Outsiders & Others

Mail Call: Holmes for the Weekend

The Other Side -

Scratch a Holy Grail item or two off my list!  A couple of impulse purchases made this week were delivered together today.  Which means only one thing!  Holmes Basic this weekend!

Holmes and Holmage Boxed sets

So why do I need another Holmes Boxed Set? Well, I don't but this one is much nicer shape than my others and it had some surprises inside.

Holmes Boxed set
In addition to the chits, it had one of my Holy Grail items, a set of Dragon Dice "random number generators" with the card.  I have wanted one of these for years!  Yeah, it's damaged but that is fine with me. It honestly looks like one I had bought at White Oaks Mall in Springfield IL circa 1983.
like new adventures

It also included a copy of B2 Keep on the Borderlands (I have several, this is the first with the Wizard logo) and a much better copy of T1 than what I had.  But that is not all.

Dragon Dice!Gateway to Adventure!

I also got a copy of the Holmes Gateway to Adventure! Yeah, it is not much, but I didn't have a copy yet.

Gateway to Adventure!
Gateway to Adventure!
Gateway to Adventure!
Gateway to Adventure!

I love looking at this old collection of games and thinking back to that time.

This would have been a treat in and of itself.  But I also got some NEW dice to go with my old dice.

These are the Zucati "Holamge" dice sets.

Zucati Holmage Dice
Zucati Holmage Dice
Zucati Holmage Dice Boxed Set
Zucati Holmage Dice Boxed SetZucati Holmage Dice Boxed Set
Zucati Holmage Dice Boxed SetZucati Holmage Dice Boxed Set

In addition to dice and crayons, there are character sheets, maps, and an artist's spotlight!

The dice are great and compare well to the GaryCon dice I got a couple years back.

Zucati Holmage and GaryCon Dice

I even have my d12 from the era.  Sadly the only one I still have.

Zucati Holmage and GaryCon Dice

The d20 is numbered 1-20 rather than 0-9 twice, but the crayons can turn a normal d20 into a d% easy.

Comparing my Holmes sets I think I can keep two and sell off one.

Holmes Boxed Set
Holmes Boxed Set

Which is a good idea since I need to recoup some cash here.

The dice though now allow me to have a set with all my "Basic" sets.

Basic sets

My Moldvay Basic has the most complete set I can find of my original dice.  Holmes and Mentzer Basic get some uninked sets with a crayon.  My expert set came with orange dice originally. I traded them for something else and then got a set of blue Dragon Dice just like these for my Expert.  Oddly enough I do have that set of dice still.  They were always my goto set even in the AD&D 2nd Ed age.

Dragon Dice!

I think I can finally say that after all these years I have rebuilt my Basic D&D collection after it was lost so many decades ago.

The Holmes set also came with these dice.  They are all d8s but the numbering is strange to me.  No idea what they are for. I am sure some here knows.

Mystery d8s


Friday Fantasy: The Weird That Befell Drigbolton

Reviews from R'lyeh -

Something fell to the earth in the middle of the night. It landed on the moors with a flash of light that turned night into day, made the hills tremble, and created a crater within which it pulses, alien and unnatural, exuding a jelly that the local folk from the nearby hamlet of Drigbolton lap up and consume with gleeful abandon. Now they dance and cavort, knowing their lives are about to change, for why else would they have been given the gift of star-jelly? As the firmament above hangs cracked open, others are taking an interest in the hamlet in the northern edge of the great wood known as Dolmenwood, an ancient and bucolic place of tall trees and thick soil, rich in fungi and festooned with moss and brambles, the haunt of the fey, witches, arcane druids, and rife with dark whimsy. Word has travelled amongst astrologers, seers, and wizards of all types that a star has fallen and when there is a fallen star, there is star-metal, a rare metal sought by many a great alchemist. Others may have heard that The Black Book of Llareggub, a notoriously repressed and rare tome of occult lore, has been seen in the region, whilst others worry that the fallen star is the work of a previously unknown Arch-Mage—surely it is in the best interests of the authorities to confirm that such a figure is operating in the area?

The is the set-up for The Weird That Befell Drigbolton, a scenario published by Necrotic Gnome, for use with Labyrinth Lord, but very easy to use with other retroclones. Designed for a party of Player Characters of Third and Fifth Levels, it is set in Dolmenwood, the great forest region currently only explored through the fanzine, Wormskin. It takes place in one hex, roughly six miles across, focusing in on and around the hamlet of Drigbolton, and is designed as a one hex, hexcrawl—or sandbox. Drigbolton lies at the heart of the hex, one of only four manmade features in the region, with another six consisting of bogs, caves, cliffs, lakes, pools, and woodland. The other feature is the crater where the star landed. The geographical limitations of the scenario means that essentially the whole hex and the adventure could easily be transplanted to a setting other than Dolmenwood, though the weird nature of the scenarios means that it may not fit that setting.

Besides the three hooks to bring the Player Characters—and if playing The Weird That Befell Drigbolton as a one-shot, why not mix-and-match the three to provide differing motivations and drive some in-party friction?—to Drigbolton, one of the major features of the scenario is the passing of time. In most of the major locations in the scenario, events will take place whether the Player Characters are there or not, so if the party arrives at a location two or more days into exploring the area, events will have already happened. This gives the scenario a strong sense of time passing and as the events get weirder and weirder, a sense of urgency as they escalate towards something… Though the Player Characters are unlikely to know quite what until it is too late.

Whether drawn by the lure of star-metal, the location of The Black Book of Llareggub, or rumours of a previously unknown Arch-Mage, the Player Characters will make their way to the hamlet where they find the Drigboltonians in high glee, giddily guzzling down pot after pot of the star-jelly, ladling it into their recipes, traipsing back and forth to the crater to collect yet more in whatever container they have to hand. The Player Characters will be encouraged to join in their religious fervour, but will be otherwise will find the Drigboltonians friendly and helpful, ready and willing to share all manner of rumours and conjecture as to the nature of what fell from the sky. This should spur the Player Characters to visit locations beyond the hamlet and so learn more. The likelihood is that this will include the Crater itself, the Oath House—home to the local ‘hearth-laird’, an old customary position in this region and the nearest thing that the scenario has to a dungeon, a nearby bog, and more. Wherever they go, the Player Characters will encounter the weird again and again—and increasingly weird. This starts with the lack of graveyards in Drigbolton, the Drigboltonians instead having a Room of Repast in their homes, where they keep their dead relatives, ancestor-worshipping them, and ritually, symbolically feeding them. Elsewhere, they will find fornicating statuary, learned taxidermy, ambulatory cuts of meat, awoken beasts high on the star-jelly, colours given to vagrancy, and that is just in the scenario’s set locations. The Weird That Befell Drigbolton also comes with multiple random events—environmental effects such as a sudden, localised downfall of purple rain or the sky being filled with laughter, encounters both mundane and weird, like a human maiden and hunters hunting unicorns or an awakened fox.

