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Hacking the Temple of Doom

Reviews from R'lyeh -

The Slave Mines of Vindicus the Terrible is a scenario for Barbarians of the Ruined Earth which wears its influences clearly on its sleeves. These are Indiana Jones and the Temple of Doom and the Dungeon Crawl Classics roleplaying game—and they both align with each other. The influence of Indiana Jones and the Temple of Doom shows in the setting for the scenario and who the players roleplay and the influence of the Dungeon Crawl Classics roleplaying game shows in who and how the players roleplay. The setting for The Slave Mines of Vindicus the Terrible is, like Barbarians of the Ruined Earth, the far future that is the Ruined Erath, long after an alien planet crashed into the Moon and caused it to rain down on the Earth. In the wake of this disaster, the Earth has been radically changed, a world of Stupendous Science, of subjugation by vile Sorcerers, of scavengers searching the ruins for lost technology, of Robots with new found free will searching for a purpose, and of  fearless, mightily thewed barbarians saving the day with savage beastmen as their companions by their side. One of these Sorcerers is Vindicus, who has risen to power and sent out his Mooks to abduct children from nearby villages and make them work in his mine a la Indiana Jones and the Temple of Doom

Now in Indiana Jones and the Temple of Doom, these children escape due to the intervention of Indiana Jones, and in the typical adventure, it is the Player Characters who will take the Indiana Jones role. Not so in The Slave Mines of Vindicus the Terrible. Instead, the players take the roles of these children—four of them apiece—who take advantage of the disruption caused by the intervention of adventurers—who remain completely off camera for the entire scenario—to sneak out of the mines. As children, they do not yet have a Class or a Level, and are in fact, Level 0 Player Characters. If they survive long enough to escape the confines of the cave, then they may acquire sufficient Experience Points to step up to First Level. Here then is the influence of the Dungeon Crawl Classics roleplaying game and its infamous Character Funnel which pitches Zero Level Player Characters into a dangerous environment best suited to at least First Level characters. 

Surviving long enough is the issue though, particularly as the Player Character Children are both fragile and unskilled. Mechanically, this modelled with each only having four Hit Points and instead of having the standard set of Attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—which the player rolls against for any action as per The Black Hack rules used in Barbarians of the Ruined Earth, a Player Character has ‘Kid’s Luck’. This is a fifty percent chance of any action succeeding, although a player can roll with Advantage under certain circumstances, for example when his Child character is sneaking. Conversely, he will roll with disadvantage under other circumstances, such as his Child character attacking a creature larger than he is. Lastly, except at key points during their escape attempt, none of the Children will actually be killed. Instead, they will be simply recaptured and dragged back into the mine by the evil sorcerer Vindicus’ robo minions and miners. 

The adventure begins with a sudden break in the power throughout the mine and the halogen bulbs which provide the various areas going out and the doors to the cells where the Player Characters are incarcerated swinging open… On the one of the many television screens which hang on the walls of the mine, Vindicus the Terrible himself appears and rages at the temerity of the intruders come to steal his Battle Staff of Disruption! With the cage doors open, the Player Characters have an opportunity escape—if they can avoid Vindicus the Terrible’s miner-bots, robo-drones, robo-guardians, robo-warriors, and Overseer Glog. Let alone what horrid creatures might have crept into the abandoned parts of the mine—such as the dread Toxic Hipposludgeopus!! For the most, this is a stealth and exploration scenario, combat is to be avoided, but there are plenty of places to investigate and more than a few interesting things to find.

The Slave Mines of Vindicus the Terrible provides a lot of support for the Game Master. This includes stats for all of its monsters and NPCs—though not Vindicus the Terrible himself, so hopefully he will return in a future scenario—plus rules for handling swarms. It goes further with very good staging advice for the Game Master. Each entry in the mine is broken into a series of boxes as appropriate. Thus ‘White’ for general description, ‘Grey’ for random Events or Sorcerer’s TV—the latter broadcasting what happens to the scenario’s on-screen/off-screen villain, ‘Yellow’ for further details when the Player Characters investigate the area, and ‘Orange’ for elements or things which will only be revealed if searched for or interacted with, or are hidden. It makes the scenario incredibly easy to run, virtually straight off the page. 

Physically, The Slave Mines of Vindicus the Terrible is vibrantly presented in the big bold colours of the Saturday Morning Cartoons that inspire both the scenario and Barbarians of the Ruined Earth. The scenario is also clearly written and easy to grasp, and can be prepared with a minimum of fuss. 

The Slave Mines of Vindicus the Terrible is by no means a terrible scenario, but in some ways, it is a bad scenario for Barbarians of the Ruined Earth. The problem with the scenario is that it is as fun as it is, it does not showcase either the rules or what players can play in Barbarians of the Ruined Earth. The core rules in the scenario are different and none of the Classes are used. Further, unlike  Character Funnels for the Dungeon Crawl Classics roleplaying game, this scenario is different. The Slave Mines of Vindicus the Terrible is not a Zero Level done and then First Level scenario. That is, the Player Characters are not automatically First Level, but rather the experience in the mines becomes an event in their childhoods and one that forms the basis of the Bond between them. As much as it is an introduction to the setting, it is not an introduction to the actual roleplaying game, it does not provide the mechanical elements that they would normally expect. So much so that The Slave Mines of Vindicus the Terrible could all be run without any reference to Barbarians of the Ruined Earth! What this means is that at this point, Barbarians of the Ruined Earth really needs a scenario which does that, and when it does, it should be sequel to The Slave Mines of Vindicus the Terrible.

The Slave Mines of Vindicus the Terrible is a big, fun scenario for Barbarians of the Ruined Earth. It is easy to grasp and easy to run, and everyone, the players, their multiple characters, and the  Game Master should throw themselves into making their escape from The Slave Mines of Vindicus the Terrible!

Murder or Mythos?

Reviews from R'lyeh -

A year ago, in the small town of Milo, Maine, thirty-year-old Alicia Thorne left Redd’s Bar and Grille after a few quiet drinks with casual friends. She never got home. The local police department investigated, but neither found her body or signs of a struggle. The number one suspect was, and remains today, her partner, Ben Facet. Public opinion then—and now—was that he kidnapped and murdered her. After all, he is known to be a recluse who collects strange books and manuscripts, who dresses in strange costumes, and practices all manner of sorcery and witchcraft. Who knows what goes on in the basement of the house that he shared with the missing woman? This is the background against which the Player Characters return to the town of Milo to celebrate their ten-year high school reunion. Everyone has an opinion upon what happened to Alicia, especially many of the women who attended high school with her and so will be at the reunion. The question is, what happened to Alicia, and did her partner, Ben, have anything to do with it?

This is the set-up for Whatever Happened to AliciaThorne?, a short scenario set in the modern day just north of Lovecraft Country for Callof Cthulhu, Seven Edition. Published by Stygian Fox, it can be played as a one-shot or as a campaign starter, and although there is advice on running the scenario as part of a campaign with more traditional Call of Cthulhu Investigators, Whatever Happened to Alicia Thorne? is not really suitable for use in such a campaign. Ideally, the players will create new characters, in general with relatively ordinary Occupations and develop some background as to who they knew at high school and what they have been doing for the decade since they graduated. This will come into play during the first part of the scenario. 

Whatever Happened to Alicia Thorne? is divided into two parts with an interlude in between. The first sees the Player Characters attend the reunion, an enthusiastic, if slightly down-at-heel affair. There is lots of scope here for interaction and roleplaying here—all to the music of the Player Characters’ youth, played very loud—with their former classmates, all of whom have their own backstories and post-school histories for the Player Characters to catch up with, as well as opinions of what happened to their former classmate, Alicia. With drinks flowing, the conversation is easy and the other guests share their histories and opinions freely, without the need for the players and their characters to roll Charm or Persuade skill checks. As the event winds down, the Player Characters have a chance to reflect and consider what they have learned over the course of the evening over a nightcap. This forms the scenario’s interlude between the two parts of the scenario.

The Player Characters become Investigators in the second half when they begin making enquiries into the disappearance of Alicia Thorne, themselves. Milo is a small town and Whatever Happened to Alicia Thorne? is a small scenario, so there are only a few places for the Investigators to look for clues—her family, her workplace, her last known sighting, and of course, her home. This also means investigating her partner, Ben. Whatever the police might say, both clues and local opinion point towards his involvement in his partner’s disappearance. 

When the Investigators do discover what has happened to Alicia, it is doubly shocking. Being a Call of Cthulhu scenario, Whatever Happened to Alicia Thorne? does involve the Mythos and being set in New England may suggest possibilities to veteran players of the roleplaying game and devotees of Mythos fiction. However, the other reason for its shock value is that the scenario does involve suicide. The scenario does carry a content warning, so a Keeper should be aware of this beforehand, and she should be aware of whether this would be a difficult issue for her players. An alternative option is included if neither the Keeper nor her players want to include this aspect in the scenario. 

Physically, Whatever Happened to Alicia Thorne? is a short—just eighteen pages long—scenario. The thirteenth entry in Stygian Fox’s series of Patreon releases, it is well presented and well written. In fact, it is a huge improvement upon other entries in the series in terms of its presentation, and hopefully future releases will maintain this standard. 

Whatever Happened to Alicia Thorne? is a surprisingly flexible scenario. It could easily be adapted to the Jazz Age of classic Call of Cthulhu or even the Purple Age of Cthulhu by Gaslight, but as written it would be easier to run at any time after World War II. Similarly, it is easy to shift in terms of location, with  somewhere near the coast being ideal. Designed to be played by between two and six Investigators, it can also be used as a campaign starter, a one-shot, a one-on-one scenario for a Keeper and single Investigator, and even as a convention scenario given its length. That said, if running it as a convention scenario, the Keeper will need to be up front about its themes. Whatever Happened to Alicia Thorne? would also work as a first scenario to introduce players to the Mythos and Call of Cthulhu, Seven Edition, again taking its mature aspects into account. 

As written there are no issues or problems with Whatever Happened to Alicia Thorne? It could though, have supported its flexibility with advice and suggestions for the Keeper. Whether that is moving it to a different time frame, running it for one player, or as a convention scenario. Some hooks to get each of the players and their characters involved would also have been useful too, not necessarily to Milo where their characters grew up, but to Alicia and her partner, Ben. This would not necessarily replace whatever details and background the players are encouraged to create and roleplay, but at least help if a player is short on ideas or the Keeper is preparing some pre-generated Player Characters. 

Whatever Happened to Alicia Thorne? is a solid, straightforward investigative one-shot with plenty of scope for roleplaying and interaction. Plotted more like a movie mystery with a horrifying revelation and shock ending, Whatever Happened to Alicia Thorne? is an excellent scenario to run for those new to the Mythos and Call of Cthulhu. Veteran players may well be just a little too jaded.

 

#FollowFriday: Elf Lair Games

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Ok. Today's #FollowFriday might be seen as a little self-serving...and it is.  But that does not negate the fact that there are a lot of great things brewing over at Elf Lair Games!

Elf Lair Games

Elf Lair publishes my original Witch class for Basic-era games and Eldritch Witchery for Spellcraft & Swordplay.   But most importantly They publish my newest pride and joy NIGHT SHIFT: Veterans of the Supernatural Wars.

There are a lot of great things coming from ELG so now is a great time to give them, well...us, a follow!

Elf Lair Games


So be sure to check out all these sites and follow them on social media.

Friday Fantasy: Lock-in at the Blind Raven

Reviews from R'lyeh -

Lock-in at the Blind Raven is an adventure for Dungeons & Dragons, Fifth Edition. Published by Critical Kit, it is designed for a party of four to five Player Characters of Third Level and is intended to be played in a single session, either as a one-shot or as part of an ongoing campaign. It involves a strange night of gothic horror and mystery in a tavern on one dark night. The scenario may involve combat and interaction, but primarily emphasises investigation and exploration.

Lock-in at the Blind Raven begins with the Player Characters in Sercana, the grim and grimy industrial town best known for the boompowder which is dug out of the surrounding hills and refined in the boompowder factory. The smoke pouring from factory’s chimneys obscures the sun and covers the town in a layer of soot. The town is also home to a notorious gaol and smuggling is rife—primarily of boompowder to a neighbouring power, but also of escaped inmates from the gaol. Here the Player Characters are hired by Judge Solomon Lazaric, recently appointed justice after the untimely death of the previous incumbent. Only recently arrived in the town, he is staying at the Blind Raven Inn, not far out of town, and found a note slipped under the door of his room. The note promised that he would be murdered that very night! He wants to hire the Player Characters to wait in the room and ambush whomever plans to kill him.

