Feed aggregator

Battling Bruce

Reviews from R'lyeh -

If you are a board gamer, then 2019 is a good time to be alive. You are spoilt for choice and you are spoilt for choice in terms of good games and you spoilt for choice because games can be designed around a theme or an intellectual property and they can fit that theme or property. For there cannot be any other good reason why Ravensburger can get the licence for a nearly fifty-year-old blockbuster and turn that blockbuster into a game that is not models the blockbuster, but which is actually a good game. A game that could and would never have been designed or published in 1975, the year of the blockbuster’s release. A tense, desperate game of cat and mouse—or rather shark and mouse—for the blockbuster is none other than Jaws. In fact, it is the first summer blockbuster, in which a giant man-eating great white shark attacks beachgoers at a New England summer resort town, prompting the local police chief, marine biologist, and a professional shark hunter to hunt it down. The film is regarded as both a classic thriller and horror film, and has been selected by the United States Library of Congress for preservation in the National Film Registry.


Jaws: A Boardgame of Strategy and Suspense is an asymmetrical, two to four player semi-co-operative board game for ages twelve and over, which is played in two acts and lasts about an hour. One of the players takes the role of the Shark, whilst the other players take the roles of the hunters, Police Chief Martin Brody, marine biologist Matt Hooper, and shark hunter, Quint. (If there are fewer players, then the roles of Brody, Hooper, and Quint are shared between them, so that it is possible to play a two-player game). In the first act, ‘Amity Island’, the Shark hunts the waters off Amity island, eating swimmer after holiday swimmer as the hunters try to track its location and tag it. Once the Shark’s hunger is sated or it has been tagged twice, the Shark swims out to sea and the second act, ‘Orca’, begins. In ‘Orca’, the shark attacks the hunters aboard Quint’s boat, Orca, until they manage to kill the Shark or the Shark eats them or the boat.

Act One: ‘Amity Island’ is played out on a map of the island, which depicts the island’s four beaches—North, South, East, and West, two Docks, Shop, Mayor’s Office, and Amity P.D. on the island. Each Round is divided into three phases—Event, Shark, and Crew phases, which are played out in that order. In the Event phase, an Event card is drawn which determines on which beaches new swimmers will take to the water, plus an event and its special rules. For example, ‘The Fourth of July’ opens all beaches and they cannot be closed that Round; ‘Amity Island in the News’ grants one player an extra action that Round; and ‘Ben Gardner’s Boat’ enables the Shark to knock either Hooper or Quint from their boat and into the water if it passes through the same space as the boat, forcing their players to expend actions getting back aboard.

In the Shark phase, the Shark player has three actions he can undertake. Obviously, he can Move and he can Eat swimmers. He can also use one of four special abilities, represented by Power Tokens, like being able to swim faster or avoid the detection methods that the hunters are putting in his way. Each Power Token and its special ability can only be used once per game. All of this is done in complete secrecy, the Shark player tracking his movement on a pad included with the game and noting how many swimmers he has eaten on the Shark card. At the end of the Shark phase, all his player has to do is tell the hunter players how many swimmers he has eaten, whether he swam past a motion tracker, and whether or not a Power Token was used (but of course, not which).

In the Crew phase, Brody, Hooper, and Quint get to act, but they can act in any order and each has different things they can do. All three have four actions each and can Move, Rescue a Swimmer if at a beach, and Pick Up Barrels, though what each of them does with these Barrels is slightly different. Brody is famously afraid of the water and so runs around Amity Island, collecting Barrels from the Shop and carrying them, one at a time, to the Docks, but if at the Mayor’s Office or Amity P.D., can issue an order to Close a Beach, which temporarily prevents Swimmers entering the water there when directed to do so by an Event card, and when at a beach, can use his Binoculars to scan the water for the Shark.

Hooper spends this act on his fast boat which enables him to move further, but as well as picking up swimmers, his primary task is to ferry the Barrels from the Docks where Brody has dropped them off, to Quint aboard the Orca. He also has a Fish Finder, which he can drop into the water to determine if the Shark is in the zone he is in or an adjacent zone. Lastly, once Hopper has got one or more Barrels to him, Quint can Launch a Barrel into the water, either in the zone he is in, or an adjacent zone. If it hits the Shark, it sticks, and the Shark player has to tell the hunters where he is. If the Shark is not there, then the Barrels floats in the water and acts as a motion detector which will alert the hunters whenever the Shark passes through the zone it is in.

Act One: ‘Amity Island’ ends when the Shark swims out to sea. This will either because the Shark has eaten nine Swimmers or because the hunters have attached two Barrels to the Shark and forced it to flee. The number of Swimmers that the Shark has eaten by then is important because it determines the number of Shark Ability cards the Shark will have in Act Two: ‘The Orca’ and the number of equipment cards the Hunters have. The more Swimmers that the Shark has eaten, the more Shark Ability cards the Shark player will have and the fewer extra Equipment cards the Hunters will have—and vice versa.

Act One: ‘Amity Island’ is a game of hidden movement upon the part of the Shark and deduction upon the part of the Hunters. In this, it feels like the hidden movement of Fury of Dracula where the vampire hunters try and track down the vampire count, the trail narrowing and narrowing. In Jaws: A Boardgame of Strategy and Suspense the search area is narrowed by placement of the Barrels as Motion Trackers, but at least on one occasion the Shark will be able to avoid them with a Power Token. Doing so will probably be best used by the Shark to sneak past a Motion Tracker onto a beach and grab one or two last Swimmers which will increase the number of Power cards he will have in Act Two: ‘The Orca’. Another game which Act One: ‘Amity Island’ feels like is Pandemic with its turnover of Swimmers which will appear at beaches again and again as Event cards are drawn.

Act Two: ‘The Orca’ is more focused and fraught, taking aboard Quint’s boat as it withstands attack after attack by the Shark, as seen in the finale of the film. It is played on the reverse of the game’s board, the players flipping it over after completing Act One: ‘Amity Island’ and laying out the eight tiles which depict the deck plan of the Orca. Each of these tiles is also double-sided. On one is the undamaged section of the Orca’s deck plan, on the other the section after it has been damaged by the Shark. The Shark can further damage each section of the deck plan to actually destroy it and dump any of the Crew into the water. The aim of the Shark is to chew the Orca into splinters and eat the Crew, whilst they must accurately determine where the Shark will attack again and again and kill it.

In comparison to Act One: ‘Amity Island’ in which each Round has three phases, Act Two: ‘The Orca’ each Round has six phases and is consequently more complex. These phases are Resurface Options, Shark Chooses, Crew Prepares, Shark Reveals, Crew Attacks, and Shark Attacks. In Resurface Options, the Shark player draws three Resurface cards which give him the three Resurface Zones where he can attack the Orca on that Round. In addition, each Resurface Card will determine how many dice the Shark player will roll to attack that Round, how many hits the Shark can absorb that Round before it takes damage, and whether or not it can shake free of a hook, such as that from a fishing pole or the gas canister, that one of the hunters may have attached from it. All three of these factors will influence the Shark player’s decision as to where he will attack, as will how much damage the boat may have taken in those Resurface Zones. Then in the Shark Chooses, the Shark player decides which Resurface Zone to attack from the three Resurface cards and whether or not he will play a Shark Ability card, which for example, enable to completely destroy a section of the Orca if it attacks it or even take a second attack. Both of the choice of Resurface card and Shark Ability card are kept secret.

In Crew Prepares, each Crew Member decides which of the three Resurface Zones he will move to and which weapon he will use. Melee weapons have to be used in the same Resurface Zone where the Shark attacks, whilst ranged weapons can be used at a distance. Some melee weapons can be attached to the Shark which will hinder the marauder. Accessories like Ammo enable firearms to be used again, Chum can be thrown into the water to attract the Shark to a particular Resurface Zone, and the Shark Cage will protect one of the crew members. Every Crew member has his own weapons and items of equipment and will have access to more, the amount depending on the number of Swimmers the Shark ate in Act One: ‘Amity Island’. 

In Shark Reveals, the Shark player reveals which Resurface Zone the Shark is attacking followed by the Crew Attacks phase, and lastly, the Shark Attacks phase. In the former, the players take it in turns to roll the dice and inflict as much damage on the Shark as possible, or if they can, automatically attach a weapon to the Shark. In the Shark Attacks phase, the Shark player will attack the boat and if the Shark damages or destroys a section, then it is flipped or removed and any Crew Member on that section of the Orca is knocked into the water. They will have to spend their movement on the next round getting back onto the boat. The Shark can also attack a Crew Member who is in the water  and may get a bonus attack against them as well. Play continues like this until the Shark is killed and the Crew Member players win, or the Shark either destroys all of the boat or kills all three Crew Members, in which case, the Shark player wins.