The Weird That Befell Drigbolton is primarily an investigative and an exploration scenario, one with a countdown to something apocalyptic, unless the Player Characters intervene, though initially they will be unaware of the countdown. The likelihood is that the Player Characters will be overwhelmed by the weirdness that oozes and drips from every page, because the Game Master is presented with a wealth of weirdness and peculiar persons in and around Drigbolton portray. For the Game Master who enjoys the weird and roleplaying a wide cast of NPCs, many of them are going to be such fun to roleplay and she will find much to relish in The Weird That Befell Drigbolton.

However, The Weird That Befell Drigbolton could be better organised and certainly its maps could have done with a key, rather than having to flip through the book to find the right location description. This has been fixed with a reference sheet, but that is separate to the book. Another issue is that the writing is not as direct as it could be, so it requires a little more preparation than it really should. Then there is the issue of what happens after the countdown. This is left up to the Game Master to decide, but a suggestion or two might have been helpful.

Physically, The Weird That Befell Drigbolton is well presented. Although the writing could have done with a tighter edit, the artwork is decent, capturing much of the weirdness described in the text and all suitable to be shown to the Player Characters.

The Weird That Befell Drigbolton is probably just a little too weird and apocalyptic to serve as an introduction to Dolmenwood in an ongoing campaign, but as a one-shot or perhaps culmination of an ongoing campaign, it dishes out strangeness after strangeness inspired by both H.G. Wells’ War of the Worlds and H.P. Lovecraft’s The Colour Out of Space. Then like the star-jelly itself, Necrotic Gnome bakes the bucolic fruitiness of Dolmenwood into The Weird That Befell Drigbolton’s mix to serve up a rich concoction of peculiarities and aberrations.

Review: Spelljammer, AD&D Adventures in Space

The Other Side -

Cover of the Spelljammer bookCome back to me if you will to a time just right before the Internet.
(Ok, technically the roots of the Internet were here in ARPANet and what I was using BitNet at the time. But you know what I mean.)  

The time is 1989 and the game on my table is AD&D 2nd Edition.  Well, it is really Ravenloft, because, in college that was my setting of choice, AD&D just happens to be the system that ran underneath it all.  So a couple of points already.  I was playing AD&D 2nd Ed and really all I had the money for at the time was for one setting and that was Ravenloft.  There were a lot of great settings in the AD&D 2 days; Forgotten Realms loomed large and impressive, and maybe a little intimidating.  Greyhawk and Mystara only had some minor entries, much to my disappointment, Al-Qadim and Kara-Tur both looked like fun, and then we would also get Planescape. But there was one out that seemed so strange to me that I wanted to know more but yet could not bring myself to buy.  Until now. 

DriveThruRPGs Print on Demand has been a fantastic opportunity for those of us who want to go back and look at some of these other systems and games of our youth.  While I have relied mostly on the aftermarket to get myself up to speed on the Forgotten Realms (and enjoying it) I recently picked up the hardcover POD version of AD&D's Spelljammer.  And I am so happy I did.

Now don't get me wrong. I wanted to play SpellJammer back then.  We ever started a new campaign where all the characters were in a navy, so they all had 3 free levels in fighter, and then they were level 1 (or 4 for the fighters) in whatever other classes they were going to be.  Using the AD&D dual classing rules meant they could not act as fighters until later. But it boosted their HP.  They were going to spend some time at sea, but eventually, they were going to turn their ship into a SpellJamming one.  I named the ship "The Black Betty" after the Ram Jam song because every time I heard "Spelljammer" I thought "ram jam" and the Black Betty was a good name for a ship.  Sadly we never got very far. I was at University and my DM at the time was at a different school and the other players were also at yet another school. Meeting only over the summer was not helpful for a long-term campaign.

Fast forward to today.

Spelljammer: Adventures in Space

For this review, I am considering the Print on Demand hardcover and the PDFs from DriveThruRPG.  There may be things true of these versions that are not true for the original boxed set and things that might be the other way around.  I can't speak to the boxed set since I never owned it.  

Spelljammer is a whopping 278 pages.  Jeff Grubb is our primary author with art by Jeff Easley, Jim Holloway, Dave "Diesel" LaForce, and Roy Parker.  Easley is responsible for our cover, and indeed many of the covers from this time.  The interior art is Jim Holloway who really set the tone and feel for what I consider the 2nd Ed "style" of that time.  The interior is largely black and white with some color illustrations.  Mostly the pictures of ships, what were covers in the separate boxed set books, and some maps.  The scanned pages are not crisp, but they are easy to read.

The book is divided into two large sections that correspond to the two 96-page books that came in the boxed set, Lorebook of the Void and Concordance of Arcane Space.

Lorebook of the Void

We are introduced to how Spelljammer, AD&D in Space, came about.  We also now know that this was the first of new boxed set settings to come out for AD&D 2nd ed.  More would follow and make 2nd Ed more famous for their settings rather than their rules.  The goal for Spelljammer was overtly a simple one; AD&D in space, connect all the main AD&D worlds, and make them work together without changing what makes each one unique.

This section covers the basics of Spelljamming and operating a spelljamming helm.  We get a good overview of the types of spelljamming ships and that various races that can be found in Arcane Space.  We learn that gnomes and halflings for the most part avoid Arcane Space since they are too closely tied to their planets (makes sense) but Krynn's Tinker Gnomes are not so tied to their world in the same fashion so they are very much at home in Arcane Space. We even get a bit on goblinoids.  

The next third covers the various monsters and creatures you will find in AD&D 2nd Ed Monstrous Compendium format. We are given new details on the Beholders (they take the place of Daleks in Arcane Space) and the Neogi. Mind Flayers also get new treatments.  

The last thrid covers the three main AD&D game worlds, Krynn (Dragonlance), Oerth (World of Greyhawk), and Toril (Forgotten Realms).  The problems begin to show here since the cosmology of Krynn is tied very much to their gods.  This is not the fault of Spelljammer or Dragonlance, but rather one of trying to fit the divine into a scientific worldview.  I will admit I do like how the spheres are covered here.  It reminds me a little of how the solar system of Urt is covered in the D&D Immortals Set.  One could take that information and drop it rather cleanly into this book.  It was not done of course because at this time Urt/Mystara was considered part of D&D and not AD&D.  Even discussions online close to the time described AD&D as one universe, maybe even in the same galaxy, and D&D in a different universe altogether. 

Concordance of Arcane Space

The second major section of the book covers the rules part of Arcane Space.  The first chapter describes some basics of how Arcane Space and the Phlogiston work.  Chapter 2 covers some changes to the AD&D rules.  The first change, Lizard Men are now a playable race.  There are changes to some spells and how clerics can talk to their gods. We also get some new spells.  Chapter 3 covers the ships. How they are made, flown, and the capabilities (armor, weapons, storage) of examples.  Combat is covered in Chapter 4.  Ships are a lot like characters in they have an Armor Rating and Hull Points.  Damage by large ship weapons can deal hull damage and/or hit point damage. Chapter 5 covers celestial mechanics, or how systems are made. While in real-life astrophysics we know that forces like gravity will produce round (or oblate) planets and stars, there is a wide variety of things found even nearby to us.  Arcane Space should be just as diverse if not more so.  Oerth (Greyhawk) is a Geocentric system, Toril and Krynn are heliocentric. There are other systems that can be and should be, even stranger.  We learn that there is a flow to the Phlogiston and that some worlds might easy to travel to, but harder to travel away from.

