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Jonstown Jottings #25: Dolorous Edd

Reviews from R'lyeh -

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?
Monster of the Month #7: Dolorous Edd presents an odd, even whimsical creature for use with RuneQuest: Roleplaying in Glorantha.

It is a thirteen-page, full colour, 1.49 MB PDF.

Monster of the Month #7: Dolorous Edd is well presented and decently written.

Where is it set?
Dolorous Edd, the subject of Monster of the Month #7: Dolorous Edd,  can be encountered anywhere in Dragon Pass, or even in Glorantha.

Who do you play?
Anyone can encounter Dolorous Edd. Hunters might want to track him, Lhankor Mhy might want to clarify know facts about him, and a Shaman might want to dedicate a cult to him!

What do you need?
Monster of the Month #7: Dolorous Edd requires RuneQuest: Roleplaying in Glorantha, but RuneQuest – Glorantha Bestiary might be useful. 

What do you get?
Monster of the Month #7: Dolorous Edd details ‘Dolorous Edd’, a singularly strange creature who wanders Dragon Pass seemingly at random and is known to a multitude of different people across the region. He is a tall and looming  beast, long, but with skin wrinkled into folds, tiny feet, and constantly weeping eyes. He is seen watching folk and tends to run—or leap—away if encountered. There are lots of rumours and tales about him, the likelihood being that the Player Characters will know something about him, such that if they do encounter him, they will not be completely unaware of his existence.

As well as providing the full stats and personality of this beast, Monster of the Month #7: Dolorous Edd a rumours table suggesting what both Player Characters and NPCs might know about him (there is much to be learned over a pint), three scenario seeds, a complete description of the cult dedicated to Dolorous Edd, and the folklore about him. Actually, there is no cult devoted to Dolorous Edd—at least not yet. Instead it is up to the Player Characters to do so, especially if one of them is a Shaman. Full details of such a cult is given should a Player Character decide to establish one, including appropriate Rune spells. A good third of Monster of the Month #7: Dolorous Edd is devoted to the folklore surrounding his appearances and activities. If there is an issue with this, it is that it is not really designed to be read by the players, so the Game Master may want to adapt it so should the Player Characters want to do a little more research into Dolorous Edd. That said, the folklore will instead work as inspiration for the Game Master in presenting the rumours related to him and perhaps in creating further encounters with this great, fantastically quaint creature.

Is it worth your time?
YesMonster of the Month #7: Dolorous Edd epitomises ‘Your Glorantha Will Vary’ in presenting a “Wee, sleekit, cowrin, tim’rous beastie” who may be simply encountered, hunted, be made friends with, a mystery to be uncovered, or even worshiped!
NoMonster of the Month #7: Dolorous Edd is perhaps ‘Your Glorantha Will Vary’ a step too far, a silly creature more Douglas Addams than Greg Stafford.
MaybeMonster of the Month #7: Dolorous Edd is strange and whimsical, but its weirdness is easy enough to bring to your Glorantha with relatively little preparation.

#RPGaDAY 2020: Day 2 Change

The Other Side -

Change, they tell us, is good. 
It is good in life and in games.  I feel in order to be good at running or playing any RPG you need to change your style of playing every so often and the best way to do this is to change your games.
It is no secret I really enjoy D&D.  But it is also not the only game I play, not by any stretch.
Mark Twain once said "Travel is fatal to prejudice, bigotry, and narrow-mindedness."  The same can be said of "travelling" to other worlds.   
Want to make your D&D games scarier? Play Call of Cthulhu.  Want to give it more of a historical feel? Play Pendragon. Want to give your games a more magical feel? Play Ars Magica or it's half-sister Mage.  Occult conspiracies? Play WitchCraft and Conspiracy X. 
I honestly get confused when people tell me they only play D&D. Or even, just one version of D&D. That's like only ever reading one book your entire life (and yes I know those people too).

My interests in RPGs are horror, magic, Celtic-myths and legends, and Victorian-era gaming.  I bring these into my games when and where I can.  Ok, so Victorian era not so much in D&D, but there are ideas I like to bring over. 
My games are better because I have had these other experiences.  My game writing is better because I have had these other experiences.
So maybe when you need to improve your own games, try changing it out for a little bit. 

Mythos & Monogamy

Reviews from R'lyeh -

The format of One-on-One roleplaying—one Investigator and one Keeper—is not new to Lovecraftian investigative horror. It goes all the way back to the scenario, ‘Paper Chase’, originally published in the Cthulhu Companion from 1983 and most recently included in the Call of Cthulhu Starter Set, and more recently explored in Cthulhu Confidential, published by Pelgrane Press for clue-orientated roleplaying game of Lovecraftian investigative horror, Trail of Cthulhu. Chaosium, Inc. returns to the format for Call of Cthulhu, Seventh Edition, with Does Love Forgive? One-to-One Scenarios for Call of Cthulhu, its special release for the ‘Virtual’ Gen Con of 2020. Originally published for the Polish version of Call of Cthulhu by Black Monk Games as Miłość ci wszystko wybaczy? for Valentine’s Day 2020, the two scenarios in Does Love Forgive? are set in the USA, one in 1929 and one in 1932, one in Chicago and one in New York, and both can be played through in a single session or so. Does Love Forgive? is also notable for its all-women writing team and for being one of the few non-English language titles for Call of Cthulhu to be translated and developed for the English market.

From the outset, Does Love Forgive? addresses two difficulty factors related to the format and the subject matter. The first is the difficulty of playing the two scenarios and here it introduces a pair of indicators to show the Difficulty Level and the estimated number of gaming sessions necessary to complete the two scenarios in the anthology. These range from ‘Very Easy’ to ‘Very Hard’ for the Difficulty Level and one, two, three, or four sessions for the play length. The first scenario, ‘Love You to Death’, has a Difficulty Level of ‘Very Easy’ and a play length of one session, whilst the second, ‘Mask of Desire’, has a Difficulty Level of ‘Easy’ and a play length of one session. Both are clearly marked at the beginning of each scenario. Overall, this is a useful addition to Call of Cthulhu, and hopefully it will be used in more scenarios. Both scenarios though, can be played using the Call of Cthulhu Starter Set or the full Call of Cthulhu, Seventh Edition rules.

The difficulty is with the subject at the heart of Does Love Forgive?—and that is love. Being focused on the one player and the one Keeper, the format of one-on-one roleplaying is potentially more intense and potentially more intimate, which when combined with as emotional a subject matter as ‘love’, means that the some of the situations in the two scenarios have the capacity to make player, Keeper, or both uncomfortable when roleplaying their romantic or highly emotionally-charged scenes. The authors suggest both player and Keeper discuss any potentially problematic plot elements that they might be uncomfortable with and set the parameters for themselves, and that certainly the Keeper should take care in handling the emotional scenes throughout both scenarios. Overall this is good advice and definitely worth reading as part of preparing both. Other advice for the Keeper covers the use of NPCs to provide support to the protagonist and the use of Luck to modify most rolls during play.

The first scenario is ‘Love You to Death’. This takes place in Chicago on Friday, February 15th, 1929—the day after the infamous St. Valentine’s Day Massacre. The Investigator is a Private Eye—either one of the player’s own creation or taken from the Call of Cthulhu Starter Set—who grew up in an orphanage where he was very good friends with two girls, Hattie and Ellen. It has been years since he has seen either, one being now married and the other having been adopted years before. Then on the morning following the St. Valentine’s Day Massacre, Hattie knocks on his office door. Her faithful dog has been picked up by the police and is due to be put down. Fortunately, the Investigator has a friend at the police station and not only will he be able to learn how the dog came to be picked up, but also more about the terrible events of the day before. However, by the time the Investigator returns the dog to Hattie, she has disappeared… Could this be related to the St. Valentine’s Day Massacre?

‘Love You to Death’ is of course a love triangle, but one coloured by both other emotions and the Mythos. Being the simpler of the two scenarios, ‘Love You to Death’ should be a relatively easy mystery to solve, and in fact, experienced players of Call of Cthulhu may find it a little too easy. This is unlikely though if the player is new to Call of Cthulhu or he has played through the scenarios in Call of Cthulhu Starter Set. At times it does feel as the player and his Investigator is being dragged around—in some cases literally—a little. There are suggestions if the Keeper wants to add a complication or two and these are probably best used if the player has plenty of experience with Call of Cthulhu. This is a nice little investigation, adroitly framed around the St. Valentine’s Day Massacre, but without miring it unnecessarily in the Mythos.

‘Mask of Desire’ shifts to New York and 1932. This is a much less tightly plotted scenario, requiring a slightly more complex set-up. The Investigator lives with two close friends, Anna, a wouldbe singer, and Lucas, a reluctant lawyer. The player is free to decide the nature of the relationship between his Investigator and Anna and Lucas and also what his actual Occupation is, both of which needs to be done before play begins as it will very much influence the interaction between the Investigator and his housemates throughout the scenario. The three have been invited to a party hosted by Madame de Tisson at her swanky apartment on the Upper West Side. The wealthy, and notoriously louche socialite is known for her libertine attitudes and her interest in objects d’art, so it seems odd that Lucas is seen talking to her discreetly, especially since he is concerned about Anna and her worries about her audition the following day with Nancy Turner, the famous jazz orchestra conductor. 

The scenario very much revolves around a nasty MacGuffin which promises a lot, but at a price—and who has it and what they are doing with it. Like any good MacGuffin it quickly falls into the trio of friends’ hands and as the friends learn more about it and what it can do, it is likely to drive a wedge between them. They are not the only ones with an interest in the object—an interest which could turn deadly. The scenario is again quite linear, but being more complex, there are more options to take into consideration, there being quite a lot of ‘If this happens, then this happens’, ‘If the Investigator does this, then this happens’, and so on. In many ways, not that different from any scenario for Call of Cthulhu, but it is more obvious in its format. ‘Mask of Desire’ is, though, far more of a character piece than many Call of Cthulhu scenarios, focusing on the friendships which the player will have helped build during the set-up phase prior to play. That does bring the MacGuffin’s malign influence and what it drives men to do much closer to home than in many Call of Cthulhu scenarios and mean its impact will be all the stronger and more emotional.

Physically, Does Love Forgive? is well presented and well-written. It is lightly illustrated, but the artwork is decent. If the anthology is missing anything, then perhaps a few more NPC portraits would not have gone amiss, though the Keeper can remedy that with some images taken from the Internet, and perhaps for ease of play, a ready-made Investigator, at least for ‘Love You to Death’.

The presence of the Mythos in Does Love Forgive? is quite mild by comparison, but it need not be overly Eldritch given that the two scenarios in the anthology are for a single player and his Investigator. Which makes the anthology more than suitable for play following the Cthulhu Starter Set, not necessarily using the same Investigator, of course. Of the two scenarios, ‘Mask of Desire’ is the more sophisticated and will thus be appreciated by a wider audience—‘Love You to Death’ possibly being a bit too straightforward for experienced players. Then there is the question of the title’s anthology, to which the answer is with some Luck and good roleplaying upon the part of the player, then certainly, otherwise the last thing the Mythos will do is forgive. Overall, as the first release in English for Black Monk Games, Does Love Forgive? One-to-One Scenarios for Call of Cthulhu, is a very welcome addition to the way in which Call of Cthulhu can be played and hopefully the format will be supported with further scenarios, if not a campaign!

#RPGaDAY 2020: Day 1 Beginning

The Other Side -

It is August.  Where did the Summer go? Plus I should be at Gen Con now getting my kids to breakfast for a day of gaming. 
It is an August tradition for David F. Chapman of AUTOCRATIK to host the month-long #RPGaDAY. Like last year, this year we are given one-word prompts for our reflections.