Just like Act One: ‘Amity Island’, Act Two: ‘The Orca’ feels a little like another game and that is Forbidden Island with its sinking tiles. In Jaws: A Boardgame of Strategy and Suspense it is the parts of the Orca which are being attacked and damaged and then forced to sink, reducing the size of the boat and thus the play area. That said, the use of the Resurface Cards to determine where Shark comes to the surface and attacks the boat does feel new. LikeAct One: ‘Amity Island’, this has the effect of narrowing the choices in terms of where the Shark will go next, but this is fairly fraught it also increases the likelihood of the boat and potentially the Crew Members in that area being attacked.

Act One: ‘Amity Island’ and Act Two: ‘The Orca’ do feel different to each other. The first is more strategic with more planning involved as the hunters search for the Shark and the primary way of knowing where it is, is from the number of disappearing Swimmers. The second is more immediate, more tactical, the Crew Members reacting because the Shark is all but on top of them. Which is very much like the film.

Physically, Jaws: A Boardgame of Strategy and Suspense has excellent productions. The look of the game and the graphics draw very much from the look of the film and its famous poster. Where possible, stills from the film are used on the Event Cards in Act One: ‘Amity Island’, but the artwork is excellent throughout. The Meeples for Brody, Hooper, and Quint are what you would expect, but a nice touch is that the boats for both Hooper and Quint are also of wood, as is the piece for the Shark. Lastly, it should be noted that the rule is also well presented with every effort made to make it possible to learn and play the game as the players read through the rulebook on opening the box. It is not wholly perfect, but is nevertheless, very well done.

Now if you have wide experience of playing board games, then with Jaws: A Boardgame of Strategy and Suspense it is possible to spot some of the mechanics seen in other games, but this does not mean that the game is immatitive, just as it means that the game is neither radical or groundbreaking. Indeed, the mechanics have been adjusted where necessary to match both the source material and the game play. What you have in Jaws: A Boardgame of Strategy and Suspense then, is a well oiled, well tooled, design, one that really does take the source material and build a good game around it whilst being true to the source material. In fact, as a design, it transcends any novelty factor that the game might have had for being based on as famous a thriller as Jaws. Put that all together and it should be noted that the game is surprisingly inexpensive for a design of its nature and the quality of its components.

Jaws: A Boardgame of Strategy and Suspense is not absolutely perfect. It may well be too good an emulation of its source material to play more than a few times, because it does not offer a lot of variety in terms of game play. This is not to say that game is not fun—it is, how much after a few plays is another matter. In addition, you need to have seen Jaws to get the most out of the game and since Jaws is a somewhat gruesome thriller, neither film nor game may necessarily be suitable for its younger suggested age limit of twelve. 

Yet beyond those issues, Jaws: A Boardgame of Strategy and Suspense delivers exactly what you would want in a game based on Jaws the film. It is fraught and it is frantic, you do feel desperate as more and more Swimmers are eaten in Act One: ‘Amity Island’ and then the Shark comes after you in Act Two: ‘The Orca’, but that feeling can turn around as you close in on the Shark… Plus if you are a fan, you get to play out the film and see what you would have done in their place and you get to roleplay the characters, quoting all of the famous lines, and so on. If you are a Jaws fan, then Jaws: A Boardgame of Strategy and Suspense is a game you will definitely want, and if you are a board game player, then it offers semi-co-operative, heavily themed play in well-presented, solidly designed, and inexpensive package.

Friday Filler: Board Games in 100 Moves

Reviews from R'lyeh -

Another year and another bumper crop of board games as 2019 continues the trend of seeing the release of ever more board game titles and playing board games becomes firmly cemented as a hobby that everyone can enjoy. 2019 was also a good year for books about boardgames too, including The Board Game Book: The essential guide to the best new games, a retrospective of the last two years’ worth of games and Meeples Together: How and Why Cooperative Board Games Work, a detailed examination of board games in which the players work together to defeat the game. Joining them is a much broader examination of the board game, an examination which takes in eight thousand years of playing games from the ancient world to today’s golden age of meeples, co-operation, legacy change through play, thematic play, superb production values, and fantastic designs—all of which have come about in the last three decades. That book is Board Games in 100 Moves.

Published by Dorling Kindersley—a publisher known for the quality of its illustrated reference works, so the quality of the book is certain to be good, Board Games in 100 Moves is written by two stalwarts of the British hobby games industry, James Wallis, designer of The Extraordinary Adventures of Baron Munchausen and Alas Vegas and Ian Livingstone, co-founder of Games Workshop and co-creator of the Fighting Fantasy series amongst many other things. Both are avid board game players and collectors and in their time have played thousands of games. Together they take the reader through eight thousand years of games and six ages of game design, all in exactly one hundred games.

From the start, almost like the rules to every good board game should, Board Games in 100 Moves explains its set-up. Both authors introduce their love of board games and explain the book’s premise, how it is organised, preparing the reader for the grand tour that is come. It sets out what the one hundred board games of its title are—from Senet in 3100 BCE, the Royal Game of Ur in 2600 BCE, and Hounds and Jackals in 2000 BCE to Beasts of Balance and Sushi Go Party! in 2016, and The Mind in 2019. Along the way it lists classics like Chess and Backgammon, playing cards and Pachisi, surprises such as Kriegsspiel and Suffragetto, stalwarts such as Scrabble and Monopoly, children’s designs like Mouse Trap! and Connect 4, it touches upon roleplaying games such as Dungeons & Dragons, before coming up to date with modern designs like Settlers of Catan, Pandemic, and Codenames.

The first four ages of Board Games in 100 Moves are ages of materials—wood and stone, paper and print, cardboard, and plastic—and examine how those materials changed the look and feel of the games as much as it examines the games themselves. In ‘Wood and Stone’ it looks at the oldest game that we know of, Senet, noting that the Pharaohs were fans of the Egyptian game of passing and that the game had spiritual significance in that passing also referred to moving into the afterlife and then it looks at the first game that we have rules for, the Royal Game of Ur. What is fascinating here is how the rules were rediscovered. Other games examined in this period are ones that we would recognise today—Go, Pachisi (better known by its modern variants, Ludo and Parcheesi), the many variants of Men’s Morris (originally a game spread by the Romans across their empire), Backgammon, and of course, Chess.

A common feature of these games is that often being made from stone or wooden, there is a certain permanence to them, but in the age of paper and print, games became colourful and complex, yet easy to transport and teach. This is when playing cards evolved from tarot cards and the first printed board games appear, such as the Royal Game of the Goose. The nature of games changed again towards the end of this period when they set out to be instructional and educational, as with A Journey Through Europe, before the age of cardboard heralded the arrival of games about campaign, first military battles, but then political ones two. So this examines Kriegsspiel, the wargame designed to teach Prussian officers military tactics and The Game of Suffragette, published to promote the cause for female emancipation, before mentioning some of the actual games as propaganda published before and during World War 2. Here it does not shy away from some of the more reprehensible and unpleasant game designs of the period. 

Unsurprisingly, Monopoly and its origins as a game completely counter to its big business theme, is highlighted before we come to the age of plastic. This period is likely to be the one that the older board game player—and certainly the authors—will be most familiar with as it is when they first played games. So Mouse Trap!, Scrabble, Connect 4, Twister, and both Risk and Diplomacy, but as Board Games in 100 Moves into the age of imagination with publication of Dungeons & Dragons and the rise of the Eurogame, there is a sense of the foundations being laid for where we are now, in an age of imagination, of Eurogames like Ticket to Ride and Settlers of Catan, and exploring a future of co-operation, of a global hobby with board games from Japan like Machi Koro and from the Czech Republic like Codenames, and digitalisation. Although one hundred games might lie at the heart of Board Games in 100 Moves, along the way, the book looks at more than that single hundred, not necessarily in the depth and detail accorded its singular hundred, but enough to intrigue and wonder about finding out more (or in some cases, rejecting out of hand).

This being a book from Dorling Kindersley, is very nicely laid out with hundreds of illustrations which showcase the changing look and design of board games throughout history as much as the words explore their impact and design. It even comes with an excellent index and buried deep in the back of the book there is a bibliography for the reader who wants to explore the hobby a little more as well as play the many games listed within the pages of Board Games in 100 Moves.

It should be no surprise that Board Games in 100 Moves gives a somewhat Anglocentric history of its subject matter. After all, the format that it is inspired by—A History of the World in 100 Objects—and its authors are all British. This in part also explains the attention paid to Games Workshop and Warhammer, although their inclusion in this history is certainly warranted and certainly does not detract from the inclusion of games from all over the world. Where Board Games in 100 Moves differs from A History of the World in 100 Objects is that it is not a look at a hundred specific games or objects—anyone wanting that should be directed to Green Ronin Publishing’s Hobby Games: The 100 Best or Family Games: The 100 Best—for many of the games listed at the book’s start are never mentioned again. (Which possibly means that there is a scope for a book which examines each title on that list in turn.) Instead Board Games in 100 Moves is a hundred moves through history of organised play, an examination of the importance and impact, the enjoyment and effect, of board games.

