Outsiders & Others

Dee's Occult Half-Dozen

Reviews from R'lyeh -

The Dee Sanction Adventures: A True & Faithful Transcription of Matters Concerning Lost Books, Strange Sorceries, Befouled Poppets, Accusations of Witchcraft, and Assorted HELLSCAPES is an anthology of adventures for The Dee Sanction, the roleplaying game of ‘Covert Enochian Intelligence’ in which the Player Characters—or Agents of Dee—are drawn into adventures in magick and politics across supernatural Tudor Europe. It collects a half-dozen adventures released as PDF titles for the original Kickstarter and subsequently funded by a second Kickstarter campaign for a print edition. All of these scenarios are set during the reign of Elizabeth I, beginning in the year 1570, when Pope Pius V excommunicates her for her heresy and her persecution of the Catholics In England and the Catholic conspiracies against her seem to run rampant. All six can be run in more or less any order, or alternatively, run as a six-part campaign. The Dee Sanction Adventures starts with advice to that end, but nevertheless, it does require some effort upon the part of the Game Master to make the connections and links between them and so have them form a whole campaign.

The anthology—and potentially the campaign—opens with ‘Window of the Soul’ and the agents out on the town for an evening’s entertainment in the drinking holes, brothels, and bear-baiting pits of Southwark. However, their revelries are interrupted when they come upon a cart driver, his wife, and their child under assault by a group of ruffians, hellbent on doing them harm. This could be a simple robbery, but they detect something arcane about the attackers. Are they cursed? Bewitched? Or something else? Clues lead them into the comings and doings of Southwark and ultimately to the highest echelons the conspiracy against good Queen Bess. This is solid start to the anthology with a strange piece of investigation and incidences of mania which seem to affect the Londoners and the Player Characters.

It is followed by ‘The Gong Scourer’s Baby’ in which Doctor Dee—or Mister Garland—asks his Agents to investigate the birth of a Miracle Baby to a Gong Farmer in Southwark. With both the Queen and Doctor Dee away for her health, the Agents make the strange discovery that there is something more to the baby than mere miracle. Tracking down the source of the child will take them along the Thames and into a maze of industry and perhaps hints as to a conspiracy against Her Majesty. ‘The Gong Scourer’s Baby’ requires some input upon the part of the Game Master to set up and a bit more complex, with multiple options to choose from and timeline which the Player Characters will initially be unaware of.

The set-up to the third scenario harks back to the Player Characters’ own recruitment working as Agents for Doctor Dee. ‘In Fertile Soil’ takes the Agents out of London to investigate a possible Witch—accused of witchcraft and murder, and perhaps recruit her as a fellow member of the Sanction (and if not that, then help administer justice). The village of Soulgrave is a hotbed of gossip, and hides plenty of secrets, all under the eye of a puritanical parson. There is potential here for one or two creepy encounters out in the woods, and for Game Master an intriguing nod to future history and perhaps a roleplaying game like the FLAMES OF FREEDOM Grim & Perilous RPG.

A larger, more obvious monstrous threat has been harrowing travellers passing through Waltham Forest and so represents a potential threat to one of the Queen’s favourite hunting grounds, which means it requires urgent investigation upon the part of the Agents. After all, who would want to arouse the ire of the Queen? In ‘In The Monk’s Cowl’, the Agents are again sent out of London, this time to the market town of Waltham Abbey where they discover strange activities around the ruins of the abbey. This is perhaps the most complex investigation in the anthology, mixed in with some Hammer Horror, with no quite clear path to finding a solution to the problem and potential for disaster.

The Harrowing of Harlow Hall’ is a bit of an oddity in The Dee Sanction Adventures. It is a single location of adventure, set within the grounds and rooms of Harlow Hall, the home to one of the few individuals to have earned his freedom from the Dee Sanction. Thus it feels much more like a dungeon than any other adventure. It is also a much darker adventure in terms of its tone and content, and so does come with a warning for its horrifying content. It feels initially little like Hammer Horror film, but ramps up the nastiness as the Agents explore the house. ‘The Harrowing of Harlow Hall’ comes fifth in the anthology, but could easily be shifted to earlier or later if The Dee Sanction Adventures are being run as a campaign. However, its darker, perhaps even apocalyptically oppressive atmosphere means it is better suited for later in the campaign, and even perhaps as the climax to such a campaign.

Lastly, the feel of the dungeon continues in ‘Ex Libris’, which takes place in Deptford village where Doctor Dee sends the Agents to recover a copy of The Book of Dead Names. However, as they investigate the house and its cellars, the Agents discover that they are not the only ones after the book. This sets up a direct confrontation with the cultists and adds an element of time to the scenario as the Agents and their adversaries race to find the book. Plus, depending upon when the Game Master runs the scenario, it can lead into further adventures if the Agents fail to obtain the book—which is a serious possibility.

Physically, The Dee Adventures is a short, full colour digest book. The anthology is well written and benefits from some decent handouts and maps. The artwork is variable in quality, at best decent rather than outstanding. All of the adventures are quite short and should take no more than two or three sessions to play through—some much shorter than that.

The Dee Sanction Adventures: A True & Faithful Transcription of Matters Concerning Lost Books, Strange Sorceries, Befouled Poppets, Accusations of Witchcraft, and Assorted HELLSCAPES delivers on all that its title states. This is a solid and diverse collection of adventures that will see the Agents of Dee facing a variety of threats and dangers, whether used separately, together as a campaign, or woven into the Game Master’s own campaign.

Alimentary Now

Reviews from R'lyeh -

There is no dungeon as queasy, bilious, or tumorous than Genial Jack Vol. 2. It also throws in swollen tongued pestiferous thrushspawn, toxically affectionate amoeboids, a true vampire squid, and Dog-Nymph Skulla, the Swallowed Sea-Devil, along with Gutreavers, Tapeworm swarms, shivers of Septic Sharks, lost and swallowed cities, wrecks aplenty, and more—all in the longest, most linear dungeon possible and all in the strangest location possible. The location is ‘Genial Jack’, the Godwhale, a levianthine Blue Whale which for centuries has been home to the teeming town of Jackburg built across his thick skin and in his stomachs and deep into his intestines, much of it made up of the ships he has swallowed and those that have sailed into his maw and permanently moored inside of him. Jackburg is home to peoples and islands that the whale—the ‘Genial Jack’ of the title—has swallowed, from the Draugr to the Fomorians, and today it serves as a roaming free port, from which merchants sell the strange and exotic goods they have acquired in distant lands as well as the ambergris constantly formed deep in his gut. Yet beyond—or rather behind—the public spaces of Jackburg, lie ancient wonders of swollen cities and partially digested Jackburgs past, the Ambergris Consortia and its tight control of perhaps the most precious substance found within the Godwhale, Gutreavers ready to attack vessels travelling deep into Genial Jack—plundering cargo and enslaving passengers and crew, and a refuge for its outcasts, such as criminals who have fled the reach of the Whaleguard and Jacksblood-Addicts who find a way to slice at the intestinal walls and feed their addiction to the whale’s blood. All this whilst the Gutgardeners, combining druidic magic and ancient technoscience, labour to keep Genial Jack’s digestive microbiome as healthy as they can. Essentially, in presenting the ‘Entrails’, Genial Jack Vol. 2explores the Godwhale’s outback and hinterland... 

Genial Jack Vol. 2, published by Lost Pages, continues the description of the Godwhale begun in Genial Jack Vol. I, a serialised setting of nautical weirdness and whimsy written for use with Dungeons & Dragons, Fifth Edition, but with an Old School Renaissance sensibility and tone combined with elements of steampunk and grotpunk. Where the first issue introduced the setting of the Godwhale from its city of Jackburg to The Gutgardens at the bottom of the whale’s main stomach, and its varied inhabitants such as the drowned Draugar, the shapeshifting Finfolk, the crafters that are the Formorians, Jackburg’s literal underclass the Urchins, the mercantile Octopoids, the vicious shark-men Selachians, and more.

Genial Jack Vol. 2 begins with reasons for entering the Entrails—Jackburg University being willing to pay for artifacts found there, mounting an ambergris mining expedition, investigating the loss of workers for the Ambergris Consortia, collecting a bounty on Ericius, the Urchin assassin, and more. The Dungeon Master can easily mix and match—or mismatch—these or keep them separate to provide motivations for multiple expeditions into the back end of the Godwhale. Since the Player Characters will be mounting an expedition, they will need equipment, so the next stop is shopping, and so a fully illustrated list of items particular to expeditions into the Entrails is also given, like the Fumehound, a tiny dog with a superb sense of smell which will bark in the presence of ambergris, or Anglerfish Lanterns, consisting of glass globes containing an ugly fish which will provide a light if fed. The circle of Guntgardeners is also described, an alternative organisation of Druids dedicated keeping the Godwhale’s guts contracting and relaxing, along with its commonly taught spells. Then the natural perils of the Entrails are detailed—the stench, the slipperiness, miasmas, and a whole lot more. Make no mistake, the Entrails are literally a stomach churning, pulsating, pustulent environment and not for the faint hearted.

As well as a decent table of random encounters, Genial Jack Vol. 2 details some fourteen magical items and artifacts to be found in the Entrails, many of which form the basis of quests and sidequests once the Player Characters have begun interacting with the denizens of Genial Jack’s bowels.  Some of them are highly entertaining, such as the skulk-marked Thanometer or Scavenger’s Compass, which detects the nearest dead humanoid; The Rude Shield, which has leering grotesque features and maintains an insulting running commentary on anything and everything it sees, and whilst it hinders attempts at stealth, it can cast Vicious Mockery; and The Bristling Blade, a boar-headed heavy scimitar which inflicts savage wounds out of which sprouts greasy bristles!