Here are this year's prompts.
  1. Beginning
  2. Change
  3. Thread   
  4. Vision
  5. Tribute
  6. Forest
  7. Couple
  8. Shade
  9. Light
  10. Want
  11. Stack
  12. Message
  13. Rest
  14. Banner
  15. Frame
  16. Dramatic
  17. Comfort   
  18. Meet
  19. Tower
  20. Investigate    
  21. Push    
  22. Rare
  23. Edge
  24. Humour
  25. Lever
  26. Strange
  27. Favor
  28. Close
  29. Ride
  30. Portal
  31. Experience
Some jumped right out at me with ideas.  Others might take a me a bit more to come up with a good idea.
So let's go with today's word Beginning.
I have told the story here of my beginning in D&D and RPG many times. So no need to go over that.
Instead, I want to talk about the beginning of my blogging.


Back in 2007 I had no real intention of starting a blog, let alone one based around old-school games.  My website, The Other Side, was dead and I was working on my 2nd Ph.D. and working full time.
I started the blog after reading online about some old-school games and thought it might be fun to try. There were not a lot of blogs in the old-school scene yet. I started in 2007 but did not get going till 2008.  Grognardia didn't get started till about a year after I did, but built up more steam.  Most of the blogs from then, like Grognardia, are gone. Tenkar's started soon after Grognardia and is still around and has become the hub of the Old-School and OSR movements. 
I did not really plan to get into the OSR even as it was rising up around me.  I just wanted a place I could talk about D&D one day, WitchCraft the next, maybe talk about some horror movies or comics and then go on a little about Mage or other World of Darkness books.
Well...that was over 4331 posts and 13 years ago.
Since then I have spilled a lot of words here. I would like to think this writing has made my games better or at least my own books better. Will I be doing this for the next 13 years? No idea. But it has been a great ride so far!
Make sure you check out all the #RPGaDAY posts at https://twitter.com/autocratik.

Goodman Games Gen Con Annual III

Reviews from R'lyeh -

Since 2013, Goodman Games, the publisher of  Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, and a whole lot more, including adventures and lots tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo  in 2019, it was actually the second to be reviewed after the Goodman Games Gen Con 2014 Program Book. Fortunately, Reviews from R’lyeh manages to return to the correct order for Goodman Games Gen Con 2015 Program Book.

The Goodman Games Gen Con 2015 Program Guide is a vastly bigger book than either the Goodman Games Gen Con 2013 Program Book or Goodman Games Gen Con 2014 Program Book. In fact, it almost double the size of the first two volumes in the series combined! Its pages contain a mix of interviews, art, scenarios, game support, fiction, and randomness, the Goodman Games Gen Con 2015 Program Book starting off with some of the latter with a series of dice-themed articles. The first of these—and the first of the articles in Goodman Games Gen Con 2015 Program Book—is Dieter Zimmerman’s ‘Tables For Thieves’, a set of tables for things such as places to meet in secret and buy on the black market. Its companion piece is themed not along one subject matter, but the type of die rolled, ‘Twenty Funky Dice Tables’ by Ken St. Andre offering up tables such as ‘D2: Random Monster Encounters’ and ‘ D7: Random Dungeon Name Generator’. All of which use the various shapes of dice also used in Dungeon Crawl Classics. Of course, even if the Game Master is not going to roll the dice on these tables, they are will at least serve as inspiration. The various non-standard dice used in Dungeon Crawl Classics come under the spotlight in Terry Olson’s ‘Cranking Up the Funk in DCC Dice Rolling’ which examines the probabilities and mathematics of the Dungeon Crawl Classics—and now Mutant Crawl Classics—dice. It is unfortunately the driest article in Goodman Games Gen Con 2015 Program Book, but doubtless it will appeal to some gamers who like both dice and the numbers behind them.

The highlight of the dice section though is ‘An Interview with Colonel Lou Zocchi’. As the title suggests, this is with an interview with Lou Zocchi, best known for his dice—in particular, his one-hundred-sided Zocchihedron—and his long involvement with the gaming industry. The lengthy interview goes into this and his development of dice for the industry, how to roll dice, and more. It is an absolutely fascinating piece, but only hints at some of the stories which the interviewee could tell. It would certainly be fascinating to read more of his tales from the industry and have them in print.

The Goodman Games Gen Con 2015 Program Book includes not one, but four scenarios. All four have in common the danger of using big magical items—all the more so because two of the four scenarios are for Zero Level characters. The first scenario, ‘The Black Feather Blade’ by Daniel J. Bishop is for First Level characters who are sent to recover the Black Feather Blade of the title, the famed sword of the infamous Bran Corvidu, Feast-Lord of Crows, who was devoted to the Crow God Malotoch and ravaged the Northern Kingdoms a century ago. They may be doing this for greed, or because they are devoted agents of Law or Chaos. The ‘dungeon’ consists of a number of barrow tombs, the Player Characters needing to determine which one belongs to the infamous warlord is buried and giving the dungeon a slightly dispersed feeling. Another difference is that the scenario includes two rival factions also after the Black Feather Blade, which adds some roleplaying opportunities and a bit of friction to the scenario.

Jon Hook’s ‘Evil Reborn’ is for Fourth Level characters. Although this is a standalone adventure, it can also be run as a sequel to Dungeon Crawl Classics #13: Crypt of the Devil Lich. Since the events of that scenario, the devil-lich Chalychia has been trapped for centuries, but that has given the time to devise a means to escape. The Player Characters will have come to the town of Cillamar which has recently been beset by a series of raids that have seen the town’s children stolen. The Player Characters are asked to both rescue them and stop it from happening again, which will take them into frozen stygian wastelands and Chalychia’s tower refuge. This is a good mini-scenario with some fun twists on classic monsters.

The other two scenarios in the Goodman Games Gen Con 2015 Program Book are definitely its highlight, presenting as they do variations upon the classic Zero-Level Character Funnel which is a feature of the Dungeon Crawl Classics roleplaying game. In the classic Character Funnel, each player roleplays not one character, but four! Each is Zero Level, hoping to survive an adventure and acquire the ten Experience Points necessary to go up to First Level and gain a Class. Both ‘The Seven Pits of Serzrekan’ and ‘The Hypercube of Myt’ are different in that they are Dungeon Crawl Classics RPG Funnel Tournaments. In these, each player is given a single Zero-Level character and when the character dies, they are out of the tournament and another player takes his place with his own newly created Zero-Level character. Success in the tournament is measured in the number of encounters a Player Character survives. Advice is given on running such tournaments.

Harley Stroh’s ‘The Seven Pits of Serzrekan’ presents just three of the pits and can be run as intended or be played using Third Level Player Characters. The Player Characters are unwitting agents of the warlock Sezrekan who seeks to avert his doom by bringing an end to the multiverse. For this he requires three artefacts—the Crown of the Seraphim, Tyrving, the cursed foebrand, and Tarnhelm, the dragon-helm. Anyone brave enough to wield them gains access to great power, capable of defeating the enemies and servants of Sezrekan, but courts disaster in doing so, for the weapons are terribly dangerous. In terms of traditional fantasy roleplaying adventures, ‘The Seven Pits of Serzrekan’ lacks a conclusion, the point of it being survival rather achieving a particular objective. This makes it difficult to run, even if using Third Level Player Characters, and then there is the logistics of setting up and running a Funnel Tournament—the playing space, the number of players, and so on. Yet there is something amazing in the scope and scale of ‘The Seven Pits of Serzrekan’, supported by a wealth of detail and grim sub-hellish atmosphere, which just makes you go, “Woah!” Sadly, what is included in the Goodman Games Gen Con 2015 Program Book is just a snapshot of ‘The Seven Pits of Serzrekan’. It would be brilliant to see the complete version.

The other Funnel Tournament in the Goodman Games Gen Con 2015 Program Book is a group effort from ‘The DCCabal’ and unlike ‘The Seven Pits of Serzrekan’, complete. It also has a Science Fiction element. ‘The Hypercube of Myt’ takes place in an artefact of the same name, a tesseract—or hypercube—which is the last remnant of the Keep of Myt, once the estate of grand vizier of the Kingdom of Morr, the chaotic mage Mytus the Mad. The door to the Hypercube opens once a year at the annual Festival of the Fatted Calf. The festival is famous for drawing the curious, the foolhardy, and the incautious from far and wide to ponder the mysteries of the Cube. Inside is a vast space of a limited number of highly detailed locations and there is plenty to be found and interacted with throughout. The rooms and artefacts are weird and wacky and the Judge should have a lot of fun both describing them and what happens as the Player Characters interact with them, as well as portraying some of the actions of the NPCs—including a religious schism between the Player Characters! Unlike ‘The Seven Pits of Serzrekan’, there is definite way of concluding ‘The Hypercube of Myt’ and of getting out of it—there is a definite exit—but perhaps getting to it may well not be quite as obvious as it should be, leading to frustration upon the part of the players and their characters.

Goodman Games’ ‘World Tour’ is a staple of the Gen Con Program series and the Goodman Games Gen Con 2015 Program Book is no exception. Since it covers the previous year, this is ‘DCC RPG Worlds Tour 2014’ which has been upgraded into a full colour insert of photographs taken at Gen Con and other events throughout the year, showcasing not just Goodman Games’ Road Crew, but the players and winners of various sessions and tournaments. It is a nice snapshot of the year past and from one year to the next, tracks the doings of the team at Goodman Games. The last few pages of the colour insert showcases the art of both Doug Kovacs and William McAusland. Both of their portfolios are given full space later in the Goodman Games Gen Con 2015 Program Book, but in black and white rather than in colour. Both ‘Classic Dungeon Crawl Art Folio: Doug Kovacs’ and ‘Classic Dungeon Crawl Art Folio: William McAusland’ are accompanied by interviews with both artists. Doug Kovacs in ‘D20 Questions: Doug Kovac’ (which originally appeared in Level Up #2, September 2009) and ‘An Interview with Dungeon Crawl Classics Cover Artist Doug Kovacs’ (which originally appeared in Meeple Monthly, July 2014), and William McAusland in an interview new to the Goodman Games Gen Con 2015 Program Book.

Naturally, the Goodman Games Gen Con 2015 Program Book focuses upon the Dungeon Crawl Classics roleplaying game, but it pays plenty of attention to other titles published by Goodman Games as well. This begins with Brendan Lasalle’s Xcrawl, the roleplaying game of gladiatorial and tournament dungeoneering campaign setting receives attention with a couple of pieces. First with ‘Xcrawl Apocalypse: The Athlete’, a preview of a Class for the post-apocalyptic version of the setting. This is a very physical Class, all about their Strength, Agility, or Stamina, getting in close and grappling—the latter supported by a full table of critical results for grappling attacks and holds. More entertaining is ‘Best Possible Combination’, Lasalle’s short story set in the standard setting for Xcrawl which captures some of the perils and worries of being a participant in the Xcrawl games. This is not only his only piece of fiction in the Goodman Games Gen Con 2015 Program Book, the other being ‘Journey to the Hole in the Sky’, which captures the flavour and feel of a Character Funnel in a story rather than in play.

‘Appendix F: The Ythoth Raider’ is ‘An expansion of the Purple Planet Author’s Edition Glossography’ by Harley Stroh for his Edgar Rice Burroughs and Jules Verne inspired Perils on the Purple Planet setting. It describes what is essentially a Prestige Class for the Player Character who succumbs to the power of ythoth mushrooms and becomes a gaunt, blue-skinned raider who searches the multiverse for more of the mushroom. He is an addicted Thrall to the Bloom—and so this piece is more William S. Burroughs than Edgar Rice Burroughs—and will gain mental powers skin to the Magic-User’s spells, though if the powers fail there is the chance that the user’s head will explode!

