Outsiders & Others

[Free RPG Day 2021] Root: The Bertram’s Cove Quickstart

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Published by Magpie GamesRoot: The Tabletop Roleplaying Game is a roleplaying game based on the award-winning Root: A Game of Woodland Might & Right board game, about conflict and power, featuring struggles between cats, birds, mice, and more. The Woodland consists of dense forest interspersed by ‘Clearings’ where its many inhabitants—dominated by foxes, mice, rabbits, and birds live, work, and trade from their villages. Birds can also be found spread out in the canopy throughout the forest. Recently, the Woodland was thrown into chaos when the ruling Eyrie Dynasties tore themselves apart in a civil war and left power vacuums throughout the Woodland. With no single governing power, the many Clearings of the Woodland have coped as best they can—or not at all, but many fell under the sway or the occupation of the forces of the Marquise de Cat, leader of an industrious empire from far away. More recently, the civil war between the Eyrie Dynasties has ended and is regroupings its forces to retake its ancestral domains, whilst other denizens of the Woodland, wanting to be free of both the Marquisate and the Eyrie Dynasties, have formed the Woodland Alliance and secretly foment for independence.

Between the Clearings and the Paths which connect them, creatures, individuals, and bands live in the dense, often dangerous forest. Amongst these are the Vagabonds—exiles, outcasts, strangers, oddities, idealists, rebels, criminals, freethinkers. They are hardened to the toughness of life in the forest, but whilst some turn to crime and banditry, others come to Clearings to trade, work, and sometimes take jobs that no other upstanding citizens of any Clearing would do—or have the skill to undertake. Of course, in Root: The Tabletop Roleplaying Game, Vagabonds are the Player Characters.

Root: The Tabletop Roleplaying Game is ‘Powered by the Apocalypse’, the mechanics based on the award-winning post-apocalyptic roleplaying game, Apocalypse World, published by Lumpley Games in 2010. At the heart of these mechanics are Playbooks and their sets of Moves. Now, Playbooks are really Player Characters and their character sheets, and Moves are actions, skills, and knowledges, and every Playbook is a collection of Moves. Some of these Moves are generic in nature, such as ‘Persuade an NPC’ or ‘Attempt a Roguish Feat’, and every Player Character or Vagabond can attempt them. Others are particular to a Playbook, for example, ‘Silent Paws’ for a Ranger Vagabond or ‘Arsonist’ for the Scoundrel Vagabond.

To undertake an action or Move in a ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game, a character’s player rolls two six-sided dice and adds the value of an attribute such as Charm, Cunning, Finesse, Luck, or Might, or Reputation, to the result. A full success is achieved on a result of ten or more; a partial success is achieved with a cost, complication, or consequence on a result of seven, eight, or nine; and a failure is scored on a result of six or less. Essentially, this generates results of ‘yes’, ‘yes, but…’ with consequences, and ‘no’. Notably though, the Game Master does not roll in ‘Powered by the Apocalypse’ roleplaying game—or Root: The Tabletop Roleplaying Game

So for example, if a Player Character wants to ‘Read a Tense Situation’, his player is rolling to have his character learn the answers to questions such as ‘What’s my best way out/in/through?’, ‘Who or what is the biggest threat?’, ‘Who or what is most vulnerable to me?’, ‘What should I be on the lookout for?’, or ‘Who is in control here?’. To make the Move, the player rolls the dice and his character’s Cunning to the result. On a result of ten or more, the player can ask three of these questions, whilst on a result of seven, eight, or nine, he only gets to ask one.

Moves particular to a Playbook can add to an attribute, such as ‘Master Thief’, which adds one to a character’s Finesse or allow another attribute to be substituted for a particular Move, for example, ‘Threatening Visage’, which enables a Player Character to use his Might instead of Charm when using open threats or naked steel on attempts to ‘Persuade an NPC’. Others are fully detailed Moves, such as ‘Guardian’. When a Player Character wants to defend someone or something from an immediate NPC or environmental threat, his player rolls the character’s Might in a test. The Move gives three possible benefits—‘ Draw the attention of the threat; they focus on you now’, ‘Put the threat in a vulnerable spot; take +1 forward to counterstrike’, and ‘Push the threat back; you and your protected have a chance to manoeuvre or flee’. On a successful roll of ten or more, the character keeps them safe and his player cans elect one of the three benefits’; on a result of seven, eight, or nine, the Player Character is either exposed to the danger or the situation is escalated; and on a roll of six or less, the Player Character suffers the full brunt of the blow intended for his protected, and the threat has the Player Character where it wants him.

Root: The Bertram’s Cove Quickstart is the Free RPG Day 2021 from Magpie Games for Root: The Tabletop Roleplaying Game. It includes an explanation of the core rules, six pregenerated Player Characters or Vagabonds and their Playbooks, and a complete setting or Clearing for them to explore. From the overview of the game and an explanation of the characters to playing the game and its many Moves, the introduction to the Root: The Tabletop Roleplaying Game in Root: The Bertram’s Cove Quickstart is well-written. It is notable that all of the Vagabonds are essentially roguish in nature, so in addition to the Basic Moves, such as ‘Figure Someone Out’, ‘Persuade an NPC’, ‘Trick an NPC’, ‘Trust Fate’, and ‘Wreck Something’, they can ‘Attempt a Roguish Feat’. This covers Acrobatics, Blindside, Counterfeit, Disable Device, Hide, Pick Lock, Pick Pocket, Sleight of Hand, and Sneak. Each of these requires an associated Feat to attempt, and each of the six pregenerated Vagabonds has one, two, or more of the Feats depending just how roguish they are. Otherwise, a Vagabond’s player rolls the ‘Trust to Fate’ Move.

The six pregenerated Vagabonds include Dara the Adventurer, a kindly Owl in search of friends and justice who prefers to subdue her opponents; Sherwin the Harrier, a highly competitive Squirrel always on the move; Clip the Ronin, a well-mannered Raccoon Dog who knows how to trick those in charge; Umberto the Raider, a sturdy axe-wielding Mouse and former bandit with a love of battle; Rattler the Pirate, a Mouse who is truly at home on the water; and Lucasta the Raconteur, a Weasel who is an outstanding performer. Most of these Vagabonds have links to the given Clearing in Root: The Bertram’s Cove Quickstart and all are complete with Natures and Drives, stats, backgrounds, Moves, Feats, and equipment. All a player has to do is decide on a couple of connections and each Playbook is ready to play.

As its title suggests, the given Clearing in Root: The Bertram’s Cove Quickstart is Bertram’s Cove. Its description comes with an overarching issue and conflicts within the Clearing, important NPCs, places to go, and more. Once again, the overarching issue is the independence of the Clearing. Bertram’s Cove is an important fishing port at the mouth of the Alberdon River on the eastern shore of the Grand Lake. An important Marquisate military and supply base, the Woodland Alliance has been providing support to the local rebels and spurred on by mysterious rebel hero, Captain Sparrowhawk, rebel pirates have been harrying Marquisate shipping in the area. The townsfolk of Bertram’s Cove have done well under the obedient peace of Marquisate military occupation, but many want their freedom and will do anything to achieve it. The conflicts include determining quite how far the rebels in the town are willing to go, finding a missing spy who might be able to identify the rebels in Bertram’s Cove for the Marquisate governor, searching for the treasure lost aboard a sunken Marquisate courier vessel, and ultimately, saving Captain Sparrowhawk. There is advice on how these Conflicts might play out if the Vagabonds do not get involved and there are no set solutions to any of the situations. For example, an attempted bombing by the rebels will go wrong if the Vagabonds do not intervene or get involved, leading to martial law and all fishing on the lake being banned—which would be a disaster for the port. All of Bertram’s Cove’s important NPCs are detailed, as are several important locations. Bertram’s Cove is a scenario in the true meaning—a set-up and situation ready for the Vagabonds to enter into and explore, rather than a plot and set of encounters and the like. There is a lot of detail here and playing through the Bertram’s Cove Clearing should provide multiple sessions’ worth of play.

The overarching issue is the independence of the Clearing. The Goshawk have managed to remain neutral in the Eyrie Dynasties civil war and in the face of the advance of Marquisate forces, but the future is uncertain. The Conflicts include the future leadership of the Denizens of Pellenicky Glade, made all the more uncertain by the murder of Alton Goshawk, the Mayor of Pellenicky Glade. There is advice on how these Conflicts might play out if the Vagabonds do not get involved and there are no set solutions to any of the situations. For example, there is no given culprit for the murder of Alton Goshawk, but several solutions are given. Pellenicky Glade is a scenario in the true meaning—a set-up and situation ready for the Vagabonds to enter into and explore, rather than a plot and set of encounters and the like. There is a lot of detail here and playing through the Pellenicky Glade Clearing should provide multiple sessions’ worth of play.

Physically, Root: The Bertram’s Cove Quickstart is a fantastic looking booklet, done in full colour and printed on heavy paper stock. It is well written and the artwork, taken from or inspired by the Root: A Game of Woodland Might & Right board game, is bright and breezy, and really attractive. Even cute. Simply, just as Root: The Pellenicky Glade Quickstart was for Free RPG Day 2020, Root: The Bertram’s Cove Quickstart is physically the most impressive of all the releases for Free RPG Day 2020.

If there is an issue with Root: The Bertram’s Cove Quickstart it is that it looks busy and it looks complex—something that often besets ‘Powered by the Apocalypse’ roleplaying games. Not only do players need their Vagabond’s Playbooks, but also reference sheets for all of the game’s Basic Moves and Weapon Moves—and that is a lot of information. However, it means that a player has all of the information he needs to play his Vagabond to hand, he does not need to refer to the rules for explanations of the rules or his Vagabond’s Moves. That also means that there is some preparation required to make sure that each player has the lists of Moves his Vagabond needs. Another issue is that the relative complexity and the density of the information in Root: The Bertram’s Cove Quickstart means that it is not a beginner’s game and the Game Master will need a bit of experience to run the Pellenicky Glade and its conflicts.

Ultimately, Root: The Bertram’s Cove Quickstart comes with everything necessary to play and keep the attention of a playing group for probably three or four sessions, possibly more. Although it needs a careful read through and preparation by the Game Master, Root: The Bertram’s Cove Quickstart is a very good introduction to the rules, the setting, and conflicts in Root: The Tabletop Roleplaying Game—and it looks damned good too.

[Free RPG Day 2021] Dark Tower: The Sunken Temple of Set

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Goodman Games provided two titles to support Free RPG 2021, both of which were highly anticipated. One was Tomb of the Savage Kings, an adventure for the Dungeon Crawl Classics Role Playing Game. The other was potentially much more interesting. As its name suggests, Dark Tower: The Sunken Temple of Set is an expansion for Dark Tower, the scenario written by Jennell Jaquays and published by Judges Guild in 1979. The scenario details a dungeon built around two buried towers contested over by followers of Set and Mitra and the surrounding lands and has a strong Eastern Mediterranean and Egyptian flavour. Regarded as a classic, Dark Tower was included in ‘The 30 Greatest D&D Adventures of All Time’ at number twenty-one in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004)—notable because it was the only third-party scenario to be included on the list. In March, 2021, Goodman Games announced it had acquired Dark Tower from the Judges’ Guild, and would republish it for use with both Dungeons & Dragons, Fifth Edition and the Dungeon Crawl Classics Role Playing Game.
Dark Tower: The Sunken Temple of Set is a mini-adventure for Dungeons & Dragons, Fifth Edition which adds an extra area which can be added to the new edition of the Dark Tower scenario. This is a flooded box canyon to the east of the village of Mitra’s Fist at the far end of which stands a partially flooded, and as the Player Characters will discover, cursed temple. At first, it appears to be abandoned, but as they explore further, they are warned off, and then ultimately, will find signs of occupation. Here resides more agents of Set and their allies, each pursuing their own agenda—whether for or against the god of deserts, storms, disorder, violence, and foreigners. And that agenda may even see them giving aid to the invading Player Characters. The valley and temple complex are described in just eleven locations, but each location is highly detailed and easy to place on the nicely done map. The temple itself contains a good mix of traps, secret doors, a puzzle or two, and of course, nasty crocodilian and serpentine threats, many of which will be a challenge to defeat by the Player Characters. There is a decent amount of treasure to be found, as well as some singular magical items which do tie with the Dark Tower scenario.
Dark Tower: The Sunken Temple of Set is designed to be played by four to sixth Player Characters of Seventh and Eighth Level. In addition to the nasty reptilian threats they will encounter, the main challenge in the scenario is the environment—much of the temple is flooded. This will make fighting and exploring in those locations difficult. The scenario includes a decent background and several hooks which the Dungeon Master can use to persuade her players and their characters to investigate the valley and the temple. These work even if Dark Tower: The Sunken Temple of Set is not used as an expansion to Dark Tower, but work better if they are. In addition to detailing new weapons and magical items, the module details two new spells—Snake Charm and Ticks to Snakes.
Physically, Dark Tower: The Sunken Temple of Set is decently presented. The artwork is excellent, the cartography good, and whilst it needs a slight edit in places, the scenario is well written. Dark Tower: The Sunken Temple of Set is a good module which should challenge the Player Characters and provide everyone with a session or two’s worth of play. Dark Tower: The Sunken Temple of Set will make a fine addition to Goodman Games’ new version of Dark Tower, and is probably worth putting on hold until the two can be run together.

