traveller and what sets it apart from other Sci-Fi RPGs.  The history, both in-game and real-world, of the Imperium is impressive and much like that of Dune, Star Wars, or Star Trek, absolutely daunting.  I will admit I read this section many, many times and wondered what would fiction set in any period of this history be like?   Back in 1982-3 I did not have much other than this book, some friends that had played (but were not looking for new players), and a growing case of what I call "Traveller Envy".  Today there are wikis and blogs and entire websites devoted to Traveller and the Imperium.  My cup is full, running over and there are still more cups on the table waiting for me to pick them up.

Recommendations

For ANYONE who is interested in the Classic Traveller, I would say get this book first before looking into the vast catalog of older Classic Traveller books.  There is so much out there and I am going to only scratch the surface this month.  In fact "The Traveller Series" in this book (page 159) covers everything published to this point and where they all fit in.  Including all the board games.   I am going to need to spend some time talking about those as well.

#AtoZChallenge2022: Reflections Post

gif #AtoZChallenge 2022 WINNER badge animated

Here we are at the end of another April A to Z Blogging Challenge. I "won," that is I completed the Challenge.  That's not such a stretch for me since I tend to write every day anyway.  For me success is whether not I had an interesting theme (I think I did) and whether or not I got some interaction on the posts (I did).  "Success" for me in this case is about the journey and not the end.

This year's theme Conspiracy Theories was suggested to me by my wife and I really had a lot of fun with it.  The conspiracy theory part was for all the visitors from the A to Z, but the NIGHT SHIFT RPG applications were for my regular audience.   

I do hope that both audiences enjoyed both sections.  

Ultimately I hope that some of my regular audience found some new blogs thanks to the A to Z AND I hope some of the A to Z folks looked into the NIGHT SHIFT RPG.

I have not crunched all the numbers, but my hits were significantly higher this past month.   My Twitter engagement was also quite higher.

Like previous years, I made a Pinterest board for all my posts so if you want to see what I did you have a visual guide.

Follow Timothy's board "April 2022 A to Z of Conspiracy Theories" on Pinterest.

Though this one is less visual than last year's Monsters.

Also, unlike last year, there is no book these are all going in.  It was just a bit of fun.  Though I did do enough research on the side for a new book, that will wait until other projects are complete.

Once again I am considering what to do for 2023.  No ideas yet. I suppose I could do what I had originally planned for this year, but I have less excitement for that now.  I DO however know exactly what I am going to do in 2024!  

So until then!

Reflections 2022 #atozchallengehttp://www.a-to-zchallenge.com/

Oh.

I suppose that I shouldn't let "May the Fourth" go by unremarked.  It is Sci-Fi month here after all.

So for my small contribution here is the most Science Fiction of all musicians, Thomas Dolby featuring George Clinton on "May the Cube Be With You."

May the Cube and the Fourth and the Force be with you!

Review: Classic (Basic) Traveller

It's May and I want to spend the entire month talking about Sci-Fi RPGs, and most of this month talking about Traveller.   Traveller has a long and storied history in both the RPG world and for me personally. It is the second (or the third, more on that) RPG I ever owned after D&D.  

I say second but my memory is foggy and it could have been Traveller or it could have been Chill.  I think for my horror cred I like to claim it was Chill, but in the early 80s, I was all about Science Fiction.  So really it was most likely to be Traveller.  I picked up the Traveller Book and tried to teach to it to myself, but my groups were very D&D focused and no one wanted to play it.  The groups that did play it were all older than I was and they did not want some "D&D kid" in their "Serious Sci-Fi" groups.  I was able to more traction on Star Frontiers a few years later.  Must have been the TSR bias of the time.  I do wish I still had my original Traveller Book though.   I did manage to score an Original Traveller boxed set of the "Little Black Books" so I guess that is even better.

Mayday, Mayday! This is the Free Trader Beowulf...

Today I am going to review Traveller and start at the very beginning.  There is just no way I could through everything for Traveller.  I'd need more than a month, I'd need a whole new blog, so instead, I was going to going to concentrate on some core products to get people into the game and a few choice ones that have meaning to me. 

I will admit right up front that I am no Traveller expert.  So it is very, very likely I will miss a few a things.  Just let me, and others, know in the comments.   

Ok, as my friend Greg said on Sunday, let's get this party started!

Classic Traveller

For this review, I am going to be referring to my 1977 Game Designers' Workshop edition of the boxed set of Traveller.   I am also joining to be comparing them the PDFs of the Classic Traveller Facsimile Edition from Game Designers' Workshop / Far Future Enterprises on DriveThruRPG. 

Side Note:  Far Future Enterprises bought the rights to various GDW games a while back and published this pdf as far back as 2001.  They own the rights to republish Traveller, 2300 AD, Twilight: 2000, and Dark Conspiracy. They also work with Mongoose and other publishers of Traveller material.  But more on that in future posts.  Suffice to say that from my point of view they have been carrying the torch of Traveller high since 2000.  Among other things they publish a full CD-ROM of Traveller material that I would love to grab someday. 

The Boxed Set

The Traveller Boxed Set from GDW was released in 1977.  GDW was located in Normal, IL which is along what I learned was a trail the lead from Lake Geneva, WI, and Chicago, IL all the way down to the University of Illinois in Urbana, IL, Illinois State in Normal, IL down to Southern Illinois Univerity in Carbondale, IL.  Tim Kask was an SIU grad, GDW was in Normal, Mayfair would later be founded in Skokie just outside of Chicago, and Judges Guild was founded in Decatur, IL.  I basically grew up surrounded by the growing Table Top RPG scene. 

Traveller Boxed Set

Much like Dungeons & Dragons of the time, Traveller came in a digest-sized box with three books.  Instead of there being "3 Little Brown Books" there are "3 Little Black Books."   Also, like D&D future printings would combine these books though in different ways. 

PDF Note: The Classic Traveller Facsimile Edition also includes a preface for the whole set of books and gives a brief history of their publications.  This is a great value-add for the PDF.  According to it what I am reviewing today is "Basic Traveller" and published in 1981.  Basic Revised was published in 1981 and the Traveller Book (my first purchase) was in 1982.  

Book 1: Characters and Combat

This is the character generation book and maybe one of the most famous bit of RPG lore ever.  Yes. In Traveller you can die in Character creation!  

You haven't lived until you die in character creation

I should also point out that very, very often in my conversations with people over the years that Character Creation for Travelller was very much in line with what we would call "Session 0" today.  Everyone worked on their character, developed a back story (yes in 1977) and then got together.  Even the starting character example is a 42-year-old with a pension (and a cutlass it seems). Trust me, at 42 I already had backstory (and a wife, kids, a mortgage, bills...)