And then it is into the Entrails themselves, a tangled, colonic mass of the Small Intestine and the Large Intestine separated by Herniaheim. From the Duodenum Docks, the Player Characters will set out on a journey into darkness, their senses assaulted by musky, feculent, effluent, rotten, acrid, and bilious smells, and queasy sucking, whispering, rustling, and susurrating sounds. Every location begins by telling the Dungeon Master what her players can see, smell, and hear before presenting the  people to be found and the perils faced. So at the Filthfalls, the Player Characters will hear the rushing sound of debris and effluence, smell a combination of raw sewage, rotten fish, and ripe flesh, and whilst they will not encounter anyone, the Player Characters must work to avoid the foul falls, though if they can lower themselves into the pool below, they may find some plunder! Halfway down, they will find Hernaheim, a protrusion of the intestinal walls in which sits a cannibal fortess-town, ruled over the for the moment, by the Corsair Queen, Amaranth ‘Falsebeard’ Leech’, until such times as she is killed a pretender to the throne in the annual battle to the death in the Orifice. This is a fighting pit with a central pool filled with septic sharks and other intestinal creatures, which can be crossed using the flimsy rope bridges. In Hernaheim, septic sharks are farmed for food by Canness Sharpnose and her heretical order of Sawtail Nuns dedicated to the Sharkfather, all manner of ghastly fun can be found in Slimeside, Hernaheim’s ‘oozing’ pleasure district, and a previous version of Jackburg, long swallowed by Genial Jack hides secrets amidst its infestation of Jacksblood addicts.

Beyond Hernaheim stretches the Large Intestine, home to a Narwhal Skeleton, the Swallowed Sea-Devil Shrine, and the Elder Ruins. These are perhaps the final destinations for any venture this far deep into Genial Jack, and will likely require the Player Characters to have made multiple journeys into the depths. Many of the locations come with encounters and NPCs which will often spur the Player Characters to travel further. This is all backed up with a Colonic Bestiary containing sixteen entries, like the Corsair Queen, Gutreavers, Jacksblood-Addicts, Septic Sharks, Skulla, the Swallowed Sea-Devil, and even a True Vampire Squid, the latter of which takes a two whole pages!

Physically, Genial Jack Vol. 2 is a content-packed, well-written A5-sized fanzine style publication. The dungeon is fantastically illustrated and mapped out in thematically squidgy and convoluted detail.

Unfortunately, Genial Jack Vol. 2 has a problem—or rather a perceived problems, and this is that the fact that it is written for use with Dungeons & Dragons, Fifth Edition. Which is not to everyone’s taste and further, they may reject Genial Jack Vol. 2 out of hand because of it. Now not only is that their problem rather than one with Genial Jack Vol. 2, but they would also be completely and utterly in the wrong and it would be their complete and utter loss were they to do so. Whether or not you dislike Dungeons & Dragons, Fifth Edition, the fact is, the tone and style of Genial Jack Vol. 2 is such that it feels an Old School Renaissance scenario. It places an emphasis on exploration and dungeoneering, and does so on an unforgiving environment with lots of nasty features and creatures lurking about. It also has a great sense of the unknown and of being far from acceptable society, with even the few outposts of civilisation being strange and alien. In terms of tone and content then, it would be relatively easy to the adapt the content of Genial Jack Vol. 2 to the retroclone of the Game Master’s choice, and to be honest, Dungeons & Dragons, Fifth Edition shares a lot of terminology with other roleplaying games. Further, Genial Jack Vol. 2 also has a ‘Grim & perilous’ feel to it, so a Game Master could run its scenario using Warhammer Fantasy Roleplay or even ZWEIHÄNDER, Grim & Perilous, although it would require a lot more adaptation than a mere retroclone of Dungeons & Dragons would.

Genial Jack Vol. 2 is a wonderfully thematic dungeon, but it really fully works as a counterpart to Genial Jack Vol. 1. Essentially, they complement each other. If you want a wholly original, but foul and fetid, tumorous and peristaltic, desperate and dangerous dungeon, then Genial Jack Vol. 2certainly delivers that, but together, Genial Jack Vol. 1 and Genial Jack Vol. 2 make up a fantastic grim and grimy ‘Whalepunk’ campaign.

Plays Well With Others: Man, Myth & Magic and Lands of Adventure

The Other Side -

Ok. "Plays Well With Others" might be stretching it a bit. Almost to the point of ridiculousness to be honest, but I have wanted to compare both Lands of Adventure and Man, Myth & Magic for a while now.

Man, Myth & Magic and Lands of Adventure

On the surface both games are attempts at presenting historical or at least semi-historical, roleplaying to a Post-AD&D world. Both games present various areas and eras of play to help facilitate that notion of historical roleplaying. LoA with its Culture Packs and MM&M with its adventures and Egyptian add-on.

Both games can best, and fairly, be described as overly complicated and in reality somewhat messy.

Both games have more complicated (than AD&D) character creation but attempt to create characters that are appropriate for their times.

Incidentally, both games also use real tiny d20 percentile dice that are difficult at best for me to read these days.

Thematically MM&M tries for historical accuracy despite having a rogue T-Rex running around as an ersatz dragon.  LoA probably does a little better here even though it does include several fantastic beasts and monsters.

LoA gives us two (more were planned) Culture Packs, Ancient Greece and Medival England.  They are separated by about 2000 years and characters are not expected to be able to travel to one from the other.

MM&M gives us a bunch of different cultures and the idea of "travel" between them is via Reincarnation.  The culture best (and I say that loosely) represented here is Rome circa 40 AD (or sometime around that).  Even then it has issues.

Neither system is one I want to cozy up with for long periods of time.  Not to mention there are plenty of other games that do historical roleplaying better, Pendragon and Chivalry & Sorcery are two that come to mind right away and there are others.  The idea of historical role-playing though is still an appealing one.

What is a Game Master to do?

The Fantastic Journey

Back in the late 70s there was a short-lived TV series, The Fantastic Journey, about a group of people that were traveling to different lands throughout time and space. It hit all the social and occult themes of the 1970s. A man from the future with psychic powers, the daughter of an Atlantean and an extraterrestrial, a scientist from the 60s (Roddy McDowall), a young African American doctor, and a super-smart teenager (Ike Eisenmann, fresh from Witch Mountain).  The show didn't last long, but it imprinted deeply on my psyche.  

It had similarities to the show Time Tunnel that came before it and Voyagers! and Quantum Leap that came after.  Though, unlike those shows that tried to pay a little lip service to time travel science, TFJ was pure fantasy.  There was magic and even a sorcerer and a werewolf.   I have often wondered how I could make a game that mimics this and fulfill the promises made by MM&M and LoA.

I could take a page from Herbie Brennan's other game Timeship for ideas. But honestly, that is just trading an easy solution for more problems.

I like the idea of a group of characters, unstuck in time, traveling to different periods.  Whether the characters themselves are doing it or they are reincarnations, I go back and forth on.   Part of me likes the idea of the idea reincarnation since that sets them in situ with the proper time and knowledge. OR maybe their consciousness is traveling and inhabiting new bodies ala Quantum Leap.  I would need a big bad of course.  Someone travelling through time, or maybe someone (or multiple someones) that are immortal and trying to do something to humanity.  Destroy it?  No, that is too easy. I am going to say advance them in the past so they are more powerful and deadly in the future for some nefarious means. I might take a page from the Doctor Who episode/serial City of Death.

Part of me wants to do this and each time the character travel in time use the system that best represents it.  So Pendragon, LoA, MM&M, even WitchHunt.   But that is, to put it mildly, insane.

I would use a simple system, likely NIGHT SHIFT to be honest. Survivors would work the best with the odd sage, psychic, and veteran.  Then adapting D&D-like games is easier. Each time the character travels they can pick up some odd skills or the like.

historical games? maybe.

Again, I hate to fall into another sunk cost fallacy here but I like to think I owe it to myself to have the game that I wish these games were.

Character Creation Challenge: Man, Myth & Magic

The Other Side -

Man, Myth & Magic - PDF coverIt is the first of the month, so that means a new character.  I went through the effort of creating a new character for Man, Myth & Magic.  Well, I say "new" because it is a new character for this game, but it is someone I have used a lot in the past.

The Game: Man, Myth & Magic

I spent the day reviewing Man, Myth & Magic and it was rather fun. But not a game I am likely to play.  So in these cases I use the game to help inform characters that I might be using in other games.  In this case I am doing the human, still living version of a character that has so far only appeared in my games as a ghost.

The Character: Queen Boudica

Fans of the Ghosts of Albion RPG will recognize this name.  Boudica is the Queen of the Iceni Celts living in western Briton at the time of the Roman occupation.  So the time period is really perfect.  I set this at 61 CE.  If I am going to play a game in Roman Briton then I want to join the Queen as she burns down Londinium.

Boudica, or Boadicea, was a central figure in the Ghosts of Albion animations on the BBC and in the books by Christopher Golden and Amber Benson.  She became one of my personal favorite characters in the RPG as well.  While she is great fun as a ghost, getting the chance to play her as a still living and breathing human is too much of a temptation to pass up.

I am going to include a scan of the sheet with page numbers appended to it.  This was one of the bigger (but by no means unique) issues with this game.  You have to flip all over the place to get the information you need to create a character, let alone to play.  

Note: Windows updated and now can't find my scanner. So here is an image from my phone.

Queen Boudica
In Ghosts of Albion lore, Boadicea had some magic. She was in the middle of casting a spell when she was murdered in fact.

For Boudica here I did not include any spells, though I could have.  I didn't find any that fit well with the concept of her in this game.  Plus she is technically not a spell caster here.

In any case, she is a fascinating character and I could stat her up in several systems and not grow tired of her.

Boadicea Haranguing the Britons (called Boudicca, or Boadicea) by John Opie

Long live the Queen.

Review: Man, Myth & Magic (1982)

The Other Side -

Man, Myth, & Magic RPGI am going to be spending some quality time with the classic game Man, Myth & Magic by Herbert "Herbie" Brennan and J. Stephen Peek and published originally byYaquinto Publications in 1982, and now published (in PDF and single softcover formats) by Precis Intermedia.  