[Free RPG Day 2021] LEVEL 1 – volume 2 2021

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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In 2020, the most radical release for Free RPG Day was LEVEL 1 – volume 1 2020. Published by 9th Level GamesLevel 1 is an annual RPG anthology series of ‘Independent Roleplaying Games’ specifically released for Free RPG Day. LEVEL 1 – volume 1 2020 consisted of fifteen featuring role-playing games, standalone adventures, two-hundred-word Roleplaying Games, One Page Dungeons, and more! Where the other offerings for Free RPG Day 2020—or any other Free RPG Day—provide one-shots, one use quick-starts, or adventures, LEVEL 1 is something that can be dipped into multiple times, in some cases its contents can played once, twice, or more—even in the space of a single evening! The subject matters for these entries ranges from the adult to the weird and back again, but what they have in common is that they are non-commercial in nature and they often tell stories in non-commercial fashion compared to the other offerings for Free RPG Day 2020. The other differences are that Level 1 includes notes on audience—from Kid Friendly to Mature Adults, and tone—from Action and Cozy to Serious and Strange. Many of the games ask questions of the players and possess an internalised nature—more ‘How do I feel?’ than ‘I stride forth and do *this*’, and for some players, this may be uncomfortable or simply too different from traditional roleplaying games. So the anthology includes ‘Be Safe, Have fun’, a set of tools and terms for ensuring that everyone can play within their comfort zone. It is a good essay and useful not just for the fifteen or so games in LEVEL 1 – volume 1 2020.
LEVEL 1 – volume 2 2021—‘The Free RPG Day Anthology of Indie Roleplaying Games’—was made available on Free RPG Day in 2021 and once again provides some fifteen different roleplaying games of varying sizes, subject matters, and maturity in terms of tone. Once again, the volume opens with the same guidelines on safe play, consent, lines and veils, and so on, all useful reminders, especially given the subject matter for the issue, which is ‘Masks’. The issue is thus exploring questions and ideas about identity, different roles, and revelations (or unmasking).
LEVEL 1 – volume 2 2021 opens with Nat Mesnard’s ‘Ball of the Wild’, in which all of the animals shall go to the ball, but not as themselves. Instead they go as glamorous, crossdressing, speciesdressing dragged up attendees who bring all of their flamboyance and their joy as they participate in contests of dance, fashion, makeovers, lip syncing, comedy, and acting. Inspired by RuPaul’s Drag Race, this gets the anthology off to a good start with a layering of roleplaying upon roleplaying, before coming to a close with an unmasking. This is followed by ‘Once This Land Was One’. Written by Alexi Sergeant, this is a short storytelling game of cities attempting to survive following the Cataclysm and ultimately competing against each other. More timely and more in keeping with the anthology’s theme is Whitney Delaglio’s ‘Tiny Tusks’ in which half-orcs come together to talk about themselves and their families. This encourages the players to get behind the supposed perceptions of half-orcs and upfront states that the game is “…[A] self-indulgent game about being biracial.” What this means is that players can explore what for most is an unfamiliar experience through the mask of fantasy.
MV’s ‘Let’s wear masks & hide from humans’ is a vampiric game for two players. One takes the role of the City, the other the Vampire. Both are hiding behind masks—the City between night and day, the Vampire between a Human and a Vampire face. The Vampire hunts for victims to drain of the blood he needs across a city that the City player builds and is subsequently changed by the Vampire’s predations. Ultimately, this will culminate in the Vampire attempting to sneak into a Grand Ball where another immortal, vampire hunter, the city mayor, or distant family is also in attendance, and the Vampire may be unnoticed, captured, or identified, but escapes. ‘Faeries on the Run’ by Helena Real is a dark twist upon the changeling myth and the fae exchanging Human babies for their own. The players take of the roles of the changelings, each with a powerful Façade and magics of a Faerie Domain, who are hunted by the Humans who grew up in Faerie. Designed as a one-night affair of pure survival in which the Player Characters—in and out of game—taking place from dusk to dawn, this a horror game using simple mechanics in which the Player Characters must balance the sometimes need to use the powers of their Façade against the loss their human face and thus revealing their true nature and being banished back to Faerieland. Joel Salda’s ‘Heavy is the Mask’ is the second city-themed game in the collection in which unseen individuals—the Masks—who can be an Artist, Diplomat, Innkeeper, or more, work to build and shape the future of a city. From round to round, the players take control of these Masks and narrate how they attempt to solve problems and issues caused by the unclaimed Masks and created by the players in turn. This is an engaging storytelling and city-building game which could even be used to create a city’s history for another game.
‘Getting Away With It’ by Adam Bell is more complex than the previous entries and requires the use of a deck of tarot cards rather than a standard deck. It is about loosely affiliated supervillains in a long-term struggle against a league of heroes. Primarily, each villain is pursuing their own master plan, but can interact with the plans of their evil cohorts and of course, can sometimes be thwarted by a do-gooding superhero. This has plenty of scope for storytelling, but consequently requires a lot of input by the players. The complexity continues with ‘Friends on a Walk’, the contribution from Tim Hutchings, the designer of the ENnie award winning Thousand Year Old Vampire. This is a procedural game in which the players create and explore a tableau of changing scenery as several characters go on a walk. It is played silently, and that combined with the point-by-point of the way the game is presented and it feels not a little sterile. Mara Li’s ‘Restoration’ is a two-player game in which one player is Veteran returned from the Great War with an injury to his face, the other the Artist charged with creating a Mask which will restore his features. Based on the movement following the Great War to help restore damaged veterans’ faces (detailed here), this is a short game with the potential for personal intimacy and emotion as it does involve one of the player’s face. It does require a photograph and potentially some artwork too, as well as strong degree of trust.
Jonathon ‘Starshine’ Greenall’s ‘We Are The Order’ is about cultists, their rituals, and their masks. The players take the roles of Detectives undercover infiltrating The Order’s grand party with the Game Master as the Cult Order. Rituals are part of the party and so the Player Characters have to perform them even as they conduct their undercover operation. Unfortunately, the rituals have an almost brainwashing effect, turning The Order’s strongest critics into happy members, seemingly without resistance—and that means the Detectives. This is an interesting adversarial game in which first the Game Master is against the players and if one of them defects, then the player against the others. In ‘The Ascent of Todd’ by Michael Faulk, the players are faced by a terrible choice. They have travelled far to ritually destroy an ancient MASK, but their friend Todd has put it on! The players need to decide if their characters will try thwarting Todd or continue with the ritual. The powers and strength of an unthwarted Todd grow and grow, ultimately to the game ends and the ritual cannot be performed. The game comes with four pre-generated characters and can be played solo or with up to four players. This the game to play in remembrance of that one player who invariably did the most inappropriate thing at the most inappropriate time. In Josh Hittie’s ‘Death Mask’ the players take the roles of Revenants protecting Tomb City unsure of why they are bound to it and what lies beyond… As they explore Tomb City and protect it from Aberrations, they will uncover truths about it, strengthen their Reliquary or Fracture their Mask until they either become an unholy saint bound to Tomb City or their spirit is freed and they move toward the light…
‘The Chaos Café’ by Tim McCracken is about robots who think they are humans. Not just robots, but ‘Wrecks’ who and emotionally unstable and prone to giving into one single emotion, who have each set themselves three goals in life, such as ‘List out date ideas’ or ‘Work out self-doubt’, all whilst occasionally suffering from random acts of chaos. Players take it in turns to be the Game Master in this slice of silicon silliness, focusing on one Wreck with the others as possible NPCs. Lysa Penrose’s ‘Coven of Crones’ is about crones protecting the Loom of Destiny despite it having been broken and thus damaging your ability to do magic. They undertake mortal missions at any point in time and space, but their capacity to do magic is not only limited on the mortal realms, it causes chaos too! This is modelled with Spell Tokens which are flipped to become Chaos Tokens, and then back again when the Game Master uses them to cause mayhem about the crones. A balancing act is required between the two, but towards the end of the mission, the Game Master should be using and flipping more Chaos Tokens to ensure that the crones have the Spell Tokens to achieve their objective. Ultimately ‘Coven of Crones’ is about how the Player Characters succeed rather than if they will. Jack Rosetree’s ‘Skeletal Remains’ is set in world where everyone is undead and the Player Characters are skeletons attempting to fill in time when they have no objectives, but only memories. This is an interesting idea, but it is underdeveloped as it does not effectively bring the memories into play and acknowledges the lack of motivations for the characters by then offering three story ideas.
Maxwell Lander’s ‘Vis-a-Visage’ is a two-player game in which each has an opposing goal or opinion. Each character has a goal, a weakness, something that he will not compromise on, and a tell. This on the top half of the sheet, whilst his physical details and contacts are on the bottom half. This divide is because the players will swap the bottom halves of the sheets with each other. What this means is that each player will be trying to achieve a mission hindered—and sometimes even helped—by their characters looking like each. Essentially, the Player Characters Face-off until one has achieved his goal and then wants his face back to replace the mask he is currently using. The included character sheet is definitely needed to fully explain the game’s set-up. ‘Tooth or Truth’ by Dawn Metcalf is a game about building trust in which the characters answer questions truthfully—the aim of the game, or get drunk, and the drunker they get, the greater the chance of their swallowing a tooth. Presumably the tooth is in the drink, the rules are not quite clear on this. It is designed as an in-game drinking game and a means of developing and further roleplaying the Player Characters. The default is for Dungeons & Dragons, but ‘Tooth or Truth’ could be adapted to any rules or setting. It comes with twenty-five questions of increasing maturity, but it is easy to replace them. Playing this live would be another matter… Lastly, R.K. Payne’s ‘STALAG 14’ is about allied prisoners of war who have allowed themselves to be captured in order to conduct missions of sabotage, disruption, and disinformation deep inside of Nazi Germany, inspired by Hogan’s Heroes, Stalag 17, and The Great Escape. Instead of escaping, the Player Characters are using the tunnels to get out, complete their missions, and get back in. They take the roles like Medic, Fixer, Conman, Scrounger, Grunt, and Snitch and have Story Points which can be used to modify dice rolls or buy off stress. Mechanically, more dice are rolled depending upon how dramatic a scene and any doubles rolled means that a character has failed and suffered Stress. A Player Character can suffer a maximum of two Stress, whereas NPCs only one. Complete with a mission generator, ‘STALAG 14’ is intended to be a light-hearted game, more action-orientated than an accurate depiction of the war.

LEVEL 1 – volume 2 2021 is a slim, digest-sized book. Although it needs an edit in places, the book is well presented, and reasonably illustrated. In general, it is an easy read, and everything is easy to grasp. It should be noted that the issue carries advertising, so it does have the feel of a magazine.

As with LEVEL 1 – volume 1 2020 before it, LEVEL 1 – volume 2 2021 is the richest and deepest of the releases for Free RPG Day 2021. Not every one of the fifteen games in the anthology explores its theme of masks, but for the most part, the fifteen are interesting, even challenging, and will provide good sessions of roleplaying. The standouts are ‘Ball of the Wild’ and ‘Tiny Tusks’ as these nicely explore to issue’s theme to its best. Once again, despite the variable quality of its content, of all the releases for Free RPG Day 2021, LEVEL 1 - volume 2 2021 is the title that playing groups will come back to again and again to try something new each time.

Reviews from R'lyeh Post-Christmas Dozen 2021

Reviews from R'lyeh -

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.