The post-apocalyptic genre receives a fair degree of coverage in the Goodman Games Gen Con 2015 Program Book. This includes two articles for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship, the post-apocalyptic captive world set aboard a massive colony starship, both of which do what their titles say. So Robert Payne’s ‘New Devices for the Starship Warden’, which adds lots of mundane objects like adhesive, musical instruments, and utility belts, whilst ‘Even More Mutations’ by Dieter Zimmerman gives new mutations such as Omniphage which gives the mutant the teeth and digestive tract needed to eat almost anything and Apportation, which enables the Mutant to teleport objects he wants or needs from anywhere within a mile. Both articles are useful additions to Metamorphosis Alpha as more objects and more mutations are always welcome. The coverage of the genre in the Goodman Games Gen Con 2015 Program Book is accompanied by a lengthy preview of the forthcoming Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. Of course, a bit redundant in 2020, but in 2015, this would have really effectively showcased the then forthcoming roleplaying game.

2020 has seen the publication of The Cthulhu Alphabet, but in 2015 it was merely a suggestion. Bradley McDevitt’s ‘The Mythos Alphabet’ was its forerunner, a series of tables such as ‘D is for Deep Ones’ and ‘M is for Madness’, along with ‘A Dozen Demonic Deep One Plots’, ‘Six Fearsome Fanes’, and ‘Six Grisly Decorat ions for a Temple’. This is not the normal sort of thing you see for Lovecraftian investigative horror, but it works as list after list of ideas and suggestions, which a Keeper (or Judge) can grab and add to her game. Again, fun and something to pull off the shelf and consult for inspiration.

Of course, the Goodman Games Gen Con 2015 Program Book is not without its silliness and its fripperies. The silliness includes the advice column, ‘Dear Archmage Abby’, in which the eponymous agony aunt gives guidance on life, love, and the d20 mechanics in an entertaining fashion, whilst the fripperies includes artwork for the ‘2015 Mailing Labels’, which capture a bit more of Goodman Games in 2014. The last thing in the Goodman Games Gen Con 2015 Program Book is both a frippery and bit of history. This is ‘Judges Guild 1977 Fantasy Catalog’, a complete facsimile of the publisher’s mail order catalogue from 1977. This is a lovely addition to the volume, providing a snapshot of gaming as it was forty years ago, a bit history that nicely bookends the interview with Lou Zocchi at the start of the book.

Physically, the Goodman Games Gen Con 2015 Program Book is a thick softback book, which due to the colour inserts in the centre, does feel a bit stiff in the hand. Apart from that, the book is clean and tidily presented, lavishly illustrated throughout, and a good-looking book both in black and white, and in colour.

On one level, the Goodman Games Gen Con 2015 Program Book is an anthology of magazine articles, but in this day and age of course—as well as 2015—there is no such thing as the roleplaying magazine. So what you have instead is the equivalent of comic book’s Christmas annual—but published in the summer rather than in the winter—for fans of Goodman Games’ roleplaying games. There is though, something for everyone in the Goodman Games Gen Con 2015 Program Book, whether that is lovers of history of the hobby, fantasy roleplayers, devotees of Lovecraftian investigative horror, and more. Some of it is gonzo, perhaps bonkers—the two Tournament Funnels in particular, but overall, the Goodman Games Gen Con 2015 Program Book is a bumper book of gaming goodness.

Friday Night Videos: Sounds of the NIGHT SHIFT, Ordinary World

The Other Side -

Copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS have ALL been delivered to the Kickstarter backers and people are also getting the Kickstarter special Player's Guide.

You can order your own hardcover version at the publisher's website, at https://www.elflair.com/nightshift.html.
You can also buy the PDF at DriveThruRPG.

One of the things that really motivated Jason and me while working on this is music.  Spend any time here and you know I am a big music fan.  

So I thought it might be great to share some of the music that reminded us of the stories we were telling with NIGHT SHIFT and the games we have run.
Up this Friday Night Videoes are songs from my playlist.  Tonight, songs from The Ordinary World!



#FollowFriday: Internet Trolls (Troll Week)

The Other Side -

It's #FollowFriday and I thought some online Trolls would be good to follow.
Not the typical online trolls, but the people that have given us the products I have enjoyed all week!
ChaosiumThe publisher of TrollPak (and RuneQuest, and Call of Cthulhu)@Chaosium_Inc, https://twitter.com/Chaosium_Inc
Tunnels & Trolls
Deluxe Tunnels & Trolls Team @DeluxeTnT, https://twitter.com/DeluxeTnTKen St. Andre @Trollgodfather, https://twitter.com/Trollgodfather Liz Danforth @LizDanforth, https://twitter.com/LizDanforthSteven S. Crompton @StevenSCrompton, https://twitter.com/StevenSCrompton
Troll LordsI didn't talk about them, but they were always on my mind this week.
Troll Lord Games @trolllordgames, https://twitter.com/trolllordgamesStephen Chenault,TLG @TrollLordSteve, https://twitter.com/TrollLordSteve Chuck "BABOONSKI" Cumbow @BABOONSKI_, https://twitter.com/BABOONSKI_Jason Vey @ElfLairJasonTLG, https://twitter.com/ElfLairJasonTLG
ImagesAnd here are the resources for the images of my Trolla Witch Grýlka.Overhead Games @OverheadGames, https://twitter.com/OverheadGamesHero Forge Minis @HeroForgeMinis, https://twitter.com/HeroForgeMinis 

Which Witch VI

Reviews from R'lyeh -

It is an undeniable truth that the Witch gets a lot of bad press. Not necessarily within the roleplaying hobby, but from without, for the Witch is seen as a figure of evil, often—though not necessarily—a female figure of evil, and a figure to be feared and persecuted. Much of this stems from the historical witch-hunts of the fifteenth, sixteenth, seventeen, and eighteenth centuries, along with the associated imagery, that is, the crone with the broom, pointy hat, black cat, cauldron, and more. When a Witch does appear in roleplaying, whether it is a historical or a fantasy setting, it is typically as the villain, as the perpetrator of some vile crime or mystery for the player characters to solve and stop. Publisher The Other Side has published a number of supplements written not only as a counter to the clichés of the witch figure, but to bring the Witch as a character Class to roleplaying after being disappointed at the lack of the Witch in the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. Each of these supplements draws upon more historical interpretations of the Witch—sometimes to counter the clichés, sometimes to enforce them—and presents her as a playable character Class. Each book is published under the label of ‘Basic Era Games’, and whilst the exact Retroclone each book is written to be used with may vary, essentially, they are all compatible. Which means that the Game Master can mix and match traditions, have player characters from matching traditions, and so on.
The first book in the series, Daughters of Darkness: The Mara Witch for Basic Era Games is designed for use with Goblinoid Games’ Labyrinth Lord and presents the Witch as dedicated to the Mara Tradition, that of the Dark Mother—Lilith, the First Woman, the First Witch, and the Mother of Demons. The second book in the series is The Children of the Gods: The Classical Witch for Basic Era Games, which was written for use with Dreamscape Design’s Blueholme Rules, the retroclone based on the 1977 Dungeons & Dragons Basic Set designed by J. Eric Holmes, and which focused on not so much as ‘Evil’ or Chaotic witches, but upon the Classical traditions of Egypt, Greece, Phoenicia, Rome, and Sumeria. Again, Cult of Diana: The Amazon Witch for Basic Era Games, the next and third entry in the line presents a different take upon the Witch, whilst the fourth, The Basic Witch: The Pumpkin Spice Witch Tradition, presents another different and very modern—if slightly silly—take upon the Witch. The fifth entry, The Craft of the Wise: The Pagan Witch Tradition, is written for use with Old School Essentials: Classic FantasyNecrotic Gnome’s interpretation and redesign of the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh. It focuses on believers in ‘The Old Ways’, of ancient gods and practices with a strong belief in the supernatural and a strong connection to the natural world and the cycle of its passing seasons.

The Warlock is part of the series of books published by The Other Side exploring the place and role of the witch in the Old School Renaissance, but is in many ways different to those explorations. What it is not, is the presentation of the ‘male’ counterpoint to the witch, since that is not what a warlock is. Nor is it the exploration of an archetypal figure from history and its adaptation to gaming. Instead, it presents a wholly different Class, very much more of fantasy figure, somewhere between the Cleric, the Magic-User, and the Witch. In some cases hated figure—hated because they are believed to have dealings with the infernal, hated because they are believed to be evil, and hated because they steal spells. There is truth in all of that, but there is much more to this figure, as detailed in The Warlock, a companion to The Craft of the Wise: The Pagan Witch Tradition and also written for use with Old School Essentials: Classic Fantasy.

As a Class, the Warlock is a spell-caster who like the Witch has a patron. Now whilst the Witch worships her patron and her relationship with her patron is more divine in nature, the Warlock has more of an equal relationship with his Patron or is the student to the Patron’s teacher. A witch will typically worship a goddess and whilst a warlock may have a deity as a patron, he may also have a lost god, a demon, a devil, a dragon, a lord of the fae, or even with the cosmos, death, or chaos itself. The magic and spells of the Witch are primarily divine in nature, but for the Warlock, they are arcane in nature. The fundamental difference between the spell-casting Classes is that Clerics pray for their power and spells, Magic-Users study for their powers and spells, and the Warlock takes it.

In mechanical terms, the Warlock starts with the ability to unleash an Arcane Blast at will and a familiar. Unlike the Witch, this familiar is not a spirit in animal guise, but an actual spirit, so immaterial and unable to attack or be attacked. The Warlock player is free to describe what form the familiar takes, though ideally it should be something associated with his Patron. So if a Warlock’s Patron is the cosmos, it could be miniature star; death itself or a god of death, a floating skull; the devil, a miniature imp; and so on. Fundamental to the Warlock is the Pact he enters with his Patron. The Warlock presents four types of Pacts. These are Chaos, Cosmic, Death, and Dragon. There is some flexibility in how a Pact can be interpreted, so a Cosmic Pact could be with the stars, something beyond the stars, celestial beings, or something chthonic.

Not only will the Warlock learn his spells from his Patron, he will gain Invocations, spell-like powers that enable to do great magical deeds, but without the need for the study that that the Magic-User would require or the need for the Cleric to pray. Arcane Blast is an Invocation, but The Warlock lists some fifty or so further Invocations. They include a mix of those which can be selected by any Warlock and then those tied to a particular Patron. So, Armour of Shadows, which lets a Warlock cast Mage Armour at-will, and Eldritch Sight, which allows him to cast Detect Magic just as freely, are both general Invocations. Whereas Claws of the Ghoul is a Third Level Invocation which gives a Warlock clawed unarmed attacks and a chance to paralyse an opponent and requires a Death Pact, whilst Form of the Dragon requires a Dragon Pact and allows a Warlock to change into a dragon-like creature once per day.