Character creation is largely a random affair, but not wholly so. There are choices to be made along the way.  How a character acquires skills and expertise largely depends on which service they were in and how they got there.  You can enlist or you can be drafted. At this point, all characters were assumed to have served in some form of the service. Citizens don't mortgage their pension on a beat second-hand starship to go galavanting across known space. 

As you work through character creation you can go for a few terms of service. This gives you more skill, more experience, more credits, and makes you older.  As in real life, there are benefits and detriments to age.  

Skills are detailed next.  This is going to come up again and again, but let's talk about it here first. The Computers of Traveller are the computers of 1977.  Not very advanced and require special expertise to use them.  Today of course I am writing this post in one window, monitoring email and chat in another, watching the weather in another, and reading the PDF in yet another.  I have dozens of active programs running that I am paying attention to and who knows how many more running in the background.  I am not going to apply 21st-century biases though to these rules.  Let's just leave them as-is for now and see how future versions of this game treat it.   For me I am going to assume there are computers (with a lower case c) that do all the work we think of today and anyone can use and then there are specialized Computers (with an upper case C) that do specialized work, like today's supercomputers.  

Side Note: The best super-computer of 1977 was the 80mhz, 64 bit Cray-1. It cost $8M and was capable of 160 MFLOPS. For comparison, my three-year-old smartphone runs at 130ghz and is capable of 658 GFLOPS. Newer phones are more than double that. 4000x's the power at 1/10,000th of the cost. And I can put it into my pocket. 

After your terms of service are figured out along with your skills then comes the time to learn combat.  Combat always gets more ink than say hacking a computer since there are so many things going on and a failure usually means death.  Also, as an aside, there are a lot of bladed weapons in Traveller. I attribute this to two different elements. The first and obvious is Star Wars, though Traveller obviously draws more from Dune than Star Wars which only came out in May of 77.  The other and likely more important source is D&D.  For the obvious reasons.  The end effect is that officers in Traveller often carry swords in my mind. 

Combat gives us our basic roll for the game and the introduction of the Traveller basic mechanic. The PDF is a little clearer on this than my print book. Roll 2d6 and beat a roll of 8.  This is modified by various skills and experiences.  

Wounds affect the character's Strength, Dexterity, and Endurance. The more wounds you get, the worse those stats are.  D&D would not do this in earnest until 4th Edition. 

PDF Notes:  My copy is dedicated "To Mary Beth" and the PDF (and I think the Traveller Book) are dedicated "To Darlene."  There are other minor differences as well. The PDF for example has a "Personal Data and History" aka a Character Sheet on page 28 (36 for the PDF). 

Traveller Book vs. PDF

Book 2: Starships

This is what makes Traveller, well, Traveller. There are two types of travel dealt with here, Interplanetary (worlds within the same star system) and Interstellar (different star systems). Also if you are afraid of math this book is going to give you a bad day.   

The main focus of this book in my mind is buying a starship and keeping it running.  Starships are expensive and in Traveller, those expenses are more keenly felt than say keeping up a castle in D&D.  If your castle runs out of food you can leave to go buy some. In a starship, in space, your options are more limited.  In space, no one can hear your stomach grumble. 

I have no idea if the economies of Traveller work. I mean is 2 tons of fuel really worth the year's salary of a gunner?  No idea. I am going to handwave that and say it works.

There is also a lot on Starship construction here too. Before I could get anyone to play I would write up sheets of starships and their costs based on what I thought was cool.  Kinda wish I had a couple of those. The only one I can remember was the FTL Lucifer.  It was designed to be small, but fast.  It would later make it's way into Star Frontiers, but that is another tale.

We get some details on starship combat and some basic world data.

Book 2 also covers experience and various drugs.  I get the feeling these were put here to pad out Book 2 so all three books were the same size; 44 pages. 

PDF Notes: The PDF has more art, in particular how to orbit a planet and the necessary equations made more clear.  Like Book 1 for Characters, this volume has sheets for ships. The PDF also adds a Trade and Commerce section.

Book 3: Worlds and Adventures

This book covers worlds.  And if there was one thing I did more than creating starships that never traveled to other worlds, it was to create worlds that starships would never travel to.  World creation was fun.  

This book also covers various personal equipment and various encounter types.

Note at this point there are no aliens, no Imperiums, and really nothing other than the most basic adventuring outline.  Very much like OD&D in that respect.  I like the psionic system in Traveller and maybe I should explore the differences between it and the one in Eldritch Wizardry for D&D

The last part of this book covers Psionics. Maybe one of the reasons I like to draw a pretty hard line between Magic and Psionics is that one is for Fantasy (and D&D) and the other is for Sci-Fi (and Traveller).

PDF Notes: The PDF again has more art (vehicles) as well as hex maps for working out star systems.

Final Notes

How does one review a classic like Traveller?  How does one compare an RPG from 1977 to the standards of 2022?  It's not easy under normal circumstances, but with Traveller it is easier.  Why?  Because so much of this game was ahead of its time you could brush it off, get some d6s and play it out of the box as is today.  More so than OD&D is I think.

But both games are classics, no, Classics. With that capital C. It is no wonder that now, 45 years later, Traveller is still the goto science-fiction game.

Classic RPGS

As I move through the editions and versions I'll also talk about all the other materials that have been used with Traveller (board games for example) and how these "3LBBs" expanded to cover an entire universe. 

Monstrous Mondays: Greys (Zeta Reticulians)

Nice meeting of topics here today.  It is May which this year will be the start of my Sci-Fi month.  We have the normal May the Fourth celebrations, and Mayday for Traveller was yesterday.  Plus we get Star Trek Strange New World premiering this week.  AND there is a new D&D Spelljamer on the horizon. So there are a lot of great reasons to celebrate SciFi. 

I also just got finished with my A to Z Challenge for April where I did Conspiracy Theories.  I leaned heavily on a lot of UFO-based ones.  So my appetite has been whetted for more.  And today is Monstrous Monday!  So I thought I would bring all of these ideas together today into a special Monstrous Monday!

Greys (Zeta Reticulians)

Grey Aliens

Of all the alien species that have purportedly visited the Earth few are as popular as the Greys.  These creatures are also known as Zeta Reticulians since they supposedly come from the Zeta Reticuli star system, approximately 40 ly from Earth.  This is based on a drawing from one of the most famous alien abductees ever, Betty Hill.  

Greys are called such due to their skin color. The skin seems to be a uniform grey.  While some are depicted as not wearing clothes, others have suggested that they are wearing skin-tight suits of the same color as their skin to protect them from Earth's atmosphere.  They typically stand 4 to 5ft in height (1.2 to 1.5 meters), are hairless, with large black eyes.  They have no ears nor a nose, save for small slits or holes where such external sense organs would be.  Their bodies are small, thin, and somewhat elongated. Their heads however are large with large foreheads giving the impression of large brains inside. Their hands are long with long delicate fingers. They typically only have four fingers (three fingers and a thumb) per hand, though there are reports of "hybrids" that appear to be greys with human eyes and five fingers per hand.

