Hans Arnold (1925 - 2010)

























































See dozens more artworks by Hans Arnold, previously shared here.
Original Roleplaying Concepts
See dozens more artworks by Hans Arnold, previously shared here.
Well, last month we all learned about the death of Len Lakofka and I wanted to mark it in some way. I thought maybe this would be a good way of doing that.
Introduction
A little bit of background here on This Old Dragon. I had purchased a couple of large gaming collections over the last few years. My brother also gave me a box of Dragons in really bad shape. After combining, keeping some, selling off others, and tossing (yeah, had too) ones that were in terrible shape I was left with about 100 or so Dragons that were in pretty bad shape. Most were missing covers, many are missing pages and maybe one or two are fully intact. In This Old Dragon, I am grabbing an issue out at random and reviewing them. I can only review what I have, so if it is missing I won't talk about it. The only exception I make is the covers. If I feel too much is missing or something important is missing I'll check my Dragon-Magazine CD-ROM.
One Man's God is my feature on the various mythos, gods, and goddesses as presented in the AD&D 1st Edition Deities & Demigods. Here I look through the various gods and monsters and see which ones would be better classified as AD&D 1st Ed Demons as defined by the Monster Manual. When there is nothing I look to the original myths to see what we can find.
Today I am going to do both features for the Suel Pantheon.
This Old Dragon: The Suel and their Gods
This feature began in Dragon Magazine #86 from June 1984 to #92 in December 1984. Or in my prime AD&D time. The feature was authored by Len Lakofka and had Gary Gygax's official stamp of approval on them. Len had also created the L Series of modules and the Lendore Isles. So in my mind, that meant there was still active Suel worship in the Isles and that the wizard on the cover of L1 The Secret of Bone Hill was a worshiper of Wee Jas. But I am getting ahead of myself.
The Suel made their very first appearance in the pages of the first The World of Greyhawk folio as an ancient empire whose language was still used. The Gods would get names, but not information blocks in the boxed set World of Greyhawk Fantasy Game Setting. Soon after we began to get the gods in Dragon.
Before I get into the Gods proper, there are a few other issues we should cover.
This issue gives us a very new looking Leomund's Tiny Hut from Len Lakofka. This is so new in fact that I think this might be the first-ever Tiny Hut article. There is an introduction by Gary himself. This installment covers giving more depth to the humans and languages of the Flanaess. Cool article and one that every Greyhawk DM should have handy. Actually, it is good for most DMs. The article is pretty long, longer than most Tiny Hut articles in my memory.
This is the article that lets us know that Suel are very near albino looking save with shades of violet for eyes. Given that these were the forerunners of the Lawful Evil Scarlet Brotherhood then it was kind of obvious that the Empire was some kind of a cross between the Melnibonéans and the Nazis.
In his From the Sorcerer's Scroll Gary gives us some more details on the Suel and how they moved across the continent to the Snow, Frost, and Ice Barbarian lands and how these peoples are the purest strains of the Suel bloodline. If the picture being painted is these are not particularly nice people then consider the painting done. Still, there are some interesting tidbits and it made me want to find out more and it made me want to find an offshoot of the Suel that weren't such xenophobic dicks.
I think Len made a lot of that possible in his series.
Dragon #86 was one of those issues that punched way above its weight class. I mean there was just so much in this that one would be excused if Len's article, Presenting the Suel Pantheon, was ignored. Here we are introduced to Lendor (the chief god) and Norebo (the god of thieves). The gods are presented in the same format as the D&DG gods; which sadly in the early 80s meant these were creatures that could be fought and could be killed. But I want to ignore that for bit and instead focus on what is really one of these first full (A)D&D pantheons. In the 3e era some of these gods would be folded back into the "Greyhawk" pantheon, but here they are on their own with their fellow Suel.
Lendor has a solid Odin feel to him and Norebo (maybe one of the most popular gods during my AD&D years) is like a slightly less evil Loki. This trend is going to continue.
Dragon Issue #87
This issue covers the gods Kord and Phaulkon. Kord is the son of the lesser gods Phaulkon and Syrul, though he himself is a greater god. He is also one of the most popular and worshiped Suel god. He is the god of battle, swordsmanship, and berserk rage. He has thousands of semi-mortal/semi-divine children, any of which who meet his challenges can claim demi-god status. If you are thinking Thor with a sword mixed with Conan then you are not too far off. Since this issue also featured the Ecology of the Dryad, I figured that Kord had a particular affection for them. In fact I am going to say that the Korreds, who would later appear in the Monster Manual II, began as the offspring of Kord and the multitude of dryads he..uh.seduced. Sure let's go with that word.
Phaulkon is the winged god of air, flying and archers. If Kord is the superior melee combatant, then Phaulkon is the superior missile combatant. He can speak with any bird or any creature that uses wings to fly, including demons and devils. He is Chaotic Good so I always felt there would a natural rivalry between Phaulkon and Pazuzu, both striving for control over the air and air creatures.
Here we get Syrul, Fortubo, and Wee Jas the unrequited love of my life (circa age 14). Wee Jas, of course, grabbed my attention like nothing else in this issue. She was a gorgeous goddess of magic known as the Witch Queen? How in the hell was I supposed to ignore that? For years I thought this art was a Larry Elmore piece, but it is actually Jeff Butler. I think the wide eyes are what really sets this piece off. Bella Donna indeed.
Of all the Suel gods it is Wee Jas that has had her best life in the years following this publication. What do we learn about her? Well at this point she is still a greater goddess of magic and death. She knows every magic-user spell and all other spells to 5th level (why only 5th??). She can cast up to 9 spell levels worth of spells each round; so 1 9th level spell or 9 1st level or any combination. She has 90% magic resistance and a globe of invulnerability that floats around her. She is attractive (Charisma 20) and always appears so.
If she is anything she is very lawful. To the point where good and evil are mostly meaningless to her just as long as you are not chaotic. In fact, she pretty much hates anything chaotic except for the chaotic neutral god Norebo; who is her brother (or half-brother) and occasional lover. Gods. Go figure.
In the letters section in a couple Dragons later it is mentioned that Norebo's entry mentions Wee Jas, but Wee Jas' doesn't. The editors reply that it is because Wee Jas is loathed to admit it and Norebo could also be bragging.
Also, have a look at her name "Wee Jas" or "Wee" and "Ja" or "Oui Ja". She is the goddess of the Ouija board as well. Magic. Death and Spirits. Clever Gary.