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The Eldritch New England Holiday CollectionGolden Goblin Press ($50)The Eldritch New England Holiday Collection originated as a series of scenarios in the Miskatonic University Library Association monograph line, but Golden Goblin Press has collected and updated them to Call of Cthulhu, Seventh Edition, and presented them as a fully playable campaign set in Lovecraft Country. Not though as traditional Investigators of Call of Cthulhu, but as children growing up and attending family holidays—Halloween in Dunwich, Christmas in Kingsport, Easter in Arkham, and Independence Day off Innsmouth. They are aware that their hometowns are different, that horrors—both human and inhuman—lurk in dark places and even beyond the Veil of Sleep. As friends and family, they must face the dangerous truths of the secret world around them, including their relatives… The Eldritch New England Holiday Collection combines a sense of magical realism with Lovecraft’s cosmic horror and infuses traditional Lovecraftian investigative roleplaying with a sense of warmth and charm not found elsewhere in Call of Cthulhu.
Colonial Marines Operations ManualFree League Publishing ($41.99/£32)One of the big questions about the Alien: The Roleplaying Game is whether or not it could be played in Campaign mode. Alien: The Roleplaying Game can be played in two modes—Cinematic and Campaign. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer, more traditional play, still brutal, if not deadly, but more survivable. However, until the publication of the Colonial Marines Operations Manual, a Campaign was something that the roleplaying game lacked. With its release, we got both a sourcebook on the history, organisation, and equipment of the United States Colonial Marine Corps, and a full blown, seven-part campaign for Alien: The Roleplaying Game. This is Frontier War, a horrifying campaign in which multiple factions vie for control of the biotechnology derived from the Xenomorphs. Frontier War consists of seven parts and combines Space Horror, Sci-Fi Action, and a Sense of Wonder, in a horrifically good, desperately deadly (but not too deadly), and epically grand military-conspiracy horror campaign.
Desert Moon of KarthJoel Hines ($24/£18)Desert Moon of Karth is a complete scenario for the MOTHERSHIP Sci-Fi Horror Roleplaying Game in a different vein for the Blue Collar Sci-Fi horror roleplaying game. It is a Space Western sandbox scenario inspired by Dune, Firefly, Alien, John Carter of Mars, Cowboy Bebop, and The Dark Tower. Located on the far edge of the galaxy, the Desert Moon of Karth is the only source of Coral Dust, the addictive powder harvested and ground from the bones of the ancient, almost mythic species known as the Wigoy. Thus there has been a ‘gold rush’ to Karth, plus its remoteness means that it has become a haven for criminals and the galaxy’s most wanted, all behind a world protected and blocked by a network of relic orbital satellites which shoot down all ships or flying objects—incoming or outgoing. The setting is built around ten locations of the sandbox and four factions, each with their own motivations and tasks for hire. Armed with an incredible set of inspiring tables, including the ever faithful, ‘What you find on the body’ table, the Game Master can support Desert Moon of Karth’s player-driven campaign as they and their characters—bounty hunters, on-the run criminals, prospectors, journalists wanting a story, and so on—explore the weirdness of this alien world. The rules-light Desert Moon of Karth is good not just for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, but is a great little toolkit and scenario for almost any Science Fiction roleplaying game.
RuneQuest Starter SetChaosium, Inc. ($29.99/£29.99)If you thought the Call of Cthulhu Starter Set was good, then prepare to be amazed because the RuneQuest Starter Set is actually better. It uses the same format of rules, sample Player Characters, a solo scenario, and several scenarios you can play with your friends, plus dice, but there is more background content, fourteen ready-to-play Player Characters, a lengthy solo scenario, three lengthy scenarios to play with your friends, plus dice, play aids, and maps—maps that are gorgeously detailed in their depiction of Glorantha’s Sartar. Designed as an introduction to RuneQuest: Roleplaying in Glorantha, the RuneQuest Starter Set provides the prospective Game Master and her players with everything needed to start playing in the mythic world of Glorantha and then keep playing for multiple sessions. All of which is presented in an easy-to-learn fashion with the rules in one booklet, the background in another, the solo adventure in a third, and three adventures in the fourth. Further, the adventures booklet includes the complete details and a lovely map of the city of Jonstown, the perfect starting base for the Player Characters and provide further background that will be enjoyed by the veteran players of the game. No starter set has been as comprehensive as the RuneQuest Starter Set, making it the perfect entry point for both Glorantha and RuneQuest: Roleplaying in Glorantha.
Knock! #1 An Adventure Gaming Bric-à-Brac The Merry Mushmen ($35/£25.99)2021 saw the continued rise of the gaming magazine and the Old School Renaissance got its own with Knock!, of which two issues were released in 2021. It came crammed with content—polemics and treatises, ideas and suggestions, rules and rules, treasures, maps and monsters, adventures and Classes, and random tables and tables, followed by random tables in random tables! All of which is jam-packed into a vibrant-looking book. Primarily designed for use with Necrotic Gnome’s Old School Essentials Classic Fantasy, the contents of Knock! are readily and easily adapted to the retroclone of the Game Master’s choice, making the magazine an incredible resource. It includes contributions from a wide array of the movement’s most influential writers, publishers, and commentators, some of the best entries being the ‘Dungeon Checklist’, ‘What Do Monsters Want?’, ‘300 Useless Magic Loot’, and ‘Borderlands’—the latter a surprisingly learned examination of B2 Keep on the Borderlands. Fantastically presented, it was followed up by a second issue which had even more content and thus more ideas and support for your Old School Renaissance campaign.
The Elusive Shift: How Role-Playing Games Forged Their IdentityMIT Press ($35/£30)The author of Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games explores the first decade of the roleplaying hobby in search of the answer to the question, “What was the first roleplaying game?” Or rather, when did the wargame, Dungeons & Dragons, and the similar games which followed it, actually become roleplaying games? In doing so, he charts the debate over questions such as the role and impartiality of the Referee, the right way to create characters, character competency versus player competency, who should roll the dice—the Referee or the players, how much should the player know about the game’s mechanics, how should Alignment work and affect a character, and what is the point of play—to acquire Experience Points and become superhuman, to explore and tell a story, or a combination of the two? This is a fascinating account of the earliest days of the hobby and its fandom, capturing it for posterity.
Matrons of MysterySavage Spiel ($6.75/£5)Inspired by the mystery stories of Miss Marple, Jessica Fletcher, and Father Brown, murder comes to your small cosy village and it is up to the ladies of a certain age to gather the clues, identify the culprit, and solve the murder! Based on Jason Cordova’s Brindlewood Bay, this storytelling roleplaying focuses entirely on the mystery. Using stripped down Powered by the Apocalypse mechanics, the matrons search for clues and chat with the suspects, each applying their own investigative style. Sometimes finding a clue is easy, but sometimes it comes with a complication or a condition, and when that happens, the Matrons can always have a ‘Nice Cup of Tea’ and so remove the condition. If the investigation gets really hairy and a Matron finds herself in trouble, she can always ‘Go to the Adverts’ and have everyone help resolve tense moment during the break! Once the Matrons have acquired enough clues, they can ‘Put It All Together’, make their accusation, and explain their deductions. The clever aspect of all of this is that every mystery comes with a potential set of suspects, complete with clues pointing towards their guilt, but no predetermined murderer. Who exactly committed the murder is all up to the Matrons of Mystery to deduce.
Jackals – Bronze Age Fantasy RoleplayingOsprey Games ($35/£25)Inspired by both history and the epic myth cycles of the Ancient Near East—The Iliad, The Odyssey, and GilgameshJackals – Bronze Age Fantasy Roleplaying takes place in Zaharets, the Land of Risings, a fantastic version of the Levant whose peoples have only recently risen up and over thrown the monstrously bestial kingdom of Barak Barad whose Taken enslaved humanity and staked their claim to the region by establishing cities at both ends of the War Road, the north-south route which helps ensure peace and prosperity. Yet dangers lurk beyond the road, dark secrets left over from Barak Barad, bandits raid the caravans on the road, and dark powers whisper promises of power to the ambitious. There is another danger—Jackals. Men and women who give up the safety of community and law and order to face the threats and mysteries which lie beyond the road. No good community would have truck with the Jackals. For who knows what evil, what chaos they might bring back with them? Yet Jackals keep the community safe when it cannot and some become Zaharets’ mightiest heroes, even leaders when they retire. This is an excellent set-up and makes for great community tension even as the Jackals give protection, and there is even a campaign available, Jackals: The Fall of the Children of Bronze.
Impossible LandscapesArc Dream Publishing ($64.99/£47.99)The first campaign for Delta Green: The Role-Playing Game pulls the Agents into a world of twisted apartments and improbable architecture before dumping them out again and then pulling them back in again decades later to twist the world around them in a paranoia-infused mystery that defies both answers and conception. When even reality cannot be trusted there is only each other to rely upon in this insidious investigation into madness and mayhem whose answers—if not the solution, may lie on the shores of Lake Carcosa. Will you answer the call of the Yellow King? Can you withstand his influence which seems to change the reality around you? And if you can, just who are you working for and can you trust each other? Impossible Landscapes is a truly disturbing and brilliantly weird campaign, as both a book and a campaign, and the latter is supported by some incredibly rich, detailed, and layered handouts—handouts that constantly raise questions more they provide answers. 
Dune: Adventures in the ImperiumModiphius Entertainment ($63/£44.99)Finally, after twenty years of waiting since the release of Dune: Chronicles of the Imperium and with the release of the new film, the hobby got the Dune roleplaying game it deserved. Dune: Adventures in the Imperium the player take on roles of members of one the noble Houses of the Imperium and must guide its fortunes through the conflicts, conspiracies, and connivances which play out just under the veneer of formality and civility that every House projects. How this is played out—espionage, political or diplomatic manoeuvring, forging alliances, black operations, and even open warfare are potentially useful tools if the result can elevate the House to an even greater status. In game terms, this is played at the level of the House itself as an organisation, but as Player Characters—Bene Gesserit, Mentats, Smugglers, Spy Masters, Sword Masters, and more—they will not be influenced by such decisions, but they have the potential to affect their outcome with the success or failure of individual missions. Dune: Adventures in the Imperium combines the simple mechanics of the 2d20 System with an incredible amount of background detail. This is fantastic gaming adaptation of a highly detailed and much revered setting, and a must for any gamer who is a fan of Frank Herbert’s Dune.
Original Adventures Reincarnated #6: Temple of Elemental EvilGoodman Games ($63/£79.99)The sixth in the Original Adventures Reincarnated line from Goodman Games, this takes another classic scenario or campaign and combines high-quality scans from multiple printings of the original first edition adventure modules, commentary by gaming luminaries, and a complete adaptation of the original module for use with Dungeons & Dragons, Fifth Edition—and more. Coming as a two-book slipcase set, Original Adventures Reincarnated #6: Temple of Elemental Evil takes us back to T1 The Village of Hommlet and T1-4: The Temple of Elemental Evil as the region around Hommlet is once again beset by bandits and monsters. Has the great evil, defeated many years ago, returned to prey upon lands hereabout? Of course it has! Beginning with a classic village imperiled by evil—indeed, T1 The Village of Hommlet was one of the first villages to be so imperiled—brave adventurers will gather clues and investigate, eventually venturing into the Temple of Elemental Evil itself and delving deep into the complex below where it is said the evil still lies undefeated. Not just a great reproduction, Original Adventures Reincarnated #6: Temple of Elemental Evil is an expansion too into a complete mega-dungeon and mini-campaign designed for First Level through to Seventh Level. Original Adventures Reincarnated #6: Temple of Elemental Evil can be played through as of old, but the new addition brings new mysteries and encounters which will enhance the nostalgia.
The Company of the DragonChaosium, Inc. ($74.95/£55.49)Last year, the Jonstown Compendium, the community content programme for RuneQuest: Roleplaying in Glorantha, gave us a great starting campaign with Six Seasons in Sartar. Now the author of that campaign returns with an even bigger campaign, one that can be run as a standalone, but really works best as a sequel to Six Seasons in Sartar. In The Company of the Dragon the Player Characters must guide the survivors of their clan as they are forced to go on the run from the Lunar Empire. As they do, they must build and maintain their own community, to create their own myth, and ultimately, as they become involved in some of the major events leading up and including the Dragonrise, have them forge their own destiny. Superbly supported with tools, advice, and discussion, as well as numerous episodes to run, The Company of the Dragon is exactly what both the campaign and the sequel that Six Seasons in Sartar needed, as well as being a great prequel to the events of RuneQuest: Roleplaying in Glorantha and the forthcoming Sartar Campaign.

Jonstown Jottings #50: The Company of the Dragon

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.

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What is it?
The Company of the Dragon is a campaign for use with RuneQuest: Roleplaying in Glorantha. It is based on a campaign developed on the author’s blog.

It is a sequel to the author’s earlier Six Seasons in Sartar: A Campaign for RuneQuest: Roleplaying in Glorantha, which can also be run as a standalone campaign.
Notes are included so that The Company of the Dragon can be run using Questworlds (formerly known as HeroQuest: Glorantha) or 13th Age Glorantha.
It is a two-hundred-and-seventy page, full colour, 222.29 MB PDF or alternatively a two-hundred-and-seventy page, full colour hardback book.

The layout is clean and tidy. It uses classic RuneQuest cartorgraphy,  the artwork is good, and although it requires an edit in places, is well written and easy to read.

Where is it set?
The Company of the Dragon is set across Sartar in Dragon Pass. Specifically, it is set between Earth Season, 1620 ST and Darkness Season, 1625 ST.