Board Games in 100 Moves is an interesting and informative introduction to the history of board games, an examination a hundred—and more—board games you may or have not heard of, and might want to play. For the board game fan, this book is a must, whilst for the roleplayer, this book is still of interest because of the many ways in which the two hobbies overlap each other, but either way, Board Games in 100 Moves is an attractive and enjoyable read from start to finish. One that fans of tabletop games of all types will find interesting.

Witch's Caldron

The Other Side -

Another "Holy Grail" find this week.  But this is a cheat, I have been looking for this on eBay for a while.

Ral Partha's Witch's Caldron
Not to be confused with The Witch's Cauldron.

I didn't want the newer 2016 version so I have been looking for a complete 1980 version with minis. Well, my persistence finally paid off.



The box is full great stuff too.







The minis are what you expect from Ral Partha in the 1980s. Yes, that is a positive thing.




The Wizard and the Witch,




Lots of great minis in this.

Part of me wants them painted, another part of me doesn't.  Maybe I'll just find some pre-painted minis that I can use in place of these.

Going back to my "Traveller Envy" I would love to figure out a way to use this in my War of the Witch Queens campaign.  A battle that the wizard pulling the strings of the PCs makes them participate in against one of the Witch Queens.

Monstrous Monday: The Yule Cat

The Other Side -

In the same lands that gave us Grýla, The Christmas Witch we also get the Yule Cat, also known as Jólakötturinn or Jólaköttur in Iceland.
Described as a huge and vicious cat that preys on people that did not get new clothes for Yule/Christmas. 

The Yule Cat, and there is only one, can run across ice and snow with no difficulty.

The Yule Cat
(Labyrinth Lord)
No. Enc.: 1 (1) Unique
Alignment: Chaotic (evil)
Movement: 40' (120')
Armor Class: 4
Hit Dice: 5+5*** (28 hp)
Attacks: 3 (claw/claw/bite)
Damage: 1d6/1d6/1d8
Special: Can detect who did not get new clothes for Yule/Christmas
Save: Monster 5
Morale: 10
Hoard Class: None
XP: 500

The Yule Cat
(Blueholme Journeymanne Rules)
AC: 4
HD: 5d8+5
Move: 40
Attacks: 2 claw (1d6 x2), 1 bite (1d6+2)
Alignment: Chaotic
Treasure: None
XP: 500

The Yule Cat
(Old-School Essentials)
AC 4 [15], HD 5+5 (28hp), Att 2 claw (1d6x2), 1 bite (1d6+2), THAC0 17 [+2], MV 120’ (40’), SV D14 W15 P14 B76 S15 (5), ML 10, AL Chaotic, XP 1,700, NA 1 (1) Unique, TT None
▶ Fleet-footed: Can travel over and ice and snow with no difficulty.

The DCC Standardbearer

Reviews from R'lyeh -

Since the publication of Dungeons & Dragons, Third Edition in 2000, Goodman Games has published over one hundred adventure modules for its Dungeon Crawl Classics line and since 2012, these have been for its own Dungeon Crawl Classics Role Playing Game. Derived from the d20 System, the Dungeon Crawl Classics Roleplaying Game sits somewhere between Basic Dungeons & Dragons and Advanced Dungeons & Dragons in terms of its complexity. The most radical step in the Dungeon Crawl Classics Roleplaying Game is the starting point. Players begin by playing not one, but several Zero Level characters, each a serf or peasant looking beyond a life tied to the fields and the seasons or the forge and the hammer to prove themselves and perhaps progress enough to become a skilled adventurer and eventually make a name for themselves. In other words, to advance from Zero Level to First Level. Unfortunately, delving into tombs and the lairs of both men and beasts is a risky venture and death is all but a certainty for the lone delver… In numbers, there is the chance that one or more will survive long enough to go onto greater things! This is what the Dungeon Crawl Classics Role Playing Game terms a ‘Character Creation Funnel’.

And right from the outset, Goodman Games supported this feature with the very first scenario released for the Dungeon Crawl Classics Roleplaying Game. This is Dungeon Crawl Classics #67: Sailors on the Starless Sea and since 2012 it has gone through six printings. Even further, Goodman Games has marked that sixth printing with a Limited Foil Edition’, a lovely hardback edition with a foil cover which not only reprints the module, but also includes new artwork, a retrospective, sketches, a discussion of the art process, and even discussion of lead artist’s—not the author’s—variant of the module, ‘Reverse Sailors on the Starless Sea’!

The adventure in Dungeon Crawl Classics #67: Sailors on the Starless Sea is designed for Zero Level characters, roughly between ten and fifteen with three characters per player. Alternatively, it can be played using characters of First Level and Second Level, but either way, it is expected that roughly half of these characters will survive. That though, is quite possibly a generous assessment as this module has the potential to kill player characters, even cause a Total Party Kill. Nevertheless, it has some great set scenes and really has a grim and perilous feel that echoes Warhammer Fantasy Roleplay.

The setting for Dungeon Crawl Classics #67: Sailors on the Starless Sea takes place in and below a ruined keep that was once the lair of Molan and Felan, brothers who were great chaos lords at the head of great armies of beastial mutants before the forces of good led a campaign against them and sacked their foul castle. Ages have passed and its vile reputation is barely remembered, but now villagers have gone missing, beastmen howl in the night, and it is up to other villagers—the player characters—to go into the keep and hopefully find the missing villagers as well as put an end to the chaos that threatens to surge up and sweep over the land once again…

The adventure consists of two levels, each with just a few locations. The first of these is the courtyard of the keep itself, a bramble-filled ruin of tumble-down towers and walls. From the outset even getting into this area is dangerous, one route threatening a rock slide, another an encounter with vine-infested villagers, and a third with via sinkhole which appears to go straight to hell! Once inside there are tombs to discover, charnel chaos-infested ruins to explore, and dread Beastmen to face, and whilst these are single locations, they are big in terms of story and atmosphere. For example, in the charnel ruins, there are charred skeletons still hot to the touch, a frog fountain with red gemstone eyes and jewelled maw, and a black ichor which drips from the fountain and forms deadly pseudopods. But there is also a means to counter them in the ruins and clues to that too, waiting for the players to have their characters work out exactly how…

However fun these locations are, they cannot beat the big set piece on the shores of the starless shore. Here the player characters are faced with puzzle which looks like a combat encounter and asks them how they get past a leviathan which they have almost no chance of defeating. In some ways, the scenario’s end encounter with the Beastmen shaman and his acolytes atop the ziggurat which stands in the starless sea is almost an anticlimax, but it is nevertheless a thrilling end to the scenario.

With its fifth printing, Dungeon Crawl Classics #67: Sailors on the Starless Sea included a bonus dungeon, ‘The Summoning Pits’. This is an adjunct to the main dungeon, one that explore the origins of a particular monster which appears at the start of the scenario. It is a change of tone in comparison to the rest of the scenario, weird and creepy rather than obviously grim and perilous. 

This being a scenario for the Dungeon Crawl Classics Roleplaying Game, it should be no surprise that there is a pleasing degree of detail to Dungeon Crawl Classics #67: Sailors on the Starless Sea. This includes not only each and every location as you would expect, but also elements such as a table of mutations for the Beastmen—a table whose content foreshadows those for Manimals in the Mutant Crawl Classics Roleplaying Game, what to do if the player characters actually have five hundred feet of rope with which to lower themselves into the sinkhole, the list of curses which will befall the characters should one of their number take a certain magical item. One aspect of the scenario is the preponderance of magical items that the player characters can find and wield, but nearly all of them with some kind of cost—even when that magical item might actually help the player characters. Well, that should be no surprise given that the scenario takes place in the former lair of a pair of chaos lords!

Dungeon Crawl Classics #67: Sailors on the Starless Sea barely takes up twenty-four of the fifty-eight pages of the sixth printing and its ‘Limited Foil Edition’. The other thirty or so pages include ‘Sailors Retrospective’, an interview with Harley Stroh about the development and writing of the scenario along with his original map sketches. Doug Kovacs’ cover is accorded a similar treatment as well as a series of tribute covers by the stable of artists who illustrate for Goodman Games. The section highlights just how much of an influence his art and cartography has on the whole of the Dungeon Crawl Classics Roleplaying Game line. Rounding the book is a look at the artist’s ‘Reverse Sailors on the Starless Sea’ in which the players take the roles of not the villagers but the Beastmen fighting their out of the complex. It is simply bonkers… Lastly, there is a photo gallery of the early years of Dungeon Crawl Classics.