We also have several appendices.  The first covers how magic spells and items work in space.  Appendix 2 covers travel times with Earth and the Solar System as an example along with Krynn, Toril, and Oerth.  Mystara/Urt can be substituted for Earth easy enough.  Flow can affect travel times.

The last section of the book are the color deck plans of various spelljamming ships. Maps and cut-out-and-fold ship minis. Best get the PDF along with the printed book so you can print these on your own.  A large black-hex map would work great for movement in space. 

Reading it today I can overlook some of the flaws that would have bothered me in 1990.  

Print on Demand Book

The Print on Demand book is hardcover, mostly black & white with some color art inside and color covers. It is a hefty volume on premium paper which makes it a little thicker than you expect a 278-page book to be.  It is very high quality. 

Covers of the Spelljammer bookCovers of the Spelljammer book

Interior of the Spelljammer book


Interior of the Spelljammer book
Interior of the Spelljammer book
Interior of the Spelljammer book
Interior of the Spelljammer book

Converting to 5e

In the first chapter of the first section, some advice is given about converting older AD&D monsters to use with Spelljammer since in theory every monster could be found somewhere.  The example given is the Grimlock from the Fiend Folio, a monster they describe as not likely to be updated to 2nd Edition.

Well. We know now the Grimlock. And updated to 3rd and beyond.   So there is no good reason to assume that Spelljammer will "Never" be updated.  In fact with D&D 5's desire to embrace the past and every world of D&D in their products it is reasonable we will see some Spelljammer at some point.  A spelljamming ship was already placed on a level in a 5th edition adventure. 

But converting to 5e based on the material in this book? Well really there are two main areas of focus; monsters and magic.  Many of the monsters have newer 5e writeups now, so this is less a question of conversion and more of replacement.  Magic, in particular spells, would need some more work but the guidelines are in place.  Similar spells should change in similar manners.  Combat can be swapped out for 5e combat, which not terribly different. So yes, if you are playing a 5e game then you can get a lot of use and play out of this book.

If you have ever been curious about Spelljammer but did not want to pay the aftermarket prices then the PDF is an absolute steal.  If you know about it and want to give it a go again (or for the first time) then the POD version is equally cost-effective.

Old-School Essentials 3rd Party Publishers

The Other Side -


A new bundle of Old-School Essentials products has been released by Planar Compass and is now available on DriveThruRPG. 

Old-School Essentials 3rd Party Publishers by Planar Compass

It has some rather nice products included.

Here are a few of them.

BX Options: Class Builder

Build or customize your own OSE or Basic-era classes. I covered this book a bit ago. 

Hidden Hand of the Horla - T:1
From Appendix N Entertainment

A nice old-school-style adventure where you seek out the tower of the Hand Mage that has reappeared out of legend. It is from R. J. Thompson and is for characters levels 1 to 3.  There are some great new monsters here, the Goatfolk are my favorite, and some new to BX/OSE spells that Advanced players will recognize.  27 pages with maps by Dyson Logos. It is a really fun adventure and captures the spirit of the modules of the early 80s very, very well.  Buy it for the nostalgia, but run it because it is a great little adventure. 

The Chaos Gods Come to Meatlandia
From Knight Owl Publishing

I thought this was an adventure, but it is actually a mini-setting of Meatlandia and the opposing factions. There are meat mages (you really have to buy this to see them) and various types of bards (three in total).  So new classes, new magic (15 pages of meat mage spells), a city, new monsters, new magic items, and just some gonzo-level weirdness.  I have to say that it is not for everyone, BUT there is an audience that will absolutely love this.  Has a solid Dungeon Crawl Classic meets Lamentations of the Flame Princes meets 80s weird horror.  If it were a movie Roger Corman would have been the director or producer and Tom Savini would have starred and consulted on the monster effects. The whole thing is 90 pages long so you are getting a lot.  Not sure where I am going to use it, but it really begs to be used somewhere.  Retooled just a tiny bit could turn it from gonzo to some serious horror. That is the direction I am likely to go.

Barrow Keep: Den of Spies
From R. Rook Games

For starters, you get this product for OSE, 5e, Troika!, and Sharp Swords & Sinister Spells all in the same purchase! So kudos to the authors for that.  The main book covers the keep and a host of important NPCs. The characters are all assumed to be young adults living within the Keep. This covers 72 pages. There are also some new monsters in abbreviated stats that can easily be used by any game.  

The GM's Scenario packs vary from ruleset to ruleset.  5e is 43 pages and OSE is 55 pages.  As expected these GM packs give you scenario seeds, the relevant players/NPCs, and has you go from there.  The flexibility of this a crazy high. I can see an enterprising GM make this their central focus for dozens of adventures if not an entire campaign. If you don't want to do that then make it a home base for the PCs and have the occasional "stay at home" adventure.  Given how well it is multi-stated use it as a means of moving from one game system to the next.  It is extremely well designed.

Get it for one system, but enjoy it with the other three as well.  This has made me want to look more into the Troika! RPG.

FULL DISCLOSURE: The author of this, Richard Ruane, is a co-worker and friend of mine, though I did not see that at the time I purchased this.

I should stat up an NPC Pagan witch that lives in Barrow Keep.

A Witch's Desire - Adventure for Old-School Essentials
From Earl of Fife Games

This is a fun adventure dealing with a bargain made by your village and the local Witch of the Wild.  She is protecting your village from the deadly winter of the Ice Queen.  Now she is asking you for a favor.  Great notes on surviving cold weather and exploring in the wilderness. Part hex crawl-ish, part quest adventure.  The notes say to make her an 8th level magic-user. I say why not an 8th level witch?

Witch of the Wild
8th level Human Witch, Pagan Tradition

Str: 10
Int: 17
Wis: 16
Dex: 11
Con: 13
Cha: 18

HP: 25
AC: 9
THAC0: 18

Saves
D: 10 W: 12 P: 11 B: 14 S: 13

Occult Powers
Familiar: Crow
Cowan: Meepa the Goblin
Herbal healing
Of the Land

Spells
First: (3) Call Spirits of the Land, Cure Light Wounds, Glamour
Second: (3) Animal Messenger, Pins and Needles, Seven Year Blessing (Ritual)
Third: (2) Scry, What You Have is Mine (Ritual)
Fourth: (2) Temperature Control, Wheel of the Year (Ritual)

I could certainly use this adventure as part of my War of the Witch Queens.

There are others that I have not purchased yet but plan to.  

And finally also in this bundle,

The Craft of the Wise: The Pagan Witch Tradition
From The Other Side Publishing

But I assume you know all about this one.

Travelling to Ravenloft

The Other Side -

Traveller. I universe in a 3-Ring Binder.Quick update.  