Several suggestions are given as to why the Player Characters are in Sercana, including smuggling or picking over a scrapyard for artefacts, but either way, Judge Solomon Lazaric approaches them and offers an evening’s work. As soon as they reach the Blind Raven Inn, things begin to take a strange turn. The inn stands atop a hill amidst a graveyard; there is only the one member of staff, a surly Orc too busy to serve them instead of a bar full of unseen customers who seem to be drinking the cellar dry; a sense of being watched, and more… The lock-in of the title is not the traditional lock-in of being able to drink at the bar beyond opening hours, but of being locked in and trapped, of examining the puzzle they find themselves in, and searching for a way out…

Lock-in at the Blind Raven is a horror scenario, but a mild one. Perhaps too mild a horror scenario. The author advises the Dungeon Master to be aware of the players’ boundaries and if necessary, discuss the nature of the scenario with them, and also that the scenario’s horror elements can be dialed up (or down) as necessary. Yet what he does not do is advise the Dungeon Master on how to do either. It would have been useful if tips and advice had been included to help her in doing so.

Physically, Lock-in at the Blind Raven is decently presented, everything is easy to grasp, and it makes good use of Dyson Logos’ cartography. Lock-in at the Blind Raven is an easy scenario to use and an easy scenario to use in any number of settings, whether that be Ravenloft or the Iron Kingdoms of Privateer Press’ Iron Kingdoms: Requiem setting, both for Dungeons & Dragons, Fifth Edition. It could be adapted to other settings or roleplaying games, especially ones which mix elements of industrialisation with their fantasy or have elements of horror in their settings. For example, Warhammer Fantasy Roleplay and Symbaroum would work for either.

Lock-in at the Blind Raven is designed to be played in a single session and would make for a decent interlude of horror and mystery between longer adventures. Unless the players dislike horror or the Dungeon Master is running it for a younger group, its horror will be too mild for most players. The likelihood is that the Dungeon Master will need to dial this aspect of the adventure up and unfortunately there is no advice given to that end. Slightly creepy and a little bit weird at best, Lock-in at the Blind Raven has the potential to even more so, but will need the input of the Dungeon Master to really amp it up.

One Man's God: Gods, Demigods, and Heroes

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If you pardon the play on words here, the book Gods, Demigods, and Heroes holds a place of strange honor in the pantheon of D&D books.  It was the last of the Original D&D Supplements, Supplement IV. The next thing to come out would bring the split in the D&D product line, the Holmes Basic would continue OD&D in a strange OD&D/AD&D hybrid and the Monster Manual would start the AD&D product line.   In many ways, my personal "Ur-D&D" is a combination of Holmes Basic, the Monster Manual, Eldritch Wizardry, and GD&H.  My copy is the 7th Printing from 1976 so it at least mentions all the above books on the back page. 

Gods, Demigods, Heroes, Legends and Lore

The book was certainly making the rounds in my schools' various D&D groups and it was used EXACTLY as Mr. Kask told everyone not to use it as; a high-powered Monster Manual.  I have a distinct memory of hearing a conversation in my 8th grade D&D club about how someone's character was now the head of the Greek Gods because he had killed Zeus with Stormbringer.  It was a different time.

But I am not here today to comment on the various merits of the GD&H book.  I am here to talk about what it has to offer in terms of a One Man's God feature.

To do that I first need to at least see what Gods, Demigods & Heroes has in common with Deities & Demigods.  

The Gods, Demigods, and Heroes

I am going to compare my original Gods, Demigods, & Heroes to my original Deities & Demigods.  Both books would later have various mythos removed.

The books have the following pantheons/mythos in common (in order of appearance from GD&H):

Egyptian, India, Greek, Celtic, Norse (the largest), Finnish, Melnibone, Central American, "Eastern Mythos" (Chinese)

And the only Mythos unique to GD&H: Howard's Hyborea.

If you grab the PDF or POD versions of GD&H now there are no Melnibone or Hybora sections.

In many cases, there are more entries for various gods, heroes, and monsters in GD&H than in the D&DG.  Largely this is due to the much smaller statblocks and the lack of any art.  I could spend a lot of time going over the various differences, but I am sure that has already been done elsewhere online.  There are people that live for that sort of in depth D&D scholarship.

This is a One Man's God post, so to stay on topic I am looking for demons.

Deities, Demigods, & Demons

This will be a bit harder to tease out since many of the entries do not have an alignment listed.   Yes you read that correctly one of the oldest D&D books does not even use alignment for gods or monsters.

Also, the aim of One Man's God is to cast various creatures in terms of AD&D Demons.  AD&D only existed in Gary's head at this point. Though the demons did get a jump start in Eldritch Wizardry.  So for this posting, I am going to see what monsters here could be classified as Eldritch Wizardry demons.  This is appropriate since so many of the entries here have psionic abilities.

Egypt, Greek, Celtic, Melnibone, Central American, Chinese: No new creatures.

India: The section on India gives us three fantastic choices.  The Rakshasas will later go on to appear in the Monster Manual and Lawful Evil.  The related Yakshas, called "The weaker demons" and two other possible ones in the Naga (also in the MM) and the Maruts, or the Wind Spirits. Maruts are likely to be good-aligned. 

Norse: While I commented in the past that the giants of Norse myth take the place of other myths demons, there are some creatures that could be considered more demon-like.  Garm the guard dog of the Gate of Hel is literally a Hel-Hound. The Fenris Wolf and Jormungandr are both either demi-gods or demons.  But these last two do not meet all the requirements I set out to be AD&D demons.

Finnish: The Finnish myths get a lot of expansion here and if anyone is a fan of these tales then DG&H is a superior take than D&DG. Likely to due space reasons.

Hyborea

This one is getting special attention as it is "new" and tales from Robert E. Howard really shaped the look and feel of D&D.  Interestingly enough, these gods have no psionic powers.

There are few creatures here named demons; Demon of the Black Hands, Brylukas (neither man, nor beast, nor demon but a little of all three), Thaug the Demon, Khosatral Khel the Demon, the Octopus Demon, and Yag-Kosha.

This section is really written for people who already know all of these stories as there is not a lot of description given for anything.  I know some of these stories but I am no expert by any stretch of the imagination. 

For this, I would need to defer to the expert on Conan and how to use REH in OD&D, Jason Vey.  He has done enough about this to secure his place even the official accounts of the DG&H write-ups.



Forbidden LoreAge of ConanSecrets of Acheron


And with this epilog I wrap up the original purpose of One Man's God.  I have a couple of posts on Syncretism still to do and maybe a couple of other side quests.

Review: Comes Chaos

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Comes ChaosI am a complete sucker for anything B/X.  While I have many games I love, it is B/X era D&D that really gets my nostalgia going.  So anything made for it gets my attention.  While the products, both official and fan-made, can vary in quality, I am rarely disappointed.  

One publisher that has delivered well on the nostalgia factor is Jonathan Becker of Running Beagle Games.  Becker, known for his B/X Blackrazor blog, "gets" B/X D&D.  He has demonstrated time and again that he gets how B/X is different that AD&D and indeed other Basic-era clones.  His B/X Companion remains one of my top 10 favorite books of the published OSR books.  So when he came out with a new book I jumped on it!

And...promptly forgot about it!  Ok, in my defense October is like my high holy month and I had a lot going on.   So now it is February and I figure I should come back to this one.

Comes Chaos

by Jonathan Becker.  64 pages, black & white art by Kelvin Green.  

Comes Chaos is a combination rules addition/setting for use with B/X era D&D.  It can be used with other versions of Basic D&D and the various clones, but there is a focus here.  That is appropriate for a few reasons I will touch on in a bit.

Like the Basic and Expert books of old, and his own Companion book, this is a 64 page book.  Printed with it's black and red cover it would look rather nice sitting next to the other books.  At this point Becker has enough material (CompanionComplete B/X Adventurer, and this one) for a reasonable boxed set.  Maybe one with a "3" in the corner.

ARJADEMPART 1: INTRODUCTION

Comes Chaos deals, naturally, with the forces of Chaos (capital C) and how to use them in your game.  There is an implied setting that can be used as-is or elements can be used in any game. 

The book is formated like that of the Basic and Expert (and Companion) books, so following the flow of information is straightforward.  The difference here is that these are alternate and additional rules. 

This section also introduces the "Four Great Powers" the Demon Lords ArjaDem, MorSolahn, SeiAhsk, and TeeGal.

PART 2: RUINED PLAYER CHARACTERS

Here we get alterations to the seven player characters classes. Clerics of gods of Law, for example, cannot use reversed versions of their spells. But their "Turning Undead" chart is not extended to include the demons of this game.  There is a new Magic-User "sub-class" (that word is not used) in the Chaos Sorcerer.  This class works a bit like the Sorcerer or Warlock of other D&D games. It uses Intelligence as a Prime, but I am going to change it to Charisma. 

The next part of this section deals with Corrupted characters and Chaos Champions.  Corrupted characters are ones that started out "good" and then fell into chaos.  Chaos Champions start out chaotic. These characters also gain the favor of one of the four powers. 

The four powers and their gifts are covered last. The four masters are unique to this book but remind a bit of the sort of creatures one might find in the writings of Moorcock. Not quite demons, not quite Lovecraftian horrors, but a little bit of both.  There is also a desire, and this might just be me, to link them up with the old AD&D Elemental Princes.  Maybe because there are four.

PART 3: TAINTED MAGIC

Magic gets some changes in Comes Chaos.  Both Clerics and Magic-users now have some restrictions on what spells they can normally cast.  We also get some new Dark Sorcery spells used by Chaos Sorcerers, Demons, and Chaos Champions.  Additionally, some spells are "patron" spells for three of the four Chaos Masters.  The other Master, ArjaDem, forbids their followers from using magic. 

The spells are in B/X format and there are eight per level for levels 1 to 6.  Some are repeats of other B/X spells. There are enough new spells to keep players on their toes when dealing with a minion of chaos. 

Chaos at workPART 4: EXPLORING THE WASTES

The Wastelands are areas that are corrupted by Chaos.  Spending time in these lands also leads to corruption and mutations in the living creatures here.  This section also has other hazards such as how long food and water will last, how much movement and time is changed, and what sorts of strange occurrences and creatures that can be encountered.   The section has a whole Colour out of Space feel to it. 

PART 5: BLOOD AND SOULS

This section deals with encounters and combat. Alterations are given for Champions of Chaos and demons as well as others dealing with these threats.

PART 6: BEASTS AND DEMONS

This is our monster section and it has 37 new monsters.  As expected 19 of them are demons and 4 are undead.  There are also corrupted versions of other monster types (elves, dwarves, etc) that can be used as guidelines for other corrupted monsters not listed.  

The demons depicted here are not the Demons of the AD&D monster manual. Nor are they the demons of Earth myth and legends.  These are new creatures unique to this book.  There are some interesting ones here and again the feeling is not quite demons and not quite Lovecraftian horrors, but a combination of the two.

PART 7: UNHOLY TREASURES

This section covers the treasures you can find with these creatures or in the wastelands.

PART 8: DEMON MASTER INFORMATION

The person running these games is called the "Demon Masters" which is just a way really to use "DM."  This section covers how to deal with corruption, magical research and chaos magic, and how to design a wasteland.

There is another class presented here, the Witch Hunter, from the Complete B/X Adventurer. Despite the success and dare I say universal approval of his own Companion Rules, this class only goes to level 14.  Though it is mentioned that levels 15-36 can be found in the Adventurer book. 

In fact the next section covers using this book with the Complete B/X Adventurer and the B/X Companion. 

PART 9: SLAVE-LORDS OF CHAOS

This section covers how to run an "evil" game including unique experience point rewards.

Comes Chaos is a great extension to any B/X style game.  Especially ones where "Chaos" is more of a factor than say "Evil."

Chaos in Comes Chaos follows the implicit guidelines originally set up in Moldvay Basic.  Chaos is not just a philosophy or moral outlook, it is a force and "thing" that must be dealt with. I feel this book does a good job in trying to expand on this notion and make it something to use in your games.

The ideas presented here are not all unique; Lamentations of the Flame Princess and Dungeon Crawl Classics cover similar ground in terms of Chaos as a Force to Fight and Realms of Crawling Chaos for the Lovecraftian Chaos is a Force.  Comes Chaos though combines these ideas into something that is uniquely B/X.  Yes both LotFP and Realms of Crawling Chaos have strong B/X roots, but this is explicitly B/X.  

Given this, Comes Chaos should work well with Old School Essentials as well.  Though one gets the feeling that OSE is more like "The Hobbit" than it is "Colour Out of Space."  Though I am not sure it would feel the same for Advanced versions of the Old-School games since there is a focus on Good vs. Evil there as well. 

The art by Kelvin Green is great and having one artist to do all the work gives the book a united vision. 

It is available at DriveThruRPG where it is currently just under $14.  The rule of thumb I have adopted over the years is 10¢ per page, which would place this at $6.40.  The price is twice that, but I still feel it is worthwhile.  Again this is a rule of thumb, not a hard and fast rule. 

There is no print-on-demand option on DriveThru for this.  Though none of Running Beagle's books have this.  You can though get print copies of this and all their other books from their website.  Print copies of Comes Chaos are $27.99 and handled via PayPal.

Comes Chaos also is not released through the Open Gaming License.  Not an issue to be honest, but I look at it as a way the creator/publisher "gives back" to the community.  Generally speaking, OGL products sell better than their non-OGL contemporaries/counterparts. 