Now these extras are not as extensive as that in Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship and Original Adventures Reincarnated #1: Into the Borderlands, but then Dungeon Crawl Classics #67: Sailors on the Starless Sea is just seven years old and does not have the same history, and obviously, it is much, much shorter than either. Nevertheless, this is lovely way in which to acknowledge the success and impact of Dungeon Crawl Classics #67: Sailors on the Starless Sea.

Physically, Dungeon Crawl Classics #67: Sailors on the Starless Sea is superbly presented, The artwork is excellent, the editing solid, and the cartography atmospheric with some lovely little details, such as the nod to the cutaway dungeon that appeared in Basic Dungeons & Dragons.

Dungeon Crawl Classics #67: Sailors on the Starless Sea is never less than deadly and dangerous, but always ready to reward good play. It feels like a big scenario, rich in grim and perilous flavour and detail, not a dungeon to be attacked, but to be explored, its secrets to winkled out and perhaps put to use in saving the villagers—and possibly the world. It set a standard for the Dungeon Crawl Classics scenarios which followed and the Dungeon Crawl Classics #67: Sailors on the Starless Sea – Limited Edition Foil Cover gives us the opportunity to go back to reexamine that standard.

More Than A Carbon Copy

Reviews from R'lyeh -

The year 2019 seems quite the year for the Cyberpunk genre, as we reach the year in which the genre classic film, Blade Runner, is actually set, and the classics of the genre in roleplaying see the release of either a new Starter Set and edition, for example, Shadowrun, Sixth Edition or Start Set with a new edition to come, for example, Cyberpunk Red. It is joined by Carbon 2185: A Cyberpunk RPG, a roleplaying game notable for being from a British publisher, Dragon Turtle Games, Ltd. and for its mechanics being derived from those used for Dungeons & Dragons, Fifth Edition. From the outset then, the designers of Carbon 2185: A Cyberpunk RPG were faced with the challenge of adapting a set of rules strongly identified with Dungeons & Dragons and the fantasy genre to model entirely different genre. The good news is that they have succeeded and appropriately enough in 2019, have done so with a Cyberpunk roleplaying game heavily influenced by Blade Runner.

Published following successful Kickstarter campaign, the setting for Carbon 2185: A Cyberpunk RPG is the Earth of 2185, specifically San Francisco—a possible nod to the setting of Do Androids Dream of Electric Sheep?, the novel on which Blade Runner is based. It is a future which begins literally tomorrow with climate collapse, resource depletion, and an ongoing refugee crisis as corporations begin expanding offworld, building orbital factories, searching for new resources, and supplying Earth with deuterium for the new coastal fusion plants. The discovery and manipulation of several wormholes which connected to other star systems resulted in ‘The Scramble for Stars’ in which the megacorporations raced to discover and exploit new worlds. Many were suitable for colonisation leading to a steady flow of those who could afford to pay or were prepared to work for corporations in return for their passage from Earth to “...[B]egin again in a golden land of opportunity and adventure.” On these new worlds, the megacorporations were able to conduct research and development free from Earth’s oversight, which would lead to the introduction of Neurolink technology, Synths or biological androids, and power cell technology.

San Francisco is surrounded by high walls to protect it against the rising sea levels  and has been long divided into five districts from the fortified and secure corporate zone of District 1 to the gang controlled, near slums of District 5. Debt and crime are rife and many prefer to spend their lives in Virtual Reality pods than the pollution drenched streets and tenements of the city. As ‘cyberpunks’, the player characters are rebels, wanting to live independently of the megacorporations, and in the given scenario in Carbon 2185: A Cyberpunk RPG, they are connected to gang which will give them a sense of family as well as employment.

At the core then of Carbon 2185: A Cyberpunk RPG are rules and mechanics of Dungeons & Dragons, Fifth Edition. This means that it is a Class and Level roleplaying game, a twenty-sided die is rolled and bonuses added to determine success on an action, there are three Saving Throw types—Fortitude, Reflex, and Mind, and characters have Skill Proficiencies. There are changes, both minor and major, as you would expect. First off, instead of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, a character has the Abilities of Strength, Dexterity, Constitution, Intelligence, Technology, and People. Technology represents a character’s ability to deal with technology and People his ability to deal with people. Carbon 2185: A Cyberpunk RPG is primarily a humanocentric setting, so instead of Race it offers Origins, reflecting a character’s background. These are Badlander, who grew up in the heavily polluted regions between the Megacities where radiation has given the ability to see in the dark; the Gutter Punk, who grew up as street rats and in gangs; the Korporate Kid, orphans raised in corporate orphanages and are highly educated; and the Regular Joe. The two exceptions, are the Synth and the Wormer. The former is a cyborg manufactured offworld and indistinguishable from ordinary humans, but tougher and trained as warriors, companions, or labourers, whilst the latter is a  human born in one of the low-gravity offworld colonies, forced to come to Earth as a refugee. Some of the Origins may have Suborigins, but not all.

Carbon 2185 has six Classes. These are Daimyo, Doc, Enforcer, Hacker, Investigator, and Scoundrel. The Daimyo specialises in heavy weapons and leading teams, the Doc is a healer whose hand implant can inject healing nanobots into the injured, and the Enforcer is trained to provide military, law enforcement, or combat support. The Hacker breaks into computer systems to steal information, but can also control botnets to access the local electronic infrastructure or even mechs; the Investigator is a private eye or a journalist; and the Scoundrel is a thief, a smuggler, or a street thug. Of the six it is possible to map some of them back onto the archetypal Classes of Dungeons & Dragons, so the Daimyo with its Fury is a little like the Barbarian Class, the Enforcer like the Fighter, and the Scoundrel like the Rogue, but there are differences enough between them so that the similarities are not intrusive. All have just the ten Levels versus the twenty of standard Dungeons & Dragons, although a player character needs more Experience Points per Level and it does mean that campaigns are likely to be shorter.

To create a character, a player rolls his Abilities—on 2d6+5 rather than four six-sided dice and drop the lowest, with the effect of giving a slightly smaller range, but less deviation or by assigning the given array. Besides selecting an Origin and a Class, a player generates two further aspects of his character. The first is Vice, for example, “I am addicted to Crush. If I go more than 24 hours without it, I suffer withdrawals” or “I like to keep and look after synthetic animals.” They include beliefs, additions, fears, obsessions, and so on, and represent both a roleplaying hook for the player and a story hook for the Game Master. Between adventures they can be indulged in to gain temporary Hit Points, but exactly how that works will be up to the Game Master and player to determine. The second aspect is the character’s Background, essentially what he did between leaving education and becoming a Cyberpunk. This consists of a number of five-contracts, the player deciding how many contracts he wants his character to go through before retiring to life as a Cyberpunk. Each contract is five years long and trains the character in various skill proficiencies and languages as well as providing him with several thousand Wonlongs (the currency in 2185) and a parting gift. A character is free to stay in the same career or switch, the latter typically to gain access to a wider variety of skills. The only downside to the process is that there is a chance of injury in each contract period which will end the contract without payment and should the character take too many contracts, he will suffer the effects of aging. The contracts include Corporate Drone, Criminal, Entertainer, Explorer, Laborer, Law Enforcement, Merchant, Military Technician, and Unskilled Worker.  Overall, the Background generator feels like a simplified version of the terms used in Traveller and perhaps the only thing it could have done with, is some events to add further colour to the character’s background.

Name: PRV-1967-47 (Pierce)
Origins: Korporate Kid
Suborigins: High Flyer
Age: 38
Vice: I am careful and meticulous with my bonsai trees. Nothing distracts me when I am dealing with them.
Background: Contract Drone (4)
Languages: English, Japanese, Mandarin

Armour Class: 16 (DR/2)
Hit Points: 9

Strength 08 (-1)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 18 (+4)
Technology 16 (+3)
People 13 (+1)

Fortitude: 14 Reflex: 18 Mind: 20

Proficiency: +2
Skill Proficiencies: Bureaucracy, Computing, Deception, Engineering, Hacking, Persuasion, Sense Motive 
Armour Proficiencies: Helmets, Light Armour
Weapon Proficiencies: Melee Weapons, Pistols, SMGs, Shotguns
Saving Throw Proficiency: Mind
Exploits: Computer Interface, Hack Mech
Abilities: Healing

Equipment: Advanced Comms, Concealable Ballistic Vest
Augmentation: ZA Korp Enhanced Aiming MK. II

Mechanically, Carbon 2185 is basically the same as Dungeons & Dragons, Fifth Edition, but it includes a number of rules additions to make it emulate the Cyberpunk genre. For example, in combat, armour not only provides an Armour Class value, but a Damage Resistance value against ballistic damage. This protects against most firearms—there being no energy weapons in 2185—but not melee weapons like vibro knives and some ammunition types. The rules allow for major injuries to be suffered when a character is reduced to zero Hit Points by a critical hit and instead a player rolling to attack when his character fires a gun in automatic mode, the defendants in the target area make a Reflex saving throw to avoid being hit. This neatly places the emphasis on the defendants trying to not get hit and keeping their heads down rather than on the attacker having to roll for each person. 