They do not speak but instead communicate via a form of telepathy. 

Their purpose with humanity is still unknown.  They may not even know themselves just yet since all evidence seems to point to them observing and experimenting on humans. Their experiments in removing eggs and sperm as reported by abductees, and the existence of hybrid forms at least point to an interest in our reproductive abilities.  It is postulated that they are using humans to help deplete their own lessening numbers.

Grey (Dungeons & Dragons 5e)

Grey for 5e

Grey (NIGHT SHIFT)

No. Appearing: 3-12 (3d4)
AC: 6
Move: 30 ft.
Hit Dice: 2-4
Special: Cause fear, psychic abilities (chosen at random), telekinesis, telepathy, Can't use magic
XP Value: Varies

Greys are aliens from the Zeta Reticuli star system. They have enhanced psychic abilities, but are vulnerable to all forms of magic.  They never speak but communicate via telepathy.  A group of Greys are typically a scouting party with various scientists onboard their spaceship. They will abduct humans or cattle, do experiments on them, erase their memories and return them to where they found them.

Grey (OSR)

Frequency: Very Rare
Number Appearing: 1d4+3 (1d10+2)
Alignment: Neutral [True Neutral]
Movement: 90' (30') [9"]
Armor Class: 7-5 [12-14]
Hit Dice: 
   Scientist: 2d8+2* (11 hp)
   Monitor: 3d8+3** (17 hp)
   Leader: 4d8+8** (26 hp)
To Hit AC 0: 18, 16, 15  (+1, +3, +4)
Attacks: 0 or 1
Damage: None, stun 
Special: Cause fear, paralysis, mind blank, telepathy, vulnerable to magic
Save: Monster 3
Morale: 10 (10)
Treasure Hoard Class: Special
XP:
   Scientist: 35 (OSE) 47 (LL)
   Monitor: 100 (OSE) 135 (LL)
   Leader: 275 (OSE) 290 (LL)

Str: 7,9, 11 (-1, 0, 0) Dex: 16 (+2) Con: 14, 14, 16 (+1, +1, +2) Int: 22, 18, 18 (+5, +3, +3) Wis: 16 (+2) Cha: 14 (+1)

Greys come in three castes; Scientists, Monitors, and Leaders.  Scientists perform the experiments, leaders lead the missions, and are the fighters of the group.  Monitors are a blend of the two, acting as leaders amongst the scientists.  The castes are not hierarchical, they are designed so that each role is filled by the most capable individual.  A group of greys encountered outside of the ships will all be scientists with at least one member a monitor or leader. 

Greys have psionic abilities to cause fear, paralysis by touch (save vs. Paralysis or be frozen for one minute), and to erase the memories of their victims.   Scientists do not attack. They leave this to the Leaders and if needed the monitors. 

Additionally, greys have no concept of magic, they save at -2 against all spells and take an additional +1 point damage from magical attacks. 

--

I might tweak these a bit more, but so far they look great to me.

#AtoZChallenge2022: Z is for Zecharia Sitchin

The A to Z of Conspiracy Theories ZThe A to Z of Conspiracy Theories: Z is for Zecharia Sitchin

Here we are at the end, which is back at the beginning for me and the topic of my A to Z for this April 2022.

Before I begin I do want to say this one went much better than I expected. I'll get to all of that in the Reflections post coming up.

So Zecharia Sitchin.  

Sitchin was the author of many books on the topic of Ancient Aliens and the Anunnaki of the Sumerians. He was also the creator of the idea of the planet of Nibiru where the Anunnaki supposedly come from. He called this the "12th Planet."  

Much like Margaret Murray, Sitchin took the archaeological record as well as astronomical history.  Also, like Murray, he completely botched his research including some of the translations. 

The conspiracy comes from, as expected, the Government, the Church, and NASA are all hiding the truth. Sitchin's theories remake the history of humanity and of course, everyone is going to hide all of that.

For NIGHT SHIFT

Sitchin's work is not science.  BUT it could make for good science fiction.  

For NIGHT SHIFT I would like to REally go deep on this. Have aliens come Nibriu and try to start some crazy-ass religion or something.  OR maybe it is just people saying they are. 

Sitchin, among other things, is indirectly responsible for a number of UFO Cults.  Bringing a couple of these (or a made-up one) would make for an interesting game I think.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).


And there we go.  Another April A to Z for the history books.  Join me next month for Sci-Fi month!

#AtoZChallenge2022: Y is for Yeti

The A to Z of Conspiracy Theories YThe A to Z of Conspiracy Theories: Y is for Yeti

Not just yetis, but bigfoot too!  Now Yetis and Bigfoots fall under the heading of cryptids and not so much conspiracy theories.  The conspiracy part comes in later.

Let's be honest here. I love writing about Bigfoot.  Maybe it was growing up in the 1970s when there was a surge in the popularity of Bigfoot sightings.  But in any case, I have talked about them a lot here.  

My introduction to RPGs was via monsters of myth and legend in the AD&D Monster Manual and while the Sasquatch was not originally there, the Yeti was.  

With all these posts (and these are just the ones on the subject) you would think I have had said everything I can and...that is accurate. But I have not talked about the conspiracies surrounding these cryptids.

Conspiracy #1: The various governments are hiding the evidence of Bigfoot/Yetis for ... reasons.  
I have seen this one in various books and websites and the one thing they all have in common is that there are no good reasons given for why the government would want to go through the efforts to hide it.  The reason given is usually "to protect the population."  But how this is supposed to happen is never very clear.

Conspiracy #2: All the bigfoot sightings are faked by a small group of fakers. This I am likely to believe except that I doubt they are organized in any way.

For NIGHT SHIFT

I do use Sasquatches, Bigfoots, and Yetis in my games.  They might even outnumber regular animals in my games! Well not really. But close.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: X is for The X-Files

The A to Z of Conspiracy Theories XThe A to Z of Conspiracy Theories: X is for Planet X

This one is a last-minute switch.  I might find some use for my "Planet X" post at a future date.  But today I want to talk about the X-Files.  You can't talk about Conspiracy Theories and ignore the X-Files.

This also gives me a chance to go back to the very beginning of my A to Z journey. Not April 1st, but April 2011.

Here is what I said about the X-Files then (with edits to update).

X is for X-Files (2011)

In the 90s everything was conspiracy theories, don't trust the government and the Truth was Out There.

On TV we had the X-Files.

There was a paranoia in the 90s.  Today it has boiled over into disgust about our government (believe I know, I live in Illinois, we have one ex-Governor in prison and another headed there two Ex-Governors that are also Ex-Cons.  But back then it was a general low hum of paranoia, suspicion, and doubt.  It started with Iran-Contra and moved on to movies like "JFK".  It was the climate that allowed the X-Files to grow.