Comes Chaos is a fun supplement.  I used similar ideas when running my B/X games in the past I will adopt some of these ideas to use in my current OSE game.  I am not likely to use the four demonic princes, my game has a solid cosmology, but I might adopt them for a 5e game I am running that could use Chaotic Evil figures like these.  

Who should get this?  DMs that want to add a little chaos effects to their games but do not want to go the full Dungeon Crawl Classics route.  DMs that play/run B/X and/or OSE in particular. 

This is also for DMs that enjoy the classical roots of the game but whose interests lean more towards Moorcock rather than Lovecraft.

For me, the price and the lack of the OGL keep it from being a perfect addition to my games.

Featured Artist: Brian Brinlee

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Time for another Featured Artist post.  I discovered today's artist, Brian Brinlee, in one of the fantasy art groups I frequent on Facebook.  He had a great style and something about his art made me think of some of the old D&D books from the late 90s.   So I got him to commission a piece for me I was calling "Tea with the Witches." It featured five witches from various D&D worlds and it takes place in The Simbul's castle in the Forgotten Realms.

Tea with the Witches

Here are the witches pictured. Left to right (clockwise, never widdershins when dealing with witches):

Sagarassi the Sea Witch (Krynn/Dragonlance), Iggwilv the Witch Queen (Oerth/Greyhawk), The Simbul, Witch Queen of Aglarond (Toril/The Forgotten Realms and where this is taking place), Larina (my OC), Feiya the Pathfinder iconic witch (Golarion/Pathfinder).

They are playing Pentacles, a game played with five people using Tarroka cards.

I loved this one so much I wanted to share more of his art with you.

Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Art by Brian Brinlee
Brian Brinlee Korra
Brian Brinlee Valkyrie
You can find Brian online on his Facebook, Instagram and DeviantArt pages.

Thanks so much for sharing these with me Brian!

Character Creation Challenge: Motherland Fort Salem

The Other Side -

I missed a couple of days last week on this.  Busy at the day job.  But I am making up for it today, the last day.  Today I want to feature the witches of Motherland Fort Salem

 Fort Salem

Season 3 has not started yet and there is a huge push to get a Season 4.  While I do respect the creators to tell their story in a three-season arc, I would love to see more.

If you have not been watching then you are missing out. The show is fantastic really. 

Motherland gives us an alternate history where witches rose up during Salem and forged a pact with the then Colonies to protect the new country from their enemies.  There are fewer states in the US and a large portion, The Cession, was given back to the Native Americans in return for their help and magic.  

The series follows three new witch recruits, Abby, Tally, and Raelle, as they go through Basic Training and later War College and how they survive as a unit.   The show does a great job of featuring both their strengths and their weaknesses and how they work together to be a better whole. 

The show features a full cast of strong, interesting women characters.  The leader of the Army is General Alder, a 300+-year-old witch, their drill sergeant is a woman. Even the President is an African-American woman.  Men are either tertiary characters at best (the Witch-Father) or eye-candy (Abby's two boy toys).  Tally doesn't even see a man until one gives up his seat for her so she can fly from California to Massachusetts.  Not that men are put into a bad light.  The Witch Father is respected and well-liked. Raelle's dad is proud of his daughter and worries about her.  It's just their stories are not as important here.  That's a nice change of pace really.

The witches are also not a Ms. Pac-Man trope. They are warriors, witches but also women and they are allowed to be all three. It really is quite enjoyable and very different from what I have seen in the past. 

I can't wait for Season 3!

In the past, I have stated the witches of the Bellweather Unit/Sekhmet Company for OSR D&D, D&D 5e, and NIGHT SHIFT.  

So here they are again for another show overtly about empowered (and powered up) women, Buffy the Vampire Slayer RPG, and mixing in bits of Ghosts of Albion RPG

Since magic has a greater role in M:FS than it does in Buffy, I am going to use Ghost of Albion Magic Rules.

Since I missed four days, here are all the characters to make for it (with an extra one)!

Raelle CollarRaelle Collar
(Taylor Hickson)

Hero
"I'm in this with you, and we're gonna figure it out together, okay? Whoever you are, whoever you were, I'm in. No matter what happens, no matter what anybody else thinks, I'm with you."

Life Points: 65
Drama Points: 15

Strength 2
Dexterity 4
Constitution 5
Intelligence 3
Perception 3
Willpower 2

Qualities
Attractiveness (2)Contacts (2, Amry, Spree)
Hard to Kill 9 (bonded with the Mycelium) Immortal (bonded with the Mycelium) Nerves of SteelSoldierWitch (Magic) (3)- Magical Philosophy, Fixer (Healer)

Drawbacks
Adversary (lots)Honorable (2)
Love, Romantic (Scyla)Obligation (3, Army)

Useful Information
Initiative +4
Observation +5

Height: 5'4" 
Hair:  Blonde
Eyes:  Blue

Skills
Acrobatics 1
Art 2
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 2
Doctor 6
Driving 1
Gun-Fu 0 (I have not seen any guns in this universe)
Getting Medieval 4
Influence 3
Knowledge 3
Kung Fu 2
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 2
Occultism 4
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes Dodge / Parry     +8 - Defense Action                            Grapple +9 - Defense Action Scourge +8 7 Attack Action Windstrike +6 7 Attack Action Witch Bomb +6 Special Special
GearScourge, Salva

Raelle lived in the part of American known as the Chippewa Cession where the Indigenous Tribal Federations are.  She is a healer of great power like her mother was.  Her mother was reported dead by the Army and Raelle blames the Army and Gen. Bellweather in particular.  She doesn't want to be there and her plan was to get enlisted in the infantry and get killed as soon as possible.  Her attitude earned her the nickname "shitbird" from Abby.

Raelle attitude changed when she met and fell in love with fellow cadet Scylla Ramshorn.

She came in contact with the great mycelium network under Fort Salem and she has bonded to it. This makes her practically immortal.  She has a special attack dubbed "the witch bomb" which lays waste to all around her.  She is hesitant to use it.

--

Tally CravenTally Craven
(Jessica Sutton)

Hero

"
It's my duty to fight for this country. I think of it more as a privilege. A privilege we witches share."

Life Points: 37
Drama Points: 15

Strength 2
Dexterity 3
Constitution 4
Intelligence 3
Perception 5
Willpower 4

Qualities
Attractiveness (2)Contacts (1, Army)Fast Reaction Time
Hard to Kill 1 Nerves of SteelSoldierWitch (Magic) (3)- Magical Philosophy, Seer

Drawbacks
Adversary (lots)Honorable (3)Obligation (3, Army)Tradition Bound

Useful Information
Initiative +5
Observation +10 (+13 with magic)

Height: 5'6"
Hair: Auburn
Eyes: Brown

Skills
Acrobatics 2
Art 2
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 1
Doctor 2
Driving 1
Gun-Fu 0
Getting Medieval 4
Influence 3
Knowledge 4
Kung Fu 2
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 5
Occultism 4
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes Dodge / Parry     +7 - Defense Action                            Grapple +8 - Defense Action Scourge +7 7 Attack Action Windstrike +7 7 Attack Action Sight +13 Special Special
GearScourge, Salva

Tally comes from the depleted Craven line. All her aunts had gone to fight in the Army and they all died.  She is the last of her line. She lived in the Matrifocal Allotment near Sacramento, California. She had not even seen a male until she answered her call of duty, an action her mother strongly wished her not to do.  Her power is to "see." She can detect disguised and hidden objects or people and might be one of the most powerful seers to come up in the ranks in a long time.

Tally is a sweet girl who loves with all her heart because that is what she knows.  She is fiercely loyal to her Unit.

She saved Alder's life when she volunteered to become a Biddie for a short time.  This has given her access to Alders memories.

--

Abigail BellweatherAbigail Bellweather
(Ashley Williams)

Hero

"
Obviously you're familiar with the Bellweather name..."

Life Points: 44
Drama Points: 15

Strength 3
Dexterity 3
Constitution 4
Intelligence 4
Perception 3
Willpower 3

Qualities
Attractiveness (2)Contacts (2, Army, Bellweather family)
Hard to Kill 2 Nerves of SteelResources (10)SoldierStatus (4)Witch (Magic) (3)- Magical Philosophy, Storm magic

Drawbacks
Adversary (lots)Honorable (3)Obligation (4, Army)Tradition Bound

Useful Information
Initiative +3
Observation +6

Height: 5'8" 
Hair:  Brown 
Eyes: Brown  

Skills
Acrobatics 4
Art 0
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 1
Doctor 1
Driving 2
Gun-Fu 0
Getting Medieval 4
Influence 4
Knowledge 4
Kung Fu 3
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 3
Occultism 5
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes Dodge / Parry     +7 - Defense Action                            Grapple +8 - Defense Action Scourge +7 7 Attack Action Windstrike +7 7 Attack Action Maelstrom Generation +11 Special Special
GearScourge, Salva

Abigail "Abby" Bellweather, of the East Coast Bellweathers, is the leader of the Bellweather Unit.  She starts out in the show as an arrogant, if even spoiled, girl of privilege. By the end of the series she is the leader she was born to be.  Even her rivalries with Raelle and fellow East Coast witch Libba Swythe become something different as she accepts the responsibility of what being a soldier-witch means.

When the Camarilla targeted her family and killed her cousin she has dedicated her entire training to wiping them out. 

--

Scylla RamshornScylla Ramshorn
(Amalia Holm)

Hero, Villan, Anti-Hero

"I like you, okay? I have feelings for you, and they're not something I'm used to having ... not something I'm used to dealing with. I'm a dodger, which means no attachments. Because things go away, we go away."

Life Points: 44
Drama Points: 15

Strength 2
Dexterity 3
Constitution 5
Intelligence 4
Perception 4
Willpower 3

Qualities
Attractiveness (2)Contacts (1, Spree)
Hard to Kill 2 Nerves of SteelSoldier (Dodger)Witch (Magic) (4)- Magical Philosophy, Necromancer

Drawbacks
Adversary (lots)Love, Romantic (Raelle)Obligation (1, Army)Obligation (4, The Spree)
Useful Information
Initiative +3
Observation +8

Height: 5'3" 
Hair: Brown 
Eyes: Blue 

Skills
Acrobatics 1
Art 1
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 4
Doctor 2
Driving 1
Gun-Fu 0
Getting Medieval 3
Influence 3
Knowledge 3
Kung Fu 3
Languages 2 (English, Méníshè)
Mr. Fix-it 1
Notice 4
Occultism 5
Science 1
Sports 1


Combat
Maneuver Bonus  Damage  Notes Dodge / Parry     +6 - Defense Action                            Grapple +7 - Defense Action Scourge +7 - Attack Action Windstrike +8 - Attack Action Other magic +12 Special Special
GearScourge, Salva

Scylla is a "Necro" or a Necromancer.  Because their power makes others uneasy they are quartered in a different part of the base. We learn that Scylla's parents were killed when she was young.   She meets and falls in love with Raelle.  Later we find out she is part of the terrorist organization known as The Spree, responsible for hundreds of deaths across the country.  Her job was to recruit Raelle, but she actually fell in love with her.

Scylla was instrumental in discovering the location and leadership of the local Camarilla faction.  With her help Raelle got to see her mother one more time and now she, along with the Spree, are protecting the Bellwether Unit.

--

General Sarah AlderGeneral Sarah Alder
(Lyne Renee)

Very Experienced Hero

"Honor me, make a place for me and my kind and we will win your wars."

Life Points: 88
Drama Points: 20

Strength 3
Dexterity 3
Constitution 9 (with biddies)
Intelligence 5
Perception 5
Willpower 4

Qualities
Age (3)Attractiveness (2)Contacts (4, Army, Governments)Fast Reaction Time
Hard to Kill 6 Nerves of SteelSoldierWitch (Magic) (8)- Magical Philosophy, War magic

Drawbacks
Adversary (lots)Honorable (3)Obligation (4, Army)Tradition Bound

Useful Information
Initiative +5
Observation +9

Height: 5'9"
Hair: Black
Eyes: Blue 

Skills
Acrobatics 3
Art 2
Computers NA (Tech seems to be about 1980 levels, but no computers)
Crime 4
Doctor 3
Driving 3
Gun-Fu 
Getting Medieval 9
Influence 7
Knowledge 5
Kung Fu 5
Languages 3 (English, Méníshè, French)
Mr. Fix-it 2
Notice 4
Occultism 9
Science 1
Sports 1

Combat
Maneuver Bonus  Damage  Notes Dodge / Parry     +12 - Defense Action                            Grapple +13 - Defense Action Scourge +17 18 Attack Action Windstrike +17 18 Attack Action Other magic +21 Special Special
GearScourge, Salva

Sarah Alder was a survivor of the witch hunts of the 16th and 17th Centuries. She rallied her fellow witches at Salem, Massachusetts and presented the new government with a deal. Save us and we will fight your wars.  The US Government and the Witches have been allies ever since.  