I was going to spend some time this week going over Traveller. From the Classic Traveller books all the way to the newest editions.  But in my research and reading, I found so much more material out there.  More than I can adequately cover in the time I was giving myself.  So I am continuing my readings, my research, and my analyses. 

There is so much to go through and I don't want to half-ass it.  I owe it to myself really and my love for my original Traveller Book (printed PDF version pictured).

Plus I have this other stack of educational research I need to read over and review for work.  No rest for the wicked right?

ed research

Honestly. I am looking forward to both research tasks ahead of me.

Speaking of wicked.  This came out today.

Van Richten's Guide to Ravenloft

So I have even more reading to do before I can say anything intelligent about it. 

I am certainly going to be using it in my games. Been a Ravenloft fan from the very start.

Ravenloft through the ages
WotC's Ravenloft

I can't say much yet save that it looks like a lot of fun.

My son and I talked about what our plans were for this.

Cthulhu Mythos + Ravenloft

His Ravenloft has an avatar of the King in Yellow. So he is working on his own version of Carcosa. One unrelated to the Geoffrey McKinney version or the Fat Goblin Games version.

I think I am headed back to Black Rose.

Ravenloft + Blue Rose

It's going to be fun.

Monstrous Monday: Marching to Mars

The Other Side -

It's still Sci-Fi month here at the Other Side and I wanted to do a monster today with some solid sci-fi and old-school roots.  I just couldn't get it to jell the way I wanted. 

Essentially I wanted D&D/OSR/Sci-Fi versions of  Edgar Rice Burroughs' Barsoomian Martians. I was going to give them a few twists, give them a Clark Ashton Smith twist or two, and a dash of Jack Vance. 

Here is what I have so far.

Red Martians

Warlike, intelligent. Most "Human-like" of the Martians.  I am even toying with the idea of making them Matriarchal as my homage to the great Dejah Thoris.

Red MartianRed Martian, ePic Character Generator

White Martians

Psychic and the only truly evil Martian race.  Rulers are a caste of priests.  Borrowing heavily from Warhammer 40k, UFO myths, and a little bit of DC Comics.

White MartianWhite Martian, ePic Character Generator

Green Martians

These guys are essentially my Tharks, but also are a noble race. They are violent and will kill you, but they can be reasoned with.  My goal here is not to make them Space Orcs, Space Dothraki, or Martian Klingons.

Green MartianGreen Martian, ePic Character Generator

There might be others.

All are genetically compatible with each other, more or less.  I'd love to work in "War of the Worlds" into this somehow too. 

For my OSR/D&D-style games, this might be a world within Spelljamming distance or even some sort of Astral Travel.  Adding in bits of Dark Sun might help smooth out some of the rough bits.  It would all work great for an Astonishing Swordsmen & Sorcerers of Hyperborea game

For BlackStar I would want the civilization dead and only recently had xeno-archeologists having discovered the ruins of an ancient and vast Martian culture. The horror will come in when they can't figure what it was that killed them all. 

Links to Mars Related Posts

Jonstown Jottings #43: The Howling Tower

Reviews from R'lyeh -

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

—oOo—

What is it?
The Howling Tower is a scenario for use with RuneQuest: Roleplaying in Glorantha. It is based upon a scenario originally written in 1992 for use with RuneQuest III.

It is a thirty-four page, full colour, 35.07 MB PDF.
The layout is clean and tidy, and the artwork bright and colourful, almost cartoonish in places.
Where is it set?
The Howling Tower is set in and around the Upland Marsh in Sartar in Dragon Pass.

Who do you play?
A Lhankor Mhy priest or scholar, especially one with an interest in the Empire of Wyrm’s Friends, will have an interest in events will have an interest in the scenario, whilst any Humakti will relish the opportunity to strike at the undead in the Upland Marsh.

What do you need?
The Howling Tower requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary. In addition, RQ Adventures Fanzine #2 will be useful for an NPC who may be of interest if the Player Characters want more information about the Empire of Wyrm’s Friends. Tales of the Reaching Moon No.19, Wyrm’s Footnotes No.15, and Sartar: Kingdom of Heroes may also be of interest to the Game Master, but are absolutely not necessary to run The Howling Tower. The scenario Duck Tower is also referenced, but again, not necessary to play.
What do you get?The Howling Tower details a location in the Upland Marsh and the journey to get there. The tower is noted by those who venture into the marsh and those who live not far from its edge for the great howls of pain which seem to emanate daily from its walls. The Player Characters will be drawn to the tower after finding a map dating back to the time of the Empire of Wyrm’s Friends which shows its location. The map also has a verse on the back in Auld Wyrmish which suggests that further knowledge or treasure can be found within its walls. The map should ideally belong to a Lhankor Mhy priest or scholar, whether that is a Player Character or an NPC willing to hire the Player Characters as protection. If none of the Player Characters can read Auld Wyrmish and so translate the verse, the scenario suggests two alternative solutions.
Travel to the Upland Marsh is relatively easy, the Player Characters going via Runegate to the village of Two Sisters. There they can pick up rumours and perhaps even hire a guide, Erasthmus Quark, a Humakti Duck, who could easily become a replacement Player Character. The trip into the Upland Marsh will be unpleasant, not only because of it being soggy underfoot and the fetid stench of the marsh, but also because the party is likely to run into insect swarms, snakes, ghouls, zombies, and worse. The journey to the tower will probably take a day or two at the most—the scenario is not clear about the route taken—and the likelihood is that the Player Characters will be relieved to get there. The Upland Marsh is a vile place with numerous environmental hazards as well as creatures.
The Howling Tower itself is a four-storey tower, relatively small, but long abandoned and dilapidated. The tower contains a number of nasty traps, though some of their potency has waned over the years, but only two encounters with monsters. Both are still deadly, and their nature is such that their Armour Points are very high, so unless the Player Characters have Rune magic to back them up, they will find them difficult to defeat. The major foe encountered in the scenario is fairly complex in comparison to most monsters, and the Game Master will need to give its description a very careful read through before having the Player Characters face it. The rewards to find in the Howling Tower may not be obvious, especially for players new to Glorantha, but they are present, and for the most part, they favour users of Sorcery.
The Howling Tower feels a little bit like an ‘Old School’ dungeon crawl, but one for RuneQuest and Glorantha—though a very short one. It is nicely detailed though, with plenty of flavour and a little bit of history to make it interesting as well as potentially deadly. It is easy to add to a campaign, especially if there is a Lhankor Mhy priest or a Humakti warrior in the party. In addition, The Howling Tower includes a description of the village of Two Sisters and five NPCs who might be found there or nearby, who can be used as NPCs or even Player Characters. This includes an adventurous Magisaur!
Is it worth your time?YesThe Howling Tower presents a relatively short excursional and exploration scenario that works well if the party includes a Lhankor Mhy priest or a Humakti warrior, or both amongst their number.NoThe Howling Tower is harder to run if the party does not include a Lhankor Mhy priest or a Humakti warrior, or both amongst its members and perhaps the Game Master does not want to take her campaign into the Upland Marsh.MaybeThe Howling Tower involves messing about in marshes and getting overly involved in dangerous history, and perhaps the Player Characters are not quite ready for that, but the scenario is relatively short, easy-to-prepare, and potentially an introduction to Ducks.