It began on a start-up network called Fox, long before they became synonymous for killing shows, good or bad, too early or shitty news.  X-Files was their hit, their main show outside of the Simpsons really, and they kept it on for 9 years and then again for 2 more in 2016 and 2018.

Let's be honest here, the X-Files did more for genre TV than anything else. It was a cultural phenomenon and most television shows that we enjoyed in the 2000s and on are a result of this little show by Chris Carter.   People go on and on about Whedon, but Carter and the X-files has been nominated for more Emmys and the show had won more collective awards.  Even in its "worst" season X-files still had 3 times the views of Buffy. Plus there is not an episode of Supernatural that doesn't in some way or another recall the X-files.  The Winchesters are Mulder and Scully for the 2000s.

I came to the show late.  I was working on my thesis at the time and I rarely watched TV.  Once I graduated I became a fast convert.  It became my Friday night ritual (I was watching them with my then-girlfriend, so that is ok).  It was also one of the shows I did not invest in any fandom merchandise.  I have an X-files soundtrack CD and Mulder and Scully action figures, but I got them as gifts.  But I really got into the show all the same.  One of the first desktop "themes" I had for my brand spanking new copy of Windows 95 was an X-files one.

I loved the season-long and multi-season-long story arcs, I loved the characters, and I didn't even care when my then girlfriend (and now wife) would go on about how hot Mulder or Skinner were.  That was fine with me.  I got to see Scully, and she was hot and super smart.

The Godfather of the X-files is "Kolchak: The Night Stalker" and Darrin McGavin even made some guest spots on the show.  X-Files, while the "mythos arc" is lauded, sometimes worked the best on the "monster of the week" episodes.  Sure the aliens were great and those were the ones I got excited about, but the ones I recall the best, Flukeman, "Theef", the freaky weird family, the hallucinogenic fungus, the chupacabra.  Like Kolchak, X-files did it's best job when it dealt with "small stories"; episodes that dealt with a local myth, legend, or monster and came at it with Mulder the one ready to believe anything, and Scully looking for the reasoned explanation.  I also liked the "spin-offs" of Millennium and the Lone Gunmen.

One day I am going to go back to the world of the X-Files.  Back when Clinton was still president, freaky half-worm/half-man things lived in chemical toilets, cigarette-smoking men and well-manicured men sat in dark rooms with darker purposes, aliens kidnapped little girls and the Truth Was Out There.


For NIGHT SHIFT

The trouble with X-Files is it was doomed from the start.  You can't keep the characters or the audience in the dark all the time and have a good show, and the more secrets you reveal the less the characters have to uncover.  They kept it up though for a good long run.

The same is true for any conspiracy game.  Conspiracy X, by Eden Studios, is a great example.  You can totally run an "X-Files" game with it, but how often can you keep the players in the dark when they are looking for secrets?  The same is true for the RPG The Unexplained (which was my "U" for 2012).

This is something Game Masters need to keep in mind when running any sort of Conspiracy based RPG. 

For NIGHT SHIFT in particular I tried to capture all of this, via the lens of Kolchak: The Night Stalker in my "Weirdly World News" Night World. But here I only scratched the surface and if this month has shown me anything there is so much more to talk about.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: W is for Witch Cult Hypothesis

The A to Z of Conspiracy Theories WThe A to Z of Conspiracy Theories: W is for Witch Cult Hypothesis

This is a conspiracy theory / modern myth that is more or less implicit in all of my games.  And something a little different than what I have been doing this month.

The hypothesis (and I could argue it is a testable one) is that there has been a more or less unbroken line of pagan magic practitioners and nature worshipers that has existed in Europe and elsewhere since pre-history dating back to at least a time of Goddess worship.  The witch-trails of Europe were an attempt to irradicate these "Witches" in favor of...well, let's look into that.

Ok, that is a lot of variables for a proper hypothesis.  Let's see what we are talking about here.

This idea was put forth by a number of different scholars over the years. The biggest "name" in this was  Margaret Murray, who gave us The Witch-Cult in Western Europe (1921).  It built off of the popularity of James George Frazer's The Golden Bough: A Study in Comparative Religion (1917) which was also a study in European and before Pagan practices and Charles Godfrey Leland's Aradia, or the Gospel of the Witches (1899).

Murray's central thesis was that these witches have existed for centuries and were a vital part of the pagan community.   With the rise of monotheism and proliferation of just one god (and a Male God at that) these witches were hunted down by members of the Church and State or at the very least with their implicit, if not tacit, approval.   That would be Conspiracy #1.

The trouble it Murray's work is not very good.  She makes a lot of fundamental errors in her book including pointing out that the lack of evidence is evidence that they had been wiped out.

I will admit I was even taken it by the idea when I first read it so many years ago. I have since re-read it after several years of grad school and designing research that I can only see the errors, missteps and sadly outright fabrications.  It is a fun read, but has about as much to do with witches as the Wizard of Oz.  

The second wave of the Witch Cult Hypothesis came in the 20th Century.  Typically post-WWII/1950s thinking.  Building on Murray's work there were those that wanted to see what a witch cult, ala Murray, would have been like if it had survived into the 20th Century.   

Taking this in with other works you folks like Gerald Gardner who invented Wicca and claimed to have these roots. Other writers, like Raymond Buckland, were a bit more honest about what they were doing, but you still had a number of others taking Murray not only at face value but also the "gospel truth."

This brings us to Conspiracy #2.  Not only were these witch cults wiped out, but it continues to this day with the discrediting of anything that might show it to be true.  A stretch maybe, but really no more strange than what any other religion believes about their origins. 

I have also read theories that the witch trials (often called the Burning Times) were the result of the growing professional medical professions (ie. Doctors) trying to get rid of their competition, the local herb woman, healer, and midwife.  A variant on Conspiracy #1. 

The truth is that Murray, not just through her own works but the works of others, has been so deeply embedded in this notion of a pre-Christian witch cult that is difficult to tease out her effects.   Her ideas, wrong or not (no, they were wrong, sorry) are with us now forever.

Maybe that is ok.  Just don't base an intellectual career on it.

young Celtic witch with read hair

For NIGHT SHIFT

Well. Basically. In NIGHT SHIFT everything Murray ever said was true. Yup. The whole lot of it. Whether she meant it to be true or not doesn't really matter here. In the world(s) of NIGHT SHIFT it is.

Again, this largely follows most of the work I do with witches in all my games. Gygax even did the same with his Druids imagining the Celtic priestly caste surviving to the Middle Ages (500 to 1,000 years later).   I do the same with witches.  Here I have a collection of pre-Christian, largely European (but there are other influences), pagan witch cults that have existed in secret for thousands of years.

Intellectually I have let Murray go, but in my games, not so much.