Syrul is the evil goddess of lies and false promises. Fortubo is the dwarf-like god of mountains, stone, and metals. Neither are half as interesting as Wee Jas. Well, Fortubo was interesting on his own, but not compared to my 1984 girlfriend here.
To stretch out Norse analogies a bit Wee Jass is a bit of Hel and Freyja combined. But there is also a good amount of Hecate in her.
Since Len also created the Death Master NPC class I figured at least a few Death Masters were aligned with Wee Jas instead of Orcus. This was part of their strong rivalry for the dead.
This issue continues those wonderful Denis Beauvais "Chess" covers. So therefore the Suel Empire invented chess on Oerth.
In this issue, Len features Pyremius, Beltar, and Llerg. It is interesting to see which of these gods survived to today. These gods made it to the 3.x Living Greyhawk Gaz and Complete Divine. Pyremius is the God of Fire, Poison, and Murder. He looks like a conehead to be honest. The next goddess, Beltar, just has a Conehead sounding name. She is the Goddess of Deep Caves, Pits, and Malice. She appears as an old crone, a beholder or as a Type V, or Marilith, demon. I would say she has a few of both types of creatures under her command. Llerg is the God of Beasts and Strength and appears a bear-like man. He seems like a decent enough god. He prefers to live on his own in the woods and deals more with animals and other beasts. I was half-tempted back in the day to also make him the God of Bears, in the sub-culture sense. Now I am fully tempted.
This issue also gave us the first Creature Catalog from Dragon. Here are a number of creatures that could easily be re-classified as demons; at least in the OMG sense. These include the Fachan, the Ghuuna (already has a demonic origin), and the Utukku. Beltar in particular would have Utukku under her control. I went back to the original myths and did my own Utukku and Umu demons for Ghosts of Albion and a completely different version was created for Pathfinder.
Before we get to the Suel article proper, Out on a Limb covers the seemingly impossible relationship between chaotic to the core Norebo and hard-line lawful Wee Jas. Kim Mohan makes two suggestions. First, opposites attract and Norebo has a big mouth. Second, they goofed. I like the idea of them being together, to be honest. Gods need to be complicated. Though given that Norebo and Wee Jas are also half-siblings, I guess really complicated. Well, no one bats an eye when it happens in Egyptian and Greek pantheons.
You can also go with Mike's take on it over at Greyhawkery.
On to the article proper we have a collection of sea gods. Phyton, Xerbo, and Osprem. Phyton is the God of Beuty and Nature, he is our ersatz Baldur. Xerbo is our God of the Sea, Money, and Business, so a cross between Nord and Poseidon/Neptune. Osprem is the Goddess of Sea Voyages. Our two sea gods Xerbo and Osprem both have tridents. I guess there is a rule that sea gods must have one. They only have cool relations with each other. They try not to fight each other and when a threat challenges the seas they are allied. But otherwise, they do not get along. Osprem is in particular worship in and around the Lendore Isles.
This issue also featured the Incantatrix. Under normal situations, I would figure out a way to bring her into the fold with the Suel gods, but the write-up is not only so Realms specific, the Incantatrix has a history in the Realms. So she stays where she is.
Here again, we come to the end. Not just of 1984, but of this series.
This issue also covers some new rules and ideas for clerics. Since I played a lot of clerics back then I rather enjoyed this issue. Gary offers up some advice ("Clerics Play by Different Rules") and a few others. This issue also gave us installment III of Pages from the Mages, but that was covered in a previous retrospective.
Out Suel gods are Lydia, Bralm, and Jascar. Lydia is the goddess of light and song. Bralm the Goddess of Insects and Industriousness, and Jascar the God of Hills and Mountains. No mention of his relationship to the other mountain god, Fortubo. These gods and their write-ups were a nice working model of what Gygax was saying above about how clerics need to be different.
That is all the Suel gods from the World of Greyhawk. These gods all survived to the 3rd Edition Living Greyhawk Gazetteer with some edits. I guess the Suel Empire is not so forgotten after all!
One Man's God: The Demons
The nature of these articles did not include demons or even demonic creatures. They were very focused on the Gods themselves. For demons that fit into this pantheon, I would suggest we go back to the source, the Monster Manual. Here are the demons of this pantheon.
Of the ones mentioned above, I think Orcus, Pazuzu, and Yeenoughu are the obvious choices.
The Demihuman Mythos from the D&DG is another good source. The Oerth gods though do have their own "devil" in the form of Tharizdûn. He is a god, or was, or still is, but a fallen one.
The Suel were a people of such xenophobia that any non-lawful god, godling, or monster would have been considered a demon. The Suel in fact would have more in common with devils and the 4e lost empire of Bael Turath. In fact there could even be a link between Bael Turath and the Suel Empire.
In my own games, the Suel Empire were still the xenophobic dicks they always are, but they also had a special hatred for demons. The great artifact sword "Demonbane" was of Suel manufacture.
There is always more to hear about the World of Greyhawk and the Suel. Sadly one of the voices is now no more. Gonna miss you Len!
Quick one today. My NIGHT SHIFT Co-designer and the main author, Jason Vey, has been posting about some of the game design choices we made in NIGHT SHIFT and why we wanted to stick with an old-school feel instead of creating a new system.
You can read his thought over on his blog for Elf Lair Games.
The points Jason makes in his posts are salient here. Going back to a well-known system at least for me has solved a number of problems.
New GMs Screen & Amazon
Jason just released the new GM screen on DriveThruRPG. Grab these for your Portrait style screens.
Also, you can now get hardcover versions of NIGHT SHIFT from Amazon.
You can still get your hardcover and the special edition, numbered, hardcover from the Elf Lair Games store.
Can't wait to share more with you!
NIGHT SHIFT Links
Work has me really busy right now, so I have been slow on getting new material out. Either in book form or for this blog (except for Halloween). But I wanted to give an update on what I am working on now.
I recently went through all my research notes, books, and files. This has been a good thing and something I like to do every so often to keep me grounded in what sort of game I want. It is far, far too easy in game design to drift away from your core principles into something else. One example of this power-creep in games, though there are other reasons for power-creep too. The other is scope-creep and that is when a project gets too unwieldy and becomes much larger than intended.
Both types have hit my latest two works in progress, so I have been taking a step back to see what I really have.
Basic Bestiary
This is the "Big" project that has my focus now. The project began with collecting all the monsters from all my witch books, plus all the monsters for Monstrous Mondays, and additional ones I have but have not published. Once I pull them all together I had over 220 pages with 300 or so monsters with no art (yet). For me that felt like a "good size" but I got to thinking. Even if I edit them all and standardize them all, which is no small amount of work, these are all essentially "re-runs" material people have already seen and in some cases paid for. That didn't feel right to me. So I started adding more (power and scope creep!) and that is where the issues began.