Blue Collar Sci-Fi Horror Zero

Reviews from R'lyeh -

It has been almost thirty years since there has been a roleplaying game set in the universe of the films Alien and Aliens, but that roleplaying game—the Aliens Adventure Game from Leading Edge Games in 1991—is primarily remembered for its complexity and emphasis upon combat over horror. That said, the publisher did produce Aliens, a highly effective treatment of the film which was also one of the earliest co-operative board games. However, Free League Publishing, best known as the publisher of Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, obtained the licence and published Alien: The Roleplaying Game in 2019. Drawing from the films Alien, Aliens, Alien 3, and Prometheus, this explores the future of mankind in the late twenty-second century, where out on the frontiers of space, colonists scratch a living on barely terraformed worlds, starships towing mammoth refineries processing resources leave for the inner worlds with their crew in hibernation, corporations own and run worlds, rivalries between corporations escalate in cold wars and hot wars, and the United States Colonial Marine Corps attempts to keep the peace. Out on the frontier, in the coldness of space there are secrets too, some corporate, others unimaginably ancient, many of which will get you killed or kill you. There are rumours of old ruins, of impossible aliens, of lost colonies, and coverups—and maybe they are more than rumours, perhaps they will get a person killed too. This is the set-up for Alien: The Roleplaying Game, its future one of body horror, survival horror, corporate malfeasance, dark secrets, and worse…

Alien: The Roleplaying Game has three themes and is designed to be played in two different modes, suggests three different campaign models, and uses the Year Zero engine. The three themes are Space Horror and Sci-Fi Action, combined with a Sense of Wonder, whilst the two modes are Cinematic and Campaign. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer, more traditional play, still brutal, if not deadly, but more survivable. Of the two, the Cinematic mode is suited to one-shots, to convention play, and as introductions to the mechanics and setting of Alien: The Roleplaying Game. To date, the only scenarios available for Alien: The Roleplaying GameChariot of the Gods (also found in the Alien Starter Set) and Destroyer of Worlds, are written for the Cinematic mode. The three campaign models are Colonial Marines, essentially military missions like Aliens; Frontier Colonists—miners, prospectors, and settlers trying to survive for a better life on an all but barren planet; and Space Truckers—starship crews hauling goods and resources, as in Alien. The Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, employ pools of six-sided dice for fast and easy play. Like other roleplaying games, the publisher has released a set of dice for use with Alien: The Roleplaying Game, which add thematically to the game, but are not absolutely necessary to play.

The setting for Alien: The Roleplaying Game is the Frontier, a region of space which begins on the edge of the Outer Veil, runs through the Outer Rim, and out into deep space. Whilst the Outer Rim is extensively colonised, the Outer Veil is not, but is abundantly rich in mineral resources. Governments, corporations, miners, and colonists have all swarmed into the lawless, often harsh region. Colonies are rough places, many established on worlds where atmospheric processors transform the atmosphere into something breathable—for the most part, and their inhabitants do not always get along with their neighbouring colonies. Armed conflicts and rebellions are not unknown, and if corporate security forces cannot deal with an issue, then the United States Colonial Marine Corps are sent to deal with it. The Frontier is dominated by three polities. The most influential is the United Americas, a merger of North, Central, and South America into one nation, which also operates the Colonial Marines and the Colonial Navy. The other two are the Three World Empire, an alliance of the United Kingdom, Japan, and India, said to be in the pocket of the Weyland-Yutani corporation, whilst the Union of Progressive Peoples is a socialist state formed by China and Russia and other states. The Union of Progressive Peoples is resource poor and currently in a cold war with the United Americas. In addition, the Independent Core System Colonies is a loose conglomerate of privately-owned worlds, many of them by corporations, all with their own governments. None of the worlds of the Independent Core System Colonies are trusted by the other powers.

The default year for Alien: The Roleplaying Game is 2183—three years since the destruction of the Hadley’s Hope colony on LV-426, the disappearance of the USS Sulaco, and the closing of the prison and lead works on Fiorina 161. These unexplained events have led to a loss of trust between the United Americas and Weyland-Yutani, with many Frontier colonies caught in the middle. Rumours abound of strange discoveries and things going as result of these events, fuelled by Space Beast, an underground book written by a former convict on Fiorina 161. Meanwhile tensions are rising between the major powers and the corporations, leading to a redeployment of military and security forces which results in colonies being left to defend themselves the possibilities of pirates, hostile lifeforms, or invasion. Meanwhile, resources need to be hauled from the Frontier to the Core Worlds—or at least the Outer Veil, colonists and prospectors need to eke out a living, and United States Colonial Marine Corps needs to protect the peoples of the Frontier…

A Player Character in Alien: The Roleplaying Game is defined by four attributes—Strength, Agility, Wits, and Empathy, each of which has three associated skills, for a total of twelve skills. For example, Heavy Machinery, Stamina, and Close Combat are associated with Strength, whilst Observation, Comtech, and Survival are associated with Wits. All skills also have stunts which come into play when a player rolls two or more successes in an action. For example, Stunts for the Manipulation skill include persuading an opponent to do what you want without them expecting a favour in return, the opponent doing something more than was asked for, such as lending a piece of equipment or extra supplies, or simply impressing an opponent enough that they will help later. Both attributes and skills are rated between zero and five. A Player Character also has one or more Talents, essentially advantages that give him a benefit in addition to his skills, either associated with the Player Character’s career or a general Talent. For example, the Kid Talent of ‘Beneath Notice’ means that the Player Character can often escape horrible situations unscathed, his player being allowed to reroll critical injuries, whilst the general Talent of Nerves of Steel, means that the Player Character can keep a cool head and receives a bonus to Panic Rolls.

In addition, a Player Character has a buddy and rival from amongst his fellow Player Characters—intended to create tensions and roleplaying opportunities; Personal Agendas—again to create tensions and roleplaying opportunities, but also to earn a player Story Points—which can be spent to gain automatic successes, for his Player Character; and both equipment and consumables. The latter consist primarily of air, food, and water, for whilst there are monsters—inhuman and human, out there on the frontier which will kill you, so will a lack of the right consumables.

Character creation first involves selecting a Career. They include Colonial Marine, Colonial Marshal, Company Agent, Kid, Medic, Officer, Pilot, Roughneck, and Scientist, and each defines a Player Character’s key attributes and skills, and options for Personal Agenda, Appearance, Signature Item, and Gear. It is also possible to play an Android as a Player Character, and whilst they are generally stronger or more intelligent, in game terms they cannot push rolls, do not suffer Stress, and never make Panic Rolls. Damage done to them is more critical and needs to be repaired rather than healed. Fourteen points are divided between the four attributes and ten points amongst the skills. Then the player selects the character’s buddy, rival, Personal Agenda, Appearance, Signature Item, and Gear. The process is relatively easy and quick.