Witches are a big part of NIGHT SHIFT, regardless of where they come from.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: V is for Vril

The A to Z of Conspiracy Theories VThe A to Z of Conspiracy Theories: V is for Vril

Vril is an energy or the species that uses this energy depending on who you ask.  They would be as about as relevant as the Mahars of Pellucidar (the species, not the book) if it were not for the later involvement of Nazis and UFOs.

Vril comes from the book "Vril, the Power of the Coming Race" by Edward Bulwer-Lytton and was published anonymously in 1871. It deals, as was common to many "Science Romances" of the time with an unnamed but wealthy first-person narrator.  This narrator finds himself in an underground world occupied by these majestic angel-like begins, the Vril-ya who have advanced psychic abilities, but of course, need a proper Englishman to teach them how to speak English.  He also finds his lost wife, two sons, and daughter.   He learns that these beings also known as the Ana, used to live on the surface but came here sometime before the Great Flood.  He learns of their energy, the Vril, which is like an "all-permeating fluid."  

It was pretty much pre-Pulp, Victorian Science Romance (the precursor to Science Fiction). While not great, it has some interesting ideas that men and women were 100% equal in society and the notion of wireless communication and the potential of electricity.  It was, I do note, popular in its time.

It would have been a semi-forgotten bit of science fiction had it not been for various theosophists,  most notably Helena Blavatsky, who took it for Occult Truth (yes. with capital letters).  It seems that in addition to his work on Vril, Edward Bulwer-Lytton also wrote books about Rosicrucians and other occult matters.   Blavatsky took this bit of fiction and ran with it.  Ran so hard in fact that when I first encountered it years ago I was a little surprised to learn it had not been her idea.  As learned more and saw she was a con artist who stole ideas and claimed them as her own I became less and less surprised. 

As I said the book had some popularity with Vril becoming synonymous for a bit with "life given exlirs." There was even what amounted to a Sci-Fi convention at Royal Albert Hall in 1891 called the Vril-Ya Bazaar.  It all has the feel of a Star Trek Convention.  I like other sci-fi properties, there were those who really wished it was real.

But what makes this part of a Conspiracy Theory?

The book and the notions of Vril were taken up by various occultists, in particular theosophists, as truth.  They began to ascribe all sorts of properties to it and to Edward Bulwer-Lytton (who they felt was telling a first hand account in some cases).  Blavatsky used Vril and the idea of "The Common Race" (and "Race" in general, but I am getting to that) in her books Isis Unveiled (1877) and The Secret Doctrine (1888).  Likewise, theosophist William Scott-Elliot used "Vril-energy" in his The Story of Atlantis & The Lost Lemuria (first ed., 1896).  

Likely because of Blavatsky, Vril and the Comming Race became wrapped up in the fertile land of German paganism and pseudoscience that lead to the rise of Nazism.   As noted by Willy Ley, a German rocket engineer who came to the US in 1937, pre-Nazi Germany saw the popularity and widespread proliferation of many irrational ideas including Vril. He published "Pseudoscience in Naziland" in the magazine Astounding Science.  There is far more in that article than I can discuss in one post. But suffice to say that it is a gold mine of ideas.  One of the results of this was the belief in the "Vril Society" existing in Berlin prior to the rise of the Nazis.

After WWII the Vril Society supposedly went on to continue the works of Nazi Occultism which gave us ideas like the Black Sun and various UFOs.  That is another rabbit hole I don't feel like going down today.

For NIGHT SHIFT

I have spoken about various underground races already, the Derro and the Ophidians. The Derro share some commonalities with the Vril.  The Vril was published as science-fiction and others took them to be real.  The Derro was also published as science-fiction but their author claimed they were in fact real. Both featured anonymous first-person narrators. Both featured an underground lost civilization with advanced technology and energies.  But the Derro are invariably described as insane and stunted humans.  The Vril are "angel-like."  So it is not likely they are the same sort of folk.

There is some similarity between the Vril and the Nordics of UFOolgy.  Throw in some of the ideas of Ultima Thule and the "benevolent" Nordics start looking less benevolent. Sure they want the best for humanity, but only the humanity that looks like them. 

Vril of course is the common thread. It is the energy that both the Derro and the Nordics use.  Hmm...is there an association there that the characters need to tease out?  What are the Derro to the Nordics? Is there more here?  I think there is!

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: U is for Unmarked Helicopters

The A to Z of Conspiracy Theories UThe A to Z of Conspiracy Theories: U is for Unmarked Helicopters

Few things say "New World Order" or "Military Industrial Complex" quite as nicely as an unmarked military helicopter.

Sightings of unmarked helicopters began in 1970s, often in conjunction with or near cattle mutilations (which I have not even touched yet).  They were even spoken about in  Hal Lindsey's book "The Late, Great Planet Earth" (which I have talked about before).

 More recently Unmarked Helicopters have been the center of growing concerns about the military arming of local police and the extensive powers used by the US government to keep tabs on the American citizens.  Like what Homeland Security does.

There is also some evidence (though nothing I could easily verify) that the CIA was using a black Vietnam-era helicopter to put in phone taps.  

My first experience with Unmarked or Black Helicopters was from the movie Capricorn One. A movie about a conspiracy to fake the first manned mission to Mars.

The UFO Connection

Many sightings of black or unmarked helicopters will occur after a purported UFO sighting.  The most commonly held belief is that these helicopters are from the government and looking to either investigate or cover up the sighting details.  I even read one where the helicopters are in fact the same people/aliens/group that were responsible for the UFO.

Cattle Mutilations

We never hear much about this anymore, but in the 1970s this was newsworthy stuff.  Typically a rancher or someone would find dead cattle that had organs or body parts removed such as an eye, ear or sexual organs. The wounds would clean and sometimes even cauterized.  There would be a complete lack of blood found in the area leading some to believe that the cattle had lifted up and out where the mutilations would occur and then deposited back.  No mean feat when you consider your average cow weighs around 1,600 lbs and a bull over 1 ton.   Since the helicopters were usually spotted in the area it lead many to believe that they were the cause of it.  Obviously, these people never took my stats courses where I make sure my students know that "correlation is not causation."

The rumors that the military was testing some sort of new "death ray" (these conspiracy types really want a death ray) mounted on silent unmarked helicopters were the most popular. 

For NIGHT SHIFT

I have learned that if I want a crazy conspiracy theory in my games there is nothing I can create that will outdo the theories created by my players.  When I am putting ones together I try to keep a certain level of game logic in place. That way when things come up I have a reason for it.  My players are not burdened by such.  So sometimes I throw something out there just to get them spinning.

Unmarked helicopters are great for this.

Have a scene where the characters are investigating something?  Doesn't really matter what. A murder, a UFO sighing, a kitten stuck in a tree?  All of these things are now suddenly more sinister and involve the "Deep State" by putting an unmarked helicopter in the sky above it.