Liang Yun
Second Level Warlock
Alignment: Lawful Neutral
Pact: Draconic (Green Dragons: Dziban)

STR 12 (Open Doors 2-in-6)
INT 14 (+1 Language, Literate)
WIS 10 
DEX 17 (+2 AC, Missile, +1 Initiative)
CON 13 (+1 Hit Points)
CHR 15 (+1 NPC reaction, Max. 5 Retainers, Loyalty 8)

Armour Class: 13 (Leather)
Hit Points: 7
Weapons: Dagger, Staff
THAC0 20

Languages: Draconic, Mandarin

Invocations
Arcane Blast, Claws of the Dragon

Spells: (Cantrips) – Aura Reading, Guiding Star, Message, Object Reading; (First Level) – Read MagicSpirit Servant, Taint

Familiar: Mingyu

In terms of spells, The Warlock lists almost eighty. A very few, like Augury, will be familiar, but most feel new and different. For example, Wailing Lament causes the target to wail and sob uncontrollably for an hour, Moon Touched is a plea to the Moon to silver and make magical a weapon which will now glow faintly of moonlight, and Poisonous Stare with which a Warlock can poison a target, forcing them to lose both Hit Points and Constitution! Now none of the spells are keyed to a particular Pact, which would perhaps have made designing or creating a particular type or themed Warlock easier by both Game Master or player. This then is perhaps a missed opportunity, so a player or Game Master creating a Warlock will need to pick and choose with care what spells suit their Warlock.

In addition to the Warlock’s own spells, the Class has two other types of spells. First, the Class can learn Magic-User spells—something which annoys Magic-Users and gives the Warlock the reputation for stealing spells. Second, The Warlock also adds Cantrips, or Zero-Level spells. Some thirteen of the spells in the supplement are Cantrips. For example, Aura Reading enables a Warlock to read the auras of those around them, determining their Alignment, health, magical nature (or not), and whether or not they have been cursed; Guiding Star enables a Warlock to guide himself in complete darkness or if blind; and Quick Sleeping makes a willing victim fall asleep. Lastly, the spells are listed by the other spellcasting Classes for Old School Essentials—Clerics, Druids, Illusionists, and Magic-Users—so that the contents of The Warlock can be used with the wider rules.

Unlike other titles devoted to the Witch by The Other Side, The Warlock does not include any new monsters, or monsters at all. It does however, add twenty or magical items. A few are keyed to particular Pacts, such as the Astrolabe of Fate, which grants a Warlock with a Cosmic Pact or an astrologer a +1 bonus to a single roll three times a day, but most are simply valued by Warlocks. A Dragontooth Charm provides a +1 saving throw versus the dragon breath of one type of dragon; a Hat of Spell Storing is valued by Illusionists, Magic-Users, and Warlocks for its capacity to store multiple levels of spells; and the Witch Whistle summons an army of rats, giant rats, or even wererats, depending on the songs known. Some are quite fun, such as the Rod of the Fire Mountain Warlock, which increases the die type of fire type spells and is surely a nod to The Warlock of Firetop Mountain, the Fighting Fantasy solo adventure book, whilst every Warlock will want to obtain the Staff of the Warlock, the equivalent of the Magic-User’s Staff of Wizardry.

Lastly, where the Witch Class has the Coven, a gathering of witches, typically to worship their patron goddess, the Warlock Class has the Lodge. These are secret orders where Warlocks can meet and study, typically belong to one type of Pact, or allied Pacts. The Warlock details four such lodges, of which only the one is not essentially ‘evil’. This is problematic, for although the Warlock as a Class can create his own Lodge, the lack of wider examples means a lack of choice, a lack of roleplaying opportunities, and a lack of something for the Player Character Warlock to aspire to.

Physically, The Warlock comes as a digest-sized book as opposed to the standard size for the other titles in the series. This is intentional, since it keeps it keeps it the same size as the rest of the Old School Essentials line. The book is generally well written and the artwork is decent, but some elements could have been better organised. In particular the Invocations are listed alphabetically and not by Pact type or Level, so it makes choosing them that little bit more of an effort. Further, an appendix lists both spells and cantrips alphabetically and by Level and gives page numbers, but for the Invocation there is just a simple alphabetical listing.

The Class presented in The Warlock may be slightly too powerful in comparison to other Classes for Old School Essentials because the Warlock has a lot of powers that he can freely use, whereas all of the other spellcasting Classes have to work at their magic and so their players have to work at playing their magic. Further, although there are a lot of ideas and options in The Warlock, they could have been better organised and better developed to give a player a wider choice in how he builds and plays his Warlock character. Work around these issues though and The Warlock present a Class which looks to be fantastic and fun to play.

Review: Trollbabe (Troll Week)

The Other Side -

Now we come to something different.   Confession time. A lot of what you have read this week was written a while back.  My plan was to have a bunch of "Troll" related posts ready to go so they could be autoposted during Gen Con.  I was going to include pictures of the Flying Buffalo booth and T&T games, and the same with Chaosium.  
Sadly that was not to be.  So I was going post these earlier, but the discovery of this old CD-Rom backup I found with the Trollbabes RPG changed my plans again.  So pull the posts from autopost, make some edits to reflect my new thinking and boom! Troll Week was born. 
Trollbabe was not part of my original plans, but now it is hard to think of Troll Week without it. 
Now I am going to freely admit this game still has some mystery for me.  For starters, the copyright date on the book says 2002.  The CD-Rom I pulled it from was labeled "2015 Backup" but many of the files seem to be from 2008.  There is a shortcut to the now-dead Adept Press website to the Print version.  The shortcut says "Print Ed - Buy Later".  Sadly, later was too late.
So I don't know if this is the First Edition or the Second Edition.  Nor do I know how to tell the difference.
The point might be moot anyway since I also can't find a place to buy the PDF or, more to my wants, the physical book.   Maybe Ron Edwards will re-release it at some point like he did Sorcerer (the Kickstarter Edition for that is on the same CD-Rom).
Trollbabe (2002)
Trollbabe by Ron Edwards. 47 page PDF. Color cover, black & white interior art.This game comes to us from Ron Edwards of The Forge, the one-time source of tons of interesting indie games.  It is a good example of his "Narrativism" part of his GNS Game Theory.   I am not going to get into GNS Theory here. I think it has some merit and as a theory, it does have value, but today is not the day to dig into that.  No today is about Trollbabes.  What is a Trollbabe? Well. That is sort of the question you get to answer with this game.  Trollbaabes are all women, there are no Trollbros, and she is half-human, half-troll.  How did that happen? You decide the game is not just agnostic on this issue, it flatly refuses to answer it.   In any case, your Trollbabe is tall and strong. She has troll horns and big "80s-style" hair. 
Since this is a narrativist, or what some would call Story-telling, game there is really only one stat. Your Number.  This is a number from 2 to 9.  Where do you get it?  You pick it. But before you do let us consider how it is used.  There are three types of interactions; Fighting, Magic, and Social.  To do Magic you need to roll OVER this number on a d10. To Fight roll UNDER this number.  To perform a Social interaction roll whichever is better (over or under) and include this number.Example. Let's go with my new troll witch, Grýlka the Trolla. Since I see her more of a magic-using character I want Magic to be her best.  So I choose 3 as my Number.  I don't see her as being much of a fighter really and an extreme number like this works well for magic and social.Number: 3 Magic: 4-10 Fighting: 1-2 Social 3-10If I have to get into a physical fight I am going to have some issues.Choosing a 5 or 6 gives you a balanced character that can do a little bit of everything, but for my Grýlka here I want a character that thinks all problems can be solved with a bit of talking or throwing some magic around.
You can specialties to your interactions.  They do not add much mechanically but can add to the narrative and can prompt some re-rolls or other situations.  There are some suggestions but I am going with what fits my character concept.  For Fighting, I am going with "Staff" or Handheld weapons. Grýlka has no training in weapons other than to pick up a large stick.  For Magic, I picked "Witchcraft" or Troll Magic. this is likely to cause problems in areas where witches are feared more than trolls are. For Social I picked "Inquizative", Grýlka is very curious about her world, her magic, and how they all fit together. 
Next, you are encouraged to describe your character.  So Grýlka is a very tall, 6'5" trollbabe. She has large sheep-like horns pushing out of a nest of white-tinged-with-green hair.  Here eyes are green and her skin is olive toned. She does have two small tusks on her lower jaw.  She looks very strong (17 STR in D&D).  Her clothing reminds you of druids' with well worn, but well cared for leathers of muted greens and browns. She wears a headdress made of sticks to keep her long hair out of her face. 
Once you have your character the Game Master will then describe a situation you are in.  If D&D always starts in an inn or bar, then Trollbabe always starts with your trollbabe walking down the road.  So a situation might be "you are walking along a well-trodden dirt road when you hear someone yelling 'help! fire!' you see smoke ahead and a barn on fire."  This is called a Scene. You are encouraged to interact with the GM on what happens.  So let us say that Grýlka comes into this scene.  Being Inquizative she wants to know what is going on. Seeing the fire she goes to the well and magically commands the water to come out and quench the fire.  I add that she speaks to the well in Trollspeak.I roll, lets say I get  6. That is greater than my number of 3 and in range of Magic.  The water leaps up out of the well and quenches the fire.  There is a pause of shock and then the villagers all cheer! Grýlka is invited to a feast in her honor.  Of course, if I had rolled poorly then there would have been other things to happen.Maybe there would have been a conflict.  If the player calling for the conflict is the GM and against my character than they can decide what type the conflict is.  Maybe it is a good old fashioned "villagers with pitchforks!" So the interaction is Fighting. Crap, Grýlka only has a 1 to 2 on that. Maybe it is time to run.You can also combine types for other effects. Maybe Fighting + Social if she is trying to scare off the villagers by looking mean and strong.  She is strong, but not really mean.  
Modifiers are also discussed, since Grýlka was talking to the well water nothing was added.  But if the water had been in a river, and thus "wilder" her Troll Magic or Witchcraft might have given me a +1 or +2 on the roll. 
I love the bit on Troll vs. Human magic.  I plan to use this as a guide when playing Grýlka in other games.Trollish magic is all about invoking and communing with the untrammeled wilderness, of any kind. It usually deals with “whole areas,” like a river, a lake, a mountain, the sky (ie immediately above), groups or types of animals nearby, and similar. It is especially effective or nifty when performed in groups.Human magic is an individual scholarly art, based mainly on altering body function or behaviors. It is performed mainly through hypnosis, potions, and other “stagey" methods; a typical spell is cast by opening a phial and spraying a fine mist about, or by lighting a special candle and intoning a mesmerizing chant.Grýlka is very much about trollish magic.
As this is a Narrativist game an important factor is Relationships.  If your Trollbabe forms a relationship with an NPC lets say you can control that NPC, though the Game Master has input.  So after saving the village an NPC falls madly in love with Grýlka.  We agree to let the NPC follow her around so he can prove himself worthy of her. This NPC then will try to do heroic, even stupid, actions to prove his worth and valor.  The Scale of this relationship starts out small, just this yet unnamed NPC and Grýlka.  This can change as the game goes on.  Maybe this NPC is really supposed to married to another village's daughter and now Grýlka has inadvertently caused an issue between these two villages. Details on Relationships between characters are also given.
There is a section on Adventures, some more details on Magic, and finally a discussion on the Narrativist style of Trollbabe and a glossary.
Trollbabe is a fun game that can be played by as few as two people. In fact the smaller the group the better.  This is not a bug, but a feature.  The aim here is not to kick in doors and kill monsters, but to have an adventure.  As the GM for this, I personally would work up some sort of Narrative arc similar to Joesph Campbell's Heroic Journey.  But that is my take, other GMs can do something else. 
What I like Trollbabe, and Narrativist/Story Games in general, is I can use them a layer on top of more crunchy games. Trollbabe does this particularly well with the type of troll I have been talking about all week. Something like Monster Hearts for example works well with games like Buffy.  Yes. I can do the same thing with role-playing, so think of this as guided, or better yet, scaffolded role-playing.