I was always kind of fascinated by this game. The name of course grabbed me for two reasons. There was the whole "Myth and Magic" side to it all which in 1982 was a big draw for me.  Also, there was the magazine and encyclopedia series also called Man, Myth & Magic that dealt with all sorts of occult-related topics.  

I read reviews for it in Dragon Magazine (#80) and White Dwarf (#41) and was actually quite curious about it.  The reviews really ripped into the game and I needed to know if it was as bad as they made it sound.  Sadly I never found a copy near me and a mail-order of $19.00 + tax and shipping and handling made it a little more out of reach when it was new.

But I was always drawn to historical games. I felt if I could play or run a game and learn something about history at the same time then it was time well spent really.  A few I have enjoyed quite a lot, mostly Victorian-era ones, and others I ripped online so much I promised I wasn't going to rip on them anymore. 

Man, Myth, & Magic sadly belongs to the camp of a historical mishmash, that is to say, it is about as historically accurate as an episode of Xena: Warrior Princess.  Don't get me wrong, I love me some Xena and it is very entertaining in the right frame of mind.  The same is true for this game. Great, in the right frame of mind.  In fact, I think that now, living in a post-Xena world, there is a place for this game that did not exist in 1982.   

Man, Myth, & Magic

For this review, I am going to consider my original boxed set from 1982 (now minus the dice) and the newer PDF versions found on DriveThruRPG published by Precis Intermedia.  In both cases, the material is the same minus some of the extras that came in the boxed set like the dice and a pad of character sheets.

Man, Myth, & Magic

Man, Myth, & Magic was published in a boxed set of three books (same covers), with a pad of character sheets, some maps, and dice.  The PDF combines the three books into one 132 page volume. The original boxed set retailed for $19.00 in 1982 ($55 in today's buying power) and the PDFs sell for $7.95 today.  The books feature color covers and black & white interiors. 

Book 1

Book 1 is 24 pages and covers the "Basic Game" and the game most like the one as originally conceived of by Herbie Brennan.  In this game, the players play gladiators in the time of the Roman Emperors. Which one? That is up to a random dice roll unless of course, the players want something different. 

Who's in charge around here?

It's an interesting idea, but...well there are some problems here. According to the back of the box, it is the Summer of 41 CE. Cool.  But Caligula was assassinated in January of 41 CE.  Tiberius ruled 14 to 37 CE and Nero was Emperor from 54 to 68 CE.  The only Emperor in the Summer of 41 was Claudius. Adding dates in parentheses would have been a nice touch.  Let's not even get into the fact that Cleopatra VII, the last of the Egyptian Pharaohs, had died back in 30 BCE, 71 years before the events of this game, but that looks like her on the cover.  I'll talk more about this later.  In theory you can tun this game from 4000 BCE to 500 (or 1000) CE. 

You begin with your Roman Gladiator and your two percentile d20s and roll up your characteristics.  The characteristics in the Basic Game are Strength, Speed, Skill (not used just yet), Endurance, Intelligence, and Courage. The scores range from 1 to 100.  You add all these up for your Life Points (so 5 to 500), you fall unconscious at 20 or below and dead at 0 or below. 

The Basic rules take your gladiator from start to a bit of combat and adventure with the maxim that the best way to learn is to do.   This is a tactic that the rest of the game uses.  At the end of this, your character is ready for new adventures.

The neat bit, and one I want to revisit, is the idea of reincarnation. That is if your character dies they can be reincarnated. 

Book 2

Book 2 covers the "Advanced Game" and includes 40 pages. Here we learn more about skills, the Power score, and the different Nationalities (10) and Classes associated with each (2-5 each).  All are completely random and no real attempt is made to explain why say an Egyptian Sorcerer, a Gaulish Barbarian, a Roman Gladiator, and a Hibernian Leprechaun would all be part of the same adventuring party.  Ok. That's not entirely true, but the explanation takes some digging. 

Up first is determining your Nationality. Again a random roll gives you African, Briton, Egyptian, Gaul, Greek, Hebrew, Hibernian, Visigoth, Roman, and Oriental. Each at 10% chance.   Within each nationality, there are character classes.  Regardless of how many there is an equal chance for any given class.  Most nationalities have a sort of "fighter" like class and all have merchant.  There are two classes open to women characters only, Wisewoman (African) and Sybil (Greek).  Details are given for all the classes, 20 in total, but not a lot of information.  In most cases only a paragraph here and some more details later on.  This brings up a persistent issue, the rules are a bit scattered everywhere throughout the book. 

Additionally, there are two "Special Categories" of players (not characters) of "Orator" and "Sage" or essentially a storyteller and a record keeper.  Much in the same way Basic D&D has a "Caller."  Not much else is mentioned about these roles however. 

This character is considered to be your first incarnation.  Anytime your character dies, you can then reincarnate.  This allows you to change your nationality, class, and gender and retain a little bit of the Skill from a previous incarnation.  It is an interesting idea, I am not 100% certain though that it works. Knowing gamers I see a situation where players would play a character only to get them to die for a chance at a better character next time. 

There is a fun chart on inheritance that would be fun to port over to other games.  Related there are our ubiquitous tables of equipment.   

Some of the other secondary "Optional" characteristics are also detailed.  These include Agility, Charm, Dexterity, Drinking, and so on.  These are really more akin to "skills." The trouble is that some of these you have to roll higher, some you have to roll lower and others you don't roll at all.  There is no rhyme or reason here. 

Combat rules follow and they remind me a bit of Runequest.  Nothing really special really.  Strength points over 50 can add to your damage, Skill points over 50 can add to your "To hit" chance. Combat, like all the rolls here, start with a basic 50% chance to hit.  The Basic game just has you roll. The Advanced game has you make called shots.  Classes with Combat as their "Prime Ability" can improve their ability to hit even more. All classes can spend Power to also increase their to-hit bonus; 10 points of Power to increase your chance by 1%.  Interestingly armor does not stop you from being hit, it does reduce damage taken.

The goal of the game though is the accumulation of Power.  Power advances your character and can overcome that 50% failure rate.  Power also is the, well, power behind Magic. 

The Magic part of M,M,&M

The last third or so of the book covers all sorts of additional rules.  Some seem tossed in, to be honest. Poisons are covered as are spells.  

Magic, as expected, is given some special attention, though not as much as I was expecting.  Magic is assumed to be real and work, at least part of the time.  Magic is described as "Coincidence," a spell is uttered and something happens whether it caused it or not. "Science," Damascus steel is given an example. The superior technology was seen as magic. "Psychic Phenomena" which not really an explanation at all, likewise "Trance State" and as "Lost Knowledge."  Though no explanation is really given as to how magic works.  

Book 3

The adventures take up Book 3 and is 64 pages.  This book is for the Lore Master (Game Master) only and is also one of the weaker parts of the game.  The Adventures, while interesting, are a bit of a railroad. In order to succeed the players have to hit all the parts in order and then move on to the next adventure.   

The adventures include the following:

  • The Dragon Loose in Rome. Not a dragon rally, but a rogue T-Rex.  Not that this makes any more sense, but ok, points for effort.  
  • Apollo's Temple. Emperor Caligula sends the characters to the Temple of Apollo aka Stonehenge.
  • The Witches of Lolag Shlige. The characters then have to go to Ireland (Hibernia) and rescue a child from some witches.
  • The Great Pyramid Revealed. Caligula has issued a death warrant for the characters. They find themselves in the Great Pyramid of Giza.

These adventures are a prelude to the published adventures.   There are some neat ideas here, but the adventures lack something for me. Actually, it lacks a lot of things for me, but I could make some changes to make them work.

There are some encounter tables, but they only cover the areas that the adventures are detailed here. I also have to note there are no monsters here.  Just humans. 

One of the bigger criticisms of this game at the time was the then $19.00 price tag, about $55 in today's buying power.  Now $20 for a boxed set of three books, character sheets, and dice sounds like a steal.  With the PDF at just $7.95 it is at a price I think should attract anyone that might have been interested in this game. 

The art is in black & white, which is expected and welcome, but there is not a lot of it and some of it is repeated throughout the books.  

Man, Myth, & Magic at times feels like two different games, or rather two different ideas merged into one game.  I feel that the classic Roman Gladiator/Basic Game was Herbie Brennan's idea and the worldwide game of various nations and types or the Advanced Game was Steve Peek's. Given that Brennan started working on a game called "Arena" which was a Gladitorial RPG.

About Reincarnation

Reincarnation is quite a big deal in this game. This is not a huge surprise given Herbert Brennan's publication history.  His book "The Reincarnation Workbook: A Complete Course in Recalling Past Lives" could work as a guide for this game.  Personally, I would like to use the reincarnation idea to help smooth out some of the issues with different times.  So adventurers from Cleopatra VII's Egypt, can then deal with Tiberius, and then help in Boudicea's raid on Londinium.   Something similar to the Old Soul quality in Unisystem.  

Somehow using the idea of the Distant Memory which, like Old Soul, allows the characters to draw on past life knowledge and skill.  That is easy to do in Unisystem, not so easy to do in D&D like games with very rigidly defined classes. Maybe taking a level in another class might do it. 

Man, Myth & Magic and Man, Myth & Magic

I am sure there is more in the expansion, The Egyptian Campaign, but I don't have access to that set right now.

There is an interesting game here but I think the concept of it is greater than the rules as presented actually allow.  It never quite lives up to what the box claims.  Nor is it the abomination that earlier reviews made it out to be.  I think most reviewers balked at the price tag and the fact that the game did not offer anything new; at least not anything that meant going through the rather clunky rules. 

It is most certainly not a historically accurate game.  Historically inspired to be sure, but not by any means accurate. 

The bottom line is that the game really isn't good, in fact, it is rather bad in many respects. That is not to say that someone won't find this game interesting or fun. I just think that there are far, far better games out there.

Should you buy it?

I would say the PDF at just under $8 makes it worthwhile for the very, very curious.  I have my boxed set and I am happy with it, but my expectations were low and my curiosity was really high. 