Name: Wilhemina LazarusCareer: Medic
Appearance: Short, tidy hair
Personal Agenda: You are addicted to a strong painkiller. Protect your stash—and your secret.
Signature Item: Last psych evaluation: “All clear at last.”
Gear: Surgical Kit, D6 doses Naproleve

Stress Level: 0
Health: 2

Strength 2
Agility 3
Wits 4
Empathy 5

Talent: Compassion

Skills
Manipulation 1, Medical Aid 3, Mobility 2, Observation 2, Survival 1

Mechanically, Alien: The Roleplaying Game uses the Year Zero engine first seen in Mutant: Year Zero – Roleplaying at the End of Days. The rules are light and fairly quick, with dice rolls primarily intended for dramatic or difficult situations such as combat, hiding from a strange creature bent on doing unspeakable things to you, making repairs in a hurry, and so on. To have a Player Character undertake an action, a player rolls a number of Base dice equal to a combination of attribute and skill (or just attribute if the Player Character lacks the skill), aiming to roll one or more sixes. One result is enough to succeed, whilst extra successes can be used to purchase Stunts, like halving a task’s time or doing extra damage in combat. Although one Player Character can help another, Alien: The Roleplaying Game—just like the films it is based upon—will involve often conflicts between Player Characters as well as NPCs, especially when Personal Agendas clash, and where opposed rolls come into play from such situations, successes rolled by either side cancel each other out. This is particularly the case in the Cinematic mode. If a Player Character fails, or wants to generate more successes, then his player can push the roll. Although this can only be done just the once for each roll, it can generate successes, but it also leads to the core mechanic in Alien: The Roleplaying Game—Stress (and panic)!

Stress in Alien: The Roleplaying Game is designed to build and build over the course of a scenario, particularly in Cinematic mode. It is not gained just for pushing a roll, but also for firing a firearm in fully automatic mode, suffering damage, being attacked by a fellow crewman, when someone is revealed as an android, and so forth. For each level of Stress suffered by a Player Character, whenever that Player Character takes another action that requires dice to be rolled, his player not only rolls the Base dice as usual, he also rolls a Stress die. So, the more levels of Stress suffered by a Player Character, the more dice—Base dice and Stress dice—his player has to roll. This has both advantages and disadvantages. On the plus side, it increases the chances of rolling successes, but on the downside, any ones rolled have negative effects. First, they prevent the roll from being pushed; second, they trigger a Panic Roll. This requires the roll of a six-sided die plus the Player Character’s current Stress level. Results of six and below have no effect, but results of seven and above include a nervous twitch which increases everyone’s Stress level, dropping an item, immediately seeking cover, screaming, fleeing, going berserk, and more. Although rest and recuperation can reduce Stress, for the most part, over the course of a scenario, a Player Character’s Stress is going to grow and grow...
For example, Wilhemina Lazarus is the doctor on a colony world whose colonists have been attacked individually and bloodily murdered. The colony leader has also been attacked, but survived and revealed himself to be an android. Doctor Lazarus’ Stress Level is currently two. When another victim is brought in alive, but unconscious, she gets to work attempting to render medial attention. Her player will roll a total of nine Base dice—five for her Empathy, three for her Medical Aid skill, and one for Surgical Kit, and two Stress dice. Unfortunately, Doctor Lazarus’ roll does not generate any successes, but neither do any of the Stress dice generate any ones. Her player decides to push the roll. This automatically increases her Stress Level to three and adds another Stress die. The situation is proving difficult and again, Doctor Lazarus’ roll does not generate any successes, but neither do any of the Stress dice generate any ones. Normally, a player can only push a roll once, but the Compassion Talent allows a second Push for skills based on Empathy. Again, this automatically increases her Stress Level to four and adds another Stress die. Her player is rolling nine Base dice and four Stress dice. This time, he rolls five successes on the dice, but a one on a single Stress die. This means that Doctor Lazarus saves the colonist’s life, but her player needs to a make a Panic roll. Her player rolls a single six-sided die, and adds her current Stress Level, which is four. The result is seven, and Doctor Lazarus develops a Nervous Twitch, increasing her Stress Level as well as the Stress Level every Player Character nearby.Stress in Alien: The Roleplaying Game represents an ‘adrenalin clock’, one which winds up and up to the point where a Player Character’s ‘flight or fight’ response is triggered. Once that is triggered, the Player Character may driven to take the right course of action and survive, reflected by good rolls, but conversely, bad rolls him being overcome with his own fear and suffering a panic response. The Stress mechanics very nicely model and support the rising sense of tension seen in the films that Alien: The Roleplaying Game is based on, and it is easy enough to take these Stress and Fear rules and map back onto the members of the cast in those films.
Combat in Alien: The Roleplaying Game is designed to be straightforward, but with one or two tweaks to fit the setting. One of these is Stealth Mode, the initial state for any combat situation. This is designed to cover hidden movement by NPCs and other unknown threats, attempts to detect hidden movement and threats, and the like before actual combat occurs. The rules also cover Initiative—handled by draw of a card, rated between one and ten; actions—a Player Character receives a Fast Action and a Slow Action or two Fast Actions per turn; ranged and close combat; damage and critical injuries—the latter suffered when a Player Character’s Health is reduced to zero, some of them deadly; and Overwatch, the ability for trained soldiers to monitor a particular area and be ready to shoot when something happens within it. Other hazards covered in Alien: The Roleplaying Game include starvation and dehydration, the cold vacuum of space, fire, explosions, disease, and more. Not necessarily in a huge amount of detail, but enough to cover most situations.

In terms of background, Alien: The Roleplaying Game presents a range of gear, polities, colonies, and more. The gear covers weapons, including the classic Armat M41A Pulse Rifle; equipment, like the Caterpillar P-5000 Powered Work Loader and M316 Motion Tracker; food and drink—the latter stressing the importance of free coffee on star ships and space stations; and vehicles, including the USCMC UD-4L Cheyenne Dropship. Various spaceships and stations are described, as is life and travel in space, and there are rules for space combat too, these being designed to be short and brutal. They are also supported by a solid example of play. What is emphasised throughout is the Alien universe and so that of Alien: The Roleplaying Game is one of retrofuturism, with the rough and ready nature of living and working in space and on the Frontier, and that technology is built to be rugged and work, rather than all gleaming white and flashing lights. However, technology is constantly breaking down and is becoming difficult to repair, so is regressing on the Frontier. Throughout, there is a wealth of information and small details, which can be used to flavour the setting, such as bottles of purified water being a luxury and that Paul van Leuwen, the Interstellar Commerce Commission representative who revoked Ellen Ripley’s flight status is now investigating alleged alien encounters. Throughout Alien: The Roleplaying Game there are sections entitled ‘Rumour Control’, which examine some of the stories and hearsay, from encounters with aliens to corporate shenanigans, which spread across the Frontier, and which can be used as potential scenario hooks.