For starters, I publish most for Basic-era (B/X, BECMI, OSE, LL) and Swords & Wizardry games. Add in all the other games I post about here I have monsters in six to seven different but still largely compatible systems. I needed to standardize my monster stat block. You have seen it's evolution here on my blog. The current and most stable version can be seen in yesterday's Fenodyree. Essentially a Labyrinth Lord stat block with some other information thrown in that I like to use in my games. If you go back and look at something like the Wendigo then you can see that there are three different, similar but not the same, stat blocks. So there is that process now going on. Some stat blocks like S&W and OSE are great, but far too minimal for me.
Also since the hardcover of The Craft of the Wise went over so well I decided that the Basic Bestiary needed softcover (Basic) and hardcover (Advanced) options. Here are the covers as they sit now. These very likely will change again.
Personally, I am really excited about all of these.
Working through some notes for my two current projects; The High Witchcraft Tradition and the Basic Bestiary. One of the things is to move around some content. Items, mostly monsters, that I had considered for the High Witchcraft book are now moving over to the Basic Bestiary. Some notes I had written for witches, in general, are also moving over the Basic Bestiary. This one of those.
There are a lot of Celtic creatures in mythology and many have similar-sounding names and others have different names in different locales. The Fenodyree from the Ilse of Man might be the same creature as the Brownie or the Woodwose. Or it might not.
The Fenodyree are small fey that at first appear to be some sort of fur brown creature. They are very hairy small man-like creatures that appear like a brownie, woodwose, or even a small satyr. Their long brown hair covers their entire body. If they are wearing clothes, no one has been able to tell.
Like many solitary faeries, the fenodyree are very shy around humans, or anyone larger than a halfling. They are on decent terms with gnomes but do not make a habit of socializing with them.
The fenodyree lives to mow. They love nothing more than to be able to use their miniature harvest scythe and cut grass, wheat, barley, or any grain ready to harvest. Often they will harvest all the grain of a family in need, especially widows with young children. Like many fey, an offering should be left out for them. Fenodyree are fond of whiskey and rye. Also like most fey, they will disappear if spotted. If by turning invisible or by teleporting away. They can use either power at will or once per day respectively.
They prefer never to attack but will do so to protect their lives. They will teleport away at the first sign of trouble.
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, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.
—oOo—Judge Dredd and the Worlds of 2000 AD is the fourth roleplaying game to explore the world of Judge Dredd and Mega-City One as depicted in 2000AD. Not only that, it lays the groundwork and the core rules for any number of comic strips to appear in the pages of the long running British weekly comic, including ABC Warriors, Rogue Trooper, Strontium Dog—and more. The focus of Judge Dredd and the Worlds of 2000AD though, is firmly on the post-apocalyptic, dystopic satire of the police state—or ‘Judge state’—that is the setting of Judge Dredd. Published by EN Publishing following a successful Kickstarter campaign, Judge Dredd and the Worlds of 2000 AD shares some comparisons to earlier iterations of roleplaying games based on the Judge Dredd licence. Like Judge Dredd: The Role-Playing Game from Games Workshop, it uses its own mechanics, in this case being powered by the W.O.I.N.—or ‘What’s OLD is NEW’—dice pool mechanics. Like The Judge Dredd Role-Playing Game, the d20 System version from Mongoose Publishing, that it allows players to create ordinary citizens and perps, as well as Judges, and like Judge Dredd, the Traveller version also from Mongoose Publishing, it allows the creation of Psi-Judges, Tek-Judges, and Med-Judges as well as Street Judges from the start. Another difference between Judge Dredd and the Worlds of 2000AD the previous iterations is that it is set in 2099, so a few years earlier in the timeline of Mega-City One.
A Player Character in Judge Dredd and the Worlds of 2000AD is defined by a fair number of factors. At the narrative level, this factor is a descriptor, ‘A[n] [Age] [Trait] [Species] [Career] who [Hook]’ which sums up the character, for example, ‘An elderly egotistical Orangutan Fence who enjoys a real cigar’. On a mechanical level, a character has eight attributes—Strength, Agility, Endurance, Willpower, Intuition, Logic, Charisma, and Luck, as well as two secondary attributes, Reputation and Psionics. He will have any number of skills, ranging from Accounting, Light Armour, and Insight to clairsentience, boinging, and flirtation. Now all of these have a rating, typically four for the average Human and each has an associated dice pool of six-sided dice, typically two six-sided dice for the rating for four, which a player or the Referee rolls for character or NPC to undertake an action. A character will also have various Exploits, essentially talents and abilities gained from a character’s species and various careers, such as Pacification from the Applied Violence course a Cadet Judge can take at the Academy of Law which grants bonus baton damage or Art Savant from the Scrawler (graffiti artist) career which improves his Reputation with fellow Scrawlers. Lastly, a character has a Grade, which is a measure of the number of Careers a character can have. Typically, this is set at five for beginning characters, and besides limiting the number of careers a character have, it also limits the size of the dice pool a player can roll for his character.
To create a character, a player selects a species and its exploits, then three species skills. He then chooses five careers. From each he chooses two of the listed skills, either the Aim or Feint Exploit, and one more universal Exploit. Adjustments are made to Attribute and Skill rating as the player makes his choices. Each Career also adds one or more years to a character’s age. The process takes a little time and is slightly fiddley, but a player is given a lot of options to create an interesting character and a Referee to create interesting NPCs.
Our sample Player Character is Ookie Whithers, a Chimpanzee who grew up and lives in Apetown. Since he was a Juve he has been an associate of the Chimpolini crime family, but never rose high in its ranks because of his love of gambling. He has a minor record as a Juve and in more recent years has become a nark for the Department of Justice. He always has a book running on all manner of events and is never seen in the same waistcoat twice.