Sarah maintains her youth with her select group of "biddies" or women that have sacrificed their own youth so she may remain forever young.  The biddies and Alder are all connected, much in the way a witch and familiar might be.  Thus Sarah can call on greater magics than her already high level has access to.

Alder appears to die at the end of the last episode of Season 2, but instead we see she has become part of the mycelium network.

--

Damn. Now I want to rewatch all of Season 1 and 2 again!

Want to see more of the #CharacterCreationChallenge? Stop by Tardis Captain's Blog and the #CharacterCreationChallenge on Twitter for more! 

Character Creation Challenge

Jonstown Jottings #53: High Rock Hill

Reviews from R'lyeh -

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

—oOo—

What is it?
High Rock Hill is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a sixteen page, full colour, 1.17 MB PDF.

It does need an edit and is primarily art free. No maps are provided, but a link is given to one.

Where is it set?
High Rock Hill is set just outside the city of Clearwine in the lands of the Colymar Tribe, but events may take the Player Characters to the city of Wilmskirk. It takes place after the death of Queen Kallyr Starbrow, thus in the year 1626 ST and later.

Who do you play?Player Characters of all types could play this scenario as it involves a mix of social interaction, investigation, and action. Player Characters with Passions involving the Aldryami will be challenged, whilst an Ernalda Priestess will likely be of use.
What do you need?
High Rock Hill requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary to play. The RuneQuest Gamemaster Screen Pack may also prove useful.

What do you get?High Rock Hill is a murder mystery, but not a ‘whodunnit’, even though it begins in the most traditional of fashion with all of the Player Characters at a party. This is a Harvest Celebration at the vineyard on High Rock Hill outside of Clearwine, renowned for the quality of its wines. Whether as guests if they are prominent enough, or accompanying guests if not, their host—who purchased the vineyard only relatively recently—is amiable and the wine lives up to the vineyard’s reputation. However,  the evening is disrupted first by a drunken Storm Bull and then by an attack by members of the Sambari tribe. These are only minor distractions on what is otherwise a pleasant evening.
The Player Characters may choose to investigate the attack further, but whatever they do next, difficulties arise when a fellow guest, a member of the ring advising Queen Leika and an Ernalda Priestess, falls grievously ill and learns that she had been poisoned. Divination determines that the solution lies on High Rock Hill. Returning to the vineyard reveals that events are already afoot and there is more going on than in its grounds than meets the eye.
High Rock Hill is a short, two-session scenario designed for relatively inexperienced Player Characters. Initially it looks like a standard murder mystery, but pleasingly it does not bog play down in a detailed ‘whodunnit’ or burden the players and their characters with a deluge of clues. Instead it weaves its relatively story in and out of events before drawing the Player Characters back to the vineyard for a dénouement with the culprit. Other events from the region’s past will complicate matters though.
High Rock Hill is a detailed and relatively complex scenario, and it does suffer from a handful of problems which mean that it is not as easy to run as it could be. It could be clearer in its plotting and explanation and thus require a little more development. The culprit’s motivations seem extreme, but since they trigger the events of the scenario, that can be forgiven. Lastly, the possible outcomes and consequences to the scenario are underdeveloped and they would have been useful to explore what happens to both the culprit and the vineyard. There are interesting elements here which could have been explored and potentially involved the Player Characters, as well as drawing them further into local events.
Is it worth your time?YesHigh Rock Hill contains a good mix of social interaction, investigation, and action and should tie the Player Characters into further events and politics in Clearwine.NoHigh Rock Hill is a serviceable scenario which will need extra effort to adjust to settings other than Clearwine and ‘Your Glorantha May Vary’ when it comes to the motivations of the culprit.MaybeHigh Rock Hill contains a good mix of social interaction, investigation, and action, but does some further development to fully explore the motivations of the culprit and the consequences of his actions, which are not as fully explored in the scenario as they could be.

Doom, Détente, Dr Pepper: ‘Godzilla 1984’ and ‘Godzilla 1985’

We Are the Mutants -

Alex Adams / January 31, 2022

As Godzilla walked away into the sea in the closing shot of Terror of Mechagodzilla (1975), Japanese film studio Toho seemed to kiss their bellicose lizard goodbye forever. After fifteen explosive (and increasingly audacious) films over the course of 21 delirious years, the curtain finally fell and the lights finally came up. But of course, Godzilla is immortal: after nine long years, Toho resurrected the creature for Godzilla 1984, a thirtieth anniversary blank slate follow-up to the 1954 original. Also known as The Return of Godzilla and simply Godzilla, Godzilla 1984 is what we would now call a reboot: part remake, part sequel, a fresh start that retrieved some things from Godzilla’s past while discarding others.

And it discarded a lot. Every character and event—every wacky monster, every alien invasion—featured in every previous sequel, from the often-overlooked quickie follow-up Godzilla Raids Again (1955) to Terror of Mechagodzilla, was unceremoniously chucked in the bin. Retrieved: the aesthetic restraint and doom-laden tone of Ishiro Honda’s 1954 original. Godzilla was back, and it was mean. This new iteration, the last of the Cold War period, is something of an outlier in the Godzilla canon: stylistically distinct from the movies that precede and follow it, with a unique monster design and a feel all of its own. But it is also an interesting oddity among pop culture of the time, because the movie shows the Soviet and American nuclear powers, usually at one another’s throats, cooperating to eliminate an existential threat bigger than either of them. The film also reflects with unusual frankness on Japan’s geopolitical position as a minor power forced to stand up to both the US and the Russians, and, much like other high-profile sci-fi of the age, it is a powerful warning about the perils—and futility—of nuclear confrontation. A Godzilla movie of unusual sobriety, Godzilla 1984 tells us a lot about Cold War Japan, and the film’s Americanization as Godzilla 1985 a year later tells us perhaps even more about the politics of Cold War cultural production in the United States.

Close to the Brink: Godzilla 1984 and Nuclear Confrontation

Godzilla 1984 has a straightforward plot that interweaves two main stories, one focused on the scientific attempts to understand and contain Godzilla, and the other on the political ramifications of the monster’s unexpected rebirth. When Godzilla (played here with characteristic muscularity by Heisei-era suit actor Kenpachiro Satsuma) bursts out of a volcano, the Japanese authorities attempt, at first, to keep its re-emergence a secret, hoping that the creature will lay low and not cause any trouble. However, Godzilla soon forces their hand by destroying a Soviet submarine and almost provoking a catastrophic confrontation between the two nuclear superpowers. The uncovering of this secret quells the international tension, as it proves that no intentional provocation took place. Soon enough, however, Godzilla rampages through Tokyo, devastating the city and causing a Soviet nuclear missile to be remotely launched by accident. The Japanese Self-Defense Forces stop Godzilla with cadmium bombs and the US military launches a counter-missile, detonating the rogue warhead in the atmosphere above Tokyo. But the fallout from the blast reanimates Godzilla once again, and the only way to stop the beast is to lure it into another volcano using the insights gleaned from the scientific research of Professor Hayashida (Yosuke Natsuki). Falling back into the flames and lava of the underworld, Godzilla burns to death.

Godzilla 1984 is, then, the most direct engagement with Cold War themes to be found in the Godzilla series. Where the earlier films of the Shōwa period (1954-1975) addressed geopolitical matters playfully and obliquely through surreal symbolism and space opera allegory, Godzilla 1984 has explicit political themes front and center and throughout. Godzilla’s rebirth is the trigger event so widely dreaded in the 1980s: a sudden, destabilizing, and unpredictable crisis that threatens the delicate geopolitical balance and pushes the world closer to mutually assured destruction.

But though World War 3 may loom menacingly, Godzilla 1984 dispels the threat of nuclear war relatively quickly. The film’s concern is not the fear that an apocalyptic exchange of annihilations will take place between the nuclear powers, because, as mentioned above, the revelation of Godzilla’s responsibility for the destruction of the nuclear submarine quickly calms these fears. The specific and more nuanced fear that the film exploits is that a “slippery slope” effect could result from the use of nuclear weapons in this emergency. Times of crisis are, after all, times of temptation: when things get tough, the option to discard sensitive ethical principles and use brute force to solve problems seems ever more persuasive—as the Japanese were, of course, well aware, having been the victims of American nuclear aggression. Godzilla 1984 is that rare cultural artifact that doesn’t portray crisis as a time when an exception can be made. Instead, the movie foregrounds the struggle to stand by one’s principles when they are most sorely tested.          

This concern is most pronounced in a scene roughly halfway through the film. American and Soviet negotiators attempt to persuade the Japanese Prime Minister Seiki Mitamura (Keiju Kobayashi) to allow the use of nuclear weapons against Godzilla on Japanese territory. Harangued on both sides, the Prime Minister eventually stands firm in his anti-nuclear convictions. Pacifist principles mean nothing, he says, if we abandon them when they become inconvenient. More than anything, then, the film is a reaffirmation of Japan’s anti-militarist credo, enshrined into their post-war constitution in the form of a commitment to never again wage war. Even using nuclear weapons “defensively” is rejected: any deployment at all will legitimize their use and thus set a precedent that will encourage, however indirectly, their use in the future. (Of course, nuclear weapons are used, as a US missile intercepts the rogue Soviet warhead; but this is a tragic eventuality, an outcome that shows that the only justified use of nuclear weapons is itself anti-nuclear.)

This long negotiation scene also articulates a clear and passionate commentary on the Japanese national position during the Cold War. When the Japanese Prime Minister, once he’s finished discussing matters with his cabinet, plainly refuses to allow nuclear weapons to be used against Godzilla, he finishes his remarks by asking by what right the USA or Russia can demand to use these weapons on Japanese soil. “You accuse us of acting out of national pride, and maybe we are guilty of that. But what of your attitude? What right do you have to say that we should follow you? You are being selfish too.” Like the much later Shin Godzilla (2016), which sees Japanese authorities collaborating with American and French forces in their attempts to destroy the monster, Godzilla 1984 shows a Japan that can assert itself as a nation among equals, refusing to be dictated to. There is a certain nationalism here, of course, but also a tentative anti-imperialism. Both the US and Soviet ambassadors are pushy, aggressive, overconfidently combative; the Japanese PM is calm, reserved, above all human, his hands trembling as he holds his cigarette in his office and explains to his ministers how he finally managed to resolve the situation. Unlike the representatives of the nuclear powers, who seem to feel they have finally found the opportunity they crave to push the nuclear button, the Japanese—the only nation to have actually been on the receiving end of a nuclear strike—have a uniquely intimate insight into the human costs of nuclear aggression. This insight demands that they exhibit the vigilance and courage to say no, always, to nuclear weapons.

Rebirth, Resurrection

It’s not only the film’s more open approach to its political commitments that sets Godzilla 1984 apart from previous Godzilla movies. It also has grittier visuals and a more realist narrative approach, blending elements of the horror and political thriller genres into a more stylistically austere version of giant monster science fiction. The tone is darker, tragic, more serious; there are no more victory dances, special moves, speech bubbles, child protagonists, or plucky kaiju sidekicks. In place of these fun, carnivalesque elements that characterize many of Godzilla’s later Shōwa features, Godzilla 1984 prioritizes Godzilla annihilating Tokyo by night while the itchy trigger fingers of global superpowers threaten nuclear winter. The film’s opening has a pulpy horror feel, featuring spooky green lighting, grisly gloop and grue, and corpses sucked dry by a giant facehugger-esque sea-tick. Its closing movement is slow, quiet, elegiac, full of moments of aching stillness as the confused monster is led to its doom. Like only three other Godzilla films (the original, Roland Emmerich’s 1998 Godzilla, and Shin Godzilla), Godzilla does not fight another monster, allowing the primal majesty of the monster itself to take center stage.

This majesty feels a little understated, though, as Godzilla’s redesign is only partially successful. There is lots to love, particularly in the creature’s auditory profile. The crashes and booms of its stomping feet are satisfyingly cacophonous, and the roar is more animalistic, guttural, and thunderous—more, in short, like the roar found in the original Godzilla and less like the more jovial skreeonk heard throughout the comparatively light-hearted sequels of the 1960s and ’70s. On the other hand, the suit often looks goofy due to its clunky articulation and static, inexpressive eyes; and compared with Godzilla’s previous destructive antics, the rampage through Tokyo feels lukewarm and low-energy. But it is the characterization of Godzilla as what director Koji Hashimoto calls “a living conflict of evil and sadness” that ultimately makes the new Godzilla an effective beast. Though critics have dismissed Godzilla’s slow movement in this movie as aimless, dawdling, and boring, the monster seems more sympathetic, and more interesting, when interpreted as a confused, hapless, and hungry creature struggling to understand the world around it. Neither a conquering embodiment of sheer, malicious onslaught or a swashbuckling, child-friendly superhero, Godzilla appears here as a tragic, doomed figure, lost in a baffling and hostile environment. This iteration of Godzilla speaks to the confusion and helplessness felt by many in the face of the absurd yet terrifyingly real nuclear threat.