I got to see this demonstrated in real life at work a few years ago.  We were all sitting in our office on the 5th floor just having a normal day when someone spotted a helicopter hovering over the building across I80 from us.  Now seeing a helicopter over the interstate or expressway in Chicago is not a big deal, there are traffic and new helicopters in the sky all the time.  But this one was just hoovering there in the middle of the afternoon.  Well after the morning rush and well before the evening rush.  We all had to stop and watch it.  To see what it was doing.   Turns out it was changing the light fixtures over the interstate. It was hoovering because we could not see the ground crew affixing the new light fixture to it.  Normally this would have been done by crane, but the light was situated in such a way that a crane was not easily maneuverable in that area. 

So next time I need to shamelessly turn up the tension I'll put an unmarked helicopter in the sky and have it fly off before any of the characters can capture any details about it. 

And I have play this song as well.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: T is for Tunguska (and Tesla)

The A to Z of Conspiracy Theories TThe A to Z of Conspiracy Theories: T is for Tunguska (and some Tesla)

On the morning of June 30, 1908 near the Podkamennaya Tunguska River in Yeniseysk Governorate (now Krasnoyarsk Krai), Russia an explosion of roughly 12 megatons occurred.  This is not in doubt and was well documented at the time.

What is in doubt is why it happened and what caused it.

Since then there have been over 1,000 scholarly papers and countless more less reputable inquiries as to what happened.  The best guess so far is it was some sort of meteor that hit the Earth with a glancing blow. 

Others have speculated that it was a comet, a small asteroid, or even more fanciful ideas like a bit of "dark matter" or even anti-matter.  Though in those last two cases we would need to figure out what dark matter actually is first and for it to be anti-matter where did it come from because it would not last long in space and not at all in any part of the Earth's atmosphere.   Going on the even more fringe it was a black hole, alien spacecraft, or Tesla's Death Ray.  More on those in a bit.

Tunguska has fascinated me for years.  I wish I could recall when I first heard about it.  It have to have been Carl Sagan's Cosmos ('Heaven and Hell') since I can't recall anything talking about it before that.  I found it so strange and yet so cool.  It would later be a throwaway line from Dan Aykroyd's Ray Stanz in Ghostbusters.  It would come again as a major plot point in the X-Files.

Let's look into the two big fringe theories, one of which is a conspiracy theory.

Nikola Tesla and the Death Rays

This is one that has received the most ink in my library.  It is also a proper Conspiracy Theory.  In the late 1890s, early 1900s, Nikola Tesla was working on the means to transfer large amounts of electricity through the air.  His experiments were failures for the most part.  But there is the claim that while working on this he sent a blast from Colorado to the North, over the North Pole, and hitting Sibera causing the Tunguska blast.  The government then came in to hush it all up to keep the Russians and Czar from knowing.  The US Government then kept pressuring Tesla to repeat the experiment for a long range "death ray."

We do know that when Tesla died FBI officals rushed into his New York hotel and confescated all his belongings.  Among these were supposedly plans for his death ray.

UFOs Over Russia

Another popular idea (it's not a theory) is that the blast happened due to a crashing or exploding UFO.  This might help with the question of where did the anti-matter come from if it were an anti-matter explosion.   Of course there is no evidence for this.  It was 1908 in the remotest part of Russia.  Even if good records had been keept in a little more than 10 years the Communists would have control and anything like records or evidence could have been lost.

These notions all come from more recent scientific forays into Siberia. One as recently as 2004. So not quite a 100 years after the fact.

For NIGHT SHIFT

Look. You can't mention Tesla and not get my ideas generating!  He is the epitome of the mad scientist.  If you have a game that has an inventor or weird science then at some point you are going to need to talk about Tesla.

So what was Tunguska in the worlds of NIGHT SHIFT?  Easy. It was e.) All the above.

There were UFOs over Siberia.  The US government had found about them and Tesla blew them up with his death ray.  Something he felt terrible about ever after.  The aliens would then later investigate again only to crash in Roswell, NM.  That's USA 2, Aliens 0!

A possible adventure idea is that someone has found Tesla's notes and now has their own death ray! 

Tesla books

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF)

#AtoZChallenge2022: S is for Satanic Panic

The A to Z of Conspiracy Theories SThe A to Z of Conspiracy Theories: S is for Satanic Panic

This one might get a little meta.  But the Satanic Panic is something that all gamers of a certain age know all about. But if you think this particular corn-filled nugget was left behind in the 1980s then I have some news for you all.

A satanic panic is a form of moral panic that also has an element of a conspiracy theory behind in.

The notion is that there is a worldwide conspiracy of Satanists out there stealing babies and trafficking in children.  

Which of course is insane.

80s Satanic Panic

In the 1980s we went through a period of Satanic Panic that kept bubbling up. There were allegations of ritualistic abuse and that some daycare centers were fronts for sex trafficking and cannibalism.  Some children even came forward to talk about it.  The people that bought into this panic claimed there was a conspiracy of Satanists and it went on even persecute and jail innocent people.

The agreed start of the Satanic Panic scare, was Michelle Remembers, a book about recovered memory of ritualistic abuse. Though I claim it is a backlash of the 70s Occult Revival that has it's ceremonial start with the 1972 Time magazine cover of "The Occult Revival. Satan Returns."  Once both of these publications had hit the public consciousness the Wee Care Nursery School and McMartin preschool incidents and trials began.  Millions of dollars were spent, thousands of hours, and several lives of those accused destroyed.  The very few convictions were voided, but not before some people spent time behind bars.  The testimony of the children interviewed was later looked back on and many errors and outright miscarriages of justice were found.

All in the fear of Satan.

We even felt it in my small town in Central Illinois. Someone "found" a "satanic altar" in a cornfield south of our high school.  People were losing their damn minds.  I thought it was so fascinating that everyone at the school was so freaked out over what I considered nothing. I had been a pretty strong atheist at this point so I did not even remotely think there were any Satanists here, at least not the type that could do the things some of my peers thought.   This was an isolated situation, but not really a conspiracy. 

Here are some links to help you with the right feel of the 80s Satanic Panic.  This is nowhere near as long as it could be. But to put up everything would be pages of links. 

Pizzagate

Speaking of people losing their damn minds. You would think that the Satanic Panic would have stopped by the mid-90s.  After all, this is the 21st Century, the 3rd Millenium, we are obviously too smart for this sort of fairy tale nonsense.

Yeah, you know where I am going next.

So back during the 2016 Presidential election when new bars were being set for stupidity every day the latest rumor from QAnon connected a pizzeria, Comet Ping Pong Pizza, to a supposed ring of Satanic pedophiles. Things only got worse, or stupider, from there. 

I don't want to go into the whole Pizzagate saga or even into QAnon. They don't deserve my mental energy and especially no place on my blog.  You can read all about Pizzagate online if you wish. I mean seriously, these idiots claimed there were underground areas in a building with no basement.  Suffice to say this: There are still plenty of people that believe, like Hal Lindsay once proclaimed, Satan is alive and well.  