Ookie Whithers
A Suave Chimp Fence who can never turn down a bet
Age: 23
Grade: Five
Careers: Juve Gang, Gamer, Pongo, Fence, Nark
Strength 5 (2d6) Agility 5 (2d6) Endurance 3 (2d6) Willpower 2 (1d6) Intuition 8 (3d6) Logic 5 (2d6) Charisma 9 (3d6) Luck 7 (3d6)
Reputation 3 (2d6) Psionics 0 (0d6)
Health 11 Speed 19 Jump 10’/5’ Carry 80 lbs. Initiative 3d6
Melee Defence 11 Ranged 7 Mental Defence 11 Vital Defence 7
Skills
Accounting 1 (1d6), Appraisal 1 (1d6), Bluffing 2 (1d6), Brawling 1 (1d6), Carousing 1 (1d6), Forgery 2 (1d6), Gambling 3 (2d6), Insight 1 (1d6), Movies 1 (1d6)
Exploits
Agile, Beguiling, Feint, Great Leap, Lucky Escape, Natural Climber, Profit, Stone Cold Stare, Thrower, Weak-willed, What’s the Plan?, Where the Action is, Zero-g
Where creating a citizen or perp type character is supported by a wide range of options—though there is no equivalent of the ex-prisoner who has done time, the options for creating a Judge are more proscribed. A Judge has to be Human or a Clone, must take Cadet followed by two advanced courses, such as Basic Psionics or Citizen Manipulation, and then Rookie. The last Career is a Judge Career such as Med Judge, Psi-Judge, Street Judge, or Tek-Judge. More options are available in terms of Speciality Judge Career, which include Block Judge, Crime Scene Processor, Interrogator, Wally Squad, and more. These become available if the Referee is planning a game with more experienced Player Characters, and equally, a Referee could reduce the number of Careers to just four if she wants to start a campaign with Rookie Judges.
Our sample Judge is a clone taken from the same biological material as Judge Dredd. He wants to emulate his genetic stock and be a Judge worthy of his forebears. On the streets he relies upon his presence and his intimidating manner, and when that does not work, is a dab hand at pacification.
Judge Leonov
An Alert Street Judge who wants to be worthy of his clone source
Age: 24
Grade: Five
Careers: Cadet, Citizen Manipulation, Applied Violence, Rookie, Street Judge
Strength 7 (3d6) Agility 5 (2d6) Endurance 7 (3d6) Willpower 6 (3d6) Intuition 8 (3d6) Logic 6 (3d6) Charisma 5 (2d6) Luck 3 (2d6)
Reputation 2 (1d6) Psionics 0 (0d6)
Health 34 Speed 19 Jump 10’/7’ Carry 140 lbs. Initiative 10d6
Melee Defence 18 Ranged 7 Mental Defence 11 Vital Defence 11
Skills
Bravery 1 (1d6), Boxing 1 (1d6), Clubs 2 (1d6), Hardy 1 (1d6), Insight 1 (1d6), Interrogation 1 (1d6), Intimidate 3 (2d6), Law 3 (2d6), Light Armour 1 (1d6), Perception 1 (1d6), Pistols 1 (1d6), Riding 1 (1d6), Running 1 (1d6), Tactics 2 (1d6)
Exploits
Ingrained Skill Package, Fast Healing, Academy of Law Curriculum, Voice of the Law, Pacification, Obey the Law, Freeze!, Feint, Knockdown
Mechanically, Judge Dredd and the Worlds of 2000AD uses W.O.I.N., or ‘What’s OLD is New’. This is a dice pool system which uses six-sided dice, the size of the dice pool being determined by a character’s attribute, skill, and the quality of equipment used. This is then rolled and the results totalled to beat a Difficulty Score, which can range from Easy or seven all the way up to Mythic or forty-five. A typical Difficulty Score will be Routine or ten, Difficult or sixteen, and Demanding or twenty-one. If three or more of the dice rolled are sixes, then a critical result has been achieved. The number of dice rolled can be adjusted by Complications , such as shooting at someone behind cover, scaling the side of a building in a snowstorm, or simply not having the right equipment.
However, whatever the size of the dice pool a player or Game Master has built, the maximum number of dice rolled is determined by a Player Character or NPC’s Grade. For most Player Characters, this will be five. Further, the player or Referee can spend dice for various effects. In combat, this will typically be to increase damage, at a cost of two dice from the pool to add an extra die to the damage roll, but many Exploits also require dice to be spent. For example, Blind Shot enables a character in cover to shoot at an opponent without looking at them at a cost of two dice.
The mechanics also cover common situations like chases, engineering problems, hacking and computing, tailing, and more. Countdown situations, such as a Judge being critically injured and in danger of dying or picking a lock before a guard patrol comes in sight, are handled by dice pools. The dice pool is rolled from turn to turn, each roll of a six reducing the size of the pool, until the pool is depleted and the effect of the countdown counting down is triggered.
Each Player Character also has a Luck pool of dice equal to the number of dice derived from his Luck attribute. These dice are spent on a one for one basis to add to an attribute check or to reduce the size of an opponent’s attribute check, reduce damage dice suffered or increase damage dice inflicted, and to trigger Exploits. The expenditure of one Luck will also grant a character an extra action, buy off a Condition (typically suffered in combat, but it may also come from an environment), and so on. Luck dice do need to be of a different colour as unlike ordinary dice, they explode on a result of six or more. Luck dice can typically be replenished once per day.
Combat in Judge Dredd and the Worlds of 2000AD is designed to be a tactical skirmish system, ideally using miniatures and a combat map, although it need not be run that way. The rules cover position, overwatch, flanking and crossfire, dual-wielding, and more. As well as accounting for the environment and its effects, such as a snowy street or underwater, the rules also add Stunt Areas, like a hanging cable, a patch of ice, or a banister, which a character can take advantage of. Using a Stunt Area not only grants a bonus to a character, often a bonus to a damage roll, but also nicely captures the comic book feel action of Judge Dredd.
Psionics are covered through the Psionic attribute and its dice pool, plus skills such as Biopsionics, Clairvoyance, Telepathy, and Teleportation and their associated abilities. So Clairsentience covers Hypcognition, Necrophony, Combat Precognition, and Retrocognition, whilst Telepathy covers Empathy, Mind Control, Mindprobe, Mindread, Mindwipe, and a whole lot more. These are powered by Psionic Power Points—derived from the Willpower and Psionic dice pools, and are learned through taking a career like a Psi-Judge or a Psyker. The rules themselves are workable, but being covered in just three pages feel brief as if waiting for the full supplement on the subject.
Overall, the mechanics are workable and at their core, are easy enough to understand. Obviously, situations like combat or handling chases or psionic encounters will complicate things, but not overly so. In play, a player will need to need to pay attention to what his character’s Exploits can do to get the most out of W.O.I.N., whilst in general, W.O.I.N. does feel as if it should be more cinematic than it necessarily is, but elements of the mechanics, such as various Exploits and Stunt Zones do push Judge Dredd and the Worlds of 2000AD towards a comic book style of play. Rules are provided should the Game Master want a cinematic style of game.
The list of equipment for Judge Dredd and the Worlds of 2000AD covers everything that a Judge would use, from the Birdie lie detector to Riot Foam Cutters, as well as civilian and criminal gear, including Bat Glider Suit and Spray Paint Aerosol. It would have perhaps been useful if the equipment issued or available to Judges had been more clearly marked.