Of course, the two signature aspects of Cyberpunk genre are Hacking and Cyberware. Both are very different to most other roleplaying games of the genre. In many of them, the Hacker character would have to play out sneaking into a network, overcoming the ICE, defeating the defending SysOp, and so on, all but a sub-game that none of the other players and their characters could participate. Further, all of that time spent in the computer network actually only took a few seconds in game time, but several minutes in real time. More contemporary approaches to the genre, as with Carbon 2185, simply have the Hacker be on the spot alongside his fellow Cyberpunks and his player making simple rolls to hack the local network, device, or mech. The one element of 2185 not discussed in Carbon 2185 is the nature of computer networks, but essentially the roleplaying game focuses on the local networks and leaves it up to the Game Master to decide that nature.

Cyberware is a bit more complex, but again different. In most other roleplaying games of the genre, installing cyberware detracts from your humanity or empathy—and in ShadowRun your capacity to cast magic—but that was never all that easy to roleplay. In Carbon 2185, cyberware, or augmentations, do not degrade your empathy; they poison you. Or rather, the power cells that power them do, leaking toxins and radioactivity into the blood. There are certain drugs which will counter both, but they are expensive and they have a limited effect, meaning that they need to be taken on a regular basis. Augmentations are arranged into tiers, the higher the tier, the greater its toxic effect, equal to its tier rating. Those on Tier 0, like Neurolink or an Enhanced HUD have no effect and the body can cope with them, but beyond that, from the Tier 1 Enhanced Aiming to the Tier 5 Supercharged Hidden Blade, and the augmentations begin poisoning the body. The base limitation or Blood Toxicity Limit is equal to twice a character’s Constitution modifier, so a character can have augmentations that add up to that before he considered to be poisoned. There are other limitations on augmentations. They can only be installed in seven locations—Neural, Eyes, Right Arm, Left Arm, Torso, Skin, and Legs—and only one augmentation can be installed per location. So they cannot be stacked in a location, but in general higher Tier augmentations are more powerful. There are also legal limitations, augmentations of Tier 3 requiring a licence, Tier 4 being reserved for the military and illegal for civilians to install, and Tier 5 being experimental. Of course, this does not mean that they are unavailable, but rather that they require certain Influence to acquire and they are expensive. The list of cyberware or augmentations is not extensive in Carbon 2185 as in other roleplaying games of the genre and some may be disappointed by the choice.

Influence represents a character’s standing and social cachet. It is measured on two tracks, Influence: Corporate and Influence: Street. Rated between one and twenty, at Influence: Corporate 1, a character gains access to the city’s auction houses or the black market for Influence: Street 1. At higher levels, a character can gain informants and access to higher augmentations. It will rise or fall depending upon the Cyberpunks’ actions, so kill an important member of a rival gang and Influence: Street will rise, but kill an important member of your own gang and it will probably fall. The Influence mechanic is fairly broad and open system with latitude for interpretation and nuance—and even expansion should the Game Master want to track the player characters’ Influence with multiple organisation.

As well as giving a timeline for its future of 2185 and describing the setting of San Francisco, Carbon 2185: A Cyberpunk RPG also includes tables of encounters district by district and a mission generator. It details the various corporations operating in the city, the many gangs—many organised along ethinic lines such as the Snakehead Tong, Aizutachi Yakuza, Diablos Eléctrico, and the Bratva, and groups of interest. The latter includes The Church of the Machine Bound God, fanatics obsessed with augmentations; The Enigma Collective, elusive hackers dedicated to toppling the corporations; The Synth Rebellion, which supports escaped Synths and protects them against the government’s ‘retirement agents’; and Villeneuve Robotics, a small, but ruthless synth design and manufacturing company. A number of NPCs are also detailed, ready for the Game Master to add to her game along with a wide range of enemies and villains, from Challenge 0 up to Challenge 11. They include civilians, gangsters, Wesleys—Crush addicts, spiderbot, mechs, synthdogs and canine mechs, retirement officers, cyberninja, liberated AI, spider tanks, and more. 

Rounding out Carbon 2185 is the scenario, ‘Chow’s Request: A Carbon 2185 Adventure for 1st Level Cyberpunks’. The cyberpunks are asked by a gang leader to retrieve some stolen property from a rival gang. Various hooks are given as to why the cyberpunks might want to get involved, including being indebted, wanting to join the gang, and being an undercover law enforcement officer. It is decent enough scenario, basically a snatch and grab and its consequences, primarily focused combat. It would have been nice to see some options for Hacker Class for example.

Physically, Carbon 2185: A Cyberpunk RPG is a stunning looking book with a great cover and plenty of full colour artwork inside—although only in the first two thirds of the book. The layout tidy and looks impressive on its stark white pages. Unfortunately, dig a little deeper and there are one or two issues with the book’s production values. It does another edit, but the main problem is one of organisation in that a lot of the rules for actually creating a cyberpunk are in the rules section in the middle of the book rather than at the beginning and then the rules section comes after the one on combat. So expect to be flipping back and forth with Carbon 2185, especially when creating cyberpunks. None of this is helped of course, by the lack of index, an absurd omission in 2019, let alone 2185.

As solid a design as Carbon 2185: A Cyberpunk RPG is, it does feel slightly lacking places. There is lack of commercialisation in its depiction of 2185, in that every item will have a brand and the brand you use matters in the Cyberpunk genre. The corporations are mentioned, but the make and model of the items they sell. The presence of the media in the San Francisco feels underdeveloped and for any Game Master wanting not to set his campaign in the Golden City, there is only limited information about the world beyond its walls. Unfortunately, there is no advice for the Game Master on running Carbon 2185: A Cyberpunk RPG or the genre, and sadly, there is no bibliography either (although it could be said that Carbon 2185 wears its influences like adverts on your neurolink display). Thus no advice on the types of games that the Game Master could run, whether that is gang warfare on the streets of San Francisco, hunting down Synths as retirement officers, attempting to bring down the corporations, and so on. Hopefully a supplement specifically aimed at the Game Master will address these issues. 

If you are looking for a Cyberpunk or Science Fiction roleplaying game after playing Dungeons & Dragons, Fifth Edition, then absolutely, Carbon 2185: A Cyberpunk RPG is a good choice. Equally, it is a good choice if you are looking for a Cyberpunk or Science Fiction roleplaying game, the core mechanics of Dungeons & Dragons, Fifth Edition likely to be familiar and easy to handle, with the new rules and changes nicely emulating aspects of the Cyberpunk genre without disrupting the core rules and mechanics. Overall, Carbon 2185: A Cyberpunk RPG does an impressive job of showcasing the adaptability of the mechanics of Dungeons & Dragons, Fifth Edition whilst being solid take upon the Cyberpunk genre.

Zatannurday: Lucifer and Constantine on Crisis

The Other Side -

A special sort of Zatannurday here today.

This past week we saw the Crisis on Infinite Earths on TV.  Something I have been wanting to see for years.
I got to see a ton of my favorite DC characters in their TV incarnations but two of my favorites are John Constantine (Matt Ryan) and Lucifer Morningstar (Tom Ellis).



The scene was pitch-perfect for the Lucifer show.


Lucifer does his mind trick on Mia and even subtly flirts with John Diggle. It was great.
This small scene makes me want more Lucifer on Legends or John on Lucifer.
Plus I need to learn what the deal was between John and Mazikeen.

Not to be lost in all the devils, gods and Earths going boom we also got Jim Corrigan, aka the Spectre. My prediction: Oliver will become the new Spectre for the Arrow-verse.

Parts 4 and 5 will be out next year. 

Simply Weird

Reviews from R'lyeh -

Published by the Melsonian Arts Council, Troika! is a Science Fantasy roleplaying game of baroque weirdness that lies beyond eldritch portals that open into non-euclidean labyrinths which lie on the edge of creation under skies filled with innumerable crystal spheres and the golden-sailed barges that travel between them. It combines a simple set of mechanics with a world that is not so much described as implied in its thirty-six refulgent and empyrean character options. This is a world and roleplaying game inspired by Gene Wolfe’s The Book of the New Sun series and  M. John Harrison’ Viriconium series, with just a little feel of Jack Vance’s The Dying Earth. Further, and although the mechanics of Troika! are not compatible with the majority of roleplaying games and scenarios for the Old School Renaissance, in tone and feel, it is not dissimilar to scenarios like Slumbering Ursine Dunes and Misty Isles of the Eld from the Hydra Collective LLC, Crypts of Indormancy and The Monolith from beyond Space and Time, and roleplaying games such as Monte Cook Games’ Numenera, Pelgrane Press’ The Dying Earth, and Lost Pages’ Into the Odd.