Who do you play?
If The Company of the Dragon is played as the direct sequel to Six Seasons in Sartar, the Player Characters will be dispossessed and on the run members of the Haraborn Clan, broken following a confrontation with the occupying forces of the Lunar Empire.
Alternatively, if The Company of the Dragon is played as a standalone campaign, the Player Characters should be Sartarites who have been rendered clanless due to the actions or influence of the Lunar Empire and therefore have a dislike of either Chaos or the Lunar Empire.
What do you need?
The Company of the Dragon requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, the RuneQuest Gamemaster Screen Pack, and The Book of Red Magic. The Startar Campaign may also be useful.
What do you get?The truth of the matter is that like Six Seasons in Sartar before it, The Company of the Dragon is not one thing. Both are campaigns and both are more than the sum of their parts, for each and every one of those parts stands out on its own. Not necessarily because they are gameable, but together they contribute to the campaign as a very satisfactory whole.
First—and most obviously, The Company of the Dragon is a campaign and a sequel to Six Seasons in Sartar. In Six Seasons in Sartar, the players and their characters, newly initiated members of the Haraborn, the Clan of the Black Stag, the 13th Colymar clan play out the last year of existence before its sundering at the hands of the Lunar Empire. Brought to the attention of Kallyr Starbrow, the last few members of the clan—including the Player Characters—are on the run, hunted by both occupying Lunar forces and the empire’s indigent servants. They have taken to hills, one more dispossessed band of the clanless, relying at best on the generosity of those Sartarite hill clans prepared to support the victims of the Lunar Empire. Some—mostly the ‘gentrified’ Sartarites of the towns and cities—instead view them as bandits and rebels in the face of the peace and prosperity that comes with being a Lunar client state, and the divide between the Sartarites of the towns and the hills is an important aspect of the campaign.
As a campaign, the focus and setting for Six Seasons in Sartar was narrow—the Vale that is home to the Haraborn and the six seasons which run from 1619 ST and into 1620 ST. It did not so much take the Player Characters out of those confines, as force them out at the end of the campaign. The Company of the Dragon takes place between Earth Season, 1620 ST and Darkness Season, 1625 ST, during which time the Player Characters and their band, will crisscross Sartar, often with the enemy dogging their heels, potentially participating in the great events of the period, such as the Battle of Auroch Hills. Ultimately, as the campaign comes to a climax, the Player Characters will participate in the Dragonrise (which takes place just weeks before the beginning of RuneQuest: Roleplaying in Glorantha) and the ascension of Kallyr Starbrow. Chronologically, this equates to the same period that players are rolling the family backgrounds for the active five years of their characters’ own adventuring in character generation in RuneQuest: Roleplaying in Glorantha. What this means is that The Company of the Dragon could be used as a means not to simply generate the backgrounds for the Player Characters, but rather play them out. This would work playing the campaign as members of the Haraborn clan or simply the dispossessed if run as a standalone campaign.
As a campaign, The Company of the Dragon consists of some twenty-seven seasons, covering some five years, into each of which can be slotted the campaign’s episodes. Some of these come pre-filled, such as The Forging, the campaign’s starting point, and then The Battle of Auroch Hills, Famine, Dragonrise, and Kallyr Starbrow. The rest are left empty for the Game Master to populate as best suits her campaign and her players. Over half of the book is dedicated to these, each broken down into its what, when, where, who, why, and how, before presenting potential exits. Some are connected, but many are standalone and many can be repeated, such as encountering ‘rival’ bandits, escaping from capture, facing the famine which besets Sartar due to the Great Winter, being hunted by the authorities, and so on. In many cases, these episodes can be varied slightly so that they do not feel repetitive. The episodes range in tone, some are merely exciting, others epic, and some truly horrific and creepy. Depending upon the players, there are some episodes which are of a mature nature and so may not be suitable for all groups, even though their roleplaying potential is still very high. 
Second, The Company of the Dragon is a means to quantify and run an organisation—in this a band of rebels which will rise above mere banditry and become a warband associated with and allied to Kallyr Starbrow. As a band on the run, the organisation becomes the Player Characters’ community, a mobile one, but a community, nevertheless. This is the ‘Company of the Dragon’ itself and the Player Characters form its Ring, its heart and ruling body, along with any other surviving NPCs from the Haraborn Clan, if the campaign is being run as a sequel to Six Seasons in Sartar. The community/warband is done as a Player Character in its own right, complete with Community characteristics, Runes, Reputation, and even skills. The Community characteristics interact with the world around in two ways. One is directly against another organisation, for example, against a Lunar force sent to track them down, and this is handled with opposed rolls, whilst the other is as resources, for example, donating food to a starving Clan and in doing so, depleting the warband’s Community Constitution. Throughout the campaign, the Player Characters must constantly keep track of and maintain the Community characteristics to ensure the warband’s survival.
Third, The Company of the Dragon is also a guide to Illumination, for the warband is also its own cult and has its own Wyter. This stems from the final scenarios in the earlier Six Seasons in Sartar, and ultimately the loss and replacement of Clan Haraborn’s Wyter. The Illumination involved is neither that of Nysalor or the Red Goddess, but that of Draconic Consciousness. Here The Company of the Dragon resolutely veers into ‘Your Glorantha Will Vary’ territory and the author’s interpretation may not match that of the Game Master running the campaign. However, it does push the members of the company to become something more than a mere warband and perhaps achieve the mythic, if in a very different fashion.
Fourth, The Company of the Dragon is an initiation into the mysteries of Glorantha. These are primarily explored through the alternative form of Illumination, but The Company of the Dragon continues the writings in Six Seasons in Sartar which examined initiation rituals. Six Seasons in Sartar included detailed initiations for both Orlanth lay worshippers and Ernalda lay worshippers, but here expands on that to detail the rituals involved for Orlanth Adventurous, Vinga, Humakt, Babeester Gor, and Storm Bull. The last one detailed is that for The Company of the Dragon itself.
Fifth, The Company of the Dragon, much like Six Seasons in Sartar, is a toolkit. Take the various bits of the campaign and what you have is a set of tools and elements which the Game Master can obviously use as part of running The Company of the Dragon, but can also take them and use them in her own campaign. So this is not just the advice and discussion as to the nature of initiations and how to run them, but also the rules for creating and running streamlined NPCs—supported by a wide range of NPCs which the Game Master can modify, a guide to running character and story arcs, running and handling communities, and of course, advice on running both the campaign and RuneQuest: Roleplaying in Glorantha in general.
Sixth, The Company of the Dragon, much like Six Seasons in Sartar, is a conceit. Throughout the campaign, commentary is provided by a number of notable Gloranthan scholars and experts in Third Age literature, not necessarily upon the campaign itself, but upon the events detailed The Warbands of Sartar Under the Pax Imperii by Temerin the Younger, a Lunarised Sartarite who was intrigued enough by the ‘rebels’ of The Company of the Dragon to want understand what motivated its members. Again there are excepts from later authors, such as ‘Bands of Brothers, Circles of Sisters’ – The Warbands of Ancient Sartar by Deborah Abadi, or Miguel Moreno’s ‘Between Two Nations: Temerin the Younger’s Identity Struggle’ from The Journal of Heortling Studies, October 1998. As before, this device enables the author himself to step out of the campaign itself and add further commentary, not just from his own point of view, but from opposing views. Beyond that, the conceit pushes The Company of the Dragon as a campaign from being a mere campaign into being an epic, because essentially, it is what a heroic poem does.
Of course, The Company of the Dragon comes to an end. The climax manages to be epic and monstrous, gloriously involving the Company of the Dragon and the Player Characters. It enables them to be involved in the most pivotal events of the recent Gloranthan history and likely prove themselves to heroes worthy of myth and legend. 
Is it worth your time?
YesThe Company of the Dragon is a superb treatment of community, myth, and destiny in Glorantha, which pushes the players and their characters to build and maintain their own community, to create their own myth, and ultimately, have them forge their own destiny. Packed with tools, advice, and discussion, this is exactly the sequel that Six Seasons in Sartar needed and whether as a sequel or a standalone campaign, is a superb prequel to the events of RuneQuest: Roleplaying in Glorantha and the Sartar Campaign.
NoThe Company of the Dragon presents an alternative campaign set-up, one which takes place prior to the default starting date for RuneQuest: Roleplaying in Glorantha and requires you to play out season by season—and you may already have begun your campaign.MaybeThe Company of the Dragon includes content which is useful beyond the limits of its campaign—the initiation rites, the notes on heroquests, rules for streamlined NPCs, quick resolution rules for battles, and more. That more consists of almost thirty fully detailed adventures and adventure seeds which can be drawn out and developed by the Game Master. All useful in an ongoing campaign. 

1981: X2 Castle Amber

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

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Published in 1981, the second entry in the ‘X’ series of modules for Basic Dungeons & Dragons designed for use in conjunction Expert Dungeons & Dragons could not have been more different than the first. Both are pulpy in their tone and inspirations, but where X1 The Isle of Dread is a lush mashup of King Kong and Sir Arthur Conan-Doyle’s The Lost World with a dash of H.P. Lovecraft, X2 Castle Amber combines its Pulp sensibilities with a mixture of horror—the Gothic and the Lovecraftian in particular, sybaritic ennui, dreamlike dread, and woozy whimsey. The locations are different too, the Player Characters expected to sail to and explore a large island in search of treasure in X1 The Isle of Dread, whilst in X2 Castle Amber, they are unceremoniously pulled into an alternate dimension—not once, but twice—and forced to go looking for answers (and solutions) to their predicament, again not once, but twice. The bulk of X2 Castle Amber take place in a castle—or technically, it takes place in Château d’Amberville and is therefore not actually very castle-like—followed by a potentially lengthy wilderness section. In fact, having the scenario’s location before the wilderness section, when it is normally set after it in a traditional wilderness module, is very strange indeed, and that is in a very strange, often weird module indeed.
X2 Castle Amber is designed for a party of six to ten Player Characters, between Third and Sixth Level. The total of the party’s Experience Levels should be between twenty-six and thirty-four, ideally averaging thirty in total. Both X1 The Isle of Dread and X2 Castle Amber begin with the Player Characters on the Continent of the ‘Known World’. In X1 The Isle of Dread, they discover the journal describing a trip to the Thanegioth Archipelago, and lured by the mention of great treasure, sail off on the thousand-mile journey as soon as possible. In X2 Castle Amber, they are traveling to the Glantri City where they are hoping to find employment with one of the princes, but along the way, they get lost and are forced to make camp. After a sleep filled with nightmares, they awake to find themselves in the foyer of a mansion—a French mansion no less! With the mansion surrounded by a strange and very deadly mist, the Player Characters have no choice but to go forward and explore. In room after room, they will be confronted by one strange encounter after another—a nobleman who wants to set-up a bare-knuckle boxing match between his magen (or magical men) and whomever the party nominates as their champion, with bets on the outcome encouraged; a great banquet attended by ghosts which the Player Characters can attend and eat their fill, and in doing so gain great benefits or dire consequences; a room with its floor covered in a Green Slime, ceiling in a Black Pudding, and its only furniture, a very full treasure chest, is covered in a Grey Ooze; an Ogre servant who killed his mistress and now dresses like her and attempts to emulate her; a river in an Indoor Forest crossed by a bridge under which lives a troll; a noblewoman buried accidentally alive in the chapel by her brother—in a very obvious nod to Edgar Allan Poe; a throne room populated by skeletons frozen in their last moments; and a mad, misshapen court jester with the power to charm others and turn them into white apes! And this is only the start.
X2 Castle Amber is home to the aristocratic Amber or D’Amberville family, and they are either incredibly bored or insane, often both. Their aim, when encountering the Player Characters is not necessarily to kill them, but toy with them and extract some entertainment value. This is not to say that Castle Amber is not deadly or that its inhabitants are all friendly—it is deadly in a great many places and many of the inhabitants are decidedly hostile. It is deadly—and weird—in another way too. There are multiple means of a Player Character dying simply by eating the wrong thing or making the wrong choice, notably at the banquet and later when picking cards from a tarot deck, and then failing a Saving Throw. However, death is not the only effect that a Player Character might suffer, such as having the spell Feeblemind cast on him or being turned into a ghost, and there are also many beneficial effects that a Player Character might gain. For example, he might gain a permanent increase in Hit Points or actual attributes or an increase by one Level upon the completion of his next adventure beyond that of Château d’Amberville. There is also quite a lot of treasure, both monetary and magical, to be found if the Player Characters are thorough and are prepared to brave the castle’s many dangers.
For the most part, X2 Castle Amber is fairly linear. The Player Characters start at the foyer of the castle and work their through the West Wing into the Indoor Forest and from there either into the East Wing or the Chapel. Although this is a mansion, it does not have a lived-in quality. It is all quite self-contained and all but frozen in time. This applies to many of the individual rooms and locations too, which often feel more like tableaus awaiting the arrival of the Player Characters and their involvement, the mix involving opportunities for roleplaying in interacting with the inhabitants and deduction in working out the tricks and traps to be found in the castle—as well as combat. This sense of the scenario being frozen in time applies to the Player Characters too, for at the end of each gaming session, they are encircled by a cloud of amber light, a space in which they are protected from the denizens of the castle, including wandering monsters, can recover Hit Points and spells, and even train to go up a Level if they have acquired enough Experience Points. This not only enhances the oddness of the Château d’Amberville, but it suggests a degree of agency upon the part of someone else… This though is only the first part of X2 Castle Amber.
Much of the first part of the scenario is presented as a mystery. Not so much a murder mystery—although that is sort of present in the scenario’s overall plot—but a mystery as what is going on and why the Player Characters have been pulled into the weird and whimsical world of Castle Amber. Plus of course, how they escape the castle and ultimately the grey mist. The scenario makes this relatively easy in placing a scroll in several places around the castle which gives explicit instructions as to the means of escape. This requires that the Player Characters locate several Silver Keys and then the Gate of the Silver Keys, which is located in the dungeons below Castle Amber, and from there travel to the original homeland of the D’Amberville family, Averoigne, and this is where the scenario opens up and again marks it out as something different to previous scenarios.
Averoigne is a mythical province of France and the setting of a series of short stories by Clark Ashton Smith which originally appeared in Weird Tales magazine. Used with permission, this marks X2 Castle Amber out as one of the first scenarios for Dungeons & Dragons to use licensed content and the module includes a list of all of the stories in its bibliography. Unlike in the castle, the Player Characters have far more freedom of movement in Averoigne—to an extent. No longer are they in a Dungeons & Dragons-style fantasy land, but an ahistorical fantasy land, one based on mediaeval France in which magic is outlawed by the church and the likelihood is that any demi-human Player Character is likely to be regarded as an abomination. So as much as they freedom of movement, they are constricted by the society of the land they are in. Like any good wilderness scenario, the Averoigne section of X2 Castle Amber is a sandbox which the Player Characters must explore driven by the need to locate the four items they need to unravel the final scenes of the scenario. So there is a need for subterfuge here unless the Player Characters want to become outlaws and fugitives.
However, advice and background for the Dungeon Master for this section of the scenario is perhaps a little underwritten. X2 Castle Amber is definitely not a sourcebook for Clark Ashton Smith’s Averoigne—though it could certainly form the basis of one—and so states that, “The encounters in this part of the module are left sketchy since most take place in cities and would require more detail and space than is available in this module. The DM should flesh out each adventure as he or she desires, designing NPCs, town streets and other details as necessary.” Potentially, this does leave the Dungeon Master with a lot of work to develop encounters and NPCs should her Player Characters deviate too much from the four quests to find the items necessary for them to progress onwards. At the very least, the Dungeon Master will need to improvise some of the encounters and NPCs outside of the scenario’s plot, and as a consequence, X2 Castle Amber is best run by an experienced Dungeon Master rather than one new to Dungeons & Dragons.
Lastly, the Player Characters can enter the scenario’s final dungeon, The Tomb of Stephen Amber. This is X2 Castle Amber at its mostly deadly, a complex of nine rooms, containing in turn, a Blue Dragon, a Flame Salamander, a Wyvern, a Stone Giant, a Manticore, a Mud Golem, a Great White Shark, and a five-headed Hydra, and that is in addition to dangerous environments in these denizens reside. Now the Player Characters will not face all of these creatures, but they will face most of them, making for a tough physically challenging end to the module. If the Player Characters persevere and survive, they will encounter the NPC who has been sort of helping them along the way, be thanked, and richly rewarded for their efforts, including the resurrection four of their dead comrades—if they want. Surely, there can be no clearer indication of how tough a module if the Player Characters are being offered the chance of resurrection at the end?
Rounding out X2 Castle Amber is a bestiary of seventeen new—or mostly new—monsters. These include Amber Lotus Flowers, Giant Amoeba, Aranea, Brain Collector, Death Demon, Mud Golem, Grab Grass, Gremlin, Killer Trees, Lupin, Magen (of various types), Pagans, Phantoms, Rakasta, Slime Worm, Sun Brother, and Vampire Roses. Of these, the Aranea and the Rakasta originally appeared in X1 The Isle of Dread, and of the rest, the Pagans are worshippers of nature some of whom actually practice human sacrifice…! They can be found in the castle and in Averoigne, whilst some of the larger monsters are confined to the castle’s dungeon, including the Neh-Thalggu, or brain collector, and the Slime Worm.
Physically, X2 Castle Amber is done in the traditional format for TSR, Inc.’s modules—a wraparound cover with maps on the inside, containing a plain black and white booklet inside. The Errol Otus cover depicting a giant wielding a tree trunk and grabbing a castle tower is excellent, but not necessarily appropriate to the events of the scenario. The internal illustrations, many of them done by Jim Holloway are superb, imparting both the horror and the humour of the module.  
One interesting aspect of X2 Castle Amber is how in 1981 it prefigures I6 Ravenloft and Ravenloft itself as a campaign setting. Surrounded by a strange grey mist, Castle Amber is essentially a pocket dimension all of its very own—as is Averoigne in the later part of the module—and both would sit very easily on the Demiplane of Dread as Domains in their own right. Of course, the module is completely unconnected to Ravenloft for obvious reasons, but the similarities are there such that importing X2 Castle Amber into the Realm of Terror campaign setting for Advanced Dungeons & Dragons, Second Edition, without any difficulty at all. Further, given that both have the influence of Edgar Allan Poe in common, with some adjustment, X2 Castle Amber could also be adapted to be run as part of a Masque of the Red Death campaign as well.
As a complete scenario, X2 Castle Amber is principally a ‘funhouse’ dungeon, essentially a series of self-contained tests and challenges consisting of mostly puzzles and traps with little to any overarching plot or nod to consistency. Hence you have a weird room layered with puddings and oozes, and a ceiling with shafts in that hide a myriad of traps. The effect initially then, is to confuse both Dungeon Master and then her players. First the Dungeon Master, because the module provides a sort of over view and of course, advises her to read the module through carefully, yet until she has actually done so, she will not really grasp what is going on and what the full plot is. This is because it is not effectively explained in the introduction to an infuriating degree, leaving it to the Dungeon Master to thoroughly read through the module to find out what is going on. Second for the players and their characters. They will have no idea what is going with the characters’ abduction and limited choice but to go forward and explore. Only once the Player Characters find the scroll they will at least have an objective and even then, there is the possibility that they will find the scroll, collect everything they need in Averoigne, do everything necessary to solve the mystery of how to leave Castle Amber, but never work out or learn what the overall plot is. However, by this point, the Dungeon Master will of course know what is going on.
The funhouse aspect of X2 Castle Amber also comes out in the humour, often dark humour, of the scenario. This includes squirrels with the Midas touch, the Jester with his White Ape companions, and Gremlins whose Chaotic area of effect will reflect spells, prevent mechanical effects from working, trousers to fall down, helmets to slip down over the eyes, and the like, all at their whim and amusement. 
One issue with X2 Castle Amber which will require an experienced Game Master is the underwritten motivations of the NPCs, specifically the members of the D’Amberville family. Although the background to the Amber family is given and it is made clear that none of them is actually sane, ranging from slightly eccentric to completely insane, that they are Chaotic, uncooperative, bored, and looking for some diversion to relieve that boredom, individual motivations—apart from one or two—are sorely lacking. Which leaves the Dungeon Master with a lot of effort to put into the portrayal of these NPCs, many of them of high-Level Magic-users and Clerics beyond that possible in Basic Dungeons & Dragons and Expert Dungeons & Dragons at the time of the module’s publication.
—oOo—
X2 Castle Amber was reviewed by Jim in White Dwarf No 35 (November, 1982), who said, “Castle Amber is the second module for use with the Expert Set and is an attempt to bring randomness back into D&D. The 3rd and 6th level party become trapped in Castle Amber where they are beset by the members of the Amber family. Escape lies into a wilderness on another world where magic is frowned upon and spell casters may well come to the attention of the Inquisition. Non-humans are going to have a hard time here as they will be very conspicuous. Amber Castle depends a lot on chance leaving little room for skill and at times can be deadly.” His conclusion was that “I don’t recommend X2 unless you like chaotic adventures and designing urban areas.” and gave it a score of six out of ten.
More recently, X2 Castle Amber was included in ‘The 30 Greatest D&D Adventures of All Time’ in the ‘Dungeon Design Panel’ in Dungeon #116 (November 2004). Author of Return to the Keep on the Borderlands, John Rateliff said, “A rare example of a licensed product that shines both for its treatment of the original setting and for its excellence as a D&D adventure. Inspired by the ‘Averoigne’ stories of Clarke Ashton Smith, the best of the Weird Tales writers, it has a distinctive quirkiness, dangerous and sensuous and slightly amused all at the same time. There’s a reason it inspired not one but two sequels.”
—oOo—
By being set on an alternate plane of existence, X2 Castle Amber is very self-contained, which means that it is incredibly easy to adapt to other settings, whether that is as a Demiplane of Ravenloft or elsewhere. Yet initially, X2 Castle Amber feels incomprehensibly weird, leaving the Dungeon Master with little or no idea as to what exactly is going on, but give it the careful read through that every module demands—and is warranted here more than most—and the module’s weirdness and whimsy begins to come together. In places, underwritten and underdeveloped by modern standards though it is, X2 Castle Amber does have a coherency, eventually, that the archetypal ‘funhouse’ dungeon often lacks and the challenge perhaps lies in imparting that sense of coherency to the players. In addition to that, X2 Castle Amber does leave the Dungeon Master with a lot to develop to get the very most out of the adventure, whether that is fleshing out the motivations of individual D’Amberville family members or expanding upon the Averoigne wilderness section. The latter is arguably a not much more than a fascinating snapshot of the county which deserved further exploration which it never got in Dungeons & Dragons. It certainly would have made a fine addition to Ravenloft. 
X2 Castle Amber is not perfect and it requires a lot of input upon the part of the Dungeon Master, but it is a fantastic Dungeons & Dragons adventure, made all the more enjoyable by its whimsy and weirdness, its humour and its horror. This with the combination of the Gothic and the Pulp Horror push it away from the classic medievalism of earlier modules into a much darker fantasy than that typically found in Dungeons & Dragons, and that is why X2 Castle Amber is regarded as a classic.