The deliberate strategy of positioning Godzilla 1984 as more grown-up, more aesthetically mature, is an attempt to refurbish Godzilla’s reputation, to wipe away the embarrassment of the increasingly goofy Shōwa years. Many fans (myself included) love the more freewheeling 1970s films, with their wackier stories and more outré characterizations—such as the space cockroaches using an amusement park to infiltrate human society in Godzilla Vs. Gigan (1972), the sentient robot Jet Jaguar who helps Godzilla destroy an avenging hollow earth cockroach in Godzilla Vs. Megalon (1973), and the dog-god King Caesar who helps destroy Godzilla’s metal doppelganger in Godzilla Vs. Mechagodzilla (1974). But Steve Ryfle, in his book Japan’s Favorite Mon-Star, speaks for many when he calls the post-Destroy All Monsters (1968) movies Godzilla’s “dark days” because of the dramatic drop in both seriousness and production value.

And it is true that these later stock footage-laden sequels were made on lower budgets, catered to a younger audience, and saw decreasing ticket sales. The rise of TV kept audiences away from the cinema, and genre competition from the likes of American import Star Wars, rival studio Daiei’s turtle kaiju Gamera, and TV sensation Ultraman dethroned Godzilla from his status as King of the Monsters, demoting him into a mid-field also-ran no longer able to dominate at the box office. This reduction in quality is reflected in the critical consensus around these later movies, which very often dismisses them as tacky pop culture crap that reflects poorly on the brooding arthouse gravitas of the 1954 original. “Americans in particular,” writes Den of Geek, “were coming to see Godzilla films as a punchline, as the cheapest of the cheap and the dumbest of the dumb.” The child-friendly animation series by Hanna-Barbera (1978-79), with its fairy-tale tone, grating levity, and the Scrappy Doo-esque mini-monster Godzooky, did nothing to counter this reputation.

These judgements about the cultural value of entertainment clearly influenced the creative process of Godzilla 1984. If this new incarnation was to be taken as seriously as its creators felt Godzilla deserved, the film needed to comprehensively parade its seriousness. It has its moments of humor and brightness, of course, but the movie’s color palette is dominated by blacks, grays, and reds; its soundtrack is an opulent mixture of the heavily percussive and the orchestrally mournful; and its conclusions (both narrative and philosophical) are somber. For some critics—notably the condescending Roger Ebert, who said in his error-filled one-star review that the movie deliberately echoed “the absurd dialogue, the bad lip-synching, the unbelievable special effects, the phony profundity” of the original—this was not a task worth taking time over. But for others, the return to darkness is a return to form, and the movie was successful enough to initiate a run of six increasingly flamboyant sequels. From 1989 to 1995, a new series of “versus films” would feature wild, bizarre plots worthy of the Shōwa era and a newly threatening, grimly charismatic Godzilla.   

Your Favorite Fire-Breathing Monster… Like You’ve Never Seen Him Before! 

Godzilla’s history is, to an extent at least, a history of cross-cultural communication. As Japan modernized rapidly in the decades after the Second World War, its popular cultural export business, including anime and manga (from the surreal darkness of Akira and Ghost in the Shell to the melancholy whimsy of Studio Ghibli), extreme horror movies by auteurs such as Takashi Miike (whose 1999 Audition and 2001 Ichi the Killer pushed the horror envelope at home and abroad), video gaming platforms and characters including Nintendo, PlayStation, and Pokemon, and popular toy lines such as Gundam Wing and Bandai’s two brands Transformers and Machine Robo (known in the West as Gobots), constituted one of the most important aspects of its economic recovery. Tokusatsu—special effects movies, including kaiju movies—were no small part of this outpouring of soft power.

But Godzilla’s history in the West is also, in large part, a history of bowdlerization. Godzilla: King of the Monsters! (1956) was a tonally sympathetic adaptation of the 1954 original; it retained a great deal of the original performances and much of the best effects work, adding Steve Martin (Raymond Burr), an American journalist functioning as a focalizing character who narrated the plot more or less directly to the audience. For years, however, Toho’s poor grasp of overseas licensing meant that US distributors (keen to exploit the films financially, but utterly unsentimental about their content) were often free to butcher subsequent movies willy-nilly, adding stock footage, new music, and comically bad dubbing. Though the rationale for these editorial intrusions was usually that such changes were intended to make the films more accessible to non-Japanese audiences, some of the interventions seem brutal and ludicrous to later viewers, many of whom prefer to see the films as close to the way their original creators intended as possible. Godzilla’s first sequel, Godzilla Raids Again, was recut and retitled Gigantis! The Fire Monster (1959)—as well as stuffing it with stock footage and giving it a patronizing explanatory voice-over, the adaptors even changed Godzilla’s name—and sequel number two, King Kong Vs. Godzilla, had vital scenes of exposition, comedy, and characterization stripped out and replaced with a talking head newscaster who directly and listlessly explained the plot to the audience.

Compared with rough handling like this, Godzilla 1985 is a mostly thoughtful and considerate adaptation of Godzilla 1984. Much as the Japanese version is a blank slate reboot of the original Godzilla, the American recut is a direct sequel to Godzilla: King of the Monsters! And, like its predecessor, Godzilla 1985 features a light-touch streamlining of the narrative, a reasonably proficient dub, and the retention of much of the original score. That said, Godzilla 1985 has its share of problems. Reviews were generally poor, with critics often targeting the special effects, which seemed old-fashioned and underwhelming to US audiences now used to the visual wonders experienced in films like Alien (1979), Blade Runner (1982), and The Terminator (1984). “Though special-effects experts in Japan and around the world have vastly improved their craft in the last 30 years,” wrote the New York Times, “you wouldn’t know it from this film.” Elsewhere, the adaptation process itself took flak. A redundant sub-plot featuring American military characters, which is shot on a visibly flimsy set and padded with silly jokes, was added. On this count, Steve Ryfle is particularly withering, noting that this narrative element makes Godzilla 1985 “a dead serious Japanese monster movie interrupted every ten minutes or so by pointless vignettes featuring (mostly bad) American actors, including a wisecracking military punk who should be shot.”     

But this is the least of it. Godzilla 1985 is now notorious for its extraordinarily heavy-handed Dr Pepper product placement. Dr Pepper stumped up a proportion of the cash for the reshoots, and they demanded a lot in return. As a result, the American characters approvingly sip the beverage in the war room and converse in front of a dazzlingly bright vending machine. In the campy tie-in promo adverts, Godzilla attacks Tokyo in search of the soft drink, and his picky girlfriend Lady Godzilla demands the diet version. Though the tonal reset of Godzilla 1984 sought to distance Godzilla from the sillier aspects of the monster’s reputation, the studios responsible were clearly happy enough to exploit this reputation for marketing and promotional purposes.       

Perhaps most importantly, however, Raymond Burr reprises his role as the journalist Steve Martin, appearing here as a world-weary father figure summoned by the US military for his insight into the original disaster. Legend has it that Burr had a profound influence on the project, rewriting or extemporizing lines, refusing to drink Dr Pepper, and forcing the production team to take the subject matter seriously. Whether or not these stories are apocryphal—a recent piece in fanzine Kaiju Ramen suggests that there is little evidence to actually support such tales—Burr definitely brings a certain hammy seriousness to the new scenes without which they would be much the poorer. Much as the Japanese Prime Minister is the voice of conscience in Godzilla 1984, in Godzilla 1985 Martin is a grizzled and wise elder who dampens the youthful enthusiasm of the American military officers with his cynical testimony from the past. Martin offers nuggets of expertise about Godzilla’s behavior, expertise gained from his exposure to the beast but also, it is implied, from years of thoughtful reflection on the matter. He is clear, for instance, that military force will yield no results. “Firepower of any kind or magnitude is not the answer,” he states. “Godzilla’s like a hurricane or a tidal wave. We must approach him as we would a force of nature. We must understand him, deal with him, perhaps even try to communicate with him.”

The movie closes with an ominous monolog delivered by Burr, which is rich in metaphysical claims about humanity’s inability to challenge the colossal natural forces that Godzilla represents:

Nature has a way sometimes of reminding man of just how small he is. She occasionally throws up the terrible offsprings of our pride and carelessness to remind us of how puny we really are in the face of a tornado, an earthquake, or a Godzilla. The reckless ambitions of man are often dwarfed by their dangerous consequences. For now, Godzilla, that strangely innocent and tragic monster, has gone to her. Whether he returns or not, or is never again seen by human eyes, the things he has taught us remain.

Godzilla 1985 is, then, much more didactic than Godzilla 1984, and by hammering the message home so hard it also loses a lot of its subtlety and sophistication. Much of the complexity of the negotiation scenes is stripped out, for example, replacing the debate among the Japanese cabinet with a straightforward refusal to countenance nuclear weapons. This retains the superficial anti-nuclear message of Godzilla 1984 but cuts out the discussion of Japan’s right to participate as an international equal, reducing the thorny discussion of Japan’s delicate geopolitical position to a flat and peremptory rejection of nuclear weapons. Removing these scenes and inserting far less interesting pontifications on man’s relationship with nature—“Godzilla’s a product of civilization. Men are the only real monsters,” says Professor Hayashida—may make the film more palatable to international audiences (although it’s not clear how we would know whether this is really true), but they do so at the cost of dampening and impoverishing the movie’s political insights. Godzilla 1984 gives us a glimpse into Japan’s Cold War position; Godzilla 1985 gives us pompous platitudes about the power of nature.

This distortion is found throughout other American adaptations of Godzilla. In Emmerich’s Godzilla, the monster is awoken by French nuclear testing in the Pacific, and Gareth Edwards’s Godzilla (2014) reframes US nuclear testing in the 1950s as attempts to kill Godzilla. Edwards’s film (as well as its sequel, 2019’s Godzilla: King of the Monsters) does feature Dr. Serizawa’s father’s stopped pocket watch, a family heirloom from Hiroshima, but in general there is a tendency in US adaptations to minimize American historical responsibility for the actual use of nuclear weapons against human targets. Godzilla 1985 is notable in this regard, as perhaps its most striking change is that the Russians are transformed into nuclear aggressors. Where the Russian officer tries desperately to stop the launch in Godzilla 1984, in Godzilla 1985 this scene is subtly recut to indicate that the Russian’s dying struggle is in fact motivated by his desire to ensure that the missile is launched. To the last breath, the Soviets are murderous villains.   

This extraordinary political about-face, in which the movie is changed from a piece of anti-nuclear pacifism to a piece of Reaganite anti-Soviet propaganda, is explained, in part at least, by the conservative politics of the owners of New World Pictures. Originally started by B-movie legend Roger Corman, by 1985 New World was owned by execs Larry Kupin, Harry E. Sloan, and Larry A. Thompson, whose conservative affiliations led to the studio cutting out valuable scenes examining Japan’s right to refuse the demands of the two nuclear superpowers, as well as cynically turning the Soviets into villains. For many viewers this change is not only nonsensical and ridiculous but actively undermines the longstanding political commitments of the Godzilla franchise. Another reviewer writes that in Godzilla 1985 “the Russians take the place of all those goofy alien races that populated the 1960s and 70s-era Godzilla movies.” The Kilaaks and Xiliens were, I have written elsewhere, allegories for aggressive imperial powers; in this light, it is particularly disappointing that Godzilla 1985 makes this change. Where Toho’s previous films—and, indeed, Godzilla 1984—are critical of imperialism, Godzilla 1985 is a piece of imperial propaganda directly engaged in the Reaganite public relations project of demonizing Communism.

In the final analysis, however, Godzilla 1985 is perhaps more interesting than Godzilla 1984. Its distortions of the Japanese version throw light on what is most compelling about the original, and there is a lot of apocrypha to go around to boot. It is fun, for instance, to imagine the trepidation of the production staffer tasked with asking Raymond Burr to approvingly quaff Dr Pepper before delivering a line about man’s fragility in the face of the overwhelming mystery of nature. And home video sales of Godzilla 1985 were a major success, contributing massively to the continued overseas popularity of Godzilla. It is only a shame, then, that no official home video release of Godzilla 1985 exists, at least not here in the UK where I’m writing from. While Toho is putting out Godzilla hot sauce, Godzilla coffee, and Godzilla drinking chocolate, it remains the task of amateur preservationists to ensure that the films themselves remain in circulation. 

Godzilla 1984 generated six sequels over the next eleven years, with a revamped Godzilla battling old foes King Ghidorah, Mothra, and Mechagodzilla, as well as new creatures Biollante, Spacegodzilla, and Destoroyah. These Heisei-era versus films represent the franchise’s first sustained attempt at the sort of inter-film continuity that modern audiences recognize and expect, with a consistent set of characters, later films following up on previous movies, and something of a long-term narrative arc. For me, this sequence of films also represents some of the highest points of the entire franchise, as they feature glittering and pyrotechnically adventurous practical effects at their most wondrous, monster design that is iconic and inventive, and some of the most interesting themes in the series, from the dystopian vision of bioweaponry and espionage in Godzilla Vs Biollante (1989), to the hopeful environmentalism of Godzilla Vs Mothra (1992), to the detonation-heavy antimilitarism of Godzilla Vs Mechagodzilla II (1993). The late Cold War oddity of Godzilla 1984, then, and its much-maligned recut Godzilla 1985, would be the catalyst for a resurgence in Toho’s tokusatsu fortunes that continued long after the tensions the movie took as its subject matter were permanently transformed. The world may change around the monster, but the monster itself is immortal.