The game itself is only worth about 2 stars.  My curiosity about it and my desire to have pushed it closer to 4 stars.  In the end, I am going to give 3 stars since I don't want to unduly affect Precis Intermedia games' overall rating.  But don't grab this unless you are really curious (which is a good reason) or want to see how not to design a game. 

Links

BUY 2 GET 1 FREE PRINT SALE, ENDS DECEMBER 4TH!

Monster Brains -

Aeron Alfrey - Madhouse, Wraparound Cover Art PrintMad House - Wraparound Cover Art

Aeron Alfrey - Tomb Of The Forgotten King.smTomb of the Forgotten King - Interior art for "Cave Evil, War Cults" board game

 Aeron Alfrey - Cover Illustration for "Grimscribe" by Thomas LigottiThomas Ligotti - Grimscribe, Wraparound Cover Art

 Aeron Alfrey - VastarienThomas Ligotti - Songs Of A Dead Dreamer, Wraparound Cover Art

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 Aeron Alfrey - Invasion of Zanadane, "The Complete Cthulhu Mythos Tales of Michael Shea" ArtworkInvasion of Zanadane, "The Complete Cthulhu Mythos Tales of Michael Shea" Wraparound Cover Artwork

 file_274de63e4a_originalPossession

 file_92207fe2c7_original"The Devil's House, Cover art for "Lost Ghosts: The Complete Weird Stories of Mary E. Wilkins Freeman" Cover Art 

file_0b0d280464_originalPopeye Comic Cover Art 

 file_caee3336be_originalBaba Yaga 

 Aeron Alfrey - Space Vampires (inspired by Tobe Hooper's Lifeforce)Space Vampires (Inspired by Tobe Hooper's film, Life Force) 

 

 Starting now through the rest of the week, until midnight on Saturday night, December 4th, I'm offering buy 2 get 1 free on all of my 13x19 inch art prints and smaller. Just mention which third print you want and it will be included with your order. 

See all 19 prints available here! 

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Monstrous Monday: Tiâmat

The Other Side -

I have talked about Tiamat since the earliest days of this blog.  No surprise really given my love of mythology and my oldest son's obsession with dragons.  It really is a natural fit for me.  I was working on this post a lot over my Thanksgiving break and I went back and forth on a lot of different ideas.  But circumstances came together and I finally decided, last night, what to post.

My oldest started Descent into Avernus this weekend for his 5e group.  We thought that a nice early Christmas present would be the new Gargantuan Tiamat miniature. 

Tiamat "mini"The Tiamat "mini." Feiya and Larina for scale.

This thing is, well, gargantuan!

Up till now, we had been using the Aspect of Tiamat, the D&D Icon of the Realms Tiamat, and the Mage Knight Apocalypse Dragon (more on that guy in a bit). The Queen of Dragons enters a lot into our games. 

This also got me thinking about how I handle dragons in my Old-School games.  In particular how I want to handle them in my Basic Bestiary.   Over the years here I have experimented with various ways to present dragons so they are a constant challenge to any party regardless of size or levels.  There have been some really good innovations over the years starting with the dragons in AD&D 2nd Ed and into 21st Century forms of D&D.  I want to capture the best of the best design principles and also allow them to fit into the design I have already been using with my own monster stats.

I am not really 100% there yet.  

But I am at a point where I can present unique dragons like Tiamat (or Tiâmat as I am presenting her).  I still have a few issues to work out, but since I want to get my money's worth out of that figure here she is.

TiamatTiâmat
Gargantuan Dragon (Evil)
Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Fly 180' (60') [18"]
  Swim 180' (60') [18"]
Armor Class: 0 [19]
Hit Dice: 30d8+240****** (375 hp)
 Gargantuan: 30d20+240****** (555 hp)
To Hit AC 0: -2 (0) (+21)
Attacks: 5 bites + 1 tail lash or breath weapons or spell + specialDamage: 3d6+7 x5, 1d6+7 or Breath Weapons or spell
Special: 
Save: Monster 30
Morale: 12 (NA)
Treasure Hoard Class: Special
XP: 30,250 (OSE) 30,250 (LL)

Str: 30 (+7) Dex: 10 (+0) Con: 32 (+8) Int: 28 (+7) Wis: 24 (+5) Cha: 22 (+5)

Tiâmat is the mother of all dragons, good and evil.  She was destroyed by her grandson Marduk and was cast out.  Formerly a god she now represents the primordial chaos of the deep sea or even the infinite abyss.  For this reason, she is often seen with the heads of all the major evil dragons, Black (Acid), Blue (Electric), Green (Poison), Red (Fire), and White (Cold). Fittingly, the mother of dragons makes her home in the depths of the Abyss in a layer known as  Têhom, or the "deep".  She is also considered to be the mother, or at least the Grandmother, of all evil and chaotic monsters.

Tiâmat can attack with all five heads per round.  Each head can bite, use their respective breath weapons, or use spells. The bite attacks do 3d6+7 hp of damage each, but the individual heads cannot attack the same Medium-sized or smaller victim at the same time.  A Large or larger-sized target can be attacked by two heads at the same time.  Tiâmat can attack up to five (5) separate targets this way.  Each head can also use their respective breath weapons doing 10d8 (45 hp) up to three times per day.  She will typically attack with her breath weapons first, to overwhelm and awe her opponents and then resort to spells and bite attacks.  Tiâmat believes that opponents need to be dealt with in the quickest, most deadliest, of ways.

Her aura of dragon fear is such that all, even true dragons, have to make a saving throw vs. magic or fall under the effects of a Cause Fear spell. This will affect all creatures regardless of HD/level.  Each head can additionally cast a Magic-user/Wizard spell per round in lieu of a physical attack.  The white head can cast 2 first-level spells and 1 second-level spell.  The black head can cast 2 second-level and 1 third-level. The green head can cast 2 third-level and 1 fourth. The blue head can cast 3 fourth, 2 fifth, and 1 sixth-level. Finally, the red head can cast 3 sixth, 2 seventh, and 1 eighth-level spell.  Tiâmat chooses her spells at the start of her day. She typically opts for spells of control, damage, and ones that can summon support. She does not need somatic or material components for her spells, they come naturally to her. 

Due to her size, Tiâmat cannot make claw attacks while on the ground.  She can attack with her foreclaws when she is flying or swimming.  She is immune to charm, hold, mind-affecting magic, and sleep effects.  She is additionally immune to all sorts of poison. She takes half damage from acid, cold, and fire. She also has 75% magic resistance.

As the Queen and Mother of Dragons Tiâmat she is served by five consorts. These are dragons of largest size and greatest age of their respective dragon types, White, Black, Green, Blue, and Red.  Each one is utterly loyal to Tiâmat, failure to be anything but this will result in their immediate death and their skins put on display.  Tiâmat can summon 2d6+1 evil dragons of any type once per day.

Tiâmat's home plane is known as Têhom, or the "deep." Here there are seven distinct areas that represent the preferred habitat of each of the five evil dragon types. Each one is governed over by her consorts. The sixth area is an ocean, so deep and so dark that no bottom has even been seen.  Tiâmat makes her home here along with sea dragons of all sorts. It is rumored that the great dragon Leviathan also resides here. The seventh and last area is an island that Tiâmat often visits. Here her treasure horde can be found. This land is populated only by undead dragons.

Tiâmat as a Patron
Dragon Tradition Witches and Draconic Pact Warlocks take Tiâmat as their patron.  Chaos mages also look to the Mother of Monsters as their patron, inspiration, and even Goddess.  All dragons, good and evil, regard her as their mother or the first of their kind but only evil dragons and dragon-kin worship her. 

--

Notes

I like this stat block quite a lot.  I can look at it though and tell I still need to define my demons and dragons both a little better. There are ideas I want to express that I am currently not doing.

She is a Gargantuan creature.  So because of that, I am going to be using my alternate HP calculations. A gargantuan creature uses a d20 for HP determination, not the standard d8.  Even with this she is at 30 HD so in standard games she ends up with 375 hp. In my games that is boosted to 555 hp.

A bit on that HD.  Yeah, she has 30 HD.  She is big and bad and is not a monster you find on level 20 of some random dungeon. This flows from the level setting I was doing in One Man's God. Tiamat is not just on the top of the scale, she should be the top.  A former Goddess now cast into the Abyss, that means two things for me. One she is powerful and two she should be a demon of some sort.  She is obviously something more. I have her listed as "Gargantuan Dragon (Evil)" but she would certainly also be an Outsider or even a Fiend possibly. She could even be an Eodemon

Alignment.   I have been playing Tiamat as "Chaotic Evil" since I first started reading Chaos Theory back in the 90s. It always made far more sense to me.  Plus she never really fit into the hierarchy of Hell as far as I was concerned.  I do borrow a page from Paradise Lost and say she was there when the Devils fell.  But that was only one of her lairs in the cosmos. 

What about that Apocalypse Dragon?  Well, I still want to get my money's worth out of him.  So he has been redubbed as Leviathan.  Fitting, given the history my games have had with him.  I will need to revisit my stats for him though. 

Tiâmat and LeviathanTiâmat and Leviathan

Links

Links to other Tiamat postings here on the Other Side.