The setting of Judge Dredd and the Worlds of 2000AD—Mega-City One and beyond, is given a good overview before focusing on particular locations in the metropolis, each of which is pleasingly accompanied by suggestions as to how to use that location. However, for a roleplaying game which focuses on law enforcement, the section on crime and punishment and the list of crimes and their typical sentences is at best brusque. It does not help that this section is hidden in the book or that the list is not repeated in the appendix of tables at the back of the book.
For the Game Master, there is solid advice on running scenarios and campaigns set in Mega-City One, as well as capturing the atmosphere of the setting, types of campaign and scenario, and handling opponents and rewards. Suggested campaign types include Citizen- and Perp-based campaigns as well as Judge-based campaigns. Rules are provided for the Game Master to create her own foes, monsters, and other NPCs, as well as listing typical foes, ranging from Blitz Agents, Citizens, and members of Citi-Def to Tek-Judges, Vagrants, and Workers. Sadly, the selection of foes does not include any of the classic criminals and enemies faced by Judge Dredd himself, which is undeniably disappointing.
Judge Dredd and the Worlds of 2000AD includes a starting scenario or ‘Crime Blotter’. This is ‘State of the Empire’ and revisits the very first Judge Dredd comic strip back in Prog #2 of 200AD when Judge Dredd went into the ruins of the Empire State Building to arrest ‘Whitey’, the vicious leader of a gang of perps who killed Judge Alvin. It can be run with a team of Judges going into apprehend the perp, but it could also be run with a group of perps doing a retrieval job for a local hoodlum or ordinary citizens who go in search of a missing child at the wrong time. It is primarily an exploration and combat scenario designed to showcase the rules more than the satire and humour of the setting. However, that aside, it works well enough.
Fortunately, Judge Dredd and the Worlds of 2000AD also provides a number of further Crime Blotters for the Game Master to develop. Whether it is investigating a break in at a Munce foodstuffs laboratory or a potential block-war, all five are nicely detailed and include guidelines on how to run them for Judges, perps, or citizens. The quintet also delve further into the setting of Mega-City One and provide some great action for all character types.
Rounding out Judge Dredd and the Worlds of 2000AD is an appendix of various tables for the game. The appendix also includes a set of pregenerated Judges ready to play ‘State of the Empire’ and the other Crime Blotters. The Lawmaster and the Lawgiver, the famous motorbike driven by all Judges and feared handgun wielded by all Judges retrospectively, are also given their character sheets of their own here. Fans of Judge Dredd as a roleplaying game will be pleased to note that the Lawmaster is designed to complement a Judge rather than outperform him.
Physically, Judge Dredd and the Worlds of 2000AD is breezily and brightly presented. It needs an edit in places, but one clever feature is that each chapter is colour-coded for easy reference and access. Another enjoyable feature of the design is that comic strips are used to illustrate aspects of the rules, including a sample of play and character creation. The use and choice of artwork taken from the Judge Dredd comic is also well done, capturing a lot of its action and tone. However, the layout of Judge Dredd and the Worlds of 2000AD is just a little too busy and fussy in places and it is difficult to find things despite the inclusion of an index.
There are a trio of omissions from Judge Dredd and the Worlds of 2000AD. One is the aforementioned menagerie of criminals, enemies, and foes faced by Judge Dredd. Another is rules for vehicle combat, which really would have complemented the guidelines for handling chases, their lack meaning that the Game Master will have to improvise in order to bring the Lawmaster into play, something that happens often in the comic strip. Lastly, there are no rules for handling arrests, which feels really, really weird given how intrinsic that is to the setting of Mega-City One and what a Judge will be doing from one shift to the next. Now, there are skills which can be used, such as Intimidate and Exploits, to handle arrests, but really, not having a discussion of it is a major omission.
Ultimately, the omissions in Judge Dredd and the Worlds of 2000AD mean that it is not the best treatment of Judge Dredd in a roleplaying game. Not all of those omissions are insurmountable, and it is likely that there will be supplements which will address them in the future, but their absence just does not feel right. However, there is a great deal to like about Judge Dredd and the Worlds of 2000AD. It presents three different campaign options—Citizen, Perp, or Judge, and supports all three with the means to create a wide range of character types and multiple scenarios which can be used in all three campaign types. The W.O.I.N. mechanics are serviceable, and the rulebook brightly and breezily captures the tone and energy of the comic strip. Judge Dredd and the Worlds of 2000AD might need more fleshing out than a core rulebook really should, but as an introduction to the setting and the first few games in the setting, it more than adequately lays the groundwork and sets everything up for roleplaying in Mega-City One of the Judge Dredd comic strip and the various roleplaying treatments of 2000AD comic strips to come.
Like The Judge Dredd Role-Playing Game before it, Judge Dredd was published as a full colour hardback which contained the means to play in its milieu. Actually, it was published as a more colour hardback, for it does not make use of the black and white artwork which long graced the pages of 2000AD. Its setting remains a future America (and beyond) after a nuclear war which irradiated much of the Earth and forced most of the world’s population to live in a number of megalopolises—or supercities. Each is home to millions and millions living in great city-blocks, most of whom are unemployed and turn to hobbies, brand new trends or crazes, or even crime to keep themselves sane. The teeming masses are difficult to police and it takes a special dedicated individual, one who has trained for nearly all of his or her childhood to patrol and enforce the law in these great cities. These are the Judges, trained to be the best, armed with the best equipment, and ready to patrol the streets as combined policeman, judge, jury, and executioner. They enforce the law and do so fairly—and none no more fairly than Judge Dredd himself, a figure who is both authoritarian and an anti-hero, the most well-known and feared Judge in Mega-City One on the eastern seaboard of what was once the United States of America. On a daily basis, Judge Dredd has to deal with litterers and jaywalkers, slowsters and sponts, robbers and murderers, smokers and boingers, illegal comic book dealers and gangster apes, and even Judge Death from a parallel earth. Over the years, the Judge Dredd comic has presented a carnival of crazy crimes and criminals, certainly more than enough to provide a rich, bonkers background, just as it did for Judge Dredd: The Role-Playing Game when it was published in 1985 and then again for The Judge Dredd Role-Playing Game when it was published in 2002. However, Judge Dredd pushes the timeline on seven years to the year 2131 with the appointment Chief Judge Dan Francisco, a former Street Judge made famous by his starring in a twenty-four-hour reality television show following his exploits, who would reinstitute the anti-mutant acts.