Alex Adams is a cultural critic and writer based in North East England. His most recent book, How to Justify Torture, was published by Repeater Books in 2019. He loves dogs.

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Miskatonic Monday #94: What Rough Beast

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: What Rough Beast?Publisher: Chaosium, Inc.
Author: Andy Miller

Setting: Deep South Alabama
Product: Scenario
What You Get: Ninety-two page, 38.65 MB Full Colour PDF
Elevator Pitch: Southern SalemPlot Hook: What sickness causes those in Sanguis to suffer?Plot Support: Detailed plot, staging advice for the Keeper, eight maps, six elevations and floorplans, six handouts, thirty-two (including a dog and two turtles) NPCs and their associated photographs, and six pre-generated Investigators.Production Values: Reasonable.
Pros# Non-Mythos Folkloric horror scenario# Teenage Southern Gothic# Good staging advice for the Keeper
# Highly detailed scenario# Horror comes close to home# Strong sense of rural isolation# Interesting cultural and religious challenges# Epic several session one-shot
Cons# Non-Mythos Folkloric horror scenario# Obvious threat# Requires a slight edit# Floor plans difficult to use# Challenging player versus Investigator knowledge # Pre-generated Investigators punchy and underskilled 
Conclusion
# Isolated, non-Mythos Folkloric horror one-shot# Epic several session one-shot# Different take and setting for a confrontation with a classic monster

Wobot Wars

Reviews from R'lyeh -

The Robot Wars is a supplement for Judge Dredd and the Worlds of 2000 AD. It is as different a supplement as there has been for any of the four roleplaying games based on the Judge Dredd comic strip from the pages of 2000 AD, and that is all down to its focus. Traditionally, supplements for Judge Dredd roleplaying game have concentrated on particular aspects of the setting—criminal organisations, crazes, psi-talents, block wars, and more—but The Robot Wars focuses upon the one storyline, examining its episodes or Progs, and their ramifications in detail. This includes the nature, role, and creation of robots in 2000 AD and thus Judge Dredd and the Worlds of 2000 AD, new Careers for Human characters, a complete summary of ‘The Robot Wars’ storyline and guide on how to run it as a campaign, a complete self-contained campaign for non-Judge Player Characters, other campaign concepts, further Case Files, and then personalities and robots of The Robot Wars. This comprehensive examination sets the format for future supplements Judge Dredd and the Worlds of 2000 AD which will go on to explore some of the eminent lawman of the twenty-first century’s most amazing cases!

‘The Robot Wars’ is the first big storyline for Judge Dredd, consisting of nine Progs, running from 2000 AD Progs #9 to #17. It first recounts how robots are sold, showcased, and treated at the Robot of the Year Show before a newly built carpentry robot, Call-Me-Kenneth, runs amok killing people until it is destroyed by Judge Dredd. However, before he could be reprogrammed, he reactivates and calls upon the robots of the city to rise up against their masters. This sparks a war across Mega-City One, the deaths of thousands of Humans and destruction of thousands of Robots, and a civil war between the robots loyal to Call-Me-Kenneth and the robots loyal to Humanity. Many of the robots loyal to Call-Me-Kenneth find that their conditions are no better, and even worse, under his rule. Judge Dredd is able to work with the robot resistance against Call-Me-Kenneth and ultimately defeat the mechanical tyrant.

The Robot Wars opens with a deep examination of the place and role of the robot in the societies of the twenty-first century. ‘We Who Serve’ is a systems agnostic essay which highlights how robots are ubiquitous in Mega-City One, performing all manner of tasks and roles, often to varying degrees of hostility and Robophobia, how they are limited by their programming—in a good way by the Asimov Circuits and the Three Laws of Robotics and a bad way because it means they can be literal and single-minded, their construction, and their various types. The latter includes service robots, heavy labour robots, social robots, professional robots, expert robots, and more. It includes pleasure robots—fewer than you would think, and illegal robots—which can perform criminal tasks doggedly, but not necessarily be able to adapt to changing circumstances once a crime goes wrong, or if actually programmed for crime, decide that Human criminals are not as good and simply take over. An interesting aspect of robot society is that they do have emotions, most of which they suppress when around humans as part of their subservience, but in private they do share them with other robots and they do so as a form of therapy.

The supplement provides options for both Robot characters and Human characters—the ‘Fleshy Ones’, both expanding upon the character design rules in Judge Dredd and the Worlds of 2000 AD. Robot characters start with six intrinsic Exploits (the equivalent of abilities, talents, and flaws) of Asimov Circuits, Automation, Augmented, Deterministic, Electronic Vulnerability, and Mindless. The Robot Careers fall into the same types discussed earlier and it is suggested that to best reflect robot design in the twenty-first century, each Player Character Robot should be relatively specialised. A player has plenty of options when it comes to form and design of his Robot and these will be expanded and developed through Careers such as Administrator, Bounty Hunter, Delivery Robot, Domestic, Host/Hostess, and more. In conjunction with the core rules in Judge Dredd and the Worlds of 2000 AD, what the Game Master is given here is a means to create detailed robot NPCs as well as players to create Robot characters. In the main, Humans are just given new Careers and Exploits which relate to robots in the twenty-first century. Thus, Robo-Tech, Robot Rights Agitator, and Robot Hate Activist, with both of the latter including lists of groups campaigning for and against robot rights respectively. There are lots of roleplaying opportunities in both of these, as there is in the Resurrection Man—named after the body snatchers of the Victorian Era, who specialises in the theft and reprogramming of robots. Rules are also provided for both cybernetics and Robophobia, the latter designed to model the fear and ultimately the hatred of robots. This is primarily intended for use with NPCs, but guidance is included for its use by a Player Character.

A good half of The Robot Wars is dedicated to playing through ‘The Robot Wars’. The first of these is as Judges, sometimes serving alongside Judge Dredd himself and sometimes not. Each of the series’ nine Progs is given a detailed breakdown and guidance on getting the Player Characters involved. They vary in complexity, but each should provide a good session’s worth of play each. This is contrasted by the mini-campaign, ‘Saving Matt Damon Block’ which is set in a high-security block of the same name where the Player Characters are residents who are caught up in the robot rebellion. This is for Civilian, Perp, or Robot Player Characters—or a mixture of all three—and is more of a detailed outline than necessarily a full campaign. It even discusses an alternative campaign in which the Player Characters, probably Robots, actually decide that Call-Me-Kenneth is right and side with the robot rebellion! Of the campaign options in The Robot Wars, this has the greater roleplaying potential and is the more personal, even intimate, and consequently more interesting of the two, even though it is the shorter of the two.

Besides the two campaigns, The Robot Wars also gives advice for running campaigns structured around ‘The Robot Wars’ and it also provides a breakdown of the Cases setting during the same period, that is, from the early Judge Dredd stories from the pages of 2000 AD. There are six of these, and they all include a synopsis, a guide to running the Prog as an adventure with Judge and non-Judge Player Characters, further suggestions for expanding upon the Prog, and descriptions of the settings, locations, villains, and bystanders they involve. These are all very nicely done, gameable summaries which the Game Master can again use to provide a session’s worth of play, if not more. Like the two campaigns earlier in the book, they will all need some development upon the part of the Game Master, but they do include much more than the basic outline. Lastly, the ‘Nuts and Bolts’ chapter is a robotic bestiary giving all the stats of the important robots involved in ‘The Robot Wars’, starting with Walter the Wobot, Call-Me-Kenneth, and the Heavy Metal Kids, which the Game Master will need.

Where The Robot Wars disappoints is that it never takes a moment to step back from the story itself and examine what the story is about. As exciting as the action is in Judge Dredd—and it always is—the character and its setting has always been a satire too, and in ‘The Robot Wars’ the satire is upon racism and slavery, and the treatment and the liberation of slaves. A commentary upon the story and its satire, as well as how to highlight those elements in play, would have been a welcome inclusion in The Robot Wars. The other issue is that The Robot Wars does not always bring the humour of the comic into its pages. There are moments certainly, like the naming of the criminal gangs in the Matt Damon Block in the scenario, ‘Saving Matt Damon Block’, which are genuinely humorous, but it feels as if there should have been more. To be fair, translating the humour of the comic to the supplement was always going to be challenging.

Physically, The Robot Wars is a slim, but nicely presented book. It is an engaging read and it is liberally illustrated with artwork from the ‘The Robot Wars’ story and the other Progs it details in its pages. This is all black and white artwork and it is drawn from the very early issues of 2000 AD so there is certain quaintness to it since it dates from before the character of Judge Dredd evolved into the way he looks today.

The Robot Wars showcases a fantastic approach to turning episodic source material into gameable content. Whilst it does not develop that approach fully in terms of what the source material or Progs, are really about or their satire, it is a good start and hopefully, more of that will come in the future supplements which in turn focus on the some of the epic Judge Dredd storylines which appeared in the early 2000 AD Progs. Nevertheless, The Robot Wars is a great start for Judge Dredd and the Worlds of 2000 AD. It is a good sourcebook on ‘The Robot Wars’ story, for the stories which can be told in and around it, and for creating robot characters in Judge Dredd and the Worlds of 2000 AD (or in fact, any roleplaying game based on Judge Dredd).

Hacking the Ruined Earth

Reviews from R'lyeh -

Two thousand years ago the Earth was irrevocably changed by the Great Calamity. An alien planet crashed into our Moon, smashing it apart to rain debris down upon our world. The moon’s rock almost broke our planet apart and almost drove Humanity to extinction, but we survived—though not unscathed. Alien DNA that fell with the collision would change mankind, just as alien matter that fell with the collision would change the world, and out the chaos and the destruction that ensued arose new societies and new tyrants, new flora and fauna never seen before—at least not on this world, and new science and new powers, including one long forgotten (if it had ever existed that is). The world of today is one of astounding super science, of marvellous magic, of fearless, mightily thewed barbarians saving the day, of savage beastmen by their side, of tenacious scavengers scouring the ruins for precious trinkets, of Robots armed with new found free will searching for a purpose, of Death Priest who power their arcane abilities by channelling the dead, of Urchins sneaking around underfoot and unseen, of the raptor-like Vek with their hatred of sorcery, and of the more-than human Sorcerers capable of casting great magics. Many have thrown off the shackles of slavery and oppression, been exiled from their village, survived attacks by raiders, escaped servitude with a Sorcerer, or worse, and have decided to explore the harsh new world, to see what lies beyond the horizon of the Ruined Earth.

This is the setting for Barbarians of the Ruined Earth, a weird post-apocalyptic fantasy setting inspired by Thundarr the Barbarian, He-Man and the Masters of the Universe, Mad Max: Fury Road, and Pirates of Dark Water and best fuelled by a bowl of your favourite cereal in front a television showing the greatest Saturday Morning Cartoons ever. Published by DIY RPG ProductionsBarbarians of the Ruined Earth uses the mechanics of the retroclone, The Black Hack, so is a Class and Level roleplaying game with player-facing mechanics—the latter meaning that the players do all of the dice rolling rather than the Game Master. Consequently, Barbarians of the Ruined Earth will play fast and easy, with the Game Master free to get on with portraying the world that the Player Characters will explore.

A Player Character in Barbarians of the Ruined Earth has the six attributes of traditional retroclones—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. He also has a Class, which determines the character’s Hit Points, arms, armour, and weapon damage, Special Features, as well as starting equipment, a trinket or two in their possession, and an important Life Event. There are eight Classes, but Barbarians of the Ruined Earth does use ‘Race as Class’ for four of them. Humans can be Barbarians, Death Priests, Scavenger, or Urchins, whilst Beastmen, Robots, Sorcerers, and Vek are all Races in their own right. the Barbarians is a fierce warrior, often battling against the vile oppression of Sorcery, either local heroes or mercenaries, who gains extra attacks, inflict greater damage, deflect attacks against him, give a mighty shout that boosts his confidence, withstand the effects of poison and fear, and always get the best out of his armour—even if it only amounts to nothing more than a loincloth or bikini! The Death Priest can channel the knowledge of the dead, withstand disease and mind-altering effects, has a Guardian Spirit which often protects him, and can cast Miracles, such as Curse, Ethereal Form, Harming Touch, or Spirit Whip. The Scavenger is agile and good at avoiding traps and getting into locked areas, and searching for and repairing technology. The Urchin is a child lurker, small, always an unexpected adversary, but bossy and able to get his way—sometimes, and good at surviving in the environment where he grew up.