On its own merits, Trollbabe is a lot of fun. Great to play with a small group or even for a couple of one shots.
In any case I would love to see a Third Edition of this. 
EDITED TO ADD. I did find this link for the PDF, http://indie-rpgs.com/unstore/games/title/Trollbabe

Review: Tunnels & Trolls (Troll Week)

The Other Side -

Tunnels & Troll might be one of the first "clone" games ever, but it really is a proper game in its own right.  The story goes that creator Ken St. Andre was browsing through the original D&D rules and thought he could do better than that so he sat down and created the first Tunnels & Trolls game in 1975.  D&D was barely a thing on the wider scale, though very popular still, and here comes T&T.

Over the years T&T has been updated, re-released, and otherwise seen many ups and downs the game itself has continued and has a dedicated fanbase.  It is easy to see why. T&T is easy to learn, has some neat little quirks, and is just plain fun.  Plus if you ever get a chance to meet Ken St. Andre at Gen Con then PLEASE do it. He is a great guy.
The name, Tunnels & Trolls, almost wasn't. It was almost Tunnels & Troglodytes, but that name was shot down by his players.  Since then the troll has become a sort of synonymous with the game and St. Andre himself. His twitter handle is @Trollgodfather and he runs Trollhala Press.
Tunnels & Trolls now holds the distinction of not only being the oldest RPG still published by the same publisher, Flying Buffalo, but also still controlled by its original author/designer. 
The RuneQuest ConnectionYesterday in my review of RuneQuest's Trollpak I mentioned that in my earliest days I thought Trollpak was a supplement for Tunnels & Trolls. Indeed both games did feature a lot of troll iconography.  But I think two it may have come with one other obsession of mine. Elric. I was (still am) a HUGE Michael Moorcock fan and I loved the Elric books.  I saw the game Stormbinger and I knew it used a similar system to both RuneQuest and Call of Cthulhu.  I also knew that Ken St. Andre had worked on Tunnels & Trolls and Stormbringer.  I guess in my young mind I conflated all of that.  While I might never see my goal of a full Tunnels & Trolls/Trollpak mashup, my dream of an epic Stormbringer/RuneQuest/Call of Cthulhu crossover might still happen!
Deluxe Tunnels & TrollsI have owned many different versions of T&T over the years. I have loaned some out, another is just gone (it is with my original AD&D books I think) and still at least one I resold in a game auction when I needed the cash.  I miss each and every one.Thankfully I now have the PDF of Deluxe Tunnels & Trolls the most recent version and the one that is easiest to get.  I will be focusing my review on this version, with recollections of previous editions when and where I can.
Deluxe Tunnels & Trolls. 2015 Ken St. Andre, published by Flying Buffalo.348 pages, color covers, black & white interior art (mostly) and a full color section.Deluxe Tunnels & Trolls (dT&T) is a massive volume at 348 pages.  The PDF is divided into Chapter sections, but more importantly, it is split into five larger sections; The Basic or Core Game, Elaboration, Trollworld Atlas, Adventures, and End Matter.
The Basic or Core GameThis covers the first 11 chapters and 160+ pages.  This most resembles the T&T game I remember playing sparingly in the 80s. This covers the basics of the game such as rolling up characters, equipping them, combat and magic.  T&T uses all six-sided dice for everything, so getting started is as easy as getting the rules and raiding your board games for dice.  Because we NEVER did that in the 80s.Character creation is a bit like D&D and other RPGs from the time (or more accurately other RPGs are like D&D and T&T).  There are a few quirks that make T&T stand out.Exploding Triples allow for some extraordinary characters. When rolling your 3d6 for stats (like D&D) if you get three of the same number, all "1s" or all "6s" for example, you re-roll and ADD the previous total.  In D&D rolling three "1s" is a disaster, but in T&T you then reroll and add that 3 (1+1+1) to your new roll.  Roll three "6s"? Reroll and add 18! T&T has eight abilities, Strength, Constitution, Dexterity, Speed, Intelligence (IQ), Wizardry, Luck, and Charisma. They all map pretty close to D&D with the others Speed, Wizardry and Luck doing what they sound like. Kindreds, not Race. With all the discussion of the word "race" in D&D (yes, it is old and problematic and yes it should be replaced) T&T "solved" this issue by going with Kindred (and long before Vampire the Masquerade did).  This also leaves character creation open to all sorts of Kindreds. Personal Adds. For every point in a physical ability over 12 (the upper end of average), characters get +1 to their personal adds. Physical stats are Strength, Constitution, Dexterity, and Speed. These adds are combined and then used in combat.Saving Rolls. All skills and nearly everything else use a saving throw like mechanic for resolution. The most common is a Luck roll, but others can be used.
There are three basic and one extra character classes. Warriors, Wizards, Rogues and the Specialist.Kindreds include Humans, Dwarves, Elves, Fairies, Hobbs (Halflings), and Leprechauns. Each kindred then gets an ability multiplier. So if you are a dwarf and you rolled an 11 for Strength  your multiplier is 2 for a 22 strength! But your Luck multiplier is .75 so if your rolled a 12 it is now a 9.  Other attributes effected are height and weight. Fairies have multiples here of 0.1 and 0.01 respectively.
The equipment list is what you would expect with some odd improvised weapons (rocks) and even guns (gunnes) but these are still rather primitive in nature. 
Saving Rolls are covered in Chapter 5 and gave us what is essentially a dynamic Target Number mechanic YEARS before anyone else did.  You determine the level of the Saving Throw (difficulty) times that by 5 to get your target number. Players roll a 2d6 and yes doubles are re-rolled and added.It's a simple mechanic that works well. 
Chapter 6 gives us some talents. Or things you can do other than wack monsters. Chapter 7 cover enemies and monsters and is a whopping 3 pages!  But that is nature of T&T monsters can be abstracted from just a few simple numbers.Chapter 8 covers combat. If I remember correctly combat in T&T was a fast affair.  The rules support this idea. 
Chapter 9 is of course my favorite, Magic. There have been more than a few times I have wanted to adopt ideas from here for my D&D games.  In the end though I have kept them separate.  Spell levels go to 18 though you need some superhuman Intelligence and Dexterity scores to cast them (60 and 44 respectively).  Spells have a Wiz (Wizardry cost) so it works on a spell-point like system.  The spell names are something of a bit of contention with some people and my litmus test for whether or not someone will be a good player in T&T.  If they don't like the names, then I think they will not be good for the game.  Among the spell names are "Hocus Focus", "Oh Go Away", "Boom Bomb", "Freeze Please" and more.  I like them I would rather have a fun name than a boring one, but I am also the guy who made spells called "You Can't Sit With Us", "Live, Laugh, Love", "Oh My God, Becky!" and "Tripping the Light Fantastic".
Chapter 10 is Putting it All Together with general GM advice.  Chapter 11 covers the Appendices. This constitutes the bulk of what makes up the T&T game. 
ElaborationsThis section consists of rules additions and other topics.Of interest here is Chapter 13, Other Playable Kindreds.  This likely grew out of T&Ts sister game, Monsters! Monsters! In dT&T these stats for playing have been brought more inline with the M!M! book for more compatibility.   The attribute multipliers from character creation are repeated here for the main kindreds, and then expanded out for others of the Familiar (or most similar to the Good Kindred, like goblins, gnomes, and pixies) to the Less Common like lizard people, ratlings and trolls!  To the Extraordinary like ghouls and dragons.The means in which this is done is so simple and so elegant that other games should be shamed for not doing the same.Later on languages, more talents and accessories (minis, battle mats, virtual tabletops) are covered.


Trollworld AtlasThis section covers the campaign world of Trollworld.  A history is provided and the major continents are covered as well as a few of the cities. This covers about 70 pages, but it is all well spent.This section also features some full-color interior art including some great maps.
AdventuresPretty much what is says on the tin.  This covers the two types of adventures one can have with T&T; a solo adventure and a GM run adventure.  Everyone reading this has experienced a GM run adventure.  But where T&T really sets itself apart are the solo adventures. This is a reason enough to grab this game just to see how this is done.
End MatterThis section contains the last bits.  Credits. Afterwords. Acknowledgments. A full index. Character sheets and a Post Card for the City of Khazan!

I am going to put this bluntly.
Every D&D player, no matter what edition, needs to play Tunnels & Trolls at least once.  They should also read over the rules.  I don't care if you walk away saying "I don't like it" that is fine, but so many of the things I see so-called seasoned D&D players and game masters complain about has a fix or has been addressed already in T&T. 
Like I mentioned with Trollpak who solved D&D's "evil race" problem back in 1982, Tunnels & Trolls fixed it in 1975.
Beyond all that T&T is an easily playable game with decades of material and support and thousands of fans online.  If you don't want to buy a copy to try out then find a game at a Con.  
Is T&T perfect?  No. It lacks the epic that is D&D.  If D&D is Wagner then T&T is Motzart. Easier to approach, but no less brilliant. 
For under $20 (currently) you get a complete game with enough material to keep you going for years. Plus there is such a wealth (45 years now) of material out there that you will never run out of things to do.

Review: Trollpak (Troll Week)

The Other Side -

In many ways, 1982's Trollpak from Chaosium (and then later Avalon Hill, then Chaosium again) is the reason for my decades-long fascination with trolls in RPGs.
Like many gamers my age, it was the ads in Dragon magazine where I first came in contact with Trollpak. The ads were quite effective too.  Going back to Dragon #65 we get a dissected troll with it's guts all hanging out.  Nothing like that EVER appeared in D&D.
Back then for some reason, I thought this product was for Tunnels & Trolls and not the very obvious RuneQuest.   Even when I learned the difference I still wanted to combine Trollpak with Tunnels & Trolls, something I am attempting to try this week.
Sadly I never knew any groups that was playing RuneQuest so getting my hands on one to view was non-existent.  And my gaming dollar was stretched as it was back then, so buying it blind for my D&D games seemed a bit of a risk for me. 
Reading over the PDF now and some of the very few reviews I see that I certainly missed out and wonder what my trolls would be like today had I owned this back in the 80s.  These days I think I am fairly set in my ways, but is still there is so much here to use.  So let's get into it 


Trollpak (Chaosium, 1982)For this review, I am considering the PDF version of Trollpak that is currently being sold on DriveThruRPG.  This is a reprint of the original Trollpak from 1982.216 pages, color covers, black & white/monchrome interior art.By Greg Stafford and Sandy Petersen for Runequest 2nd Edition.The original box set of Trollpak contained three books (the "pak" part); Uz Lore, Book of Uz, and Into Uzdom.  The PDF combines all three into a single file.  The PDF was released in 2019.The books correspond to the PDF sections, "Troll Legends and Natural History", "Creating and Playing Troll Characters", and "Adventures in Trolls Lands" respectively.