Miskatonic Monday #88: The Orphanage

Reviews from R'lyeh -

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


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

—oOo—

Name: The OrphanagePublisher: Chaosium, Inc.
Author: Rudy Peverada

Setting: Jazz Age Arkham

Product: Scenario
What You Get: Seventeen page, 3.28 MB Full Colour PDF
Elevator Pitch: “Ohhh, won’t somebody please think of the children!”Plot Hook: Children are going missing from the Arkham State Orphanage, so why won’t the authorities take an interest?
Plot Support: Detailed location, four maps, twelve NPCs, and two Mythos creatures.
Production Values: Uneven.
Pros
# Self-contained investigation# Decent maps
# Possible addition to a Lovecraft Country campaign 
# Easy to relocate to other times and places

Cons
# Challenging to involve the investigators
# Underwritten plot
# Requires a good edit
# Villain motivations underwritten

Conclusion
# Self-contained investigation# Underwritten plot and villain motivations
# Requires a good edit

A RuneQuest Starter

Reviews from R'lyeh -

The starter set for any roleplaying game is always designed as an entry point into that game. It has to do three things. First, it has to introduce the game—its settings and its rules to both players and Game Master. Second, it has to showcase the setting, the rules, and how the game is played to both players and Game Master. Third, it has to intrigue and entice both players and Game Master to want to play more and explore the setting further. A good starter set, whether City of Mist: All-Seeing Eye Investigations Starter Set, the Warhammer Fantasy Roleplay Starter Set, or the Call of Cthulhu Starter Set will always do that, whereas a bad starter set, or even a mediocre starter set, such as the Sixth World Beginner Box for Shadowrun, Sixth Edition, will not. Whilst a starter set is always designed to introduce a roleplaying game, it has another function, depending upon when it is published. A starter set published as a roleplaying game’s first—or one of its first—releases introduces the game and setting to everyone. A starter set published later or deep into a line’s run, when there are multiple supplements and scenarios available as well as the core rulebook, is designed to introduce the game, but not to those who are already playing it. If there is content in its box that veteran players of the game and fans of the setting will enjoy and can bring to their game, then that is an added bonus. Ideally though, it is intended to introduce the game and setting to new players, at the time of its publication providing a means of getting into both when the range and number of books and supplements available might be daunting and there might not be an obvious point of entry to the propective player and purchaser. This is exactly what the RuneQuest Starter Set does for RuneQuest: Roleplaying in Glorantha from Chaosium, Inc.

The RuneQuest Starter Set comes in a dense sturdy box which weighs two-and-a-half pounds! It designed to introduce new players and new Game Masters to RuneQuest: Roleplaying in Glorantha to that end includes all of the rules necessary to play the content in the RuneQuest Starter Set, provides an introduction to Glorantha and the area where the three scenarios it comes with are set, fourteen pre-generated adventurers, a sheaf of handouts and play aids, and a set of polyhedral dice. The latter come in an appropriately bronze colour since RuneQuest: Roleplaying in Glorantha is a Broze Age roleplaying game, but whilst they both fetching and obvious as soon as you open the box, they are not the starting point for the RuneQuest Starter Set. No, that would be the cover sheet, which in turn yells out ‘Read Me First!’ and ‘What’s In This Box’ and ‘What’s Not In This Box’. The cover sheet—as with any good roleplaying box set of old, including a great many from Chaosium, Inc.—introduces the RuneQuest Starter Set, explains what it is and what its contents are. Less importantly, it does not cover character creation, equipment, advanced combat rules, becoming a Rune Master, Shamanism, Sorcery, or Sacred Time, and that is fine, since all of that can wait until the core rules for RuneQuest: Roleplaying in Glorantha. Instead, it contains the sixty-page Book 1: Rules, fifty-eight-page Book 2: The World of Glorantha, fifty-seven-page Book 3: SoloQuest, and eighty-one-page Book 4: Adventures, plus the aforementioned fourteen pre-generated Player Characters, two blank Adventurer Sheets, the Map of the Jonstown Area, the Map of Jonstown, and the Map of the Rainbow Mounds (all maps measure twenty-two by seventeen inches in size), two four-page RuneQuest Starter Set References handouts, Gloranthan Runes sheet, and a Strike Rank Tracker. This may seem like a lot—and it is, but this is a starter set and is designed to ease the player and the prospective Game Master into both Glorantha and RuneQuest: Roleplaying in Glorantha without overwhelming them as they delve deeper and deeper into the box.

Book 1: Rules does exactly what it says, explaining the core rules for RuneQuest: Roleplaying Game in an easy to understand fashion. In turn, it covers the dice and dice rolls, the core mechanics, the Resistance Table, time and movement, skills, experience, passions, Runes and how they work, combat, magic—both Rune and Spirit magic, and so on. Much of this will be obvious to veteran players, but this is a streamlined version, for example, the Fumble Table for very bad results in combat, is much shorter than that given in the core rules. Which makes sense since the variety is not really needed within the limits of the scenarios given. As well as explaining how magic works, Book 1: Rules also lists all of the spells—both Spirit magic and Rune magic—which appear in the adventures that appear in the RuneQuest Starter Set. Useful boxouts explain the difference between RuneQuest: Roleplaying in Glorantha and Call of Cthulhu, Seventh Edition, how to survive combat, how Strike Ranks work, when you need healing, and more. One useful addition here, sadly missing from The Red Book of Magic, is made to each of the Rune spell entries, that of the cults which use that particular Rune spell. There are also two examples of play—one of roleplaying and one of combat—that help show how the game is played, both done as two-page spreads and both of which are drawn from scenes in the scenarios in Book 4: Adventures. Rounding out Book 1: Rules is a list of spot rules for easy access, whilst the centrefold of Book 1: Rules provides an ‘Adventurer Sheet Overview’, not just of one of the pre-generated Player Characters, but of Vasana, Farnan’s Daughter, the Player Character used in Book 3: SoloQuest. In effect this, like the two examples of play and the rest of Book 1: Rules, is preparing the player and Game Master alike to play and adventure in Glorantha.  

Book 2: The World of Glorantha is the proper introduction to the setting of Glorantha. Of the four booklets in the RuneQuest Starter Set, it has the most dynamic cover illustration, depicting as it does Sartarites reacting in fear and shock to the rising of a dragon into the sky and coiling itself around the Red Moon. It is a fantastic image, depicting the very moment and reaction to the Earth and Moon-shaking event that prefigures the events which play out not just in the RuneQuest Starter Set, but also RuneQuest: Roleplaying in Glorantha. Inside, Book 2: The World of Glorantha explains the nature of its setting, that it is an Age of Bronze in which magic is part of everyday life, kinship ties and temples play important roles in society, that everyone has loyalties and passions that will drive their actions, and that the influence of the Gods is felt through their associated Runes. It details all of the Runes and the cults which have a role in the RuneQuest Starter Set—whether in one of the scenarios or because one of the pre-generated Player Characters belongs to one of them, and it also explains what is sets Glorantha apart from other settings. This covers Heroes and Heroquesting (although further detail on this left for the core rulebook to explain), the importance of community and kinship, what drives and motivates characters to act—the Rune affinities and Passions, the lethal nature of combat, and more, before exploring the nature of the world. As with RuneQuest: Roleplaying in Glorantha, the emphasis is upon Dragon Pass and its immediate surrounds, and is accompanied by what is an incredibly attractive and readable map of Northern Sartar, essentially the region where the Player Characters will be adventuring, at least in the RuneQuest Starter Set. A short history given too, essentially to bring the reader up to date and ready to play the adventures.

The second half of Book 2: The World of Glorantha—in fact, more than half—focuses in on one setting, that of the City of Jonstown. This will be the base of operations for the adventurers and the central location for Book 4: Adventures. In comparison to the first half, this section is much more detailed and details the history of its founding by Sartar in ST 1480 and the establishment of its famous Jonstown Library in 1535, surrender to the Lunar Empire in 1602, through to 1625 and the Dragonrise, its besieging by the Sartar Free Army under Kallyr Starbrow, and the reestablishment of a free City Ring and thus local government in the wake of its capture. The city is described in some detail, including architecture, distribution of food, prominent religions, politics, along with write-ups and stats for the city’s notable figures and descriptions of the city’s various quarters. Jonstown itself is divided into an Upper City, built on the site of an old hill fort with the Lower City spread before and the two connected by a set of wide steps and a spiraling tunnel for carts and wagons. Again, there is a very nicely done three-dimensional map provided for the city, but the booklet goes a step in making use of that map. For the Upper City and each of the four quarters, the particular section of the map is blown up and included alongside the descriptions to make it easier for the Game Master to navigate her way around Jonstown. Lastly, there is a set of generic stats for the typical inhabitants of the city and each the notable locations around the city—which appear on the map of Northern Sartar is given a thumbnail description.

Book 3: SoloQuest is where the fun starts in the RuneQuest Starter Set. To play through the adventure in Book 3: SoloQuest, the player will also need to refer to Book 1: Rules and have two of the pre-generated Player Character folios to hand. One is that of Vasana, the character whom the player will be roleplaying, and that of Vostor, the Lunar Tashite warrior, who where necessary will stand in for the other Lunar warriors she will face in the course of the adventure. As the title suggests, the adventure takes the form of a SoloQuest (something which RuneQuest has not had since the publication of SoloQuest 1, SoloQuest 2: Scorpion Hall, and SoloQuest 3: The Snow King’s Bride, all in 1982, and available collectively, here) in which Vasana takes part in the Battle of Dangerford, at which Sartarite and allied forces mount a defence of the village against an incursion by Lunar forces. The adventure gives her time to prepare before the battle, take part in multiple sorties, and more. The adventure makes great use of not just Vasana’s martial skills, but also her Passions, and often they will drive her to act in unexpected ways. As well as the Experience Checks gained through successful skill or Passion use, the player gains points towards Vasana’s Battle Result Total, which at the end of the battle is used to determine both the outcome of the battle and her role in it. With two hundred entries, it is likely that the adventure can be played through more than once, to explore all of the options, and although the scenario is specifically written with the character Vasana in mind, it should be possible to play using the other martial characters from the fourteen given in the RuneQuest Starter Set.