For the Game Mother—as the Game Master in Alien: The Roleplaying Game is known—there is further discussion of the roleplaying game’s themes and some advice on running the game, although this is relatively light. In general, despite the relatively light nature of the mechanics,Alien: The Roleplaying Game is not necessarily best suited to be run by an inexperienced Game Mother. The advice on running in Campaign play, although supported by various tables for generating jobs, star systems, colonies, encounters, and scenario hooks, is also fairly light. Novgorod Station, a transfer station located in a mining system is detailed and mapped out as a starting point for a campaign.

And then of course, the alien species of the Alien universe receive their own chapter. These include the Engineers of Prometheus, the Neomorph of Covenant, and the classic Xenomorph of Alien, Aliens, and Alien 3, which receives the most attention of any of the species detailed in the chapter. Of these, the Engineers, whilst discussed, do not receive any game stats, but all of the others do, along with lengthy discussions of their life cycles and capabilities, from egg to face hugger to chestburster to scout to soldier to queen, and more. Every alien species has its own table of attacks, which the Game Mother can select from or roll on, and what they highlight is just how nasty these creatures are, as well preventing any encounter with them from getting stale. Even Colonial Marines, fully equipped with modern weaponry, are going to have a hard time facing many of these aliens, and just like the film, Aliens, that is how it should be. In addition, a number of other species are also detailed, native to other worlds. Overall, this section should fuel numerous scenarios in Cinematic mode and encounters in Campaign mode, although encountering such creatures in Campaign mode should be rare.

Rounding out Alien: The Roleplaying Game is the Cinematic scenario, ‘Hope’s Last Day’. This casts the Player Characters as colonists on the moon LV-426, infamous from Alien and Aliens. Returning back to the colony base after dealing with a maintenance issue, they summoned to an assembly of all the colonists, but the call is interrupted by a scream and a gunshot. What is going on? The Player Characters—five pre-generated ones are provided, each with their own Personal Agendas—are already aware of the one of the colonist being infected with a parasite, so could it be to do with that? As written, it is a sandbox built around the colony, with the Player Characters often being driven to explore it further, or run away from whatever they find. Ultimately, either the Player Characters will all die or some of them will manage to escape via the corporate shuttle which arrived the day before. The scenario is quite short, providing two sessions of play at most, and more likely a single evening’s worth. As an example, Cinematic scenario, it plays well enough and the Personal Agendas do provide the Player Characters with strong motivations, but it is a bit short and does not support the players creating their own characters.

Physically, Alien: The Roleplaying Game is a visually stunning looking book. The layout is clean and open, the text organised into boxes that makes it easy to read and view it on the page. Although it needs an edit in places, the book is well written and there are some enjoyable nods to other sources in keeping with the Alien universe such as the William Gibson script for Alien 3, Philip K. Dick’s Do Androids Dream of Electric Sheep?, and even the film, Outland. However, it is the artwork which truly captures the reader’s attention. It is truly impressive, in turns creepy, scary, majestic, awe inspiring, even mundane, whether it is depicting colonies or core worlds, the men and women of the Frontier, the cold blackness of space, the xenomorphs, or encounters with the strange and the mysterious. Much like Free League Publishing’s Symbaroum, which has its own art book with The Art of Symbaroum, the artwork in Alien: The Roleplaying Game deserves its own artbook. Which is no surprise since they share the same artist.

It is difficult to really find fault with Alien: The Roleplaying Game. One issue may be that its layout involves a lot of blank space—in this case, the blackness of space rather than white space—but the use of space in Alien: The Roleplaying Game gives the content room to breath and standout, actually making it easier to read. Another might be that it does not feel tactical enough when playing Colonial Marines and other military forces, but Alien: The Roleplaying Game is not skirmish roleplaying game and it is not about fighting the Xenomorphs, but surviving an encounter with them. More of an issue is that the layout with its washed-out colour palette may not be easy to read for everyone. Perhaps the main issue is that it is difficult to know what a game of Alien: The Roleplaying Game played in the Campaign mode is like. There are tools for providing story hooks and plenty of setting material on the rulebook, but with just its single scenario of ‘Hope’s Last Day’ and both Chariot of the Gods and Destroyer of Worlds being the only scenarios available, and all three written for the Cinematic mode, we are yet to see what the Campaign mode is really like.

Alien: The Roleplaying Game is not just a roleplaying based on the Alien universe. It is also an excellent introduction and overview of the setting, which when combined with the superb artwork, should please any fan of the Alien universe. As a roleplaying game, Alien: The Roleplaying Game provides everything that a Game Mother needs to run a game in the Alien universe, bringing together the straightforward, fast-playing mechanics of the Year Zero engine, a very well done treatment of the background, and an entertainingly fearsome Stress and Panic mechanic which captures the feel of the source material, all beautifully packaged, to present a nasty, brutal, and often forgiving space horror roleplaying game. Roleplayers have long wanted a good treatment of the Alien universe, and in Alien: The Roleplaying Game Free League Publishing has not only given them that, but given us a scarily playable retrofuture, a great Blue Collar Sci-Fi Horror roleplaying game, and an outstanding adaptation of the source material.

Sword & Sorcery & Cinema: Galaxy of Terror (1981)

The Other Side -

Something a little different tonight, an 80s sci-fi horror movie with a solid Sword & Sorcery feel to it. It's from Roger Corman, so I guess that is not a huge surprise.

Galaxy of Terror (1981)

This movie has everything! My favorite Martian Ray Walston, Erin "Joanie" Moran, Grace Zabriskie, Sid Haig, pre-Freddie (and really young looking!) Robert Englund, a space witch, tentacle rape monsters! Wait. What was that last bit again? Another Roger Corman offering. I have to admit the cast is something else really. 

The movie starts with the crew of our spaceship, the Quest, headed to planet Morganthus by the order of some mysterious dude called "The Planet Master." We never see his face due to the glowy red energy around it. He is playing some game with our Space Witch. Our pilot, Captain Trantor (Zabriskie) was the only survivor of some famous disaster that has left her a little worse for the wear.  We learn Alluma (Moran) is a psychic sensitive and she detects no life on the planet they all but crash land on.

The Quest crew investigates a crashed ship, the Remus, where all the crew seems to be dead. Soon the first crew member, Cos, is killed by some sort of monster with claws.  The crew looks for more survivors and finds a really creepy ass pyramid.  The mission Commander, Ivar, is lowered into the pyramid but he gets attacked by some blood-sucking tentacles.  Quuhod (Haig) is killed by one of his own crystal throwing stars.  Dameia (played by Taaffe O'Connell), in one of the most controversial bits in the movie, is attacked by a giant maggot/worm/tentacle beast who manages to get all her clothes off before it rapes/eats her.  

We find out that Core, the cook (Walston) is some sort of spy. He had been in the disaster the Captain had been in.  She seems to be hallucinating an attack.  We next see her trying to leave the ship but she bursts into flames.   The remaining crew regroup and head back to the pyramid.  They get separated, of course, and picked off one by one until only Kore and Cabren remain. We learn that Kore is really the Planet Master and this pyramid is part of a game. Cabren manages to kill Kore, but becomes the Planet Master in his place.