Uz is the name the trolls of Glorantha give themselves and how their creation is central to the lore of the world.  Already this set is going to be the sort of deep-dive into a topic that you know I love.
On the very first page, we get an "in-universe" side-bar about how trolls living near or amongst humans begin to become more human-like and how both groups eventually take on an equilibrium.  This sets the stage for this book in two very important ways.
  1. This book is steeped in the lore and legends of Glorantha. So teasing out pieces to use in other games might be trickier than I first expected.
  2. These trolls are NOT one-dimensional collections of hit points and potential XP and treasure.  If you prefer your monsters to be mindless evil races to just kill then this book will be wasted on you. 
Book 1: Uz Lore, Troll Legends and Natural HistoryWe get right into the myths and legends of the Uz people/trolls.  We get a feel right away since we get a listing of the Seven Sacred Ancestors of the Uz even before the Gods.  It is right before the Gods sure, but the importance of these ancestors is emphasized. We learn that "Uz" means "the folk" in the Uz language. So the Mistress Trolls (akin to the troll mother race) are the Uzuz.  Dark Trolls, the corrupted "evil" trolls are the Uzko. And so on. Speaking of the language we also learn that the mother tongue of the trolls is a debased form of the "Darktongue." So in D&D terms "Trollspeak" could be a corrupted form of "Abyssal" or something like that. I think in old forms of D&D anyone who spoke the Chaos alignment language could speak to trolls.  
Speaking of Chaos.  The Law - Chaos access is also present in RuneQuest, though not as an alignment as in D&D but as elemental forces.  Another clue that these are your D&D trolls comes up that trolls are often seen as agents of Chaos WHEN IN FACT they were really some of the first victims. Let that sink in for bit.  If that were published today there is a certain segment of the hobby that would be screaming that they don't want "social justice" politics in their games.  But this is from 1982, from two of the titans of the RPG industry.  
The section continues with more history and recounting of great troll battles. There is a quasi-academic feel to this and that is really fun.   An example is an experiment a troll researcher did on a troll and a trollkin (a smaller version of troll) in which they were locked in a room with various items and the researcher recorded what they ate.  The point here is that Uz trolls can eat and will eat almost anything. 
We learn there are many kinds of trolls (as to be expected). The Mistress Race is the mother race of all trolls. They are ancient and wise and claim to predate all other races and even the world itself.  The other races of trolls are the Dark Trolls (your stock evil trolls), great trolls, cave trolls, sea trolls, and the diminutive trollkin.

We even get details on troll senses and how they differ from humans. Differences in trolls from region to region. Even a troll evolutionary tree and "prehistoric" troll cave painting and idols, there is even a six-breasted "Venus of Willendorf" style troll idol of the troll mistress race.There is even details on the types of pets trolls keep. 
There is far more detail about trolls in this 64 page section than in all five editions of (A)D&D.Nearly everything in the section is system neutral.  While it is tied to the world mythology at a fundamental level, it can be used in any game.
Book 2: Book of Uz, Creating and Playing Troll CharactersThis section/book is all about creating a troll character to play in RuneQuest.  Before we delve into this let's have a look at this from "Playing Trolls," It is tempting to use trolls as monsters with weapons.However, they are intelligent creatures who have survived despite gods and men. Several traits set them apart from humans as well, and they naturally exploit those special traits to their advantage. You should do so as well.D&D players may have issues with playing races as evil or not, but RuneQuest had it figured out in 1982.
You can randomly roll which troll sub-species your character is from, with a 1% chance you are from the Mistress Troll race and 63% chance you are a miserable little trollkin.  Adjustments for all the types are given. Your troll can be wild, semi-civilized, or civilized. You can roll for social rank and equipment.  You can even see what starting spells you have since all trolls have some magic. You can even figure out what you were before you became an adventurer. 
Trolls are a matriarchal culture. So various home habits are focused around this.  For example, the more husbands a troll leader has, the higher her social standing. Looks like my troll character Grýlka gets to pick out a couple of husbands!BTW, I LOVE the troll greeting when offering you hospitality in their lair.  They cover your head with a blanket or hide and say "I extend my darkness to protect you."  I am totally going to use that in my next adventure. 
Some gods are covered next and their worship. They have goddesses and gods of spiders, darkness, insects (very important to troll life), and the hunt. There is even a goddess of healing.Coverage of domesticated giant insects is also covered since these creatures often serve the same function as domestic mammals in human life. 
Some new troll types are also covered.
This section by it's very nature is more rules-focused, but there is still so much here that is just good that it can, and should, be used in any other FRPG.
Book 3: Into Uzdom, Adventures in Trolls LandsThis section covers going on adventures in lands inhabited or controlled by the Uz. This section is very rules-focused as well with the first part covering random encounters in troll lands. There are also sample/small adventures like "The Caravans" which details a troll caravan of a heard of giant beetles.  Imagine this long train of trolls, some in wagons, others walking and in between hundreds of giant beetles being led like cattle in a long line.  Quite a sight really.  Another is traveling to a troll village and NOT treat everyone like a walking collection of HP.  This one is fantastic really for all the troll alcohol available and whether or not your human character can handle any of them in a drinking challenge. There are five larger adventures here and several smaller ideas for seeds.  The best thing though is the inclusion of a "mini-game" of Trollball.  This game is played like football and is supposed to be a reenactment of a battle from the dawn of time.  The "trollball" itself used to be a now extinct insect so other things have been used like badgers and in rare occurrences a bear, but most often it is a trollkin.   The teams each have seven players and one can be a great troll.  They are sponsored by a Rune Lord.The game is brutal and sometimes deadly, but since there is a religious element to the game anyone killed on the field is brought back to life by the gods whom the game honors. Full stats for the Sazdorf Wackers and Tacklers is included so players can try their own hand at Trollball, but warning, the troll gods might not raise a dead human. 
There is just so much to love about this product. It is jammed packed full of ideas.  Part of me wants to adapt my D&D trolls to use these rules and another part of me wants to insert the Uz as-is into D&D as their own race or something akin to High Trolls.  
Trolpak was updated in 1990 when RuneQuest was being published by Avalon Hill.  It was then split into the Trollpak and Troll Gods. 
The "new" pdf restores all the content back to the 1982 edition. 


Reading it now after so many years I am struck with a couple of thoughts. The first is what would have happened to my own games had I picked this up and used it in my games?  Would my trolls today have a decidedly Uz flavor about them?  What else would have changed?
Also, reviews in Dragon Magazine for this are glowing and heap high praise on this book and they called it a leap in game design.  It was, but it was not a leap everyone would take.  RuneQuest/Chaosium did this for trolls like Chill/Pacesetter had done for Vampires.  There are s few others I can think of.  Orkworld did it for Orcs for example.  But still, these sorts of deep explorations are rare. 
So if you are over one-dimensional monsters and are ready to expand your options then this is for you.If you are RuneQuest player of any edition then this is also something you should have.

Monstrous Monday: Trolls and Trolla (Troll Week)

The Other Side -

Grýlka, ePic CharacterIt's Troll Week here at the Other Side!

I wanted to start off things with an idea that has been floating around my head for a while now.
Yesterday I mentioned that the "D&D trolls" did not really fit with the trolls I was reading in myths, legends, and fairy tales that often also included witches. The trolls in D&D, of course, were inspired by the ones from the Poul Anderson novel Three Hearts and Three Lions, which also gave us nixies (myths), swanmays/sawn-maidens (also Celtic myth) and the Law-Neutral-Chaos alignment axis (along with Moorcock). 
The trolls I like are bit more like Tom, Bert, and William from the Hobbit, but I am also fond of the mountain trolls from Lord of the Rings or even Harry Potter.  
But trolls have a much longer history than that.  I am not going to get into all the myths and legends of Norway, Sweden and Denmark, but I am going to touch on them a bit. 
One of the creatures I always felt was a troll was Grendel from Beowulf. He seems like a troll to me.  Close to human, but monstrous and horrible to behold.  He is described as a "descendent of Cain" but even Tolkien in his version of the tale says he "cannot be dissociated from the creatures of northern myth."  He dislikes the sun and is harried by the sounds of the men singing. 
If Grendel is a troll then what is his mother?  She does seem to be different to be honest.
Robert Zemeckis' version aside, she does appear to be a monster, but of a different sort.   She is described as "aglæc-wif" which is debated by scholars as to its true meaning.  Among the meanings are "monster lady", "devil lady", "ugly troll lady", and "troll wife".
I always felt she was some sort of hag.  It was here reading a kids version of Beowulf in the 5th grade that I first got the idea that male trolls and female trolls might be different sorts of creatures. 

This was turned up to 11 with Robert Lynn Asprin's MythAdventures and his trolls (male) and trollops (female).  Ok in my defense it was the early 80s and I was 10-12.
I have made a couple of different attempts at this over the years.
First was the Makava or Wood Hag. Though her role was more of the wicked witch in the woods. She typically has 2-12 trolls around her home to provide her with physical protection.  They could be her brothers or her sons.
Next was the Trollwife who was something of Troll Hag found in colder areas. She appears in my Winter Witch book.  The oldest known trollwife is Mother Trollwife and she is also a powerful witch.
While both are great and really perfect for what I wanted them to do, they are still not what I was looking for for this concept.
So I had to go to Sweeden.  Not literally of course, but rather in my research.When doing troll research you go to Norway.  Norwegians love their trolls.  I spent a lot of time reading about Norwegian trolls and these trolls have magic. But myths don't respect borders and many of these tales also spill over into Sweden, Denmark (home of Beowulf) and via more invasions than I can recount right now, England.
But it was Sweden that got my attention.The Norwegian word for "troll" is "troll."  Nice and easy.The Danish word for "troll" is "trold." Ok. The Swedish word for "troll" is also "troll."But, "Trolla" in Swedish means "to conjure" or "to enchant."  OK! I can work with this!
There are tales in Swedish folklore of beautiful trolls, or at least beautiful women related to trolls.All have magic.  So you know where I am going now.
Grýlka, HeroForgeTrollaHumanoid (Faerie)Frequency: Very RareNumber Appearing: 1 (1-4)Alignment: Neutral/Chaotic (Chaotic Neutral, Chaotic Evil)Movement: 120' (40') [12"]Armor Class: 7 [12]Hit Dice: 1d8+2** (6 hp) to 13d8+26** (85)Attacks: 1 weapon or spellDamage: 1d8 (or by weapon type) or by spellSpecial: Regeneration (1hp per hour), witch spells, vulnerable to silverSize: Medium/LargeSave: Fighter 1 or Witch 1 to 13Morale: 10Treasure Hoard Class: VariesXP: Varies
A Trolla is a type of troll witch.  They are full-blooded trolls, but some magical force causes the trolla to appear as mostly human. Always female, these trolls are both feared and revered in troll society. Once a trolla is born, and it is obvious at birth, she will be taken to a nearby human community and left with the humans.  During the trolla's childhood and adolescence, no troll will attack her adoptive village but will be seen on the outskirts as if watching.  The trolla appears to be human in all respects save she is often small and sickly.
Sometime around her 13th birthday, a transformation begins.  The trolla, who has been small her life will begin to grow at a rapid rate. She will within a year be taller than all the other children around her. She will reach her full height at over 6 feet tall. Her previous ill health will be forgotten has her strength and constitution will increase to at least 17 each (if not more). The girl, who always had an impish cuteness about her, will grow into a truly formidable woman.  Even if not "attractive" by the village standards (although she very well could be) she will have a force of personality that makes her fascinating to all. 
It is at this time she must choose her life; human or troll.  Those that choose to remain among the humans can become great warriors for her people, but often do not do more than any other person in her village. 
The ones that choose the life of a troll become truly powerful.  Once the choice is made another transformation begins. Her hair, which had often been blonde or light brown becomes either white or green.  Her skin takes on a green tinge. Horns, which have just been below the skin of her head will grow, as do lower tusks and even a long tail.  It will be at this time the trolla learns of her true gifts, that of troll witchcraft.
Trolla advance as Troll Witches (Faerie, Green, or Winter Tradition) at a level equal to their HD.
Trolla also have the following powers.
  • Regenerate 1 hp per Hour. This can only be done in the dark since trolls are creatures of the dark. Fire and acid wounds cannot be healed this way.
  • Infravision 90'.
  • Witch magic. Trolla are witches. They not only can cast witch spells, but also gain the benefits of a tradition (occult powers) and a coven (ritual magic).
  • Trollspeak. Trolla understands the language of trolls, ogres and other fey creatures.
Also, the have the following drawbacks and restrictions.
  • Heathen. Trolla cannot benefit from healing magic unless it comes from another witch or a cleric of her own religion.
  • Silver weapons always do maximum damage. Wounds from cold iron weapons are treated like fire.
PC and NPC Trolla can become Fighters or Witches.
Grýlka, Trolla Witch1st level Witch, Green Witch TraditionChaotic Neutral
Str: 17Int: 13Dex: 14Wis: 13Con: 17Cha: 18
Familiar: Twigblight (neutral)
Spells: Cure Light Wounds
Grýlka is a trolla witch raised among a community of druids. Her adoptive parents knew who and what she was from the time they found her.  Unable to have children of their own they raised her as their own daughter.  When she turned 13 she began her change and her parents told her of her history.She loved her parents but felt the calling of her troll blood too strongly and too deeply.  She chose to be troll. On her acceptance she was granted a twigblight familiar, a creature normally despised by druids, to guide her into the ways of troll magic.
Grýlka stands 6'3", 6'7" if you measure from the ground to her curving horns.  Her skin is olive-green. Her hair, which was always white, has remained the same as has her green eyes.She carries a staff of striking +1, a gift from her druid parents.  She discovered that healing magic no longer worked on her and this caused a bit of a panic, so her first spell is Cure Light Wounds.
She is now seeking out others of her kind so she may learn more.