Besides being from the same publisher, what both The Judge Dredd Role-Playing Game and Judge Dredd have in common is that they require core rules books to play. Being a d20 System supplement, Judge Dredd required the Player’s Handbook for Dungeons & Dragons, Third Edition, whilst Judge Dredd requires the Traveller rulebook to run and play. However, there are a number of major differences between The Judge Dredd Role-Playing Game and Judge Dredd. Notably, the former allows players to take the roles of citizens and perps (perpetrators) instead of Judges, enabling a very different, crime or resistance-driven campaign in Mega-City One, whereas the latter does not. At the beginning of the game, The Judge Dredd Role-Playing Game only allows players to create Street Judges and Psi-Judges, whereas in Judge Dredd, a player can create a Street Judge, a Psi-Judge, a Tek-Judge, or a Med-Judge. Where The Judge Dredd Role-Playing Game uses the spells of Dungeons & Dragons, Third Edition to model the psionic abilities of the Psi-Judge and threats capable of using psionics, Judge Dredd uses the Psionics rules and abilities of Traveller. Where The Judge Dredd Role-Playing Game uses the skills and Feats of Dungeons & Dragons, Third Edition to model both Player Character Judges and NPCs, Judge Dredd uses the skills of Traveller—though with a few new additions, and adds Feat-like abilities called Techniques. And where The Judge Dredd Role-Playing Game simply has a player roll his character’s attributes, assign skill points, and choose a Feat or two, Judge Dredd has a player roll his character’s attributes, and then take along a lifepath that tracks his time at the Academy of Law. The result is a Rookie Judge with a bit of a history and a background, rather than someone faceless and anodyne, which would result from the character creation rules in both Judge Dredd and The Judge Dredd Role-Playing Game.
A Judge is defined by six attributes—Strength, Dexterity, Endurance, Intelligence, Education, and Influence (see below). Of these, Influence, the measure of a Judge’s commanding presence when dealing with the innumerable criminals and perps of Mega-City One, is something that only Judges have. Normal NPCs do not have it and instead have Social Standing as they would in Traveller. A Judge does not have the Social Standing attribute. All are initially rated between two and twelve, but can go higher. To create a Judge, a player randomly generates his Judge’s attributes—except for Education and rolls on a series of tables for each of the four terms his Judge serves at the Academy of Law. Normally four years long, one of the terms is only three years long and the Judge also has to undertake the Hot Dog Run, mandatory trip into the Cursed Earth to test the cadet’s skills, tenacity and to educate him in the hellish wilderness beyond limits of the city walls, as well as Full Eagle Day, when the Rookie Judge spends a day on the streets with a seasoned Judge to see if he is suitable for graduation. A cadet enters the Academy of Law at age five and graduates at the age of twenty.
Tek-Judge Gagarin
Judge Gagarin’s technical aptitude was spotted during his second term and he was transferred into the Tek Branch during his third term, studying the Robot War in particular. He also passed the flight simulator course. However, despite passing his Hot Dog Run, Tek-Judge Gagarin returned with a case of Recurring Radiation Sickness.
Str 04 (-1) Dex 11 (+2) End 10 (+1)
Int 13 (+3) Edu 10 (+1) Inf 09 (+1)
Skills
Athletics (Co-ordination) 1, Athletics (Endurance) 1, Combat Engineering 1, Computers 2, Drive (Lawmaster) 1, Engineer (Electronics) 2, Flyer (Grav) 0, Gun Combat (Lawgiver) 1, Jack of All Trades 1, Law 2, Mega-City One 1, Geography 1, Mechanic 1, Melee (Unarmed Combat) 1, Space Sciences (Robotics) 2, Street Perception 1, Survival 1, Tactics 1
Special Techniques
Data Access, Jerry-Rig
Rules are also provided for creating more experienced Judges, but not civilians, and the Referee is advised to use the standard Traveller rules to create them—though of course, this would be without the benefit of any of the weirdness and wackiness to be found in Mega-City One. Nevertheless, the rules are creating a Judge are undeniably engaging and a whole lot more fun than in previous roleplaying games based on Judge Dredd, plus they help a player build a rapport with his Judge. The rules add a few new skills such as Combat Engineering and its Specialities of Fortifications, Camouflage, and IEDs and Mines, Gun Combat (Lawgiver)—which a Judge trains in exclusively, Law, Street Perception, and more. All of the new skill descriptions include examples of their use. Special Techniques—essentially the equivalent of Feats from the d20 System—are talents and abilities that give a Judge the edge over a perp. So Dead Halt enables a Judge to bring his Lawmaster or other vehicle to a sharp stop safely and under control, Formidable Presence grants a Judge the full weight of the law in his stance and attitude such that ordinary citizens are rooted to the spot in fear, and Rapid Aim enables a Judge to get a bead on a perp with incredible precision.
Mechanically, Judge Dredd uses the Traveller system. In general, this is a straightforward set of rules designed to handle Science Fiction settings. Which means it can handle technical aspects, like computers and vehicles as well as the action and the interpersonal. The first mechanic that Judge Dredd adds is that for making an arrest. To do this the Judge’s player makes an influence roll, aiming to get eight or more, modified by the Judge’s Influence modifier and the arrestee’s Desperation value. This ranges from minus six to plus six, any perp with a level of minus four or below prepared to do anything to escape, whilst at plus four and above, the perp is desperate to get arrested. The rule for handling arrests is accompanied by a guide to sentencing and the types of back-up and support a Judge can expect.
In terms of background information, Judge Dredd provides quite a lot. This covers not just the history of Mega-City One and a timeline, but also its transit systems, various types of habitat from city blocks and cardboard cities to Luxy-Blocks and the Jungle—home to genetically modified primates, and notable landmarks like the Big Smelly (concreted over Hudson River), the transported White Cliffs of Dover (complete with ‘genuine’ Brit-Citters including dancing chimney sweeps, singing academics, and Pearly Kings and Queens), and Moonray Tower from which lasers beam advertisements onto the lunar surface. Sport, leisure, and fun is also covered, as crazes, organisations, and more. Judge Dredd also provides a brief introduction to places beyond the walls of Mega-City one. Extensive equipment lists detail everything that a Judge would routinely carry on him or might have access to, whilst the rest will equip potential perps. This also includes numerous vehicles, but not spaceships, the Referee being advised to check out Traveller and High Guard for more information.
Psi Division and Psi-Judges get a chapter all of their very own. As with the rest of Judge Dredd, it expands upon rules given in the core Traveller rulebook. It adds Advanced Talents particular to the setting of Judge Dredd, for example Aura Perception and Energy Kinesis, but these are the least powerful. Dimensional Manipulation and Temporal Manipulation are powerful abilities in themselves, but they are also powerful in terms of narrative, able to affect the flow and status of a story during play far more than most other powers. However, such powers are rare and are not available during Judge generation. They are accompanied by some guidance on handling the effects and consequences of temporal travel. As powerful as psionics can be, their use is not without its consequences and psionic trauma can be suffered for overusing powers and psionic strength, and being exposed to mental or emotional stress. Suffer too much psionic trauma and a Judge may fall victim to mental instability or even insanity. The rules cover the potential effects of all of these as well the means to recover from them, plus a range of psionic equipment.