The Beastman has animal features—often the features of more than one animal, has claws and is impossibly strong, and often in battle, can turn his thick hide to withstand damage of all kinds, including magic! The Robot has a metal body and is so tough, but needs Robot Repair Kits to effectively heal itself, is immune to diseases, poisons, mind-altering effects, and the like, and can salvage other robots , though the parts can corrupt the Robot. A Robot also has a Model, which can be a Combat, Diplomatic, Medical, or Tracker, each of which has its own Special Features. The Vek—or Raptorfolk—are a collective race fascinated with the Stupendous Science and Ancient Earth technology of the Ruined Earth and a hatred of magic and sorcery due to their enslavement by evil sorcerers. Each Vek is highly intelligent, able to withstand mind-altering effects, can see in allow light, have the thick hide, claws, and leaping ability of being a Dinosaur!, and can always get More Juice out of advanced technology. The Sorcerer, transformed in the womb, often becomes a megalomaniac, but others do serve the good, but all can detect magic, Stupendous Science, and evil, can resist magic, channel arcane power through his Sorcerer’s Staff, and sling spells. Sorcerers have access to ten ‘schools’ of magic, ranging from Arcane and Blight spells to Stupendous Science and Transformation spells, with each school having three spells.

As with other retroclones, a Player Character is created by rolling three six-sided dice for the attributes and selecting a Class. As per The Black Hack, if fifteen or more is rolled for one attribute, then two six-sided dice are rolled for the next one and two added to the total. Alternatively, for a more ‘Saturday Morning Cartoon’ style of game, two six-sided dice are rolled for each attribute and five added to the total. Then the player rolls on the Trinket and Life Event tables for his character’s Class. The process is quick and easy, although not as quick and easy for the Sorcerer Class, as the player has to make more choices and roll on a few more tables.

Eye of the Tiger
Level 1 Beastman (Hulyth)
Strength 16
Dexterity 11
Constitution 13
Intelligence 11
Wisdom 12
Charisma 14
Hit Points: 13
Special Features: Animal Features (claws, see in the dark), Super Strong, Impossibly Strong, Thick Hide
Damage: 1d8 (Weapon)/1d6 (Improvised)
Weapons: Short Bow, Spear
Armour: Cloth Armour (1 RP)
Equipment: Arrows, Rations (d6), Waterskin (d6), bedroll, torches ×6 (d6), healing salve
Interesting Trinket: Flute
Life Event: father was the tribal leader until he and your family were forced into exile

Mechanically, Barbarians of the Ruined Earth is powered by The Black Hack and thus player-facing. A player rolls a Test for his character to attack in combat, but rather than the Game Master roll for an NPC to attack an NPC, the player rolls a Test for his character to avoid the attack. A Test is made directly against the character’s attributes, the player attempting to roll under the value of the attribute. The only time the Game Master rolls is for damage inflicted when a player fails the Test for his character to avoid an attack. Tests can be made with Advantage or Disadvantage, and in combat, a roll of a one is a critical success, whilst a roll of twenty is a fumble. Armour reduces damage and shields can stop attacks, but may sometimes need to be repaired. Weapon damage is determined by Class rather than weapon type. One fun side effect of the weapon damage being determined by Class rather than type is that weapons can take lots of different forms which add flavour and feel rather than mechanical benefit.

The rules also allow for wielding a two-handed weapon or dual wielding, auto-fire (since guns and lazer weapons abound), and fighting mooks, hordes, and powerful opponents. Barbarians of the Ruined Earth uses the Usage Die and event-based Level-advancement as per The Black Hack, but adds a handful of tweaks that help enforce the genre. One is that the Usage Die applies to technology as much as food or torches, so that laz gun can run out of power and that hot rod out of fuel. Another is that Player Characters cannot die, but when reduced to zero Hit Points is taken ‘Out of the Action’ and can recover with a terrible scar or mental injury—the latter due to a heavy blow to the head. One noticeable difference between Barbarians of the Ruined Earth and other post-apocalyptic roleplaying games is that although there are Mutants in Barbarians of the Ruined Earth, they are primarily NPCs or monsters, rather than Player Characters. It is possible for a Player Character to acquire a mutation, but the effecting is mind-shattering—he loses points of Wisdom! Then there are the optional rules for Destiny Points which allow a player to reroll a Test, roll a Test with Advantage, reroll an Out of Action result, and even gain a Second Wind, and recover some Hit Points. Each Player Character has a single Destiny Point per session.

Mechanically then—and even with the minor additions—Barbarians of the Ruined Earth is simple and easy to pick up. Certainly, anyone who has played The Black Hack will have no issue. The game also plays quickly, with the emphasis on the Player Characters doing all of the action and their players rolling for it.

Further flavour and weirdness of the Ruined Earth is presented in first the equipment, where you can find weaponised animals—Acid Squids, Flaming Lizards, Mutant Hamsters with corkscrew teeth flung from a sling or a Slug Shooter which squirts stunning mucous from its eyes until it is dehydrated and dead, anyone?—and rules for vehicles and awesome chassis, such as a Stupendous Science Mobile with spider’s legs so it can climb walls. Then for the Game Master there is an explanation of the state of the Ruined Earth, irrevocably changed by the alien matter that fell to the Earth, strange plants and creatures appearing, native life—including Humanity, mutating and changing, and rifts in time and space being torn open in the fabric of reality, enabling dangers unknown to come explore our future world, whilst allowing the Player Characters to visit the realms on the other side. There are strange technologies to be found too, some wholly new, others seemingly familiar, but with a strange new twist. There is advice on devising both this technology and Stupendous Science devices, as well as how to handle NPC Sorcerers as recurring villains in true comic book style.

The tools for the Game Master are simply table-tastic! They start with a set of tables for generating adventures, followed tables for generating Ruined Earth NPCs, villages (complete with troubles and particular punishments), and then concoctions, books, weird religions, weird mounts, interesting locations , and weird weather. Put this all together and what you have is the means to generate not adventures, but episodes of the Barbarians of the Ruined Earth cartoon, if you will. A lengthy bestiary provides the Game Master with a great range of creatures, threats, and NPCs to put in the way of her players and their characters. They include the almost mundane—at least in comparison to the rest of the Ruined Earth—Aliens, Antmen, Ghosts, Giant Praying Lizards, Killer Clowns, Mummies, Mutants (supported by a table of Mutations earlier in the book), Raiders, Robots, Warlocks, and Zombies, and the bonkers, such as the Alien Vampire Spider Lizard, Animated Trash Man, Car Golem, and Car Serpent. Perhaps the most fun entry is the Tele-path, which has a television screen for a head and can repeat time in Reruns, freeze opponents with Static Existence, bolster allies and minions with Sports Commercials, entrance enemies with Infomercials, blast them with Hypersonic Static, or charm them with projections of Beloved Cartoon Characters! There are some highly entertaining monsters here, all of which are given some fantastic illustrations.

Lastly, the Game Master for Barbarians of the Ruined Earth is given not a scenario, but an area known as ‘The Western Lands’. This is the post-apocalyptic version of Los Angeles and Santa Monica, and is marked with thirteen important locations, from the Nukatomi Plaza, The Last Human Kingdom, and the Ruins of Los Angel to the Village of Route 66, Shopping Mall Fortress of the Witch Grenzel, and the Imperceptible Bluffs of the Winged Mutant People. Nukatomi Plaza, once the headquarters of the Nukatomi Corporation is actually a giant arcology, two hundred storeys high, with every ten storeys an independent block whose head, whether president, queen, gang leader, dictator, or anarcho-syndicalist commune, reports and pays tribute to the head of Nukatomi Plaza, Lightning Jack. Eight sample Blocks are included, all different, but all hating Sorcery, but there is plenty of scope for the Game Master to create more, and plenty of room to develop the lands beyond, which are of course, filled with cultists, monsters, mutants, nomads, raiders, Sorcerers, Stupendous Science, and more!

Physically, Barbarians of the Ruined Earth is nicely presented with effective use of orange and yellow to highlight the text. The writing is engaging, but what really catches the eye is the artwork. It depicts the strangeness and the action of the Ruined Earth in great blasts of gonzo and over-the-top colour that captures the look and feel of Saturday morning cartoons.

Barbarians of the Ruined Earth has a great pick-up-and-play quality that from the moment you start reading, you will want to play it. The roleplaying game combines a simple and easy style with fast-playing mechanics and the author’s clear love of the post apocalypse genre and Saturday morning cartoons. Barbarians of the Ruined Earth comes ready to broadcast some technicolour cartoon action into your brains and get you striding across the ravaged landscape of California, fearlessly defending the good, stalwartly battling vile Sorcerers, and delving into the secrets of the future! Bowls of cereal and pyjamas are definitely not optional.

[Fanzine Focus XXVII] Mörk Borg Cult: Heretic

Reviews from R'lyeh -

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

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

Like Mörk Borg Cult: Feretory before it, Mörk Borg Cult: Heretic is a fanzine of a different stripe, both in terms of content and style. It is and it is not a fanzine, but it is for Mörk Borg, the pitch-black pre-apocalyptic fantasy roleplaying game which brings a Nordic death metal sensibility to the Old School Renaissance. The format is that of a fanzine, A5-sized, on matte paper rather than the gloss of the Mörk Borg rulebook, but sharing the same riotous assault of electrically vibrant yellow and pink highlights on swathes of black, abrupt font changes, and metallic embellishments. Essentially, production values higher than that typically found in most fanzines, but influential nevertheless, as seen in the recent Knock! #1 An Adventure Gaming Bric-à-Brac and Knock! #2 An Old School Gaming Bric-à-Brac. This is because although the origins of the content in Mörk Borg Cult: Feretory are amateur in origin, they have been curated from submissions to the Mörk Borg Cult, the community content programme for Mörk Borg by the designers of the roleplaying game and collated into a fanzine format. And unlike most fanzines, is available through distribution. It is essentially, a cross between a fanzine with gorgeous production values and a supplement with fanzine sensibilities.

Funded via a successful Kickstarter campaignMörk Borg Cult: Heretic is also longer than most fanzines. Most of its articles are fairly short though and written and presented in a sparse, often bullet-point style which makes their content easy to digest. It can be boiled down to a variegated array of tables, scenarios, and character Classes, and in true Mörk Borg style, Mörk Borg Cult: Heretic does not waste any time in getting down to its trademark doom and gloom with the first of its tables. ‘Seeds of a CVLT’ is the first of four entries in Mörk Borg Cult: Heretic by Mörk Borg co-creator by Pelle Nilsson. Its six tables provide the means for the Game Master to determine a cult’s forbidden name, status, key leadership, headquarters, cult tasks necessary to reach the Shimmering Fields, and what its members hate. For example, The Pipes of the Black Gates continues to thrive today, led by an Unseen Executor who is Loved by All, based amongst the oldest and most obscure Grift temples, where its members give all the silver to the deep well of the underworlds and despise the carers of children… Thus the Game Master has an enemy, a patron, or simply a background element to add to her game with a roll of a few dice.

Johnny Carhat adds the means to indiviualise further Mörk Borg’s standard character Classes with ‘Unheroic Feats’. For example, with ‘Butcher’, the Player Character knows to hack livestock and poultry apart and Humans are no different. In effect, the Player Character can perform rough emergency surgery on an ally who dies—to either render him broken rather than dead or into rations if they still die! There are some thirty-six of them and they can be selected or rolled randomly, and they can be selected to create certain character builds, although there is only the one suggested such build, so the Game Master and his players will need to work what Feat works with what Feat.

The first of two new Classes in Mörk Borg Cult: Heretic is the ‘Sacrilegious Songbird’ by Karl Druid. This is a Bard Class whose voice was all wrack and ruin until he did a deal with the devil and now he has immense charm and been gifted with an accursed instrument like a Hurty Gurdy or a Lute of the Acute Brute. The other is Cameron James’ ‘Shedding Vicar’, a far viler option who believes that armour is for the weak, clothes are a sin, and even his very skin an abhorrent vanity. Consequently, he peels it so that he can walk clean and glistening wet under the night sky. That skin can be used a skin whip, is marked with glyphs of power, and even traded to a higher power for temporary bonuses… One is fouler than the other, but both are in keeping with the tone of Mörk Borg.

Mörk Borg’s other co-creator, Johan Nohr, contributes ‘You Are Cursed’, a set of tables of for creating and inflicting curses on the Player Characters—twenty or so curses, who might be able to help the victim, the cost of that help, and the solution. The cause of any one of these curses is not given, but whether from a witch or the breaking of sorcerer’s wards or the setting off of a trap, the trigger is the easy bit to set up. It the nature of curse itself, which is a bit harder to detail, which is where this article is so useful. Thus this is another adventure or story generator, the results of which can be applied to a Player Character or NPC, and so push them further towards their ill-fated Doom…

With ‘The Merchant’, Johnny Carht describes not just an NPC, but also his wares, which means another table, this time fully illustrated to roll on. Whatever Mikhael the Merchant has for sale, the price is always very personal to the Player Character—quite literally, costing him actual points in terms of stats! His wares, whether a Galgenbeck Deathmask (place on the face of a corpse to discover how it died, but its theft was heretical) in Iveland or a Jar of Troll Piss (spill on the ground to prevent no beast will walk on it, though a territorial troll might) in the Wästland, vary depending upon the region where he is found. There are plenty of temptations here and Mikhael the Merchant could become a recurring NPC, if the Player Characters are willing to pay the price. Ian McClung’s ‘Blackpowder Weapons for the Rich and Foolhardy’ adds firearms as an option to Mörk Borg, but whilst they are deadly, they are very expensive, and they are slow, not to say loud. Whether their advantage of possibly inflicting a lot of damage outweighs their disadvantages will be down to the players and their characters. That is, if the Game Master agrees, for they are very much optional.