The fun continues with Book 4: Adventures. This contains three adventures, each of differing nature and complexity, and designed to ease the Game Master into running RuneQuest: Roleplaying in Glorantha. Its cover sets the tone, depicting the Player Characters arriving at the walled city of Jonstown (described in Book 2: The World of Glorantha) after surviving the Battle of Dangerford (as adventured in Book 3: SoloQuest). The three adventures are ‘A Rough Landing’, ‘A Fire in the Darkness’, and ‘The Rainbow Mounds’, and they can be played in any order, but ‘A Rough Landing’ is designed to bring the adventurers into the city and get them involved in its affairs, so should ideally played first. It is also intended to be played after the adventure in Book 3: SoloQuest, so any number of players could have run their characters through that before coming to the table to roleplay together. None of them are overly challenging to run, each of them having quite straightforward plots, which whilst different in each case, means that they should not overwhelm either the first time Game Master or players. This does not mean that veteran players will find them simplistic as they do make good use of the background—especially recent events in the case of ‘A Fire in the Darkness’ and they are genuinely fun to play. The first scenario, ‘A Rough Landing’ is the most straightforward, the adventurers arriving in Jonstown and finding themselves quickly involved in a brawl that will bring them to the notice of the city authorities. It sounds almost like a cliché, but it does not take place in a bar and there are lots of ways in which it can go, which the authors take the time to discuss. Once they have come to the attention of the authorities, the adventurers will be called upon to perform the first of several tasks and missions, which is to check on a settlement to the west which has not been heard from in a few days. It is a nasty twist upon the ‘village in peril’ set-up and primarily involves action and combat, but there are opportunities for the Game Master to make the situation a little creepy too.

If ‘A Rough Landing’ involved combat and action, then ‘A Fire in the Darkness’ is an investigation scenario. A rash of fires has broken out across Jonstown and everyone is on edge because they fear both arson and the possibility that any future fire cannot be contained and might spread across the city, raising parts of it to the ground. Like any investigation, this is quite detailed, involves a fair number of NPCs, and some clues to sort through and try and work out what is going on. Of course, there is more to mystery and the fires than meets the eye, but with care, some stealth in places, and even some diplomacy, the adventurers should be able to learn what is going on. This is a nicely done investigation which should take several sessions to play out and which should prove interesting to play depending upon the Player Characters’ Passions and the cults they belong to.

The third and longest scenario is ‘The Rainbow Mounds’ and is a throwback to the scenario of the same name which appeared in the supplement, Apple Lane. Originally published in 1978, the two scenarios in Apple Lane would for very many years be the first scenarios that many RuneQuest groups played and it is lovely to see it updated here. Recently, the hamlet of Apple Lane has been beset by raids by bandits of the Troll and Newtling kind, and one of the local farmers recognises the Troll attackers at least as similar to those who abducted him when he was a child. The Player Characters are hired as mercenaries to investigate and if possible, put an end to the attacks. What follows is the equivalent of a dungeon, Gloranthan style, but a network of caves rather than a worked network of corridors and rooms, and with a strong emphasis upon its different factions and their loyalties. As a ‘dungeon’ there is plenty of opportunity for exploration and there are some quite nasty encounters—even those not necessarily attached to the adventure’s main plot, but players who approach it as a dungeon are likely to come away disappointed. There are plots and plots in motion in the Rainbow Mounds, and whilst there are plenty of opportunities to fight, including some really quite big fights, approaching the cave complex and its inhabitants in a combative stance may not always be the best approach.

As the longest and most complex scenario in the RuneQuest Starter Set, ‘The Rainbow Mounds’ will provide multiple sessions’ worth of play. However the fact that it involves the Rainbow Mounds throws up a couple of wrinkles which will not necessarily be obvious to anyone new to RuneQuest: Roleplaying in Glorantha. It is noted that the scenario is an updated version with some major changes and it does not follow the same plot as the previous version, although in places there are lots of similarities. So players whose characters have adventured here before will still enjoy it. The other issue is that as written in the introduction, the hamlet of Apple Lane does not have a Thane. If that is the case, then if the Player Characters are successful in dealing with the problems of the bandits from the caves, the situation is ripe for the Game Master to make the RuneQuest Gamemaster Screen Pack her next purchase and run the adventures contained within. However, what if the Game Master has already run the adventures in the RuneQuest Gamemaster Screen Pack and one of the Player Characters is Thane? The Game Master may need to make some adjustments to the beginning of the scenario as it is not addressed here. Those issues aside, the scenarios in Book 4: Adventures and thus the RuneQuest Starter Set are really very good, engaging and fun, whilst drawing the players and their characters into the setting.

And penultimately, the RuneQuest Starter Set comes with not six as you would expect and as appeared in The Broken Tower—the quick-start for RuneQuest: Roleplaying in Glorantha—but fourteen pre-generated adventurers. All of them come in folio form, with a full-page illustration of the Player Character on the front—including mount or other animal or elemental companion, and the character’s Rune affinities, background, and guide on how to play them on the back. The back splits open to show the character sheet, with statistics and attacks on the left-hand panel, skills and passions in the middle, and magic on the right-hand panel. Spread across an A3-size sheet rather than both sides of an A4-size sheet, the format is very readable. There are a couple of blank sheets in the box too, but hopefully they will be available in general as well. The given pregenerated adventurers include Vasana, of course, ready to play the solo adventure in Book 3: SoloQuest, but also Yanioth, the Assistant Priestess of Ernalda, Harmast the merchant, Vishi Dunn the shaman, Vostor the Lunar Tarshite soldier and Seven Mothers initiate, Sorala, the Lhankor Mhy initiate, and Nathem, the hunter and Odayla initiate. Together, these seven will be familiar from The Broken Tower and the RuneQuest: Roleplaying in Glorantha rulebook. However, they are joined by initiates of Babeester Gor, Yelmalio, Maran Gor, Storm Bull, Chalana Arroy, Eurmal, and Humakt, essentially giving the players a wider choice what they play for the scenarios in the RuneQuest Starter Set, as well as providing replacement characters as necessary.

Lastly, the RuneQuest Starter Set includes two map sheets, two four-page RuneQuest Starter Set References handouts, and a Strike Rank Tracker. The map sheets are double-sided. One depicts the Rainbow Mounds from the scenario in Book 4: Adventures, one side marked up with location names, the other without, whilst the other sheet has a map of Jonstown on one side and a map of Northern Sartar on the other. Both of the latter are exceptional pieces of cartography. Plus the actual backs of the four booklets in the RuneQuest Starter Set form the map of Northern Sartar, which again, is another nice touch. The RuneQuest Starter Set References handouts—two of them, so one for the Game Master and one for the players, collates the most useful tables in the game. The Gloranthan Runes sheet simply lists all of the common Runes which appear in the game and the Strike Rank Tracker shows the twelve Strike Ranks of a round on the outside of the sheet with the modifiers in the middle. Clear and easy to read, it is so obviously useful that it will have groups playing RuneQuest: Roleplaying in Glorantha wishing they had had it from the start.

Physically, there is no denying the impact and physical presence of the RuneQuest Starter Set. There is a lot in the box, but there are a couple of issues with it. One is that it does need a slight edit in places, but the other is that parts of it feel fragile. None of the set’s four booklets have card covers. And whilst the maps and the Strike Rank Tracker are done on stiff paper stock or card, the RuneQuest Starter Set References handouts are not. So even as you hold them in your hand, there is the feeling that they will not withstand a great deal of handling. This though, is the most—and the only—disappointing aspect to the RuneQuest Starter Set. Otherwise, the contents of the RuneQuest Starter Set are well written, engagingly presented, and supported with some great artwork and some superb cartography. Even physically, the RuneQuest Starter Set is simply good value, let alone the amount of play a gaming group is likely to get out of it.

Now of course, veteran players and Game Masters of RuneQuest and of RuneQuest: Roleplaying in Glorantha are going to find much that is familiar in the RuneQuest Starter Set, especially in terms of the rules and the background. What is in it for them though, is the background on Jonstown and the opportunity to expand the details of northern Sartar in the wake of the Dragonrise, the opportunity to play a solo adventure which throws them into recent events, for the Game Master to play rather than run with the solo adventure, and then for everyone to play the three new adventures, and make use of the maps and references. The ‘Rainbow Mounds’ adventure will probably bring back memories for veterans of a certain age anyway and the chance to revisit something again is always fun. 

If there was any danger of being overwhelmed by the RuneQuest Starter Set, it would be by the amount of things in the box, not the actual content. The RuneQuest Starter Set really does give the prospective Game Master and her players everything they need to start playing RuneQuest: Roleplaying in Glorantha—background, rules, dice, a solo adventure with which to learn to play, multiple, lengthy, and engaging adventures, and gorgeous, gorgeous maps that just make want to look at them and have your character want to visit each and every location just because it is on these maps. Yet by breaking everything down into the four books, the RuneQuest Starter Set never threatens to overwhelm, easing them into the world and the game step-by-step, deeper and deeper they go into the box until they have learned about the world and are involved in the solo adventure and wanting more with the proper adventures. And the three adventures will deliver that and multiple sessions of play. The RuneQuest Starter Set is the perfect introduction to RuneQuest: Roleplaying in Glorantha that both the roleplaying game and setting have long deserved and it really does set a standard by which other starter sets are going to be measured. Chaosium did that already with the Call of Cthulhu Starter Set, now it has done it again with the RuneQuest Starter Set.

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A full Unboxing in the Nook video of the RuneQuest Starter Set can be found here.

Extreme SF LAW

Reviews from R'lyeh -

One of the issues with HARP SF is that beyond the necessary piloting skills, it does not detail the vehicles—starships, aircars, gravbikes, and the like—which all have a role to play in a Science Fiction roleplaying game like HARP SF. Especially a Science Fiction roleplaying game in which star travel and different worlds and systems all play a role. Now this is not due to any oversight on the part of the publisher, Iron Crown Enterprises, but rather an issue with space—or page count. The addition of the rules for vehicles (and a whole lot more) would have added greatly to the page count of HARP SF, which is why they have been split into a second book, HARP SF Extreme. Half the length of HARP SF, HARP SF Extreme covers vehicle rules for slower-than-light and faster-than-light travel, a long list of land, marine, air, space and hybrid vehicles, combat between starfighters and capital ships, and more. The more gets a little more personal in taking HARP SF and its characters into the far future of Transhumanism—upgrading the mind with nanoware implants and the body with cybernetic replacements, and uploading your mind into the virtual world of cyberspace and downloading it into a robot body, and even going beyond as an Artificial Intelligence.