The Judge Dredd comic strip is of course known for the wonderfully weird and wacky nature of its perps, from the Angel Gang to Judge Death—and back again. Judge Dredd has rules for rolling up perps, as well as aliens and mutants, but the ‘Most Wanted’ list of classic criminals faced by Judge Dredd himself over the years is here kept to just a handful or two. And so few of them are actually illustrated. This is perhaps one of the more disappointing aspects of Judge Dredd as a roleplaying game.
For the Referee there is some decent advice on running campaigns and the types of crimes and story-arcs which work together, and in addition to the general background and the timeline, Judge Dredd includes a description of Sector 13, an individual sector of Mega-City One and its features. It pays particular attention to Sector 13’s seven major city blocks, two of which follow a heavy theme of twentieth century rock music—Jon Bon Jovi Block and Bruce Springsteen Block, both of whose citizens hate each other and typically war against the other using very loud music. The contemporary references of Judge Dredd are, of course, very contemporary to 2009, but many still work today. This takes the place of a traditional scenario in any other roleplaying game, but there are lots of details and roleplaying hooks which the Referee can develop into running a campaign of her own in Sector 13.
Physically, Judge Dredd is well presented and as expected uses a full colour artwork drawn from the comic strip. It is not always the most evocative artwork and it often feels a bit dark. The other issue with the presentation is that although there is a map of the world inside the front cover, there are no other maps in the book. So no map of Mega-City One and no map of Sector 13. To some extent, the map for Sector 13 is not quite as important as that of Mega-City One, primarily because the geography of Sector 13 is not as tightly defined, and the Referee can easily create it if necessary.
If there is a disappointment to Judge Dredd, it is in its treatment of the criminals and perps that are fundamentally intrinsic to the setting, their lack of entries just feeling mean-spirited. Similarly, the lack of illustrations for the criminals and perps who are included feels the same way and is actually unhelpful for the Referee. Yet as a consequence of using the Traveller core rules, Judge Dredd feels far more competent in handling the technical aspects of the setting—vehicles and vehicle combat, psionics, and more, than the previous iterations of roleplaying games based on Judge Dredd. Similarly, whilst character generation feels technical in nature, the process is actually fun, and it produces Judges who are both competent and possess a degree of backstory that a player can bring to the roleplaying of his Judge. Judge Dredd may not have quite the charm of Games Workshop’s Judge Dredd: The Role-Playing Game, but it definitely has more character than Mongoose Publishing’s earlier The Judge Dredd Role-Playing Game, and the technical efficiency of its design makes it playable and engaging.
Ok, now this one has my attention!
Colony of Death starts with the history of the new province, how King Charles I of England granted its charter to Lord Baltimore to the recent war with the Susquehannock natives and their allies from nearby New Sweden; the various peoples of the colony, including Catholics, Protestants, indentured servants, Virginians who want to claim the area, natives from the various tribes of the area, and more; and details of diseases rampant in the area, such as Dysentery, Hookworm Infestation, and Yellow Fever; and encounter tables for the various terrain types in and beyond the province. A lengthier section is devoted to a bestiary of the region, detailing the varied creatures and things to be found in Maryland. These include the mundane, such as the Black Bear and the Black Widow Spider, alongside a number of monsters, for example, the Goatman, said to be the devil and to haunt the forests west of the Chesapeake; the Hexenwolf, a type of lycanthrope also found in Maryland’s woods and its arch enemy, the Schneller Geist, or Snallygaster, a dragon-like best. Stats are also included for English pirates and natives, and the monsters also veer into Mythos territory with the inclusion of the Mi-Go and the Sasquatch. However, none of these count as the oddest threat in Colony of Death, and that award goes to a Squirrel Swarm. Altogether, the range of the monsters in the book covers a number of genres—more traditional combined with folklore the Hexenwolf, for example, whilst the Mi-Go are definitely Lovecraftian.
Roughly half of Colony of Death is devoted to the supplement’s four scenarios. The first of these is ‘St. Mary’s Shoemaker’ takes place in St. Mary’s City, the capital of the province. Still suffering from the aftermath of The Plundering Times—the Protestant Uprising during the time of the English Civil War, the people of the tiny city are shocked to learn that the body of a well-dressed woman has been found in a nearby river, minus her feet! This is more of a scenario set-up and the opportunity to detail St. Mary’s City than a plotted scenario and the Referee will need to develop a good reason for the Player Characters to be visiting the city, let alone investigating a podophiliac murder.
However, if the Player Characters are successful in investigating the strange death, ‘St. Mary’s Shoemaker’ does set up the second scenario. ‘Hell’s Bell’ takes them exploring or surveying up the Potomac River, perhaps visiting a parcel of land they have been given. On their way, they pass through the village of Lebenstadt, settled by Germans and notable for the large, engraved bell hung at its centre. The people of Lebenstadt are welcoming and hospitable, but hide a supernatural secret which is revealed when the settlement is attacked by another creature. Again, this is more of a set-up than an adventure with a plot and there is the possibility that even if the secret is revealed, that the Player Characters walk away from the village with nothing really happening. Another settlement, a Swedish trading post, beset by attacks by a red-haired giant, is the location for ‘The Hand and Eye of Loki’, the third scenario. If the Player Characters have reason to visit the trading post, there is more reason for them to get involved and this scenario is stronger for that and its greater use of Europeans’ historical involvement in the New World. The last scenario in Colony of Death is ‘To Burn a Witch’ and it oddly takes the Player Characters out of Maryland and across the Delaware River and to the city of Providence. There they come across the sight of the city’s Puritans burning a young girl accused of witchcraft. This is not really even a set-up , more of an encounter in which the Player Characters can choose to get involved in or not. If they refrain, nothing happens, but even if they do, ‘To Burn a Witch’ does not explore the ramifications. Ultimately, it suffers from being based around twentieth century attitudes towards what is a horrid happening rather than the attitudes of the period.
Rounding out Colony of Death is a lengthy appendix. This gives tables of names suitable for the region, including Algonquin, English, and German, an expanded map of the region, and a guide to growing tobacco in Maryland—which turns out to be really hard work! This is all useful content and the latter guide adds depth to making a life in the province.
Physically, Colony of Death is reasonably well presented. The maps are okay and if the artwork is amateurish in style, it at least works well enough for all that.