Characters in Troika! are very simply defined with three attributes—Skill, Stamina, and Luck plus a Background. Skill represents a character’s capabilities and prowess in combat, Stamina his Hit Points—if reduced to zero, he is dead, and Luck for just about anything else. Every character also starts with the same set of possessions. It is the Background though, such as Ardent Giant of Corda, Journeyman of the Guild of Sharp Corners, and Temple Knight of Telak the Swordbringer which defines the character in terms of origins, role, and advanced skills and possessions. Some Backgrounds also provide a special rule to do with an ability specific to them. For example, the Monkeymonger has spent his life herding Edible Monkeys, but has left his former occupation after falling or stepping off The Wall. He owns a Monkey Club, a Butcher’s Knife, a pocket full of monkey treats, and a herd of small monkeys too scared to run away from him. His advanced skills are climbing, trapping, club fighting, and knife fighting. The special rule associated with this Background has the Game Master rolling on a table to determine the Mien of the monkeys.

To create a character, a player rolls several six-sided dice for his character’s Skill, Stamina, and Luck, and notes the results down along with his character’s baseline possessions. Then he rolls d66 to generate a number between one and thirty-six and his character’s Background. The values listed for the Advanced Skills and the Spells are simply added to the character’s base Skill value to determine their final value. The process is really simple and easy, and between a group of players should create some interesting characters (although lose a few characters and the choices available in terms of Backgrounds may be limited to avoid repetition). The process is also fast. A character in Troika! can be created in a couple of minutes! 

Our sample character is a Claviger, a Master of Keys, obsessed and trained with the opening of doors and locks, both mundane and mystical. Ixyll is an orphan raised by the Grand Order of the Master of Keys and is obsessed by opening the doors, locks, and portals to furthest reaches of creation.

Ixyll
Background: Claviger

Skill: 5
Stamina: 20
Luck: 9

Advanced Skills: Locks 4, Strength 3, Trapping 3, Maul Fighting 2
Spells: Open 2, See Through 1, Lock 1

Possessions: Knife, lantern & flask of oil, rucksack, six provisions, festooned with keys (counts as Modest armour), a Distinguished Sledgehammer (counts as Maul), lockpicking tools

Mechanically, Troika! is disarmingly simple, if somewhat inelegant. To undertake an action, a player rolls two six-sided dice, aiming for a result equal to, or under, the appropriate Skill value. In an opposed roll though, the Skill value is added to the result of the roll and compared with that of the opponent’s to see which result is higher. Where Skill or an Advanced Skill does not factor into a situation, but a roll is still needed, the player instead rolls against his character’s Luck. This though, comes at a cost, the character sacrificing a point of Luck to make this roll. So essentially, a character’s luck (and Luck) can run out over the course of an adventure. Thankfully, this is not a permanent loss, and both Luck and Stamina can be regained once a character has taken the time to rest.

Combat  primarily consists of opposed rolls of Skill plus Advanced Skill plus the result of two six-sided dice, the roll determining which combatant hits and inflicts damage, whether that is mêlée or missile combat. Rolls of double six are criticals and count as Mighty Blows which inflict double damage, whilst double ones are fumbles and enable an opponent to inflict an extra point of damage. Mighty Blows can inflict a lot of damage on defendants and that includes the player characters, so Troika! has the potential to be fairly deadly in play. Thankfully though, character creation is quick, so bringing replacement characters into play should not too much of an issue. Other rules cover grappling, use of multiple weapons, armour and shields—both reduce damage, and so on. So simple and fast enough, but initiative is very different.

Initiative in Troika! requires tokens—a lot of tokens. These can be dice, counters, and so on, as long as they are in a mix of colours. Each player character requires two tokens of the same colour. All of the enemies require tokens in the same colour equal to their combined total Initiative value. One last token is needed of an entirely different colour. This is the End of the Round token. This collection of tokens, known as the stack, goes into a bag or container and shaken up. Then over the course of a round, the Game Master draws tokens one by one. When a player character’s token is drawn, he can act and when an enemy’s token is drawn, one of their number can act. This continues until all of the tokens have been drawn, or the End of the Round is drawn.

These Initiative rules are very different (at least for roleplaying, something like them being used in the board game, German Railways) and have an unpredictable, organic feel and flow. One clever extension of them is the aiming rule, which by letting a player character place one less token in the stack, lets his player rolls twice and take the best result when his second is drawn. However, the unpredictable nature of the Initiative mechanism means that the enemies might act before the End of the Round token is drawn and so prevent the player characters from acting in a round; some player characters might get to act, but not others before the End of the Round token is drawn; and all of the enemies might get to act before the player characters. Now barring the last one, which could occur in a standard combat engagement anyway, some players may be dismayed by being denied the chance to act, something which flies in the face of just about every other roleplaying game. What it represents, though, is a stronger ebb and flow of combat, of combatants hesitating, seizing the initiative and losing it, and so on.

Troika! includes some seventy or so spells. Each is treated like an Advanced Skill which needs to be rolled against when cast and also has a cost to be paid from the caster’s Stamina statistic when cast. A result of double one means that the spell is successfully cast, but a roll of double six means that the spell has not only failed to be cast, but that the caster’s player must roll on the ‘OOPS!’ table, which is given on the inside back cover. This can radically change the caster, whether that is deducting twenty-five years from the caster’s life or not, such as turning everyone nearby turning into pig, except the caster. The ‘OOPS!’ table definitely has an obsession with pigs! 

Monsters or enemies are treated in as simple a fashion that is in keeping with the rest of Troika! There are some thirty or so given from Alzabo and Boggart to Ven and Zoanthrop. The first is a ghoul-bear, the second is a grumpy Pixie, the third time travellers from the End of All Things, and the fourth, fashionistas who followed a fashion too far to be in touch with the animal kingdom and gave themselves partial prefrontal lobotomies… Every enemy entry includes a Mien table to quickly determine their attitude when encountered. All have slightly lower Stamina ratings in comparison to the player characters in order to make combat quicker to run and to balance against spell casters having to expend their Stamina to fuel their spells. 

Lastly, Troika! includes ‘The Blancmange & Thistle’, an introductory adventure. It is intended to be dropped into an ongoing campaign with little rhyme or reason, and sees the player characters taking rooms at The Blancmange & Thistle hotel in the city of Troika. They are forced to share a room because there is a big party on the roof to which they are also invited, but anyone and everyone is also going to party too. All of them just as weird, if not more so, as the player characters. The adventure really consists of the player characters having a terrible time in the hotel’s lift as one weird guest gets on as another weird guest gets off at his floor. The problem with the scenario is that it will fall flat if the player characters refuse to engage with it, but should they actually engage with the weirdness around them—and they have no excuse given just how weird they all are—then this is a lively, silly trifle of an adventure which has a feel of The Dying Earth about it. Writing adventures to fit this tone or indeed the feel of the world of Troika! may be a challenge for some Game Masters and the roleplaying game does not include any advice to that end—or indeed any advice. Although to be fair, the roleplaying game is not aimed at the inexperienced roleplayer. 

Physically, Troiki! Is very nicely presented. A nice touch is that the various sections—character creation, rules, spells, and the bestiary and scenario—are each done on different coloured paper, making them stand out a little in the digest-sized hardback. The writing is good and the artwork is suitably and weird throughout.

Mechanically, Troika! is undeniably simple, looking and feeling a little like the Fighting Fantasy solo adventure novels of the nineteen eighties. The application of Backgrounds though, not only make them more competent, they also provide ways in which the player characters can each be cool. The Backgrounds also suggest aspects of the wider world—or edge of the world—whilst still leaving plenty of room for player input. Ultimately, if Troika! is missing anything, it is more of this fantastically weird and baroque world that the Backgrounds and the scenario hints at, which as ‘The Blancmange & Thistle’ demonstrates really comes out in play rather than presented as chunks of information. Thus Troika! would benefit from further weird adventures rather than sourcebooks.

Troika! is a fantastic little book, a roleplaying game, which with its simple rules and rich character Backgrounds, possesses a superb pick-up and play quality. It would be fantastic to see that supported with a book of easy to pick up and run short scenarios, but the scenario in this book, ‘The Blancmange & Thistle’, is a fine start.