HARP SF Extreme can be divided into two parts. The first part is entirely vehicular in nature, covering space and vehicle travel, and space and vehicle combat. It goes into some detail how the Lagrange Drive—the means by which Faster-Than-Light travel is achieved in the Tintamar setting, the default background for HARP SF—and highlights how it can only be used at certain points within a star system, at the Lagrange points of its largest bodies. This adds certain wrinkles to starship travel, limiting its free use, but making its use more interesting in term of storytelling. Distances are listed for within the Solar System and far beyond in the Nexus Sector of the Tintamar setting, but the SysOp is also given various formulae for working distances should she prefer that to ‘Moving at the Speed of Plot’.

Numerous vehicles are listed, including Ground Effect Machine, or GEM, vehicles, gravitic vehicles, motorboats and submarines, aeroplanes and gravplanes, aircars and seacars, and more. Spaceships range from maintenance pods, mini-shuttles, and starfighters all the up to corvettes, freighters, and scoutships. Some of the larger starships include decent and serviceable deckplans too, all done in colour, although there are a couple of issues with all of these means of transport. One is that they are generic, so if there are differences between the various species of the Tintamar setting, they are not discussed, and the other is that it is not obvious in some places which illustrations refer to which vehicle or starship.

The rules for combat cover ground combat and space combat, but HARP SF being a Science Fiction game, focus on the latter. The rules are an extension of those for personal combat found in the first HARP SF rulebook, with the combatants making supporting Manoeuvre rolls to benefit (or hinder, depending on the quality of the roll) the actual attacks. Combat between vehicles is designed to be co-operative, the player of the character at the controls making the rolls for initiative and Manoeuvre rolls to better place their vehicle or spaceship to make an attack or avoid one, the player of the engineer either making repair rolls or rolls to boost manoeuvring power or shields, and the player of the communications officer making rolls to jam signalling or targeting by the enemy with Electronic Countermeasures with a Signalling Manoeuvre roll. Ultimately, this will generate a set of modifiers that the player whose character is in charge of the weapons will apply to his Offensive Bonus and die roll, whilst the SysOp will be doing the same with the enemy’s Defensive Bonus, which is deducted from the total and the appropriate Critical Table consulted if the attack is a success. The weapons include autocannons, laser cannons, particle beam cannons, and plasma cannons of various sizes, as well as missiles, the latter taking several rounds to reach their target once launched giving time for a defending vessel to try and jam them on their way in.

The rules for spaceship and vehicle combat in HARP SF Extreme are not necessarily as complex as they look, as they do not require the arithmetic and mathematical formulae that spaceship travel might. Nevertheless, they require a careful read through upon the part of the SysOp, if not her players. Fortunately, they are supported by two lengthy examples of play, which should help alleviate any difficulty in learning to use them.

In the second part of HARP SF Extreme, the supplement takes a more personal tone, shifting its Science Fiction ever closer to Transhumanism with three options—Cyberware, Artificial Intelligences and Electronic Characters, and Robots. Although a Player Character can have any Cyberware, he requires the Cyber Compatibility Talent to possess them. Thus Cyber Compatibility (Lesser) for basic cyber augmentation, such as cosmetic modifications, datajacks, and neuralware implants, and Cyber Compatibility (Greater) for anything beyond in terms of augmentation and replacement. HARP SF Extreme presents a long list of cybernetic augmentations, from Datajack, Fibre Hair, and Bloodstopper to Taste Enhancer, Vision Enhancer, and Subdermal Pouch, as well as Cyberarms and Cyberlegs. There are even options for the Cybertorso and Cyberhead, although that pushes a character towards being a robot rather than a Cyborg. Further options can be installed in the cyberlimbs, like an Agile Limb or Built-in Weapon. In traditional roleplaying treatments of cyberware, the replacement of the biological with the mechanical typically comes with a loss of empathy or humanity. Not so in HARP SF Extreme. Instead, Cyberware takes investment in terms of time, money, and development upon the part of the Player Character. First, it takes weeks to install and recuperate from, as well as costing thousands in terms of credits. Second, the biological is not accustomed to using the mechanical and so a character requires the Cyber Control skill, which requires specialisation in either Arms, Implants, Legs, Miscellaneous, or Senses. Thus every use of a piece of Cyberware requires a standard Cyber Control skill manoeuvre roll. Further, the number of skill ranks a Player Character has in a Cyber Control specialisation limits the complexity of the device that he can control. For example, controlling a Cyberarm requires three ranks of Cyber Control (Arms), a Built-in Weapon another one, Agile Arm one per bonus, and so on. In the long term, as a Player Character acquires new Levels and thus new Development Points which his player can spend on him, his Cyberware can be upgraded with new features and his skill in operating the various devices, effectively keeping pace with the other Player Characters and avoiding the power creep that adding Cyberware has the potential to bring to a game.

Electronic Characters covers not just rules for creating A.I. characters, but also virtual copies of a character—creating the latter taking time as money to create, and more time depending upon the age of the character. In general, virtual copies are kept as backup versions of a Player Character in the event of his death, but this comes with a penalty, since it can mean the loss of experience and memories accumulated since the last copy was made. Which actually means a potential loss of character Levels, and thus loss in terms of skills and talents purchased since! In the main, the primary difference between biological and electronic characters is the lack of physical statistics, although that may be offset in the long term if the electronic or virtual character decides that being downloaded into a physical form, whether that is robotic or biological, is an option. An A.I. character could remain in cyberspace though, or become part of a spaceship, for example, but if downloaded, there are plenty of options given in terms of robot types and bodies, which need not even be humanoid. Several full examples of robots are given, including explorer, medical, and repair types, as well as companion models, and these are all designed with remaining Development Points with which a player could modify the design. Alternatively, a player could design his robot’s form and chassis from scratch using the numerous options included. One issue which a gaming group may want to decide upon—and this applies to Cyberware and vehicles too—is whether or not power matters. That is, whether a robot or a piece of Cyberware will run out of energy and power down. This does complicate play, but it all depends on how technical the gaming group wants to get or if the matter power at this level is left up to SysOp to decide as a storytelling option.

Throughout, the SysOp is not just given choices in terms of the rules that she wants, but also additions to the Tintamar Knowledge Base, the state of any particular technology in the defiant setting for HARP SF. The SysOp can decide whether to combine supporting actions and attacks in vehicle combat for slightly faster play, include weapons placement and facing, being able to dodge missiles, and more. In the Tintamar setting, no Manoeuvre rolls are made for travel in hyperspace, only for entering hyperspace; background is given as to how the Portals which make long distance interstellar travel possible; the inability to transfer psionic abilities from the biological to the virtual; and the status of an A.I. controlled robot as property. Overall, the SysOp has an array of options to consider in bringing the contents of HARP SF Extreme, and is supported in terms of background if running a Tintamar-set campaign.

Physically, HARP SF Extreme is generally well presented. It uses a lot of colour digital artwork of its vehicles, which does mean that they are somewhat characterless, which is not the case with the later pencil artwork which appears in the rest of the book as well as HARP SF, and thus is far more engaging. Certainly, it is fun to spot the influences on the robot illustrations. Otherwise, the book is well written and examples of the rules, if unfortunately done in a light grey and thus harder to read, help the reader a great deal in terms of grasping the rules.

Putting HARP SF and HARP SF Extreme together very much means that HARP SF begins to feel complete in terms of being a Science Fiction roleplaying game. Characters, action and combat, vehicles, starships, robots, and the virtual are all covered. That does mean that the rules still lack a means for creating new worlds, new alien species, and sentients, though hopefully that is covered in another volume. HARP SF Extreme does an excellent job of detailing the technological aspects of HARP SF and its Tintamar setting, and even if not using the default setting, brings a grittier edge to the Space Opera and Imperial Science Fiction leanings of HARP SF. For playing groups who prefer their Science Fiction with a little harder edge, then together HARP SF and HARP SF Extreme is a good option.

[Free RPG Day 2021] Fabula Ultima TTRPG: Press Start

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.

—oOo—

Fabula Ultima TTRPG: Press Start is something a little different for Free RPG Day 2021. Published by Need Games!, it is a quick-start for the Fabula Ultima TTRPG—or Fabula Ultima Table Top Roleplaying Game—and is based on Japanese console roleplaying games such as the Final Fantasy and Kingdom Hearts series. As a quick-start, it is of course designed to introduce and teach the game to both players and the Game Master, but it does it in an interesting way. It models the learning process upon that of a computer roleplaying game. In a computer roleplaying game, the player is taken through the process of playing the game step-by-step—so movement, looking, attacking, defending, inventory, and so on. And until the player gets to the particular step in that process, he cannot tell his character to do the new part of the play of the computer game. Fabula Ultima TTRPG: Press Start does exactly the same, locking each part of the character until the players reach a particular scene in the adventure in the quick-stat. So in Scene #1, the Game Master introduces the game and its setting, and the attributes and status effects, whilst Traits and Bonds are explained and come into play in Scene #2, how to use Fabula Points in Scene #3, and so forth all the way up to skills, actions, inventory, and abilities.

Fabula Ultima TTRPG: Press Start takes place the near the city of Dunova in the surrounding forests. In the forest can be found the Crater of Megido, the ruins of a once-great city renowned for its magic, but destroyed in a magical cataclysm in ages past. The ruins are rumoured to still contain many of its secrets and the forces of neighbouring Empire of Elonia have been spotted in the area. The exact reasons why the Player Characters are headed there are left up to the players to determine, but as the scenario begins, they are aboard an airship bound for the crater.