Are there Satanists? Yes. There is the legally recognized Church of Satan and other Satanic and Luciferian religionists.  There is no worldwide Satanic conspiracy. There is no worldwide anything for Satanists in fact. They rather famously don't see eye to eye on many things after Anton LeVey's death. 

Does child trafficking happen?  Sadly yes it does.  But there is no evidence that there is any connection to Satanists. 

We are not done with Satanic Panics.  Who knows what shape the next one will take.

TIME The Occult Revival

For NIGHT SHIFT

So in the real world, there is no Satan and most Satanists are fairly harmless.  But NIGHT SHIFT is a different story. There are really demons and devils and evil spirits.  But there is no conspiracy here.  Demons, historically in games, are "Chaotic Evil" and they rarely work with each other. Their followers never do. 

I have used demons and trafficking in a game before. It was my "Vacation in Vancouver" campaign. Everyone in the game agreed it was going to be NC17 and very dark. But it is not something I would recommend for most groups but for the most serious and trusting players.  

All of this being said here is what I would do.  The characters catch wind of a possible Satanic Conspiracy.  Being big bad monster hunters they seek to investigate and possibly kick some demonic ass.  Instead, they find not demons and devils, but just garden variety humans being evil little fucks.

Why this? Two reasons. First I like to show that most often the evilest things we encounter are other humans.  Humans have a capacity for evil unmatched.  Secondly, it is a nod to the personal history I and many gamers have with Satanic Panics.  Many of us were on the receiving end of this just for being gamers.   So instead of it being Satanists, it is members of the local community doing this to get rid of the "undesirables" in their community.  If they look like the local PTA or HOA that is a mere coincidence. 

Yes, I know this is also essentially the same plot of the comic and TV series "Runaways" and the rather terrible Dan Ackroyd and Tom Hanks "Dragnet" movie. Though not as bad as Tom Hanks' other starring role in "Mazes & Monsters."

Given the nature of these work in real life, I would these sparingly, maybe only once per RPG title ever. 

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF)

#AtoZChallenge2022: R is for Radio Conspiracies

The A to Z of Conspiracy Theories RThe A to Z of Conspiracy Theories: R is for Radio Conspiracies

There is something about many modern conspiracy theories and their connection with radios.  I think it is because, like the Internet, conspiracy theories were often shared in less than reputable papers and tabloids but also via ham radios and various pirate radio stations.

So today I thought I'd look into a couple of these.

The War of the Worlds

The first is the 1938 broadcast of War of the Worlds. It seems that people missed the repeated remarks on this being the fictional broadcast.  But as Orson Welles was broadcasting wide-spread panic sat in by people believing that the US was really being attacked by Martians.  Why am I including this here?  It shows that people were taken in rather convincingly by what they heard on the state-of-the-art technology of the time.  So really, can we be surprised that people are taken in by stuff they see on the Internet?

Numbers Stations

These are weird.  I mentioned them back in October and I have looked into them a little more since then.  These are short-wave radio broadcasts believed to be coded messages to intelligence officers in the field.  If you can find them they are actually a little creepy to listen to.  While some, a minority, have been found out this leaves a majority who have not been discovered. Where uncertainty leaves a gap it is usually filled with a conspiracy theory. 

Some of the best I have heard/read is that these codes are for programming people that hear them.  Someone hears these numbers and they are pre-programmed to do some activities that they will not remember later.  Others claim they are alien broadcasts, either to or from aliens.

I can't recall if "The X-Files" ever covered Numbers Stations, but the recent History series "Project Blue Book" (not to be confused with the older, similar series on NBC "Project U.F.O.") featured them.

For NIGHT SHIFT

Taking a page from Banshee Chapter, the characters can discover a new Numbers Station; or be given a story by their editor in a Weirdly World News.  The station is not communicating with anyone human but the extra-dimensional aliens.  What are they doing? What do they want?  Maybe these numbers are not a coded message, but rather the frequencies are for opening up a portal to let in even more aliens.

Story or not, these aliens should probably be stopped. 

Oh. Looking for what I have said about another R word, Roswell? I have a whole entry in the latest NIGHT SHIFT book Night Companion: A Sourcebook for Night Shift: VSW.

Given all this talk about Radio, I thought this was a good choice. 

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

#AtoZChallenge2022: Q is for Queen is a Lizard

The A to Z of Conspiracy Theories QThe A to Z of Conspiracy Theories: Q is for Queen is a Lizard

One of the strangest conspiracy theories I have ever encountered was that the Queen of England, and presumably the entire Royal Family, are in fact shape-shifting lizard people.

I first heard about this during the 1986 Illinois gubernatorial election.  There is a lot to it, but briefly A couple of candidates, called "LaRouchies" by my dad, had run on the National Democratic ticket and won some major primary wins.  Because the people were confusing them with the Illinois Democratic Party (the one that would later back future President Barrack Obama). Anyway, it caused a lot of confusion, not that it mattered, Thompson won for like the 300th time.   But it did introduce me to National Democratic founder Lydon LaRouche.    

LaRouche was, as we used to say, bat-shit crazy.  Among his other ideas (including fascism, antisemitism, and racism) he believed that the Queen of England was not just a lizard person, she was in charge of an international drug ring along with the USSR. She also had put a hit out on him.  LaRouche was a constant bogeyman in Illinois politics until his death.  I remember one time they were on the campus at UIC (the University of Illinois at Chicago) and I asked them as I walked by on my way home from work if they still thought the Queen was after them.  They got mad but I didn't stick around to talk to them. 

I later found out that this whole Queen is a shape-shift lizard person comes from professional crazy person David Icke.  Icke really is the architect of this whole Lizard person/Reptiloid/Reptilians idea so maybe I do owe him some slack. After all, I have gotten a few hits this month from his ideas. Just a quick glance I have grabbed ideas related to this for A (Ancient Aliens), E (Extraterrestrials on Earth), I (Illuminati), N (New World Order), and  O (Outer Space).

Icke might not be picking on the Queen in particular, he seems to think that anyone in power is actually a lizard person. It should be noted he is also a Holocaust denier. 

There are others that share these ideas, but they seem to stem from Icke.

For NIGHT SHIFT

Again going with the obvious choice here, but finding out local government officials are shapeshifting aliens.  The trick for Game Masters is how deep does this conspiracy go?  Is it all of them or just a fringe group of weirdoes?  Given the history I have, I am likely to go with the whack-a-doodle fringe group is really the lizard people.

Lizard People

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

Want to learn more about  NIGHT SHIFT and our plans for the game?  Check out this post from my co-creator Jason Vey on Powered by O.G.R.E.S.: A Multiverse of Systems.

#AtoZChallenge2022: P is for Paul is Dead

The A to Z of Conspiracy Theories PThe A to Z of Conspiracy Theories: P is for Paul is Dead

Ok. This one is VERY different from my other conspiracy theories posted here this month, but maybe one of the most important ones to me.  Why?  Because this is the conspiracy theory that introduced me to all the others.