Touting Taverns

Reviews from R'lyeh -

Taverns are a cliché in fantasy roleplaying because that is always where adventures begin, as in, “You all meet in an inn.” They are places where the adventurers can buy a drink, pick up a few rumours, perhaps get hired for a job, and then go on their merry way to delve into some dungeon or some other adventuring site. Then when the adventure is over, they are places for such adventurers to retire to and spend their loot on wine, women, and song. The Pocket Companion: A Tavern Guide is designed to make such establishments more interesting than that and to give multiple examples of such places where food and drink, company and entertainment can all be found and enjoyed. Some seventy or so taverns detailed, spread across four types of terrain—cities and towns, on the road, villages, and wilderness—all designed for use with the fantasy roleplaying game of your choice, for the content of The Pocket Companion: A Tavern Guide is entirely systemless. Further, the supplement published by Wisdom Save Media is very simply presented in a black and buff booklet in order to make it friendly on the pocket.

Now despite saying that The Pocket Companion: A Tavern Guide is systemless—because it is—it has its own system of presenting and rating each of the taverns described within its pages. Every entry is rated in terms of casks, from one to five, taking into consideration its customer service, quality of produce, comfort, range of services offered, décor, and overall customer satisfaction. This is only a rough guide and is open to interpretation, so a one-cask tavern might give great customer service, but serve terrible beer and have cheap furniture, or the beer is great, but overpriced, served by rude staff, and patronised by aggressively surly customers. The particular services offered by each tavern are indicated by a number of icons, one each for food, stables rooms, merchant (services), blacksmith, entertainment, and bar staff and patrons. Again, these are are open to interpretation, but further information is provided in each tavern’s description and some of their customer comments.

In addition every entry includes a description, a bit o’ history, and one or two reviews. Some also give descriptions of the staff and patrons of the tavern, each of whom is accorded their likes, dislikes, wants, fears, and flaws, all of which are organised into a table of their own. There are typically three of these per entry that includes them, nicely providing a thumbnail portrait of the individuals. This increases the page count for the entries with NPCs from one page to two.

For example, The Yellow King is rated three casks and offers food, entertainment, and rooms. The sign over its door depicts a figure with its head bowed and covered in a cowl and dressed in yellow tattered robes, surrounded by shadows which suggest the figure might have wings. Inside, its many patrons sit in small clumps, staring into their greasy yankards amidst an air of desperation and menace… According to its ‘A Bit O’ History’, The Yellow King is place for its patrons to drink and forget, ignoring the city’s worst inhabitants in the tavern’s dark corners. The right connections will get an introduction to any one of them should you have need of their prowess at blackmailing and coercing others. The price though, is often more than simple coin… Surprisingly, Hildred Castaigne only gives the tavern a rating of two out of five.

Where The Yellow King is found in a city or town, The Lair is rated at four casks and is located somewhere in the wilderness, its exact location and appearance changing at the whim or need of the owner, Nox. Nox is an average bakeep, though he does have information to sell for a price. The tavern is described as being clean and well-maintained, but the decor may well be off-putting and there are shady corners where all sorts of business can be conducted. Nox is described under ‘A Bit O’ History’ as often being sarcastic or derisive towards his customers as he would rather be elsewhere, though he will help those new to the area. It is awarded five out of five in one reward, but three out of five in another, the latter pointing out that Nox is freaky, whilst his bouncer and waiter twins are always grinning….

Under ‘Staff and Patrons of The Lair’, Nox is revealed as an intelligence broker with blank, disinterested expression and a sarcastic manner. He is also a vampire! He likes decorating and colourful cocktails, dislikes cleaning and daytime, wants better servants, fears not being needed, and suffers from the flaws of being overly supportive, even to his own detriment. Both his bouncer and waiter twins are given a similar treatment as is a secretive patron known as The Alabaster Mask.

In addition to the numerous taverns, The Pocket Companion: A Tavern Guide also includes a few plot hooks, a set of tables for determining the details of cellars as well as their secrets, for creating the names of beers, wines, and liquors and how they taste, some twenty distractions to throw at the player characters, and games like Beggars Blackjack and Drinks and Daggers. All of which can be used to add colour and flavour to the player characters’ visit to any of the establishments described earlier. Then if the Game Master runs out of choices within the pages there is a quick and dirty means of generating more taverns with a set of further tables. The book itself is rounded out with space for the Game Master to record her own creations.

Physically, The Pocket Companion: A Tavern Guide is a plain and simple book. It is only lightly illustrated, but more problematically is that it does need another edit as the writing in places is not as succinct or clear as it could be. Much of this stems from the contents of the book being crowd-sourced, so the writing is variable in its quality. The fact that the contents of the book were crowd-sourced also means that there is another issue with The Pocket Companion: A Tavern Guide in the degree of repetition between its seventy or so entries. So this means that there are lots of taverns that are run by retired adventurers, taverns that are really busy despite being off the beaten track, taverns run by Dwarves, and so on. What this means is that the Game Master has to be careful when selecting the next tavern to add to her game lest it is too similar to the last one that the player characters visited.

Overall, although The Pocket Companion: A Tavern Guide is somewhat rough around the edges, it does give the Referee plenty of choice and plenty to work with. Which it does in an inexpensive and accessible fashion.

“Spacy Spheres and Funky Shacks”: The Otherworlds of 1971’s ‘Domebook 2’

We Are the Mutants -

Exhibit / December 12, 2019

Object NameDomebook 2 
Maker and Year: Pacific Domes, 1971 (Lloyd Kahn, editor)
Object Type: Building publication
Image Source: Archive.org
Description (Michael Grasso):

“The thing about zomes is,” Riggs with a desperate grin, “is they can act as doorways to other dimensions. The F-105s, the coyotes, the scorpions and snakes, the desert heat, none of that bothers me. I can leave whenever I want.” He motioned with his head. “All I have to do is step through that door over there, and I’m safe.”

“Can I look?” said Doc.

“Better not. It’s not for everybody, and if it’s not for you, it can be dangerous.”

Inherent Vice, Thomas Pynchon

In the spring of 1971, it seemed everyone on the fringes of mainstream society in North America was trying to build geodesic domes: soaring gridwork domes made of plastic and steel, of wood, of concrete. Inspired by technocratic engineer-turned-counterculture guru and geodesic dome evangelist R. Buckminster Fuller, hundreds of back-to-the-land hippies sought to use his elementary architectural example of solid geometry as the basis for their homes and gathering places. One of the many venues that helped dome aficionados figure out how to build their own domed spaces was a guidebook assembled by a group of students and facilitators at a freeform California high school. Inspired by their own experimentation with building geodesic structures, and directly assisted by the runaway success of Stewart Brand’s Whole Earth Catalog, these dome-builders and educators released a pair of “Domebooks” in 1970 and 1971 for sale to the general public. While Domebook One was more of a straight-ahead how-to construction guide, Domebook 2 acted as a clearinghouse for correspondence from a panoply of counterculture builders, along with material specifics on dome-building, ruminations on the geometry behind geodesics, a lengthy interview with Fuller, and a plethora of intriguing diversions illuminating the state of the counterculture in the early 1970s.

Buckminster Fuller’s conception (and subsequent U.S. patenting) of the geodesic dome does owe quite a bit to German engineers and architects of the interwar period, but during Fuller’s tenure immediately following World War II at the renowned experimental Black Mountain College near Asheville, North California, he struck upon the idea of building domed structures around regularly repeating three-dimensional geodesic frameworks. They would be strong and cheap, ideal for quickly assembling structures with a minimum of materials. Postwar developments in lightweight construction materials, such as aluminum and petrochemically-derived plastics, would provide the ideal building blocks for geodesic structures, just as they were already being used everywhere from suburban homes to designer furnishings. The U.S. government, specifically the defense establishment, immediately saw the value of these domes for structures that needed to withstand difficult climactic conditions, including radomes on the U.S. Air Force’s Distant Early Warning Line built in the Canadian arctic. Fuller’s patented domes were therefore fully integrated into the U.S. military-industrial complex prior to their adoption by the counterculture. Fuller’s emergence as an unlikely countercultural guru culminated with the release of his seminal 1969 Operating Manual for Spaceship Earth, but his eccentric futurist visions had intrigued independent thinkers throughout the 1960s. Fuller’s own life was full of such contradictions: a man born into old Yankee WASP privilege, his own lifelong nonconformist ethos and mystical epiphany in 1927 were always at the heart of his humanitarian inventiveness and intellectual creativity.