I am going to spend some time with Grýlka all week and see how she fares with all the other trolls we meet this week.

Brittle as Glass

Reviews from R'lyeh -

Pillars of Glass is an adventure for Béthorm: The Plane of Tékumel, the most recent roleplaying game to explore the world of Tékumel, the linguistic and cultural setting developed by Professor M.A.R. Barker. Published by UniGames, it is designed to be played between four and six players with moderate;y experienced characters, but can easily be adjusted should there be more. It is set just south of the Kúrt Hills—a region detailed by the publisher’s The Kúrt Hills Atlas—and a few Tsán east of the city of Katalál. What it details is an ancient site which possibly dates as far back as the Bednálljan period, part of the Underworld known to lie below the surface of Tékumel. Consisting of a circle of natural crystalline spires around an opening into the Underworld, there are rumours that site might be connected to the Pariah God known as the One Other.

Like High and Dry, Pillars of Glass presents several introductions, each one depending upon the role and duties of the Player Characters. So if the Player Characters are in the region conducting a trade negotiation on behalf of their clan, they are asked to investigate some wild animal attacks by the other negotiator; if they are on temple business, they are asked to investigate the Pillars of Glass site because the records the temple has are incomplete; if on legion or military business, they have stationed nearby to police the area and are ordered to investigate the animal attacks; if they are adventurers, they have heard of the animal attacks and know it would be heroic to investigate and put a stop to them; and if they are ‘Heroes of the Age’, then they are drawn to the site by a vision. As in High and Dry, these are a very welcome feature.

What lies beneath the Pillars of Glass is a maze-like complex of ten rooms and nine encounters. There is a significant flame and heat theme running throughout the complex of odd rooms, which often seem to be designed to do no more than subject the occupants to particular temperatures and forms of heat. Player Characters who have studied a particular ancient language or civilisation, or who are worshippers of either Vimúhla or Chiténg, will have advantages when exploring the complex, but as they work their way around the maze, they may come to feel that they are being tested. There is a little treasure to be found, including a rather nifty artefact for anyone who visits the Underworld regularly—though by its nature, the temple of Vimúhla or Chiténg would very likely want it, or would pay out a reward for obtaining it.

The encounters are all with seemingly random creatures. However, none of them are identified as being responsible for the animal attacks which form the hook to get most groups involved in investigating the site. Consequently, the Game Master will need to do this, simply reading the descriptions of the creatures that appear in the scenario in Béthorm: The Plane of Tékumel, and selecting the most appropriate.

Physically, Pillars of Glass is a black and white with colour cover, ten-page, 6.93 MB PDF. The cover is eye-catching for its simplicity, the PDF is decently illustrated and written.

As a dungeon—or portion of the Underworld—Pillars of Glass does feel a bit random, and although there is a theme to it, it my feel that way to the players. Consisting of  just ten locations and a few encounters means that it should provide two sessions worth of play, though there is scope for further exploration—though for far more experienced Player Characters and with something that the Game Master would have had to have designed herself. Although it is disappointing that the Game Master will need to develop the hook of the animal attacks herself for use with other groups, perhaps the best way of presenting the adventure is as an archaeological or temple-based expedition, sent to the Pillars of Glass in order to explore what lies beyond the opening into the ground, and then return with an interesting report.

Pillars of Glass is an adequate adventure. It needs a bit of effort upon the part of the Game Master and her players to work effectively—primarily in terms of motivation and supporting that motivation, but it casts a spotlight on the ‘dungeoneering’ or Underworld aspect of Tékumel before hinting that there is more below. The ‘dungeoneering’ aspect means that Pillars of Glass is also easier to read and understand, and play than the ‘mind your manners’ aspect of High and Dry, but the story itself is not as strong or as well developed.

Troll Week Starts Tomorrow

The Other Side -

I have been working from home since March 15th or so. It has been great really, work has provided me with all the tech I need. I wanted to make my life a little easier so I also set up my kid's old gaming computer in my office.  They still use for playing D&D online via Discord and Roll20, but I use it to test various things.  The computer still has CD-ROM and DVD-ROM drives.

While digging through some old back-ups I found a download folder I had thought had been lost.
On it was a copy of Ron Edwards' "Trollbabe" RPG. I was reading through it and forgot how much fun it was.  It also got me thinking about trolls, troll magic, and all sorts of related topics.
I remember back in the earliest days of my Dragon magazine reading and getting mail-order catalogs from Games Plus and the Dungeon Hobby Shop one of the products that always jumped out at me was Runequest's TrollPak.  
It was the exact sort of deep dive into a singular topic that appealed to me then and now.  Of course at the time I thought it might be related to Tunnels & Trolls.  When I discovered it wasn't I figured I could convert it and have a Troll-focused game.
You can't read a bunch of myths, legends, and fairy tales about witches and not run across the occasional troll.  They are all over the place.   Especially any of the stories of Northern Europe.
What I never liked though was how the trolls of myth and in particular the trolls from the Hobbit looked and acted nothing like the trolls of D&D.  Sure ogres are fine, but thin rubbery dudes that regenerate? Not so much.  As time went on I of course saw where the D&D trolls came from and why they were chosen; a stronger differentiation between ogres and trolls needed to be made.  But I still never really liked them.
In my games I made a new troll, the Earth Troll, that was more like the trolls I saw in the books I was reading.  These trolls were often the lackeys of hags, in particular, the Wood Hag.  These were much closer and I would later go one to make more trolls.  The idea here that trolls are highly adaptable to their environment.  They are Lamarckian Evolution played out in D&D.  Put a troll near water and in a couple of generations, they are adapted to it.  
But one thing I never did and will do this week, is adapt Troll Pak and Tunnels & Trolls to the Trolls of D&D.

Looking forward to seeing what I can come up with!

Action Adventure with Competence

Reviews from R'lyeh -


When Trinity was originally published in 1997, it was a Science Fiction roleplaying game of Psion surviving in the twenty-first century following world war. Published by White Wolf Publishing, it would go on to spawn two prequels—Aberrant, a superhero game set in the early twenty-first century, and Adventure!, a Pulp action game set during the Jazz Age of the nineteen twenties. Together they formed the ‘Trinity Continuum’ and together they are being redesigned and republished in second editions by Onyx Path Publishing. However, the redesign is not as a series of standalone books. Instead, the Trinity Continuum Core Rulebook—funded following a successful Kickstarter campaign—would provide the core mechanics, with Trinity Continuum: Aeon, Trinity Continuum: Aberrant, and Trinity Continuum: Adventure! providing specific setting and expanded background content for each of the three eras.
Now the Trinity Continuum Core Rulebook is not just the core rulebook for the Trinity Continuum, but it is a standalone set of roleplaying rules designed to emulate a particular range of genres. These encompass high-action, cinematic thrillers, Spy-Fi and heist movies, high tech techno-thrillers right up to near future Science Fiction and low-powered supers stories. So, Ocean’s Eleven, The Bourne Identity, Agents of Shield, Black Mirror, Eureka, Cryptonomicon, Leverage, and then Star Trek, The X-Files, The Martian, Stargate, and more. The more fantastic elements these settings have though, the more a Storyguide would need to create them for her campaign as they are obviously not covered in the book. At its core though, the Trinity Continuum Core Rulebook is a contemporary—or near contemporary—roleplaying game of cinematic action in which the Player Characters are competent and capable, are working for the better good, and in doing so are bringing a sense of hope to the world. What this means is that despite there not being a great deal of specific background in the Trinity Continuum Core Rulebook, a gaming group can still use it to play Hollywood- or television-style action adventure, intrigue, and investigative procedurals.
A Player Character in the Trinity Continuum Core Rulebook is defined by his Concept and Aspirations, Paths, Skills and Skill Tricks and Specialities, Attributes, and a Template. The Concept is what the character—Best Wheelman in any Business, Reformed High Society Jewel Thief, Grandmother Hacker, and so on—whilst Aspirations, both two Short Term and one Long Term, are a character’s goals. A Short-Term Aspiration can be completed in a session, a Long-Term Aspiration takes multiple sessions. The Paths represent a character’s past and the decisions he has made and come in three forms—Origin, Role, and Society. The Origin Path is the character’s background and beginning; the Role Path is his occupation or expertise; and Society Path represents his link, positive or negative, to a particular Society. Several sample Societies are detailed in the Trinity Continuum Core Rulebook and together they form the primary background in the book. An Origin Path might be Military Brat or Suburbia; a Role Path might be Charismatic Leader or Medical Practitioner; and a Society Path might be to 9, the almost United Nations-sanctioned intelligence gathering and law enforcement private agency, or The Global Cartography Initiative.
Mechanically, each Path provides several building blocks towards creating a character. These are access to four skills and points to distribute between them; community, contact, and access connections to the Path; and Edges, which represent areas of specialised training. In the long term, a Path also provides route along which a player can develop his character, and will be rewarded in doing so with slightly reduced Experience Point costs. There are sixteen skills, with most of a character’s skills coming from his Paths. Any skill with a rating of three or more gains a Speciality, such as Pistols for the Aim skill, and then can have a Trick for each point of Skill of three or more, so ‘Mighty Lifter’ or ‘It’s All in the Reflexes’ for Athletics, ‘Connecting the Dots’ or ‘Elite Hacker’ for Enigmas, and ‘Backseat Driver’ or ‘I Can Figure It Out’ for Pilot. Most of a character’s Skills come from his Paths, though he does get extras. Lastly, a character has nine Attributes, divided between Physical, Mental, and Social arenas as well as three Approaches of Force, Finesse, and Resilience. Most actions require a combination of an Attribute and a Skill, but this can be any combination, so there is a lot of flexibility here. Attributes are rated between one and six, Paths and Skills are rated between one and five. It should be noted that the Storyguide and her players are encouraged to create their own Paths, Stunts, Societies, and more.
Lastly, each character has a Template. This marks the Player Character as being more than just a mere human, having been exposed to ‘Aeon Fluxx’, the energy which seems to occur when universes are too close. Each of Trinity Continuum: Aeon, Trinity Continuum: Aberrant, and Trinity Continuum: Adventure! will provide various super-powered Templates, but in the Trinity Continuum Core Rulebook, the Player Characters are generally Gifted, each Gift either being based on Luck or Aptitude, the latter tied to a skill.
To create a Player Character, a player defines his character’s Concept and Aspirations, then selects—or creates the three Paths and assigns the various points into each Path and its associated Skills and Edges, assigns more Skill points and picks Skill Tricks, assigns Attributes, and apply a Template. The process is by no means difficult, but does involve making a fair number of choices and it is not straightforward in that Attributes are selected last and in that a player will need to flip back and forth through the book to put a character together. This takes a bit of time as a player works through the process.
Our sample character is a reformed jewel thief who stole to support her father, an impoverished minor member of the Russian nobility. She was caught in the act of a theft on the French Riviera by Pharaoh’s Lightkeepers who were after the same artefact. Unlike the other occasion where she managed to escape her thefts, the Pharaoh’s Lightkeepers gave chase and managed to capture her. Instead of handing her into the authorities, they offered her missions and a better purpose.
Name: Claudia Romanov
Concept: High Society Former Jewel ThiefOrigin Path: Life of PrivilegeRole Path: The Sneak
Society Path: Pharaoh’s Lightkeepers
Moment of Inspiration: Exposure to Flux
ASPIRATIONSShort-Term Aspiration: To find out more about SteveShort-Term Aspiration: To learn what Hans Krueger knows
Long-Term Aspiration: To atone for her former life of crime
SKILLSAthletics 1, Close Combat 1, Culture 2, Enigmas 3, Integrity 2, Larceny 3, Persuasion 2, Pilot 1
ATTRIBUTES
Intellect 2 Might 1 Presence 3
Cunning 3 Dexterity 6 Manipulation 4
Resolve 2 Stamina 2 Composure 3