Back in the 80s my dad (or maybe it was my mom, both were voracious readers) had a book about conspiracy theories and urban legends.  One grabbed my attention because my older brother Mike had gotten me into the Beatle recently and I was tuned in to anything Beatles.

The rumor was that Paul McCartney was dead and the clues had been scattered across all their albums if you knew what to look for.   And the list was a tantalizing one.

The rumor began in 1967 that Paul, singer, songwriter, and bass player for the Beatles was killed in a car crash.  The rumor was denied later, but it caught on and fans began to look for clues.  Here are some of the things they found.

Paul is Dead

Sgt. Pepper's Lonely Hearts Club Band (1967)

  • On Sgt. Pepper's Lonely Heart Club Band, the album cover had a hand over Paul's head, which many people claimed (with no evidence) was an ancient sign of someone about to die.  
  • Paul's uniform had a patch on the shoulder with the initials "O.P.D." on it which fans took as "Officially Pronounced Dead."  It was, according to McCartney from the "Ontario Police Department." This can be seen on the cover and the gatefold.
  • The lyrics page of Sgt. Pepper's had all of the band, except for Paul, facing the camera.  
  • The lyrics page also had George Harrison pointing to a lyric from "She's Leaving Home."  The line says "Wednesday at 5 o'clock."   This was not just when Paul died, but also to signify George Harrison's disappointment that Paul was replaced.
  • The flowers on the cover represented a left-handed bass or a P, both for Paul. 
Sgt. Peppers gatefold

The Beatles, aka The White Album (1968)

  • Ringo's song "Don't Pass Me By" features the lyrics, "You were in a car crash, And you lost your hair."  
  • John Lennon's song "I'm So Tired" has some mumbling in the recording that when played backward says "Paul is a dead man. Miss him. Miss him. Miss him."
  • If you play the end of "Revolution 9" backward (the "Number 9. Number 9" bit) you can hear John saying "Turn me on Deadman."   Producer Alan Parsons confirms that this is true, but only because John liked the sound of it. 
  • The song "Glass Onion" has the line "the Walrus was Paul."   People decide that the walrus was the "Viking animal of death" or whatever that means.  

Abbey Road (1969)

One of the most famous covers of Beatles' albums is also full of clues.

  • Each Beatle is crossing the road in step with the other, except for Paul.
  • Paul is barefoot (as a corpse, so it is claimed) and smoking his "last cigarette."
  • Each Beatle represents a different person in a funeral.  John is the priest in all white, Ringo the undertaker, Paul the corpse, and George in work clothes the srave digger.
  • There is a Volkwagon (also known as a "Beetle") in the background with the license plate "28IF." Paul would have been 28 IF he had lived. Though in truth he was only 27 at the time.
Abbey Road
And there are more, some going back to the Beatles catalog to find more clues.  Some even going back to "Revolver", released in 1966 BEFORE Paul "died."

The idea, which I clearly knew was false, fascinated me that people could be so caught up in it.  I would later see the same sort of behavior when the Satanic Panic happened.

Of course, this happened all by word of mouth and rumor and shoddy reporting and less than critical DJs on FM and college radios.  Certainly, something like this would never happen in the days of the Internet and fact-checking websites? 

WRONG.

Avril Está Morta / Avril is Dead

The newest version of this rumor is that Canadian singer Avril Lavigne died in 2003.  She was replaced by someone named Melissa Vandella (oh I have to use that name sometime) and was used to support their perception that Avril's style, both musically and personally, had changed from 2003 on.

What must they think of Lady Gaga then?

Both of these though bring up an interesting point in contrast.

Avril is Dead is a rumor or urban legend.  Paul is Dead is a conspiracy theory.

What is the difference?  Well, the key here is twofold.  Both seem to have grown from fans reactions to their artists and rumor getting out of hand.  While that seems to be the beginning and the end for Avril's supposed death, there is some evidence that Paul is Dead was embraced by at least John Lennon, and clues were seeded.  These are largely in the backward masking of songs from The White Album.  

Intentional involvement to hide the truth (or a lie) is the key element here.

For NIGHT SHIFT

This is the harder bit.  Despite my enjoyment of this particular bit of Beatles trivia, I have not found a good way to use it in a game except for the obvious.  Doppelgängers.  Someone famous has been replaced by a doppelgänger, or maybe a shape-shifted Reptoid, and the characters are the only ones who have noticed.  OR better yet.  Someone else has noticed and collected all this data but is then later killed.  It is up to the characters to discover the truth. Is the person a doppelgänger? Victim of a false rumor? Or did they cook the whole idea up to sell more whatever, albums, books, hits on YouTube.

Up to the characters to find out.

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF)

#AtoZChallenge2022: O is for Outer Space

The A to Z of Conspiracy Theories OThe A to Z of Conspiracy Theories: O is for Outer Space

This is a catch-all for various things I wanted to talk about but didn't have enough on their own.

They do all have at least one thing in common.  A serious distrust of NASA.

Moon Landings Faked

This is a big one really. There are some people out there who think the moon landings were faked.  We have a word for these people.

Idiots.

But it does give me a chance to use one of my favorite movie jokes.  

"NASA went to Stanely Kubrick to convince him to film their fake moon landing, but Kubrick was such a perfectionist he demanded the film it on location."

It is the same distrust of NASA that gives us the Flat Earthers

The Planet Nibriu 

Nibriu has tried to kill us not just once, but twice. There has been some version of this for decades.

Some questionable literature

Face on Mars / Pyramids on Mars

Back in 1979 the Viking I mission to Mars took orbital photos of what appeared to be a face on the planet Mars.  Later the Mars Reconnaissance Orbiter and the Mars Global Surveyor in 1998 and 2001 took better pictures and showed that the "Face" was a trick of the light and pareidolia.  Humans are programmed to recognize faces.  Great when you are a newborn baby looking to get fed, bad when trying to separate signal from noise.  

Mars in general has fascinated us since we started looking up to the skies and noticed this one reddish-looking point of light was a bit different than the others.   I suppose it is hard to let go of some ideas after they have been ingrained for so long, even with the best data out there.

Of course, all the data in the solar system won't change the minds of those that feel that NASA is lying to them. 

Area 51

I talked a bit about this in "Night Companion: A Sourcebook for Night Shift: VSW" in my "Weirdly World News."  Area 51 is neat and all, but it is likely nothing there save for advanced aircraft. Advanced, sure, but not alien.   Besides, I have my own ideas for Area 51.

For NIGHT SHIFT

Nothing in particular that I have not mentioned already.  Save I want to do some more sci-fi style games with NIGHT SHIFT.  Come back in two week when May starts off Sci-Fi month here at the Other Side!

The NIGHT SHIFT RPG is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

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