The Domebooks themselves emerge, just as the geodesic dome did at Black Mountain did a quarter-century earlier, from the lengthy tradition of American experimental schooling arguably begun with the work of John Dewey in the late 19th century. Domebook 2 tells the tale of Pacific High School, a “free school” founded in 1961 in Palo Alto and designed to center the students’ experiences over formal instruction, hierarchies, or explicit supervision from adults. Field work was common at Pacific, as well as trips abroad. By 1965, the school had received 40 acres in the Santa Cruz Mountains, which the students first commuted to and eventually decided to live on, sharing responsibilities for food, shelter, and maintenance. Inspired by the domes that were popping up in locations like Big Sur (the location of countercultural retreat Esalen) thanks to dome-builders like Lloyd Kahn, the students tried their hands at dome construction. Like many of the student-directed experiences at Pacific High School, the domes met with frequent failures, but by the time of the first Domebook‘s release, more than a half-dozen domes made from different kinds of building materials with differing levels of success were standing on the grounds of the school.

Domebook 2 differs from the marginally more staid Domebook One in its patchwork ‘zine-like appearance; while both Domebooks used Stewart Brand’s Whole Earth Catalog publishing facilities (and Domebook One definitely apes the Catalog in its sleeker modernist visual design in spots), Domebook 2 has a much more homemade feel to it, with whimsical cartoons, sometimes-baffling asides, imaginatively-designed photograph inserts, and hand-drawn subject headers all over the document. The purely mathematical and practical portions of Domebook 2—illustrations of geodesic shapes, listings of angle calculations for various dome structures, and the like—possess that very peculiar aesthetic combination of hard technocratic science and near-mystic wonder that some have called “hippie modernism.” In explaining the five Platonic solids, Domebook 2 offers images of microscopic plankton that adhere to the geometry of said solids, showing that Fuller’s designs adhere to the ancient esoteric maxim of “as above, so below.” Domebook 2 is definitely meant to inculcate a geodesic “state of mind” in the reader; before building a dome, Domebook 2 advises every prospective dome-builder to get their hands on modeling materials and physically build a model of their desired dome: “Don’t try to build a dome without first making and studying models.” One can easily imagine even a dilettante with no interest in building their own domed home simply buying the Domebook to stare at the endlessly repeating geometries within; Domebook 2 even outright states that making a geodesic sphere model will allow you to “trip out on the different patterns.”

That variety of building materials evident in the Pacific High School projects was multiplied greatly in the photos and written contributions by the far-flung correspondents to Domebook 2. Each of these small groups of dome-builders—some of them families, others communes, some eccentric wealthy individuals, professional conferences, and even a few universities—had their own unique challenges in building and maintaining geodesic dome structures. The Pacific High School “campus” located in the woodlands of Northern California was situated in a temperate, if wet, climate. But within the pages of Domebook 2, builders from all across North America, from the frozen plains of Alberta to the deserts of New Mexico to the high mountains of Colorado to the snowy backwoods of Vermont, explain their own unique local challenges to dome-building, from temperature variations to precipitation to the incursions of porcupines. Correspondents to Domebook 2 accentuate the wisdom to be found in native populations and traditions—“for practical as well as spiritual reasons,” as one correspondent from New Hampshire says in a letter—such as using hand-split cedar shake shingling in the Pacific Northwest. Disagreements among the contributors on whether to use organic renewable building materials like wood or non-renewables like metal, concrete, or products of the “petroleum sucked from the earth” like plastic and foam insulation occasionally get heated; recommendations for how many Douglas fir seedling plantings would pay Mother Earth back for one’s dome are included in one sidebar. Tales of recycling and outright scavenging materials abound in the letters: “Use as little ‘money’ as possible. Recycle waste as much as possible. Manufacture our own parts as much as possible. Keep it clean as much as possible.” A Digger-like group that recycles urban waste for building and living materials goes further, cannibalizing old condemned structures; as they say, “The only growing resource is trash.”

Which brings us to the social and political aspects of the various dome projects seen in Domebook 2. The majority of these experimental builders, like Pacific High, reject many of the traditions of conventional mid-century American society. Dropping out and living by their self-professed ethos, many of the builders not only calculate the costs to Earth for their building materials but try to ditch the “square” mentality entirely in the process of building: “The most important thing we learned building this dome is that women baking bread while ‘dudes’ build domes is sexist bullshit,” says one of the Red Rockers commune in Colorado. “We dig science and futuristic stuff,” say the Red Rockers about their 60-foot wide central dome. “We wanted our home to have a structural bias against individualism and for communism; we like doing big things together.” But the pages of Domebook 2 are full of references to authority figures among the “straight” world who seek to take away the autonomy of dome-builders, usually through the use of building inspectors. The Pacific team itself tells of difficulties with the local authorities as they attempt to be open with the building inspectors and thus manage to remain “half-way within the law”: “Through maneuvers over the months, some good human beings in Santa Cruz county department, we somehow become semi-legal.” Several of the commune groups also cite intense police interest in their communities and, given that many of these letters were written in the previous year (1970), the spectre of the state-sanctioned violence at Kent State hovers over the many submissions to Domebook editors. One particularly hair-raising account depicts county inspectors in Topanga, California siccing police helicopters on a dome-building community; comparisons to the war in Southeast Asia are naturally made. And occasionally, the geodesic dome’s established place in the military-industrial complex peeks through the overall handcrafted and hippie vibe of Domebook 2; many of the tables, calculations, and illustrations that help a dome-builder figure out the geometry of a geodesic dome are present in Domebook 2 thanks to the computer-aided calculations of a NASA researcher named Joseph Clinton.

Probably the most poignant thing about Domebook 2 is what’s made clear by so many of the stories from the field: that ultimately the domes aren’t really keeping their inhabitants all that warm and dry. “Probably the main reason there are not more dome homes,” says the “Sealing” section of Domebook 2, “is the problem of leakage.” The Domebook writers even admit that their next book will cease focusing on domes and their cousins, zomes, and instead fall under the more general banner of “Shelter.” The lack of a Domebook 3 would end up removing a major venue for dome-builders and inhabitants to socially network about repairing and maintaining their structures. But among all the letters and photos, and throughout all the narrative streams, what shines through is that the domes themselves are helping people imagine a different future, one that looks and feels radically different from the North American suburbia that most of these young builders grew up in, a world of people taking charge of their own housing and electing to form their own communities. Whatever mundane problems that rain and snow and cops and building inspectors might present to the dome-builders, that vision of “other dimensions” on the other side of the zome doorway, of a new path forward that “trips out on the different patterns,” of a possibility for living outside what seemed like an omnipresent and oppressive system, remains.

Next Projects, the OSE Witch & Warlock

The Other Side -

Work has been busy as hell and I had a couple of other unexpected projects dropped on my lap.
What's that mean to you?  Well a long story short, that means my next scheduled release is going to be late.

Granted. These were all self-imposed deadlines.  So the only one here who is upset about this is me.

My next two books will both be for Gavin Norman's Old School Essentials.

I am extending my Back to Basic celebration a little into 2020 where I hoped to also publish a few books for D&D5.  Ah well.  This gives me time to give these two projects the more attention they deserve.



So what can I tell you now?

The Craft of the Wise: The Pagan Witch Traditions


This book follows the same series as the Daughters of Darknessthe Cult of Diana, Children of the Gods, and the Pumpkin Spice Witch.


This book covers the Pagan Witch Tradition and it is really about 75% done.  It has a bunch of new spells, a lot of new rituals, some new monsters.  I also talk about spell creation, magic item creation and running a Pagan campaign.  I talk about how the witch is a better fit with druids, barbarians and bards than magic-users do.  I am also working on a few more covens.  If you have any of those books then you have an idea what this one will look like.

This book is overtly compatible with OSE but it also harkens back a little more to the B/X sources.  You can probably see where it is going based on my posts since Halloween.  This book will also have more of an "Advanced Genre Rules" feel to it.

I wanted to post this on the Winter Solistice (ten days from now) but I am not going to make that. So instead look for an Imbolc (February 2) release.  It will be a "Letter-sized" or 8.5" x 11".  Aiming for 64 pages.

The Warlock for Old School Essentials



This book will present a new Warlock class for Old-School Essentials.  This book will fit more with the "Core Fantasy Rules" of OSE and I'll present some options for "Advanced Fantasy".  It will be largely compatible with my other Warlocks and the spells can be used by witches or warlocks.

The idea here is that both books will be complete unto themselves but also can be used to complement each other.  This one is not as far along.  I was aiming for an Imbolc release and I think I will stick to that.

This book will be "Digest sized" or roughly 6"x9" or 5.5"x8.5".  I need to check what DriveThru supports.

There will be lots of new spells (at least 60) and new invocations.  Not sure if there will be any monsters or not.  Likely it will not have any demons since they really don't fit the feel of OSE or B/X.

Right now this book is only about 45% done.  Aiming for 32 or 48 pages.

I am disappointed I am not going to make my dates, but I think it makes for better books.

Pages

Subscribe to Orc.One aggregator