Although Colony of Death – Weird Fantasy Roleplaying in 17th Century Maryland is to be welcomed for taking Lamentations of the Flame Princess Weird Fantasy Roleplaying (and other retroclones) to the New World and a hitherto unexplored region of the New World, as a supplement it is underdeveloped. It could have done with reasons for bringing the Player Characters to the New World—and Maryland in particular, and for involving them in the scenarios. Perhaps also some rumours that the Referee could develop into scenarios and help get the Player Characters get more involved in the region would have also been useful. As would a bibliography and perhaps a look at the folklore of the region, especially for the Referee who wants to bring it further to life.
Ultimately, Colony of Death – Weird Fantasy Roleplaying in 17th Century Maryland is not a book which can be picked up and used with any ease. As the groundwork for a setting which the Referee can research and develop further herself, Colony of Death – Weird Fantasy Roleplaying in 17th Century Maryland is not an unreasonable starting point.
Reminder: Dark Places & Demogorgons 5e is having a Kickstarter RIGHT NOW to update DP&D to the 5th edition of D&D. Go. Pledge now and come back here.
Playing Kids' Games
Dark Places & Demogorgns (DP&D) is fantastic. Full Stop. But, I should say a little more than that, and I have and I will. I have even dedicated other PWWO to their Cryptid Manual.
DP&D is a "Stranger Things" like game of playing kids in the 80s, early and mid-80s in particular, when the audience for this game was the age at the time their characters would be. It is a great game that captures a time that many remember as simpler (though I also remember trying to get "online" with a 300 baud (bps) modem...nothing simple about that!) time.
That is the main focus of the game, playing kids and 80s kids in particular. But that is not all it can do. It is a great game of "mild" supernatural terror. A lot less than Call of Cthulhu, or even Chill, but greater than say Scooby-doo or Ghostbusters. For me, it is exactly the sort of shenanigans I wish I could have gotten in to. You know, but minus all the death.
But let's say for example you don't play DP&D (and why not?) you play something like NIGHT SHIFT that deals with more adult matters? Not R or X rated mind you or even bills and jobs, just people over 18. What can a game like DP&D do for you?
DP&D is such a delight. It really is. I am very fond of this game and I still enjoy playing it. On the surface it looks like DP&D and NIGHT SHIFT could be used to tell the same sorts of stories, and that is true to a degree, but that really underplays what makes both games special.
NIGHT SHIFT covers adults in a very dangerous supernatural modern world.
Dark Places & Demogorgons covers kids in a very dangerous supernatural world of the 1980s.
Getting the Characters to Play Well With Others
It seems to be an unpopular topic among old-schoolers, but new gamers love this stuff. They want to know about their character's backstory, what they did when they were younger. Even down to things like what their favorite foods are, who was their childhood crush, and more. Personally, I think it is fun as hell and I love that these newer players have so much excitement for their characters and games.
But how can an old guy like me do that and still stay true to my own roots?
Easy. Take my characters and play them as kids. There are a few ways to make this work.
The Flashback
This is the technique used in the Stephen King movie "It" and a couple of times on Supernatural.
Take your NIGHT SHIFT characters and re-do them as DP&D characters. Something I mentioned before, and it is true here as well, do not try to make a one to one correspondence between the classes. Think about yourself, what you were, and what you were doing when you were 13 vs. now. I would not be the same "class" at all. In fact, this is part of the fun. What was your character back then that made them who they are now? Were the actions of the DP&D game what made your character into who they are now? OR, and I will admit this is a favorite, was the event so traumatic that your adult character forgot it so you have to replay it as a kid.
The forgotten flashback is a good way to build some background and then they can get XP or perk once they remember. So in a NIGHT SHIFT based game, I'd give a character some perk from DP&D related to their "kid" class. Nothing to unbalance the game, but certainly something to add to each character. Making them something a little "more" than they were before.
Lifespan Development
Another great option is to start as a kid in DP&D and progress to the logical end (18) and then pick up as an adult, maybe a couple of years later even, in NIGHT SHIFT.
Again, there is not a good one to one class correspondence between the games and nor would I want there to be. A Jock (DP&D) might end up as a Veteran (NS) or even as a Chosen One (NS). In truth, I would give any DP&D kid character some "free" levels in Survivor but allow them to keep some of the perks of their original DP&D class. So Goths still see ghosts, Karate Kids still kick ass, and so on.
This is the option for people that want a rich backstory for their characters, but don't want to write it, they want to live it.
Age Regression
There are also a few ways to do this one. In Star Trek: The Next Generation there was a great episode "Rascals" where Picard, Ensing Ro, Keiko O'Brein, and Guinan were transformed into pre-teens due to a "transporter accident". Their bodies were de-aged, but their minds were the same.
In the third season of Charmed the episode "Once Upon a Time" did it the other way around; the cast stayed in their own adult bodies but their minds were like children. They needed to do this because only children can see fairies. In this case, it was a spell and this also makes it more useful for your NIGHT SHIFT game. Your character stays the same, but not your mental attributes are DP&D.
Alternate Reality
Finally, one I have been using a lot lately is an alternate reality/timeline. In this one the characters are children. It's not necessarily the same character, but certainly the same character in a different situation.
Case in point I run a "Sunny Valley, OH" game is an alternate version of my Buffy RPG. Same characters (mostly) but the differences are the characters are all younger than they were in the show/RPG, they are set in the ironically names Sunny Valley, Ohio instead of Sunnydale, CA, and it is set in DP&D's proper 1980s instead of the late 1990s/early 2000s.
Pulling it Together: The Characters
One of my better examples and I have a few, would be my versions of Willow and Tara for both NIGHT SHIFT (my "The Dragon and the Phoenix" timeline) and DP&D (my "Sunny Valley, OH" timeline).
This split allows me to different things, have different sorts of adventures, tell different sorts of stories.
Can I do this all in one system? Of course. Especially for a game like NIGHT SHIFT. BUT changing the system allows me to do two things. It allows me to give the different times/ages a different feel via the system. Do I feel the same way now as I did in the 1980s? No. Do I do things the same way? No. The mechanics are a good way to reflect it.
It also allows me to force the players to feel the experience as being different. ESPECIALLY if it is a game that is similar but slightly different. Like NIGHT SHIFT and DP&D are. Combat is largely the same for example, but saves are different. Skills are different. This difference helps mimic the feel of being younger and not always knowing what to do or how to do it.
I have always said a "rising tide raises all ships." Other designers/games are not my competitors, they are my colleagues. Playing games from other designers gives me new insights into my own games.
For more details and examples I am providing some links below to other posts.
And don't forget the Kickstarter!
Dark Places & Demogorgons
Sunny Valley, OH
NIGHT SHIFT Veterans of the Supernatural Wars