My Old School Gaming Project

The Other Side -

Spend any time here and you know that I do love my old-school gaming.  Also for me, my introduction to RPGs coincided with my introduction to computers.  For me, RPGs and computers have always gone hand-in-hand. 

So it should be no surprise then that if I am going to spend so much time working on bringing old-school games back to life I might be doing the same with old-school computers.

Here is my current project.  

Raspberry Pi CoCo

This a "proof of concept."  It is a 3D printed case, housing a Raspberry Pi with 8Gigs of RAM.  It is wifi enabled and has HDMI ports.  Currently running the CoCo-Pi software.

https://coco-pi.com/

Back in 1985, I bought my first computer. It was a Tandy Color Computer 2 with 16k of ROM, a tape-cassette drive for storage and I  plugged it into a color TV.  One of the first things I did with it was to write programs to roll dice, do character abilities and even mimic combat.  Eventually, my DM and I would spend our gaming sessions working on some software we called "BARD" and it was a combat manager.  We could load 10 characters in at a time, roll for initiative and have them battle any number of monsters we wanted.  Some special abilities were a problem (beholders gave us no end of grief) but we had it worked out so that even dragons with breath weapons worked well. I even had a character, my one and only even ninja, killed by a black dragon, taking 70 hp of damage in the first attack. The death was so spectacular that my DM and I sat back and laughed our asses off as this black dragon attacked only the ninja and kept on attacking him until he was at -400 hp. 

It was great fun and I still have the source code.

Fast forward to later this year when my brother got me this:

CoCo 2
CoCo 2

That's not just any CoCo2, that is the one my DM and I wrote BARD on.  He had sold it to my brother years ago because one of the EPROM pins broke off and at the time it was too costly to replace and better computers were out.  I have even gone from my CoCo2 to a CoCo3, to a Tandy 1000, to an 8086, and then to an Intel 286 by that time.  I was getting ready to buy my next computer, my Gateway 486 that I upgraded for years until it got to be so full I needed to keep the case off and have fans blowing in. 

But I digress.  This "new" machine is close to 40 years old and I have been spending my Christmas break cleaning it, upgrading the internal components, and even 3D printing new parts for it.  What I have not be able to make or re-use I have been ordering online.

I hope to show her off soon.  Right now I need to stop so I can transfer some files to USB.  Yes, I got it working with some new USB ports.

This will be a lot fun.  Scratch that, this has been a lot of fun already.

Monstrous Monday: Aamon, Grand Marquis of Hell

The Other Side -

Another social media-inspired post today.  My wife was reading something on Geek Girls and she got very excited about the idea of there being border-lands in Hell. Which naturally got us talking about my Demons for Basic Bestariy III.  Not knowing anything about the D&D Blood War, she thought the idea of multiple demonic species in "Hell" a really fun idea.  She was really excited when I mentioned that my Basic Bestarity Demons come in 12 different species, or what I am calling Lineages.

What D&D calls unique devils I refer to as the "Baalseraph" or the Devil Lords.  These are the ones that fell to Hell after losing the War in Heaven.  Each Baalseraph is unique and each one had a previous name from when they were spirits of good.   

Today I want to investigate both of these topics and also show why I also like using OGC monsters.  In this case, I am updating "Amon" from the Tome of Horrors Complete from Necromancer Games and Frog God Games.

Aamon, Grand Marquis of Hell

"Amon, or Aamon, is a great and mighty marques, and commeth abroad in the likeness of a Wolf, having a serpents tail, [vomiting] flames of fire; when he putteth on the shape of a man, he sheweth out dogs teeth, and a great head like to a mighty [night hawk]; he is the strongest prince of all other, and understandeth of all things past and to come, he procureth favor, and reconcileth both friends and foes, and rule forthy legions of devils."

- Johann Wier (1583) Pseudomonarchia Daemonum.

Large Fiend (Diabolic, Baalseraph)

Aamon, Grand MarquisFrequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Lawful Evil]
Movement: 180' (60') [18"]
Armor Class: -2 [21]
Hit Dice: 22d8+44****** (143 hp)
 Large: 22d20+44****** (165 hp)
To Hit AC 0: 6 (+14)
Attacks: 1 weapon or 2 claws, 1 biteDamage: 2d6+6 (+3 weapon, +3 strength) or 1d6+3 x2, 1d8+3
Special: Baalseraph powers and immunities, magic resistance (75%), regeneration (3 hp/round), spell-like abilities, summoning, teleapthy 100 ft. (see below)Save: Monster 22
Morale: 12 (NA)
Treasure Hoard Class: XVI, XII (G,K)
XP: 16,250 (OSE) 16,750 (LL)

Str: 19 (+3) Dex: 17 (+2) Con: 16 (+2) Int: 18 (+3) Wis: 16 (+2) Cha: 18 (+3)

Aamon, also called Amon and Nahum, appears as a wolf-headed humanoid standing 9’ tall. His fur is brownish-black and his eyes and teeth are yellow. His great clawed hands are brownish in color and covered in shaggy fur.  He has a long tail like a snake.  

Aamon is a vassal in service to Geryon, commanding no less than 3 legions of bone devils and 40 legions of lesser shedim (devils) on his home plane in Hell. Amon wields a +3 great-mace with two hands. He can also bite in the same round for 1d8+3 hp damage.  If pressed he can attack with his two massive claws instead of his sword. Amon is only harmed by +3 or better weapons. Amon is very strong (STR 19), receiving +3 to hit and damage in melee combat. He regenerates 3 hp per round.

Aamon has the following spell-like abilities, usable at will: animate dead, charm monster, detect invisibility, detect magic, dispel magic, fear (as the spell), fly, geas, know alignment, polymorph self, produce flame, read languages, read magic, suggestion, teleportation, wall of ice, and limited wish (for another being only). In addition, one time per day he may employ a symbol of hopelessness and gate (60% probability of success) 1d4 bone devils. He is able to summon all wolves in a 1-mile radius and control them to do his will.

Like all Baalseraph, Aamon has the following damage modifiers.  He takes no damage from fire (mundane, magical or dragon), normal weapons, or poison (ingested).  He is immune to the effects of mind-affecting magics like charm, ESP, hold, and sleep.  He takes half the damage (and saves for no damage) from cold, electricity, and poisonous gases.  Finally, he takes full damage (or saves for half where applicable) from acid, magic missile attacks (or similar magical energy), blessed, magical, or silvered weapons.   He has magic resistance of 75%. 

Prior to his fall, he had been the spirit known as Nahum, which means "who induces to eagerness."   He was summoned as an impartial judge in disputes between friends.  Now as one of the fallen he creates strife between friends. 

As a Grand Marquis Aamon commands his troops to fend off the hordes of invading Asuras, Calabim, Tarterians.

Seal of Amon

--

Aamon is not just a great example of a Grand Marquis, he is a great example of an OGC monster.   He is used in Pathfinder, Swords & Wizardry, Advanced Labyrinth Lord, and others along with its original use in AD&D.

Section 15 for this monster follows:

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.

Swords & Wizardry Core Rules. Copyright 2008, Matthew J. Finch
Swords & Wizardry Complete Rulebook. Copyright 2010, Matthew J. Finch.

Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games.

Amon from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; based on original material by Author Scott Greene, based on original material by Gary Gygax.

I am choosing to cleave close to the original material and the OGC material because I feel that anyone using this monster (or later using the Basic Bestiary) to be able to slot him right into an ongoing game without too many "continuity errors."  So I include his "mythological" background (description, legions controlled) and his "D&D" background (allegiance to Geryon).  I also include more details that are solely from my own games (Baalseraph, borderland disputes). 

My Aamon is expanded and changed, but I can see where you can use Amon and Aamon interchangeably. The ability to pick up one of my monsters and use them in any game is one of my main design goals.