FACETS
Destructive: 0Intuitive: 2
Reflective: 1
Inspiration 3
EdgesArtefact 1, Big Hearted 1, Danger Sense 1, Direction Sense 1, Free Running 1, Photographic Memory 3, Skilled Liar 2
Specialities/Skill TricksGems & Jewellery (Larceny Speciality)Intricate Locks (Enigmas Speciality)That Was Already Mine (Larceny Trick)Instant Solution (Enigmas Trick)
Gifts
Contortionist, Nimble-Fingered, I’m on the List, X Marks the Spot
Path ContactsBoarding School Alumni –Naomi Rothschild 1Fence – Hector Mueller 1Police – Inspector James O’Keefe, Scotland Yard 1
Where Player Characters in Trinity Continuum: Aeon, Trinity Continuum: Aberrant, and Trinity Continuum: Adventure! will have psionics, superpowers, and so on, the Trinity Continuum Core Rulebook focuses on skilled characters, often exceptionally skilled characters known as ‘Talents’. Each has a selection of Gifts, typically tied to a particular skill such as ‘Cold Read’ of a person using Culture or Empathy or ‘Daredevil’ for Pilot. Other Gifts are simply luck-based, such as ‘A Friend in Every Port’ or ‘Knee Deep in Brass’. Such Gifts are fuelled by Inspiration, which can also be used to create Enhancements to an action or skill attempt based on one a character’s Facets—Destructive, Intuitive, or Reflective, each representing differing ways of approaching a situation or problem, to undertake Dramatic Editing of a scene, or to improve a character’s current defence. Although a character only has a few points of Inspiration, it is easy to get back and so enable a character to shine again in a later scene.
Where the Trinity family originally used the Storyteller mechanics, the Trinity Continuum Core Rulebook is written for use with the Storypath system. The Storypath system can be best described as a distillation of the Storyteller system—the mechanics of which date all of the way back to Vampire: The Masquerade—and certainly anyone familiar with the Storyteller system will find that it has a lot in common with the Storypath system, except that the Storypath system is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to fly a helicopter, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, the aim being any situation is to score one or more Successes, a Success being a result of eight or more. Rolls of ten—or ‘10-again’—allow dice to be rolled again to gain further success.
To succeed, a player needs to roll at least one Success, and may need to roll more depending upon the Difficulty of the task. Should a character succeed, he can increase the number of Successes with an Enhancement, such as having a fast car in a race or the right outfit for the occasion. Any Successes generated beyond the Difficulty become Threshold Successes and represent how well the character has succeeded. These can be spent by the player to buy off Complications, for example, not attracting the attention of the Police in a car chase, or to purchase Stunts. These can cost nothing, for example, the Inflict Damage Stunt, whereas the Disarm Stunt costs two and the Critical Hit Stunt costs four. Stunts can be used to inflict a Complication upon an opponent, to create an Enhancement for the current or another Player Character, or create a means to Defend the Player Character, which then has to be overcome by the opposition. Stunts in theTrinity Continuum Core Rulebook will also come from a Player Character’s Edges and Gifts.
Under the Storypath system, and thus in the Trinity Continuum Core Rulebook, failure is never abject. Rather, if a player does not roll any Successes, then he receives a Consolation. This can be a ‘Twist of Fate’, which reveals an alternative approach or new information; a ‘Chance Meeting’ introduces a new helpful NPC; or an ‘’Unlooked-for Advantage’, an Enhancement which can be used in a future challenge. However, a character will typically gain Momentum, a single point for a simple failure, and two points for a Botch, the latter a failed roll in which a one is also rolled. Momentum is a resource shared by all of the players and they begin each game with a pool of points equal to their number. It is spent to activate Skill Tricks, to add extra dice to a roll, and to attempt rerolls for complex tasks.
The cinematic nature of combat in the Trinity Continuum Core Rulebook is how reloading a gun is handled. If it is part of an action, such as shooting, then it becomes a Complication which a Player Character will need to spend a Success to buy off. A Reload action will typically be required when a player botches an attack with a gun or the character has performed the ‘Emptying the Magazine’ stunt for an automatic weapon. Rather than making the Reload action part of the mechanics, the rules make it part of the action.
One aspect of the action and the combat in the Trinity Continuum Core Rulebook is that it not designed to be simple. Instead, it is designed to be complex, not mechanically, but narratively. The rules can handle the simple exchange of blows, feints, blocks, and deflections and does so with alacrity, but the Trinity Continuum Core Rulebook is inspired by the type of action and fights we see onscreen. What this means is that it allows for fights or pieces of action in difficult situations—fights or situations that the Storyguide is encouraged to create. For example, instead of a chase through city streets, the chase is through the streets of a city amidst a civil protest; instead of a fight to gain control of a vehicle, the fight is to gain control of a vehicle whilst it hurtles down the side of a mountain with faulty brakes. There is some complexity here in that a player has to calculate multiple actions, so in the case of driving down the mountain whilst fighting off the mook, his player will work out what he would roll for the driving attempt (Pilot plus Might) to keep the vehicle under control and what he would roll to fend off the attacks of the mook (Close Combat plus Dexterity). However, instead of making multiple rolls, the player will only make one roll, the one with the lowest number of dice. For example, Claudia Romanov has broken into the mansion of Hans Kreuger to steal the Gambaccini Quartet, a set of jewellery which she thinks has clues to the location of an ancient temple that she knows Kreuger has been searching for some nefarious purposes of his own. Unfortunately, an alarm has been triggered and as she attempts to work out the intricacies  of a complex lock system, a couple of guards are looking for whatever triggered the alarm. They have their torches out and are searching nearby. So Claudia wants to work out how to open the lock whilst avoiding the torch beams. Picking the lock would normally be a Larceny and Dexterity check, as would the stealth check to avoid the torch beams. The Storyguide though, states that the lock on Hans Kreuger’s vault is not straightforward and is more puzzle like, so suggests using Enigmas. This will be an Enigmas and Intellect roll. For Claudia, the Enigmas and Intellect will be with five dice, compared to the nine dice of the Larceny and Dexterity check, so her player will roll the former. The Storyguide sets the Difficulty at three. Claudia’s player rolls 3, 7, 9, 9, and 10. The target number for the dice is eight, which means that Claudia has succeeded. The roll of 10—or ‘10-again’—means that this die can be rolled again. A roll of a 9 adds another success for a total of four. Another two are added as an Enhancement for Claudia already have seen the plans for the locking mechanisms earlier in the adventure for a grand total of six. Three successes are used to overcome the difficulty. Claudia’s player decides that two of these extra successes will be spent to add a Complication, in this case leaving little or no trace for the security guards to follow as she makes her way out. The leftover success is used to make Claudia undertake the task quickly. Beyond the action mechanics, the Trinity Continuum Core Rulebook gives rules for handling Procedurals—or investigative play, Intrigue for interacting with people, and making friends and bonds, handling super-science, and vehicles right up to multi-crew starships. Each of these sections is not necessarily innovative, but straightforward  and easy to use. So the Procedural rules focus not on the Player Characters getting the core clues—that is automatic, but on their interpretation and on obtaining clues extra or alternative to any core clue.  The Intrigue tracks an NPC’s attitude towards a Player Character, with the actions of the Player Character determining how this will change and whether the NPC will help him. The Super-Science rules neatly cover repairing, reverse engineering, and reforging of items and artefacts, complete with a list of flaws and stunts. Again, simple should cover most situations.
For the Storyguide there is solid advice on her responsibilities—including sharing some of them with her players, creating a campaign, how to run and improvise a game, and more. There is also a lengthy discussion of the genres that the Trinity Continuum Core Rulebook covers along with examples of each. In terms of background, there is not really very much to be found in the Trinity Continuum Core Rulebook. Primarily, this because the default setting for the Trinity Continuum Core Rulebook is the here and now, or the near here and now, with stories ripped from the headlines. To support the fantastical or ‘Talented’ elements of the Trinity Continuum Core Rulebook’s here and now, it details five allegiances, such as the Aeon Society and The Neptune Society, as well as lesser allegiances, which the Player Characters belong to and each of which provides a Path during character generation, as well as frameworks upon which to hang a campaign.
Physically, the Trinity Continuum Core Rulebook is neat, larger than digest-sized hardback. It is well-written, the full colour artwork throughout is excellent, and the whole affair is attractive. Perhaps in places it feels a little too concise, for example, the sample combat feels as if it could have been better explained mechanically. It could also have been slightly better organised such as not having the Society Paths and the Gifts right at the back of the book, which makes the character creation process a bit of a chore. Neither of these issues are insurmountable, the Storyguide simply needing to work through the book to rough out potential niggles in the rules or book before bringing a game to the table, pretty much the same as she would for any other roleplaying game.
What the Trinity Continuum Core Rulebook presents is not so much a roleplaying game with a setting, but a roleplaying game with a genre—the setting will be provided by the Storyguide and enhanced by the players. As a set of rules, the Trinity Continuum Core Rulebook is the firm foundation upon which the three settings will rest, as a roleplaying game in its own right, the Trinity Continuum Core Rulebook provides everything a gaming group will need for high-action roleplaying. It does both in a concise, easy-to-read fashion, leaving plenty of room for the Storyguide and her players to bring their ideas and their action to the table.

Games Plus Fall Auction

The Other Side -

I have mentioned my Favorite Local Game Store, Games Plus, many times here.They have a games auction twice a year, in October and in March.


This year they are looking for some advice on how to run their October auction.While COVID cases are slightly down in Illinois, Cook County has seen some minor increases.  The state is generally going in the right direction, but things could change if people lose vigilance.
This game auction is often the source of all my rare and wonderful items I find.  
Why am I bringing this up to you all?  Well, one of the options includes a virtual auction that would allow you to bid from anywhere.   While I have absolutely no desire to have all the gamers that follow me bid against me, one of these options opens the auction up to people that have never been able to take advantage of the joy that is a Games Plus game auction.



So let them know what you think if you would like to take advantage of this.  

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