Fabula Ultima TTRPG: Press Start is designed to be played by a group of four to five players, including the Game Master. It comes with four pre-generated Player Characters. They include Blair Clarimonde, the heir to the throne of Donovan, who can support her friends in battle and unleash the power elemental light upon her enemies; Cassandra, a former camp again of the Skyriders who wields a spear and can weaken enemies and strike at flying targets with her elemental powers; Edgar, a young inventors armed with a custom-made pistol which can target multiple foes and inflict negative status effects; and Lavigne Fallbright, the princess of the Kingdom of Armorica which was conquered by the Empire of Elonia, who wields a mighty greatsword. Each of the character sheet for these four is presented on a double-page spread and is easy to read, though there is no background for any of the four given on them.

A character in Fabula Ultima TTRPG: Press Start has four attributes—Dexterity, Insight, Might, and Willpower, Traits—an Identity, Theme, and Origin, Bonds (with the other Player Characters and NPCs), Fabula Points, Actions, and Skills. The attributes are rated by die size, from six-sided up to twelve-sided die, whilst of the Traits, the Identity is who the character sees himself as, Theme the dominating narrative force driving the character, and Origin is where he is from. Bonds are emotions towards others and are paired as Admiration or Inferiority, Loyalty or Mistrust, and Affection or Hatred. A character’s Bond to another character—Player Character or NPC, can consist of up to three emotions he feels about the character, one from each pairing.

Fabula Points are gained when a Villain enters the scene or when a player rolls a fumble, but can be spent by invoking a Trait to reroll dice or invoking a Bond to add the number of emotions tied to that Bond. Invoking either, requires a bit of roleplaying upon the part of the player. Actions include Attack and Guard, and depending upon the character, can include spells and Skills too. For example, a spell might be Flash of Insight to ask the Game Master about a single investigation and whatever answer the Game Master gives, it becomes the truth and a Skill could be a Bone Crusher, an attack which does no damage, but instead inflicts a Status Effect like Dazed or Weak, or reduces the target’s Mind Points (used to power spells).

Mechanically, in Fabula Ultima TTRPG: Press Start, and thus Fabula Ultima TTRPG, a player always rolls two of his character’s attribute dice and adds the results together. Typical Difficulty Levels are seven for Easy, ten for Average, and thirteen for Hard. Results of six higher than the Difficulty Level are a critical success, but rolls of one on both dice are a critical fumble. Status effects, suffered due to the environment, attacks, and spells, such as Dazed, Slow, and so on, which temporarily reduce the die types for a character’s attributes.

Combat uses the same core mechanic with the sides involved acting in alternate order, one by one. Initiative is slightly different in that it requires a Group Roll. In a Group Roll, one player, designated the Leader, makes the actual roll, but everyone else makes a separate taste against the same number. Each successful roll grants a +1 bonus towards the Group Roll.

All of this is explained scene by scene over the course of Fabula Ultima TTRPG: Press Start, as well as combat, interacting with NPCs, and descending into the Crater of Megido. There are some nicely done scenes which very much match the feel of the computer game, including a cutscene where the scenario’s villain enters stage left, but this actually comes with mechanical benefits in that the Player Characters gain more Fabula Points. Another is interacting with a merchant NPC, from whom the Player Characters can purchase Inventory Points. These are a resource which a player can use to purchase Remedies (which heal Hit Points), Elixirs (which restore Mana Points), and Tonics (which enable a character to recover from a Status effect). Although this abstracts the process somewhat, it still feels appropriate to the setting.

For the most part, Fabula Ultima TTRPG: Press Start is linear, but it offers a reasonable mix of scenes and challenges along its learning path—interaction, exploration, and of course, combat. It ends as it should with a Big Boss final battle which is intended as a big fight, but includes other options too, since unlike in a console game, the Player Characters have a wider choice when it comes to their actions. This is the most complex scene in the quick-start, and of all them, requires the most preparation upon the part of the Game Master.

Physically, Fabula Ultima TTRPG: Press Start is well presented. The writing is decent and the artwork has an anime style throughout. In addition to telling the Game Master the mechanics of each and every scene and how to run them, Fabula Ultima TTRPG: Press Start includes advice on running each scene too, whether that is enemy tactics in the final battle, advising that the Player Characters take a moment to heal, and so on.

Initially, Fabula Ultima TTRPG: Press Start is a disconcerting read because it is doing something in a way that not normally found in roleplaying games. It is teaching both the Game Master to referee and the players to play the Fabula Ultima TTRPG. Most roleplaying games, and certainly most quick-starts, expect the Game Master to learn and understand the rules and then impart them and everything else to her players, although exceptions abound where sometimes the learning by the player is done through play—such as in Alone Against the Flames, the solo adventure for Call of Cthulhu, Seventh Edition. Fabula Ultima TTRPG: Press Start is different because of its programmed, step-by-step learning for both the Game Master and the players. The former is still expected to learn ahead of time, but both learning and teaching is focused because of its compartmentalisation, enhanced of course by a deft piece of design and layout. The result is that Fabula Ultima TTRPG: Press Start does have the feel of an introduction to a Japanese console roleplaying game, its anime storytelling backed up by the art used throughout. Overall, Fabula Ultima TTRPG: Press Start is an impressive introduction to the Fabula Ultima TTRPG and learning path to its play which will have players humming the Final Fantasy victory music after every battle.

[Free RPG Day 2021] The Starfinder Four Vs. The Hardlight Harlequin

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.

—oOo—

One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. For Free RPG Day 2021, the publisher again provides a title for each of the two roleplaying games, one of them being Threshold of Knowledge for the Pathfinder Roleplaying Game, whereas the one for the Starfinder Roleplaying Game is a change of tone and pace.In past years, the releases for the Starfinder Roleplaying Game have been adventures involving four of the cheerfully manic, gleefully helpful, vibrantly coloured, six-armed and furry creatures known as Skittermanders—Dakoyo, Gazigaz, Nako, and Quonx. However, they do not appear in the Starfinder Roleplaying Game release for Free RPG Day in 2021, which instead features a new, and altogether more diverse cast, as well as kicking off a brand-new series of adventures. The adventure can be run as is, using nothing more than the Starfinder Roleplaying Game core rules, although the Game Master and players alike may find access to the supplements, Alien Archive 2 and Alien Archive 3, to be useful.  
Starfinder Four Vs. The Hardlight Harlequin is designed to be played by four Player Characters of Fourth Level and to that end comes with four pre-generated Player Characters. They include Chox, a Bolida Gladiator Soldier; Err0r, an Android Outlaw Technomancer; Gliko, a Raxilite Icon Operative; and Ritta Aufenren, a Vlaka Solar Disciple Solarian. This is a good mix of species and identities, and come with some fun abilities, such as Gliko’s biotech augmentation which gives them a cluster of prehensile vines or Chox’s ability to roll into a defensive ball and then make a rolling charge! Each of the four comes with a little background and a full illustration. All four are recent graduates of the Starfinder Society.

As the scenario opens, the Starfinder Four are on their way to HACTexpo, an event put on by HACTech, a small publisher of VR technology and games. Unfortunately, as they fly their into the destination to take a little time off, they receive a distress call which appears to rattle throughout the ship’s hull. Everything is going haywire down on the moon where HACTech has its headquarters, and of course, the members of the Starfinder Four are the nearest members of the Starfinder Society who can respond. If the players and their characters decide to demur and look for help else there is advice for the Game Master to keep everything on track, and very quickly the Player Characters will find themselves hurtling down towards the moon as all-too perfect asteroids seem to be flung at them! This sets the tone for the adventure as once they land, the Player Characters find them facing computer game demo after computer game demo come alive and challenge or attack them. The Player Characters will find themselves attacked by digitised Carrion Bats, digital Jack-in-the-Boxes made real and weaponised with giant scissors, soldiers taken from a first-person shooter, and more. Much of this takes place in a giant convention hall where there stands and demonstrations for all of the VR games they appear in.

Each of these encounters is self-contained, so that there is time for the four Player Characters to rest and perhaps recuperate between each of them. However, it may seem like the Player Characters are wasting their time in investigating each of the various displays and booths rather than proceeding deeper into the complex and investigating the cause of the emergency, but this is not necessarily the case. In many case, there are survivors—both event staff and attendees—to rescue from these booths and displays, and the Player Characters may also gain extra items which will help them in later encounters in the adventure.

Once the Player Characters have dealt with the displays—or most of the displays—dangerously in disarray, they will want to proceed behind the public areas of HACTexpo. This begins the climax to the adventure as the Player Characters explore the limits of a giant server room, a maze-like complex of server towers and computer consoles, strewn with thick bundles of cables and clouds of low-lying computer coolant. Again, the temptation for the Player Characters may be to rush through here to get the final confrontation, but a little patience, which gives time for exploration and examination, will pay off and gain them a slight advantage by the time they get to face the true villain of the adventure. What is essentially an ‘end of level fight is challenging and calls for more than a stand-up fight. In this the pre-generated Player Character, Err0r, with his advanced computer skills—along with his Technomancer spells—will play a major role in this final confrontation as he does throughout the adventure.

Physically, Starfinder Four Vs. The Hardlight Harlequin is as decently presented as you would expect for a title from Paizo, Inc. The artwork is excellent, the writing decent, and the cartography a blaze of bright colours. There is a lot going on in the scenario, though mostly in quite self-contained scenes despite the fact that they take place in the same enormous convention hall, so the Game Master will need to take a little care in preparing it for play.

Running throughout Starfinder Four Vs. The Hardlight Harlequin are references to Champion Squad, a superhero comic book series in the future of the Starfinder Roleplaying Game which has been adapted to other media and which certain aspects of the threats faced by the Player Characters comes to see them as members of the superhero team. It would have been fun if this had been played up a little further, but there are hooks included for each of the Player Characters to motivate them to attend the HACTexpo. There is plenty of fun though to be had with the computer games included at the HACTexpo, all of course, inspired by the games of today, so in more than a few places it feels not a little tongue-in-cheek, and if everyone joins in with that, Starfinder Four Vs. The Hardlight Harlequin should be fun to play.

Overall, Starfinder Four Vs. The Hardlight Harlequin should provide one, perhaps two good sessions’ worth of play and an exciting, action-packed adventure.






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