Links


1991: Amber Diceless Role-Playing

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
The year 1991 gave the hobby two radical roleplaying games. Both focused on plots, intrigue, and story. One was Vampire: The Masquerade, which introduced us to the World of Darkness and playing monsters almost as a kind of unnatural superhero roleplaying game, and did so in a stunning looking book. It would go on to win the Origins Award for Best Roleplaying Rules of 1991. The other was Amber Diceless Role-Playing, which as the title suggests, was radical in a wholly different way.
Amber Diceless Role-Playing is a licensed roleplaying game based on the Chronicles of Amber, the ten-book series by Roger Zelazny. The books are set in the one true reality that is the kingdom of  Amber with every other world or realm being a reflection or ‘Shadow’ of the kingdom—including Earth—all the way out to the Courts of Chaos. Amber is ruled by one family with many members who plot and scheme for the throne and who have mental and physical powers that are almost godlike. Not only that, but they also have the ability to walk through and manipulate the Shadows after having walked the Pattern, a symbol of the order of the universe, as well as use Trumps. These are playing card-sized decks illustrated with members of the family which can be used to contact each other, transport between their respective locations if they are willing, and even scry on each other—if they are careful. Given their long life and their ability to step out into a Shadow where time might run faster, an Amberite can also have almost any skill he wants, but ultimately that skill may not matter against the true mental and physical abilities of an Amberite.  There are seventeen or so brothers and sisters in the Amber royal family, all the children of Oberon, the first King of Amber who has disappeared at the time of the first book, Nine Princes in Amber. However, the players do not take the roles of these princes of Amber, but their children, and they can be as fractious as their parents and their aunts and uncles—and even towards their parents and their aunts and uncles. The fourth novel in the series, Hand of Oberon, asked, “What would have another generation have been like?” Amber Diceless Role-Playing sets out to answer that question.
A character or Amberite in Amber Diceless Role-Playing is defined by four attributes—Psyche, Strength, Endurance, and Warfare. Warfare covers fighting and strategy of any kind; Endurance is health, fortitude, and tenacity; Strength is raw physical power; and Psyche is mental strength and ability with a host of different magical powers. A Player Character begins play with all four attributes at Amberite level, which means that he is capable of defeating almost every person or creature that he might meet out in Shadow. At that level though, any Amberite with a higher value—even a slightly higher value—in an attribute will nearly always beat him. They can also be lower—Chaos or Human level. However, most Amberites will have attributes higher, much higher. Plus, there is no limit to how high an attribute can go. A Player Character can also have Powers. Pattern Imprint and Trump Artistry are common to most Amberites, whilst Logrus Mastery and Shapeshifting are found amongst the members of the Courts of Chaos. All are incredibly powerful and can be used with relative ease, often reflexively once known, whereas Magic takes time, effort, and study. Magic comes in three forms: Power Words are instantaneous effects primarily used defensively, Conjuration covers the creation and empowering of artefacts and creatures, and Sorcery details more complex, but inordinately more time-consuming spells. In addition, a Player Character can have allies, his own Shadow, and signature artefacts—arms and armour are common since swords are the most often wielded weapons in the setting.
Character creation in Amber Diceless Role-Playing is not only diceless, but co-operative and adversarial. Diceless because no dice are rolled, co-operative because it done together, and adversarial because the Player Characters will be better in one or more of the attributes than their cousins. This is because character creation is handled as an auction, the player bidding in each of the four attributes, if not to be the best, then at least be better than their potential rivals. This automatically sets up rivalries between the characters with the players outbidding each to see whose character is the best. Points bid are lost—or rather expended—to determine where each of the Player Characters ranked in terms of the four attributes, with a higher ranked character nearly always able to beat a lower ranked character. However, a player can decide to pass and buy up to just under another character’s in an attribute and do so in secret, adding a degree of uncertainty in deciding or knowing who is better. Then beyond the four attributes, a player is free to purchase the Powers, Shadows, allies, artefacts, and so that he wants his character to have. The problem here is that no player has enough points for all of this.
At the start of the attribute auction, each player has one hundred points on which to bid on his character’s attributes and purchase his powers. Each of the Powers is really good—and that is before a player considers the advanced versions, and the auction can get fiercely competitive, especially in the key Psyche and Warfare attributes. Options then might be for the player to decide to buy down at attribute, either to Chaos or even Human level. Then a player might opt to help the Game Master by contributing a diary or keeping a campaign log, or even writing poetry or stories, or he might opt for his character to have Bad Stuff. Essentially, Bad Stuff is bad luck and means that things invariably do not go the character’s way and that he suffers from a poor reputation. Should a player have points left over from character creation, they are converted to Good Stuff. Having Good Stuff means that the things invariably do go the character’s way and he benefits from a positive reputation. EdmundEdmund grew up an orphan out on a Shadow and only began to discover his heritage when he found Witherbrand, renowned for its cutting remarks, which began to teach him about the true nature of the universe. He has yet to discover which of the sons and daughters of Amber is his true parent and that is his primary goal.
PSYCHE: 5th [16 points]STRENGTH: 5th [5 points]ENDURANCE: 3rd [10 points]WARFARE: 3rd [24 points]
55 Total Points in AttributesPattern Imprint [50 points]WITHERBRAND – Sword [14 points]Deadly Damage [4 points]Able to Speak in Tongues and Voices [4 points]Sensitivity to Danger [2 points]Shadow Path [2 points]Alternate Forms, named and numbered [2 points]Bad Stuff [1 point]Personal Diary [+10 points]
Mechanically, in Amber Diceless Role-Playing—because it is diceless, a character can do almost anything as long he has the capability and can narrate it, and long as it is not challenging or he is not opposed. Further, Powers such as Pattern Imprint and Logrus enable a Player Character to literally manipulate the worlds around him. If a character is opposed, combat can ensue and whilst the character with the highest rank will likely win, there are circumstances when another attribute will influence the outcome. For example, in a contest of Warfare, the character with the higher Endurance might be able to outlast his opponent or laying his hands on his opponent with his higher Strength defeat him in a grapple. Like the rest of the game, combat is handled narratively, whether that is simple matter of affirming that a Player Character defeats an opponent out on a Shadow or when faced by one of his rival Amberite cousins or an agent from the Courts of Chaos, played out blow-by-blow, right down to the stances assumed and the manoeuvres made. If this sounds all too simple, then on one level it is. Yet, at the level of the blow-by-blow account of a duel—whether using swords, armies, magic, or even wits, it is far from simple. It takes narrative skill and judgement upon the part of the Game Master to unfold the outcome of such an encounter effectively and reasonably—though not necessarily fairly because stories are not always like that and a Player Character may just have some Bad Stuff which will probably influence the outcome too.
Fortunately, the handling of combat is liberally illustrated with not one, but eight examples of play, depending on the skill of the combatants. It is these examples where Amber Diceless Role-Playing begins to shine. There are not just examples of combat and of play, but a complete example of auctions for all four attributes, followed by examples of the Game Master working through the resulting characters with her players to get better more playable results that match their concepts. In addition, all of the Powers and the types of magic are explored in depth and detail, not just to understand how they work, but also how they can be brought into a campaign in interesting ways to challenge the Player Characters. To be fair, the advanced versions are not explored in as great depth as the standard versions, but the likelihood is that few of the Player Characters are going access to those at the start of a campaign. This is followed by an examination of twenty of the Elder Amberites, including different versions built with differing number of points, suggesting their roles in a campaign, and what each would be like as a parent. Plus allies and artefacts. Any fan of the Chronicles of Amber will enjoy both the examinations of the various powers and the Amberites in particular, especially the latter where the designer begins to diverge away from the baseline narrative and point of view that is Corwin’s in the first five books of the series. 
For the Game Master there is advice on running the game, which though may look obvious today, at the time of roleplaying game’s release would have been perhaps not quite as widely accepted. Much of this caps the advice throughout Amber Diceless Role-Playing, covering character backgrounds, outline hints for the rules of engagement for character information, choices, and other narrative elements. It even goes one step further into the radical by suggesting that “The best kind of roleplaying is pure role-playing. No rules, no points, and no mechanics.” and the playing group best ditch everything from character creation, points, magic, rules, and even the Game Master! This though may be step too far though given how much of a step change even the diceless, narrative style of play in Amber Diceless Role-Playing would have been at the time of its publication.
Rounding out Amber Diceless Role-Playing is a set of three scenarios, each of a differing nature. ‘The Throne War’ is an experimental way to play, intentionally designed as the opposite of an atypical game of Amber Diceless Role-Playing. In this, everything from attributes to Powers is up for bid in the auction and the Player Characters are actively campaigning—and thus the players playing—against each other in a bid to become King of Amber. As the first scenario in the book it is literally a swerve away from the way the game is typically played and is not really suitable as a first scenario. It is followed by ‘Battleground on Shadow Earth’ which is framework for a battle between Law and Chaos which the Player Characters need to cleave through to get to the source of the problem. The third scenario, ‘Opening the Abyess’ which does open with a deus ex machina, but is otherwise a better plotted and more interesting set-up at the very least, which the Game Master can extend into a campaign.
Physically, Amber Diceless Role-Playing is clearly written and laid out with some excellent black and white artwork. In terms of tone and style, it is clear that the author loves the Chronicles of Amber and is thoroughly engaged with the series and wants the reader to love it just as much. This infectious pervades the pages of Amber Diceless Role-Playing from start to finish and the book is an immensely enjoyable read.
If perhaps there is a downside to Amber Diceless Role-Playing, the most obvious is that the roleplaying game is a step too far into the radical and away from the accepted notions of what a roleplaying is and how a roleplaying game is actually played and run. They should have dice and a resolution mechanic, and the players should not have to compete for aspects of their characters like their attributes. Yet make that a hurdle to overcome and is it really a downside rather than an adjustment to be made, even if one that is not for everyone? Perhaps then the downside is the evangelising tone which the author of Amber Diceless Role-Playing takes in places, such as when it pushes the aforementioned radical step of ditching the rules or describes Amber as the grandest of settings or when it states that it is the Game Master’s job to encourage and teach good roleplaying and is accompanied by advice on how to deal with players who prefer bashing monsters, are indifferent, or rules lawyers. Perhaps it does go too far, but is it any worse than any other roleplaying game designer espousing ‘the one true way’? Certainly there have been plenty of tomes of advice on being a good Game Master and a good player, and the differences between them and Amber Diceless Role-Playing look negligible in hindsight. Lastly, there may be an issue with just how much detail there is in Amber Diceless Role-Playing and that it does not cover everything in the Chronicles of Amber in sufficient detail. Fair enough, but it is just the one book. There is Shadow Knight, a second supplement which explores the Courts of Chaos in more detail, as well issues of the fanzine, Amberzine.
—oOo—
Dirk DeJong reviewed Amber Diceless Role-Playing in Challenge Issue 65 (October 1992) as a fan of the novels. He identified that, “The biggest problem with this endeavor, and its downfall, is the nature of the conflict systems. First, they are diceless, and don’t involve any sort of random factors at all, aside from those that you can introduce by roleplaying them out.” …although he countered with “Admitted, this does force more cautious play, as most fights are simply to test your opponent’s prowess, rather than for your blood.” He also said, “In Amber’s favor, I have to say the gamemaster help sections, the sections for players on how to be better roleplayer, and the amount of time spent on how to really create a flesh-out character were excellent. If more RPGs had this quality of work and obvious love of roleplaying put into them, the entire industry would benefit.” In his Evaluation, he said, “As to whether or not you should buy “Amber,” I have to profess that it is really up to you. If you love Zelazny and the Amber series, jump on it, as this is the premier sourcebook for the running an Amber campaign. Just don’t expect miracles from the game system itself. Personally, I just can’t get tuned on by a system that expects me to either be content with a simple subtraction of numbers to find out who won, or to describe an entire combat blow by blow, just so that I can attempt some trick to win. In my final estimation, the good and the bad pretty much balance out, leaving me with “Zero Stuff.””
Amber Diceless Role-Playing was given a feature review in White Wolf Magazine #31 (May/June 1992) which included opinions from multiple contributors. The lead reviewer, Steve Crow readily identified flaws in its auction attribute system, the combat rules and firearms, and the fact that “Amber is not a game for beginning gamemasters or players. Understandably, it is impossible to deal with every permutation of Zelazny's concepts in 256 pages. The gamemaster must have a good grasp of the material. If nothing else, he’ll need to know the material so he can explain it to theplayers and interpret their actions.” He concluded though with “Amber is, overall, an appealing game. It encourages the use of imagination, character development, and problem solving. Its main flaw is that it is, more often than not inaccessible to novice gamers and individuals unfamiliar with Zelazny’s work. It is undoubtedly a game for experienced gamers. While I would not recommend Amber to novices, it is a must buy for experienced gamemasters and players looking for new challenges.” He gave it a rating of four.
Sam Chupp also gave Amber Diceless Role-Playing a rating of four and said that, “This is a game for expert roleplayers, people who have outgrown Monty Haul and killer-dungeon style games and who are looking for something challenging.” Mark Rein-Hagen increased the rating to five and said, “Amber is an extraordinary game. Not so much because it is well put together and fun to play  (though it is), but because it is something entirely new.” describing Amber as “…[A] revolutionary work in roleplaying, deserving the highest accolades, but it is pioneering work and is not all it should be. I can hardly wait to see what is coming next. Whatever it is, it will owe a great deal to Amber.” before concluding that, “If you want to see what roleplaying might someday become, read Amber.”
However Robert Hatch only gave Amber Diceless Role-Playing a rating of three, saying that “As a sourcebook for Zelazny’s world, this product is unparalleled. As an actual game - well, it's not one, really, any more than a Choose Your Own Adventure book is. While Amber could work in  the hands of a very talented GM, I think all too many other campaigns will fail.” Lastly, Stewart Wieck was more positive and also gave it a rating of four. He said, “The game is certainly most valuable and understandable to those who read and enjoyed Zelazny’s exciting books, but the roleplaying conventions employed and introduced make this a game that really needs to be investigated by anyone interested in seeing this hobby develop. Additionally, the game would be less with dice.” He finished by saying, “In the end, Amber can be approached one of two ways. Either read it merely as an experience in “mature” roleplaying, or prepare to dig in and enjoy a long and complicated campaign.”
Amber Diceless Role-Playing was reviewed not once, but twice in Dragon Magazine #182 (June 1992). First by Lester Smith, who wrote, “As impressed as I am with the game, do I think it is the “end-all” of role-playing games, or that diceless systems are the wave of the future? I’ll give a firm “No” on both counts. First, the AMBER game is pretty much Amber-specific.” and “Second, as fun as the AMBER game can be, there are certainly times when I’m not up to such intense role-playing and would rather take part in a dungeon crawl.” He concluded that, “…[T]he AMBER DICELESS ROLE-PLAYING game is destined for great popularity and a niche among the most respected of role-playing game designs.” 
This was followed by a second opinion from Allen Varney. He was clear that, “The “attribute auction” in character generation is brilliant and elegant.”, but criticised it because, “Advancement comes slowly, perhaps too slowly. Players have little idea how their own characters improve, let alone other players’ characters.” He also advised that, “…AMBER game clearly targets the most experienced GMs (and players!). But it’s tough work. Proceed with caution.” Overall, he commented that Amber’s “…[B]old approach unsettles me. Politically, I must applaud the dominance of story values over rules. The text offers copious advice, including scripts that advise GMs how to stage a fight at varying levels of detail. But I betray my upbringing. I keep looking for a way to sequence combat, hit points, and all those training wheels I grew up with.”, before concluding that, “Yet the intensity of the AMBER game indicates Wujcik is on to something. When success in every action depends on the role and not the roll, players develop a sense of both control and urgency, along with creativity that borders on mania.”
Loyd Blankenship reviewed Amber Diceless Role-Playing in Pyramid #2 (July/Aug., 1993). He stated that “Amber is a valuable resource to a GM - even if he isn't running an Amber game. For gamers who have an aspiring actor or actress lurking within their breast, or for someone running a campaign via electronic mail or message base, Amber should be given serious consideration.”
—oOo—
Amber Diceless Role-Playing is a fantastic sourcebook for any devotee of the Amber Chronicles, presenting the setting and its very many characters in an accessible fashion and exploring every facet of both them and their powers. However, when it came to the gaming, Amber Diceless Role-Playing broke every conceived notion of designing a roleplaying game, for although it had rules, it had no mechanics in terms of a resolution system, no means of randomly generating the outcome of an action. Instead, its resolution system consisted of the roleplaying skill and storytelling ability of both the player and the Game Master, as well as the capacity of the Game Master to interpret and narrate the rules and narrative as fairly as possible. In doing so, it not only emphasised storytelling capacity and skills, but demanded a high level of trust between player and Game Master that they both be the best roleplayers that they could. This is perhaps as demanding and as pure a roleplaying game as ever there was in making such demands. 
As a roleplaying game based upon the Chronicles of Amber, there can be no doubt that AAmber Diceless Role-Playing is a superb adaptation, and a satisfying examination of the setting and characters of Amber. As a roleplaying game or book just to read, it is an engaging, even enthralling joy to read from start to finish, whether in the rules examples and ideas or its exploration of the setting. Few roleplaying games are quite as much fun. 
In 1991, Amber Diceless Role-Playing was a ground-breaking design and it looks as radical now as was upon its release. Many of conventions ideas have been disseminated into designs since, but Amber Diceless Role-Playing was the pioneer. 