Just three monsters are described in Mörk Borg Cult: Heretic. One is Matthew Bottiglieri’s ‘The Bone Bowyer’, a vile fey which sneaks out of the Sarkash and abducts children to fashion their bones into bows and their flesh into blood-dyed cloaks. The obvious use is as a thing to hunt and possibly, rescue missing children from its callous clutches, but the option given as to what a wicked Player Character (or NPC) would have to pay in order to have such a bow as that wielded by the Bone Bowyer. Even if the first target is missed, an arrow fired from the Bone Bow will try to hit another and then another and another until it hits a target—any target! The second is ‘Borg Bitor’, a centipede-grub which feeds on stone, mortar, and wood, with acidic-venom dripping mandibles and the ability to excrete ‘Devil’s Glue’ with which to capture its prey. Worse though is the fact that the females find surrogates for their eggs in nurseries and none are any the wiser the parents are forced to hide the child from the world. The third and last is the ‘Rotten Nurse’ by Pelle Nilsson, a description of those infamous nurses who helped perform terrible experiments in Mikol’s Infirmary and who harshly punished with burial alive after being dunked in acid… When their graves were opened,  their coffins were empty. These creatures will be found in the scenario, ‘Nurse the Rot’, which follows immediately on.

The centre-piece for Mörk Borg Cult: Heretic is Karl Druid’s ‘Graves Left Wanting’. This is a large cemetery crawl, set in Graven-Tosk in Sarkash in the shadow of the Shadow Kimg’s manse, long abandoned, but with bodies still finding their way in even as the living and unliving attempt to claw their way out. Which includes the Player Characters. ‘Graves Left Wanting’ is intended as a one-shot, a campaign-starter, or even a post-campaign starter after a Total Party Kill! The Player Characters awaken in coffins and once free have the bounds of the graveyard to explore and ultimately escape… as you would expect, this is a foul, fetid, wretched place, fog-shrouded and full of the dead, the not-dead, and those in between. This is a great, doom-laden, way to kick off a campaign, or even better restart a campaign. In fact, even if the Player Characters die in Graven-Tosk they can easily wake up again in the grave and attempt to find their way out again, so there is a little bit of Groundhog Day to ‘Graves Left Wanting’…

‘Graves Left Wanting’ is followed by three scenarios, the first of which is Greg Saunders’ ‘Bloat’. This is a short, two-page mini-dungeon, home to a bacchanalian cult of excess and consumption, and as vile and rotten as you would expect. Where ‘Bloat’ is a one-session affair, Christian Sahlén’s ‘Sepulchre of the Swamp Witch’ is longer, but also details a cave complex home to a strange cult. It is said that if certain words are chanted before the witch’s altar of glyph-covered roots, any wish will be fulfilled—even powerful enough to stop the encroaching Doom! Depending on the actions of the Player Characters, fully exploring this cave complex may become an exercise in frustration, but it contains some fun twists which they can take advantage of, and if they can make it to the altar, where they can make their wishes, but this being Mörk Borg, there is a catch… Lastly, at the bequest of one of their aunts, Mother Marathuk, the Player Characters must enter the Chapel Olundan and recover the Staff of Awful Light lest the village of Tünstal sink into darkness. Placed inside rear fold, this is the last entry in Mörk Borg Cult: Heretic and the last and fourth by Pelle Nilsson. The chapel is partially populated by the Borg Bitor and the Rotten Nurse described earlier, and the more the Player Characters explore the more likely they come to their attention. Once that happens, it adds a sense of urgency to the situation as the Player Characters attempt to get away from their clutches and fulfil their aunt’s last request!

Slipped inside the front cover, ‘The Monster Approaches’ is a quick and dirty random monster generator which with a roll of a handful of dice, the Game Master can create something vile and unnerving to throw at her Player Characters—who are of course, just as likely to be almost, if not equally as vile and unnerving. It is quickly followed by Svante Landgraf’s ‘Roads to Damnation: Travel Across a Dying World’ which provides rules and randomness for travelling across the large island which is all that remains of the Dying Lands. It covers distances as well as events on and off the road, but like all tables has only a limited number of entries, so may be exhausted fairly soon. For a roleplaying game like Mörk Borg, which is designed for short campaigns, this is not so much of an issue.

In addition, Mörk Borg Cult: Heretic comes with a minimalistic dungeon crawl which is part-comic/part-poster. Drawn by Łukasz Kowalczuk, ‘The Hero Gauntlet of Hagelsecht’  shows how three brave/foolish adventurers ventured into the depths of the dungeon and did not make it out again. It is fun to see a Mörk Borg dungeon bash done as a cartoon and being accompanied by the monster stats and a mini-map could easily worked up into a mini-adventure inspired by the trio’s fate.

Physically, Mörk Borg Cult: Heretic adheres to the artpunk aesthetic as you would expect for a Mörk Borg supplement. There is a definite contrast between its dark gloomy content—and often its pages—and the bold splashes of colour, even on the matte paper stock. It is well written and the layout., perhaps a little busy in places, is easy to read.

As with any Mörk Borg release Mörk Borg Cult: Heretic can add so much to your fantasy game—especially if it is dark and grim. Its content would work in Warhammer Fantasy RoleplayZweihänder: Grim & PerilousShadow of the Demon Lord, and others—with a little bit of adaptation. As a supplement for Mörk Borg, the fanzine adds more content to make the experience of playing Mörk Borg even grislier, grottier, and grubbier for all concerned, the Game Master, her players, and their characters. ‘Graves Left Wanting’ in particular is a great starting (or restarting) point, but there is so much dark and nasty content in Mörk Borg Cult: Heretic that any Mörk Borg Game Master will want to inflict it on her players.

Blue Collar Sci-Fi One-Shot II

Reviews from R'lyeh -

Since 2018, the Mothership Sci-Fi Horror RPG, beginning with the Mothership Sci-Fi Horror RPG – Player’s Survival Guide has proved to be a popular choice when it comes to self-publishing. Numerous authors have written and published scenarios for the roleplaying game, many of them as part of Kickstarter’s ZineQuest, but the publisher of the Mothership Sci-Fi Horror RPG, Tuesday Knight Games has also supported the roleplaying game with scenarios and support of its own. Dead Planet: A violent incursion into the land of the living for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is one such scenario, but Tuesday Knight Games has also published a series of mini- or Pamphlet Modules. The first of these is The Haunting of Ypsilon 14, the second Hideo’s World. The world of the title is virtual, a slickware slickworld game world which has become the last refuge of its designer, Hideo Kieslowski, the Hideo. Originally designed as a console called HypnoDD running slickware and a slickworld intended to be both played whilst sleeping and replace the user’s dreams, the project was a failure and despite attempts to salvage it, Hideo retreated into his creation and has remained there in a drug-induced come for a decade. Now, the slickware running the virtual world is deteriorating, degrading, and in danger of destroying it—and taking Hideo’s mind with it. In order to find that mind, the Player Characters will have to plug directly into the interface, and once inside the HypnoDD’s slickworld, move as quickly as they can.

The first thing that strikes the reader about Hideo’s World is the format. It is done as a double-sided tri-fold brochure on pale pink card. In fact, the card is stiff enough for the scenario to stand up right on its own, but open up the folder and the second thing that reader about Hideo’s World is the graphic design. The beginning location, the Plaza, is a virtual menu placed around a Communications Tower takes centre stage in the middle panel. The four options—or doors—on the menu are presented on the left-hand and right-hand panels consists of Settings, Game, Shop, and Home, and each of these has further options, as does the Communications Tower. A separate lists the things that the Player Characters might encounter in Hideo’s World, including Bugs (in the system), and Raiders—hackers, fans of Hideo’s come to see his world one last time, and so on, and Mister Goodnight™, an internal program and moon-headed mascot of PacyGen Pharmaceuticals & Soft Drinks Company which has a love-hate relationship with Hideo... Mister Goodnight™ is the primary NPC in Hideo’s World and ideally the Warden should really go to town in portraying him. On the back of the pamphlet, the Warden is provided with tables of Glitches, Textures, and Adverts with which to colour the world around the Player Characters as they explore and examine its limits.
The scenario begins with the Player Characters arriving in the Plaza and beginning to explore the Options available to them via the four virtual menus. Of the four options, Home is the one that the Player Characters need to access, as it should lead to the short where Hideo’s mind resides. However, a stretch of the Glitch Sea lies between the Plaza and Hideo’s Home. The players and their characters must then work out a way to get over there and explore the tower. It is primarily a puzzle scenario into which the Warden can throw the occasional spanner into the works with an NPC or a strange effect or a Glitch. The latter are important because the more of them there are, the greater the stress caused to the sleeping Hideo, the more likely he is to panic and so cause parts of his Slickworld to collapse around him... This gives Hideo’s World its countdown mechanism, though the players and their characters will initially be unaware of it.
Hideo’s World is different to other scenarios for Mothership Sci-Fi Horror RPG. To begin with, it is a puzzle adventure and then it very much less of a horror scenario than you would normally expect for a roleplaying game which is best known for its Blue Collar Sci-Fi horror one-shots. It is instead a puzzle scenario, not quite in the vein of the text adventures, but certainly giving a nod to them. The scenario is also more of a funhouse adventure with a lot of randomly generated elements for the Warden to pitch at her players. As a consequence, Hideo’s World is simply not as dangerous a scenario as the more obviously horror-based scenarios for Mothership Sci-Fi Horror RPG.
The second thing which strikes you about Hideo’s World is that just like The Haunting of Ypsilon 14 before, the Warden will need to undertake a high degree of preparation in order to run it. The brevity of the format means that none of the NPCs have stats, but they can be provided. The major omission is the lack of motivations or reasons for the Player Characters to get involved, and the difficulty for the Warden in devising any such reason or motivation is compounded by the different nature of the scenario. It is not a traditional Mothership Sci-Fi Horror RPG scenario and so the traditional types of set-up found in Blue Collar Sci-Fi will be challenging to use. Perhaps a family member wants to rescue him or a corporation wants the knowledge that might be hidden in his Sliceworld?
Physically, Hideo’s World is definitely a scenario with physical presence, despite its relative slightness. If the cover illustration is underwhelming, the map-illustration of the Plaza is good and the cross section of the Tower that is Hideo’s Home is serviceable. It is actually a pity that the map-illustration of the Plaza is numbered because unnumbered it could be shown to the players. Lastly, it does need a slight edit in places.
Hideo’s World is a fairly busy scenario with lots of things that can happen to the Player Characters in quite a confined space and not all of them of any consequence. So it requires preparation in terms of what everything does and detailing NPCs and motivations, and so on. Wacky more than weird, hare-brained than horrifying, Hideo’s World is a funhouse puzzle adventure that pushes Mothership Sci-Fi Horror RPG in an unexpected and not as easy to use direction.
—oOo—
An Unboxing in the Nook video of Hideo’s World can be found here.

Kickstart Your Weekend: Monsters, Classes and Raven Hex!

The Other Side -

 Ok. The day job is really busy this week so this is going to be a complete drive by.  But here are three new Kickstarters I am excited about.

Tome of Beasts 3: Full Throttle 5th Edition Monster Mayhem

 Full Throttle 5th Edition Monster Mayhem

https://www.kickstarter.com/projects/deepmagic/tome-of-beasts-3-full-throttle-5th-edition-monster-mayhem?ref=theotherside

I make no secret of my love of monsters!  Kobold Press' Tome of Beasts are among my favorite 5e books and monster books.   This one should also be great!

SURVIVE THIS!! Dark Places & Demogorgons Class Compendium

SURVIVE THIS!! Dark Places & Demogorgons Class Compendium

https://www.kickstarter.com/projects/ericfrombloatgames/survive-this-dark-places-and-demogorgons-class-compendium?ref=theotherside

I mentioned this one a couple of weeks ago, but it bares repeating.  The Class Compendium is a great collection for DP&D game.  I highly recommend it.

And finally one from my good friend Jim Balent and Broadsword Studio.

Jim Balent's Raven Hex Saga

Jim Balent's Raven Hex Saga

https://www.kickstarter.com/projects/jimbalent/jim-balents-raven-hex-saga?ref=theotherside

Raven Hex is the older sister of Tarot.  She is evil...sorta.  She really just wants a world where witches are not feared or mistreated.  The first Raven Hex book I picked up was a fun romp with Raven sick and feverish from a virus while Tarot read her bed time stories.  The comic was her fever dreams.  It was a lot of fun and very tongue and cheek and a lot of insight to two (Jim and Holly) super fans of Disney. 

There you have it!  Enjoy your weekend!

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