Boxing Day: Magic Realm

The Other Side -

Magic RealmAfter many years I finally treated myself to a game I have wanted for years.  Avalon Hill's "Magic Realm."
The game looks like a board game, but there are a lot of RPG elements as well.  And the game is notoriously difficult to learn. 

I have no experience with this game. At all. But I just knew I wanted it.   So instead of a review here are some other reviews.

So it looks like I have some learning ahead of me!

I also have no idea if my game is complete or not. I like what I have seen so far.



Magic Realm
Magic Realm
Magic Realm
Magic Realm
Magic Realm
Magic Realm
Magic Realm
Magic Realm


[Fanzine Focus XXVII] Desert Moon of Karth

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 showcased how another DM 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 be 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.

One of the trends in ZineQuest—the annual drive on Kickstarter to create fanzines, fan-created magazines supporting their favourite game—has been away from the more traditional format to the more focused. Traditionally, the fanzine consists of a collection of articles, covering a wide array of subjects. For example, in a fanzine devoted to Dungeons & Dragons or one of its many retroclones, such articles might provide new character Classes, spells, monsters, magical items, a scenario or dungeon, and so on. Although ZineQuest in 2021–ZineQuest #3–certainly included fanzines of that type, there were fanzines that were not so much fanzines as complete roleplaying games in themselves or complete supplements for existing roleplaying games. Desert Moon of Karth is a perfect example of the latter.

Desert Moon of Karth is a complete scenario for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. Designed and published by Joel Hines following a successful Kickstarter campaign, it is also quite a different scenario in tone and flavour and set-up for the MOTHERSHIP Sci-Fi Horror Roleplaying Game. The genre for the MOTHERSHIP Sci-Fi Horror Roleplaying Game is Blue Collar Sci-Fi horror, most obviously inspired by the films Alien and Outland, and the majority of the scenarios for the roleplaying game are horror one-shots. Not so, Desert Moon of Karth. Instead, Desert Moon of Karth is a sandbox scenario whose genre is that of the Space Western and whose inspirations include Dune, Firefly, Alien, John Carter of Mars, Cowboy Bebop, and The Dark Tower as well as A Pound of Flesh, Ultraviolet Grasslands, and Slumbering Ursine Dunes.

The setting for Desert Moon of Karth is a desert moon on the far edge of the galaxy. It is perhaps best known as being a source of Coral Dust, the addictive blue-grey powder harvested and ground from the bones of the ancient, almost mythic species known as the Wigoy, which have ossified into coral and when ingested stills the aging process and sharpens the mind. There has been a ‘gold rush’ to Karth, a ready flow of would be prospectors willing to brave the harsh environment and the attacks by the infamous Sandsquids attracted by their searches deep into the sand. Access to Karth is limited though via a rickety orbital elevator fiercely controlled by the colonial marines of the Manian Expeditionary Force, as a network of relic orbital satellites shoot down all ships or flying objects—incoming or outgoing. This combination of distance from the centre of the galaxy and inaccessibility means that Karth has gained another reputation—that of a haven for criminals and the galaxy’s most wanted. So the lawless desert moon attracts not just prospectors, but bounty hunters too.

Like any good sandbox—and Desert Moon of Karth really is set on a sandbox—Desert Moon of Karth is a toolkit of different elements. These start with ten highly detailed locations, beginning with the frontier boomtown, Larstown, and then continuing with the Shattered Visage of an angelic man, the Seahorse Mine, the played out location of the first Wigoy prospecting operation on Karth, the Silver Spire, home to a trio of immortal Old People known as the Dawnseekers who research and harvest organs to ensure their longevity, a Ship Graveyard of vessels brought down by the orbital defences, and the Krieg Ranch where the best though-flea-bitten camels for travel across the deserts of Karth can be hired, run by a cranky old woman who keeps her husband on ice in case he can be taken off world for treatment to a grievous injury. Around these locations, four factions dominate Karth. One consists of the Dawnseekers, another the Manian Expeditionary Force, but these are joined by the Valley Rangers, a cargo cult formed around the Lunar Park Service’s bureaucracy and conservationists who abhor technology and seek to maintain the world’s ecology, and the Wigoy themselves, aliens hiding from the other factions with long term aims for the whole of Karth and beyond…

All four factions and the majority of the locations include NPCs with often opposing aims and jobs—both known and secret—that the Player Characters might be employed to fulfil. These, though, are just the start in Desert Moon of Karth, because they are richly supported with table after table of random encounters, motivations, NPCs, rumours, and more! That ‘more’ includes tables of reasons why the Player Characters might have come to Karth, gifts that the Wigoy might grant, worn space hulks, bounty hunters and their possible quarries, oldtech artefacts, what happens when the Player Characters go Wigoy prospecting, and things to be found on bodies, and more.

Although there is potential future mapped out in Desert Moon of Karth, it really only plays out if the Player Characters do nothing. Ultimately then, the Player Characters have a huge opportunity to involve themselves in and influence events on the moon, but this is very much player driven. Once their characters have their motivations—either selected ahead of time or generated using the table in the book, it is very much up to the players to involve themselves in both life and the events going on across Karth.

Mechanically, Desert Moon of Karth is very light, and thus much in keeping with the MOTHERSHIP Sci-Fi Horror Roleplaying Game. There are various stats for the NPCs of course, but they are percentile and easily adaptable, whilst the specific rules cover things such as travel across Karth and prospecting for Wigoy coral—and that is it. What this means is that Desert Moon of Karth is not only very light, but easily adapted to the mechanics of the roleplaying game of the Warden’s choice. Any version of the Star Wars roleplaying games, Cepheus Deluxe, Stars Without Number, Firefly, HOSTILE, and others would work with this supplement with a minimum of preparation, as would many a generic system too.

However, the tone of Desert Moon of Karth may not necessarily match the campaign being run by the Warden if for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, and that likelihood increases if adapted to another Science Fiction roleplaying game. There is horror as you would expect for something written for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, but there is also a weirdness too in the presence of the Wigoy and their secrets, and they might have a profound effect upon a Game Master’s campaign if certain events happen. Nevertheless, the self-contained nature of Karth itself and of Desert Moon of Karth makes it very easy to use. Nor need that be as an addition to an existing campaign. It could be a one-shot adventure, a mini-campaign of its own, or as a source of ideas and tables from which the Game Master can pick and choose elements to add to her own game.

Physically, Desert Moon of Karth is a compact fifty-two page supplement—perhaps a little too big to be really called a supplement. It is well written, it is easy to read, the illustrations are excellent, and the maps, whether of the moon itself, or Larstown or the interior of a Sandsquid are all great.

As a sandbox, and a sandbox space western at that, Desert Moon of Karth pushes MOTHERSHIP Sci-Fi Horror Roleplaying Game in a new direction and opens up the scope of gaming possible for those rules—especially with the new edition available. Whatever the system used, Desert Moon of Karth is crammed full of gaming content adding a weird world to the Science fiction roleplaying game of your choice, but really offering a fantastic mini-campaign. Not just a good fanzine, Desert Moon of Karth is really good good Science Fiction supplement.

1981: The Spawn of Fashan

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—
In the beginning there was Dungeons & Dragons. This made a lot of people happy, but it also made some people unhappy, and it even made some people both happy and unhappy. The happy people played it, the unhappy people refused to play it and campaigned to stop the people playing it because their sense of fun was entirely devoted to doing something else which they felt the people playing it should be doing, and the people it made both happy and unhappy, thought they could do better, including the very people who were happy with Dungeons & Dragons because they had made it. And the people who thought they could do better than Dungeons & Dragons either tried to make new, better versions of Dungeons & Dragons, or they tried to create versions of their own which were better, faster, more fun, more realistic, and well, just not Dungeons & Dragons. Some would be very close to Dungeons & Dragons, others far away, and others…? Well however close these fantasy heartbreakers were, most would remain the province of the Game Master and his gaming group, but others would come to market and some would succeed, some fail… and some would achieve legendary, even cult status. None more so than The Spawn of Fashan.
Self-published by Kirby Lee Davis in 1981, The Spawn of Fashan would sell only a handful of copies, but gave rise to an infamous review in Dragon #60 by Lawrence Schick who could not believe that anyone would create a roleplaying game as dreadful as The Spawn of Fashan and very quickly concluded that, “The Spawn of Fashan is a great parody of role-playing rules!” That issue of Dragon was published in April, 1982, and a combination of an incredulous review and the possibility that the whole review was not about an actual roleplaying, but one entirely made up, and was thus an April Fool’s joke upon the part of Schick and Dragon magazine, meant that The Spawn of Fashan passed into legend. That legend would be kept alive by its inclusion on the ‘REAL MEN, REAL RÔLE-PLAYERS, LOONIES AND MUNCHKINS’ lists which parodied early gamer archetypes and stereotypes, as in Loonies “play a variant Spawn of Fashan” as their favourite SFRPG and as their Favourite King Arthurian RPG, “play a variant of Spawn of Fashan so variant it shouldn't be called Spawn of Fashan anymore”. However, The Spawn of Fashan is real, and due to actual demand, a number of reprints were published in 1998, followed by a fortieth anniversary edition in 2021. It is the latter version, which is being reviewed here, notably because, getting hold of any other version, is hideously expensive.

So what is The Spawn of Fashan and what is The Spawn of Fashan about? It is a Class and Level roleplaying game written in response to the lack of individuality in any one character in Dungeons & Dragons. As to what it is about, The Spawn of Fashan is not really a setting as such, more—definitely much more—a set of rules for character creation and combat. What background there is suggests that Fashan is a world reduced to the level of a mediaeval economy by a nuclear war and in addition to leaving high tech artefacts to be found, the nuclear war also resulted in areas of radiation and a background radiation high enough that minor psionic abilities are common amongst the all-Human descendants of the survivors. So technically, The Spawn of Fashan is not so much a fantasy roleplaying game as a post-apocalyptic one. Either way, it is actually based on The Annals of Fashan, a series of fantasy novels by the designer, the setting and background for which did not make it into the final draft of The Spawn of Fashan. Had it done so, the roleplaying game would have been longer, but it might actually have been more interesting in terms of setting, storytelling, and roleplaying potential. The designer though wanted to avoid giving away the plots of the novels. Nevertheless, any Referee and group of players roleplaying The Spawn of Fashan would still be roleplaying a version of Fahsan—though not the designer’s Fashan—hence every other campaign being a ‘spawn’ of Fashan. Which begs the question, ‘When are you playing The Spawn of Fashan, but not playing The Spawn of Fashan?’, since it is almost impossible to play in Fashan because there is so little of the setting in The Spawn of Fashan such that any campaign of The Spawn of Fashan cannot actually be set on Fashan…

That said, what do you play in The Spawn of Fashan? Well, all Player Characters The Spawn of Fashan are human. A character has eight statistics—Strength, Dexterity, Reflexes, Constitution, Intelligence, Charisma, Courage, and Senses. Actually, there ten statistics, as a Player Character can also have Courage and Courage as well as Courage, but only if he has extra special fighting abilities. Anyway, all but Senses are rolled on five six-sided dice (or as The Spawn of Fashan puts it, “five 1-6 dice”) and the lowest one dropped, except if a character is female, in which case, “The number of dice rolled at any time for strength, constitution, and hit points is halved.” This is despite the fact that in the book’s introduction the designer states that neither he nor his team are sexist in terms of the pronouns used in the book. Which is fine except he is sexist in terms of game design. Anyway, female characters are fine, because they gained increased Charisma and Intuition. Unfortunately, the designer ultimately never actually defines what Intuition is… and actually getting find that out involves following the instruction, “[see the ‘Destiny’ listing on the Mental Illness table].” which leaves to wonder why it is defined on a Mental Illness table and if that means that all female characters—because they have Intuition—on Fashan are mentally ill? Once you have found the Mental Illness table in the fifty-one pages of Section VII which both contains all of the charts for The Spawn of Fashan and take up more than half of The Spawn of Fashan, a section supposedly for the Referee’s eye’s only, the actual entry on that table reads, “Destinied. Character is destinied. Referee should roll on the Destiny Table for the character.” However this immediately followed by a note which states, “Due to the necessity of having the Destiny Table interlock with the Referee's cultures and history, it is not given here.” So essentially, not only are female characters impaired in The Spawn of Fashan, as written in The Spawn of Fashan, they cannot be created using its rules unless the Referee has already defined a world or campaign setting where intrinsically, they are not equal to men. The good news is that for The Spawn of Fashan, this is only the start.

First though, a character needs not one, but two character-types. These are occupations and include Bandits, Barbers, Beggars, Carpenters, Construction Workers, Creepers, Farmers, Healers, Mercenaries, Merchants, Metal Forgers, Miners, Misfits, Occultists, Priests, Sailors, Specialists, Stone Cutters, Swayers, Teachers, Thieves, Traders, Trappers, and Wood Cutters. Once the relevant table is found—and this is a phrase which could be repeated again and again with The Spawn of Fashan—the Referee rolls on the table according to area the Player Character is from to determine his Parents’ Choice of character-type and the player choses his character’s Childhood Choice character-type. This does not seem to have any effect except if the Parents’ Choice of character-type is Misfit, in which case, the Player Character’s character-type is also Misfit. The actual explanation of the character-types are listed in the dreaded section of Section VII and for the most part are fairly obvious and straightforward, sometimes giving statistic increases, equipment, and the like. The less obvious character-types include the Creeper, men of darkness known as Shadowers, the Occultist, renowned and hated for exerting control over the societies of Fashan with their mind control, and the Swayer, the dreaded masters of persuasion. In particular, Creepers can exude a black, inky cloud that most cannot see through; the Occultist can enter into a trance and cause anyone nearby to stutter and be indecisive or to suffer seizure, depending his Intelligence; and Swayers are so persuasive that their words can require a Saving Roll to withstand.

Some character-types, like, can have Senses, the ability to detect life and also food and provisions. There is, however, no magic in The Spawn of Fashan and no religion or gods in The Spawn of Fashan, the latter more because in The Spawn of Fashan there is no real setting. Which means that the Priest character-type has no role until the Referee has defined her own ‘spawn’ of Fashan. In addition to rolling for Statistics, a player rolls on fourteen tables for eyesight, sense of smell, hearing, taste, body (to give advantages and disadvantages rather than a body type), insight, intellect, mental illness, phobia, compulsion, hand usage, height and weight, learned abilities, and language. Some of these require Saving Rolls on a twenty-sided die, but for the most part they generate a completely random selection of abilities and facts. For example, the character has Independent Eye Movement, is allergic to particular type of animal which the Referee will determine, has Heavy Sound Good Hearing (bonus to initiative versus heavy plodders), can tell poison in the water and drink, is double-jointed and has superhuman strength, has Sense of Life, is a Gambler and gets bonuses the riskier the situation, is Destinied (see above for how that is left up to the Referee to determine), fortunately has no phobias, has the compulsions of being a Coward, suffers from Daydreams, and Practices every action, is 5’ 6” and 139 lbs, and because he has an Intelligence of twenty or more, is an ‘Expert on Subterrainian Passages’.

Without a doubt, character generation in The Spawn of Fashan is inaccessible, obtuse, overwritten and unnecessarily complex—and that is just the six or so steps of creating a character, including rolling for Luck Factor and starting Bank Notes, and does not take into account the numerous secondary and derived values the roleplaying game employs. Nor does it take into account the time needed. In fact, no matter how long that time is, it is simply too long. As much as the means and the rules do provide the degree of individuality that the designer wants, whether or not that degree of individuality is either wanted or warranted, they are simply not presented in a manner to help either the player or the Referee through the process.

Then there are the mechanics to The Spawn of Fashan. The core mechanic is the Saving Roll on a twenty-sided die and roll high, but for a roleplaying game of its vintage, it should be no surprise that the bulk of the mechanics in The Spawn of Fashan focus on combat. However, there is a sense of combat being a static affair with neither side involved actually moving, so just an exchange of blows, though movement is covered in surprise and initiative (including when neither party can detect the other because they are both dead—including the Player Characters). Combat involves yet another splurge of terms and terminology and factors that Referee and player has to take into account before either has to roll, including how hard the attacker wants to hit, where he wants to hit, then if the defender parries or dodges (rolled on a percentile dice rather than the standard twenty-sided die), consulting tables as necessary, and making a Saving Throw if the level of damage suffered is equal to or greater than the Serious Injury Tolerance Level. If the attack is successful, rolls are made to see if the armour itself is damaged, point by point, and… if the defender is not actually dead by this point, it is difficult not to believe that anyone—in the game or out—still has the will to live, let alone continue playing… Thankfully though, the people of Fashan are so insecure that they do not congregate in groups of more than thirty, so there are no armies on Fashan, and so need for rules handling army combat.

Surprisingly, the advice on ‘The Makings of a Campaign’ is a decent read and avoids much of the incoherency found throughout the rules. They are backed up by tables for random encounters and generating locations, including ruins and dungeons, and two examples. One is a setting, the other is of actual play. Whilst the monsters have absurd names such as Arl-Grats, Bactrolo, Bartaln, Bull Makl, Cronalk, Filcornect, Larnex, Lorsenfolo, Purtorfalm, Rolmtrokl, and Transgrusan, the setting is equally as silly, which describes the land of Boosboodle in the ‘Boosboodle Inner Human Habitation Zone’ (Bihhz) through which flows The River Mazoo, travel to the towns of Jugble and Crumbudz, and when all else fails, tells the Player Characters that they can go ‘North, where Melvin is Standing Now.’ It is both silly and intentionally humorous upon the part of the designer, but mostly comes across as just plain silly. The other is the example of play. It is without a doubt, the worst example of play in any roleplaying game before Hackmaster Basic. It recounts how a Player Character Thief, Sook, enters a general store in Biddles, the capital of Boosboodle and attempts to buy first some armour, then a religious artefact, followed by a hoe, and lastly, a metal chest. When that succeeds, the player has Sook throw it at the merchant and kill him. It is clear from the writing that boredom has set in on either side, with the Referee resorting to sarcasm and the player to random acts purely to get a response. It is a truly terrible, but funny piece of writing because it is at such odds with the po-faced tone to the rest of The Spawn of Fashan.

Where The Spawn of Fashan, 40th Anniversary Edition is actually interesting is in the essays which appear at the front of the reprint. Here the author talks how he brought the roleplaying game to fruition not once but three times! First at its conception and its subsequence appearance at Denvention II in 1981, followed by renewed interest from roleplayers in both the late eighties and the late nineties, the latter leading to a reprint and inclusion of the first essay. Third, and more recently, its publication upon its fortieth anniversary. Both retrospectives are interesting in highlighting how challenging it was to bring something like The Spawn of Fashan to print then, and how ambitious the author was in doing so. They also allow him time to reflect upon his creation and the hobby’s response to it, and it is clear that he readily accepts rather than resents the latter—especially with regard to the lack of a table of contents or index for example. There can be no doubt that a roleplaying game with as legendary a reputation as The Spawn of Fashan is deserving of both essays where other roleplaying games of such ilk may not be.

Physically, The Spawn of Fashan is as bad as you possibly imagine. It is laid out in the style of a newspaper rather than a book and its text is dense, and notoriously unedited, being riddled with spelling mistakes and inconsistencies and cross references which lead the reader down a blind alley. There are few illustrations and to be fair, they add very little to the overall tone or feel of the book. The Spawn of Fashan, 40th Anniversary Edition at least does come with an index and a table of contents—the original version and its reprint did not and one can only imagine how daunting it must have been to find anything—anything at all—in the book.

—oOo—
The Spawn of Fashan was reviewed three times following its initial publication, first by Charles Dale Martin in Different Worlds Issue 19 (February 1982). Amongst the many elements he criticised of the roleplaying game were the combat system, writing that, “The combat system is both complex and unwieldy. It imposes too great a strain on the players and the referee - using these rules is rather like playing Gladiator, Traveller and Arduin Grimoire simultaneously. Bunetluest, Bushido and Chivalry & Sorcery provide more realism for less effort.” He was equally critical of the game’s treatment of female characters and of the publisher wrote, “The Fashan co-op seems to be out of touch with the adventure gaming community. The game was released at a science fiction convention. The only other role-playing systems mentioned are D&D, AD&D, The Fantasy Trip and Magic Realm. I am familiar with fifteen fantasy role-playing systems and I must conclude that, despite honest effort, Spawn of Fashan is several years behind the state of the art.” However, concluded that, “…[I]t may still be worth buying. The referee’s notes are excellent guidelines for any fantasy campaign. Game masters of an eclectic bent may wish to use some of the new character classes and the many tables in their own game systems. And some adventurous souls might play the game and enjoy it.”

Then there was the infamous review in Dragon #60 (April 1982) by Lawrence Schick, titled ‘Don’t take Spawn of Fashan seriously’. His initial impression was of it being “…[O]ne more mediocre rewrite of the D&D® rules.” but then, “As I read the 96-page rulebook (list price $8.95), my initial boredom was gradually replaced by confusion, amazement, and finally delight. At first glance, the rules seem badly organized and poorly written. The opening sections are deluged with pages of ill-defined jargon and numerous confusing references to tables apparently placed elsewhere. By the time I reached the rules quagmire entitled “Combat,” I could only wonder in amazement that any set of rules could be this bad.” He continued, “Then the light started to dawn. Plowing through the monstrous Tables and Charts section, I began to grin, and by the end of the book, I was laughing loudly. The Spawn of Fashan is a great parody of role-playing rules!”.
Lastly, Ronald Pehr reviewed The Spawn of Fashan in The Space Gamer Number 49 (March 1982). He described The Spawn of Fashan as “…[A] fascinating set of fantasy combat rules which are trying to become a full role-playing game.” and that “…[I]ts current value seems limited to experienced FRPG players who want something novel. Beginners will be baffled, and gamers happy with their current rules will find little reason to journey to the far planet of Fashan.”

—oOo—
There have been some notoriously bad roleplaying games published over the course of the hobby’s history. Efforts like F.A.T.A.L., Myfarog, and Racial Holy War are justly reviled for their inherent offensiveness and the ignorance of the values espoused by the authors. Make no mistake, The Spawn of Fashan does not deserve to be placed alongside that excrescent trinity and it would be insulting to the author to think otherwise. However, that does not mean that The Spawn of Fashan is not a bad game—far from it. The Spawn of Fashan is terrible game. Dense, overwritten, and incomprehensible with a formidable learning curve  hampered by poor, oh so poor cross referencing and interminable page flipping, all accompanied by a hilariously awful example of play. Even trying to explain the rules in The Spawn of Fashan is akin to rewriting and not just simplifying them, but translating them. Yet there are flashes of potential here, for the notes for the Referee’s notes and philosophies on worldbuilding are not without merit, which leads the reader to wonder quite what a subsequent edition of The Spawn of Fashan could have been like in the hands of a more experienced production and development team. And wonder quite that because lurking within the game’s stodgy writing, there is a game which by the standards of the time could have been made better and more accessible and more playable. Of course, the appearance of any such subsequent edition might well have done much to negate the reputation of the first edition (at least partially). As the essays in the front of The Spawn of Fashan, 40th Anniversary Edition make clear, it was not to be. Despite its legendary reputation, The Spawn of Fashan is real, it is not a parody, and with the availability of The Spawn of Fashan, 40th Anniversary Edition, you too can find out just how bad it really is, what optimism and faith in your own vision can create, and how sometimes, even if you really do not like Dungeons & Dragons, you really cannot do better. As bad as it is, and because it is as bad as it is, Kirby Lee Davis is to be commended for reassessing it again and letting us reassess it with the release of The Spawn of Fashan, 40th Anniversary Edition.

Friday Night Videos: Christmas Eve Music

The Other Side -

It's Christmas Eve in my part of the world!

While I am not a Christian I do love the secular holiday aspects of Christmas. Getting together with family. Relaxing at the end of the year. Making some great food (homemade pizzas tonight) and yes giving presents.

So let's get this Christmas going with some of my favorite Christmas songs!

Here are some of my all-time favorites.















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