I'll give the writers credit, there is some background going on here.  I am not sure that it all translates well on the screen though. I like the idea of the pyramid causing fear, but there is no reason why The Master/Kore would actually be interested in it. 

The movie has a solid Alien (1979) and Aliens (1986) feel to it. No surprise really, James Cameron served as Production Designer and Second Unit Director on the film would five years later direct Aliens. 

But, and let's be honest here, the movie is not good. I am not sure why we never saw it then but Erin Moran is terrible in this. Taaffe O'Connell is in it only so she can take off her clothes.  Even mainstays like Robert Englund and Sid Haig are wasted here.  Ray Walston and Grace Zabriskie were obviously here for the paycheck.

Gaming Content

The idea of entering an ancient and abandoned pyramid is as old as...well, the Pyramids.  This one just happens to have a sci-fi horror feel to it.  There are a lot of ideas I could steal for BlackStar. Watching this after reviewing Stars Without Number I am more convinced now that my BlackStar game must have psionics. 

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.

Review: Space Opera, 2nd Edition (1982)

The Other Side -

Space Opera, 2nd Edition, 2nd coverSpace Opera has always been one of those games that I have wanted for years but never tried. Anytime I thought about the game it was usually out of print and the prices were a bit high.  Then I'd forget about it again.  Reading through all my old Dragons, especially in the 1980-1983 time frame, there was an ad for it every issue.

Since this is SciFi month I figure I should go back to this one.  Thankfully for me, it is now available as a PDF from DriveThruRPG.

Space Opera (1982)

Space Opera, 1st Edition, was released in 1980 which makes it one of the first competitions to the Classic Traveller RPG.  The 2nd Edition version, which is what DriveThruRPG has, was released in 1982.  I can't really speak to the differences.  According to a post over at Wayne Books, there are not really many differences between the 1st Ed "Blue" box vs. the 2nd Ed. "Black" box save for the art. 

There also seems to be a slight difference between the two black box 2nd edition covers.

Space Opera was written by Edward E. Simbalist, A. Mark Ratner, and Phil McGregor and published by Fantasy Games Unlimited. 

The PDF from DriveThruRPG is 200 pages split into to two volumes. There are two color pages of the box art and the rest is a very old-school style b/w text with some minimal art.   While this sounds like a drawback the game is very much a sandbox-style game. So the "Art" that would be here is from whatever your favorite sci-fi property is.  Space Opera tries to be all things to everyone and ... well we will see how well it does at this. The PDF is a scanned image, then OCR'ed.  There is no bookmarking.

Out of the box we learn that Space Opera is exactly that. A game to emulate your favorite Space Opera fiction.  This is not the hard science of Traveller or the weird science of Gamma World/Metamophasis Alpha.  This is Star Wars, Battlestar Galactica, Buck Rogers. I have heard it described as "not drama, but melodrama."

The sections are numbered like many old-school war games. 1.0 is "Space Opera" 1.1 is "Required Materials & Equipment" and so on. There are four major sections of Vol. 1, the player's book, 1. Space Opera, the introduction, 2. Character classes, 3. PC Career Experience and 4. PC Knowledge and Skills.  Vol. 2 is the "Star Master's" section.  Yes they are indeed called Star Masters.  Here we have sections 5 to 18. 5. General Equipment Lists, 6. Personal Weapons, 7. Heavy Weapons, 8. Ground Combat,  9. StarShips, 10. StarShip Combat, 11 StarShip Economics & Interstellar Comerce, 12. World Creation, 13. Cultural Contacts (aka Aliens), 14. Directory Design of Planets, 15. Habitable Planets, 16. NPC Races, 17. Beasts, and finally 18. Personal Living Expenses.

If it looks like the game is heavy on weapons and combat then yes, it is.  It is also so wonderful old school with bunches of different systems and sub systems. 

Instead of completely reviewing a 40+ year old game let through out some caveats and some points.

First, while this game was certainly an attractive alternative to Traveller at the time, we have many more games out now that do this all better and with clearer rules.

Second, if you are a fan of older games or a fan of Sci-Fi games then really is a must have for your collection.  The PDF is nice and cheap compare to the $100+ to $300 range I see copies go for online.  For $10.00 it is worth your while if you are curious about the game, the history of RPGs or Sci-Fi games.

Now some points. Or how to get the most out of the 10 bucks I just asked you to spend.

Section 1.2 covers units of measurement, all metric focused.  Many games do not have these, this is useful for anyone working in three-dimensions or needs a good idea what a cubic meter is.

Section 1.4 has good advice on dicing rolling in any game.  Don't roll unless the outcome is in question or it serves the drama. There are lots of time to roll the dice, it doesn't need to be done all the time. 

Section 2.0 covers classes. They boil down to Fighting, Tech, Science, Medical and Specialist.  We will see these in one form or another time and time again in nearly every other Sci-Fi RPG from Stars Without Number, The Expanse, to Starfinder and even Star Wars and Star Trek.

Section 2.2 is a nice overview and random tables of Planet of Birth.  They are all d20 rolls and should work with every other system out there. My back of the napkin math even tells me it would work great in such games like White Star.

Section 2.3 character races has great guidelines for just about every sci-fi race out there.  Humans, future humans, evolved apes, cats, dogs, bears, birds, lizards. All here. Again guidelines so cut and paste into what other Sci-Fi game you have going on. No giant insects though. 

Section 3.1 on covers some great guidelines on Mercenary service.  I can't vouch that the economics will transfer from game to game though. 

Section 4 has so many skills. I prefer a simpler skill system these days, but this would help you define some specialized ones. 

Section 4.10 has a lot of Psionic skills as well. Might work with Stars Without Number. This is also how you get "The Force" without pissing off Lucasfilm/Disney.

Also if your Sci-Fi RPG does not have at least one David Bowie tribute then you are doing it wrong.

David Bowie

Section 5. So. Much. Equipment!

Section 15. Great toolkit for habitable planets. 

Section 16. NPCs and sample Alien races.

I said above it tries to be everything to everyone. It does this by taking every sci-fi trope there is and giving it a home here.  Does it work?  Well...it ends up being very long, very complicated and somewhat unattractive, but I can't tell if I am judging it by today's standards, my standards for game design or the standards of the time.   This is a toolkit game with 1000s of options and you only need to choose the ones that work best for you.  

This is not the Granddaddy of Sci-Fi RPGs. That would be Traveller.  This is however the Great Uncle. He still has some good ideas and since he has no kids of his own he can spoil the grandkids as much as he likes. 

I am sure that there are groups out there still today that would LOVE this game.  Me I prefer something a little more streamlined.  That all being said, I am glad I bought the PDF of this as opposed to spending $100s on eBay for it.  

An Onslaught of Options

Reviews from R'lyeh -

One of the great features—amongst many—of 13th Age is how it handles characters, making each Player Character unique, emphasising narrative gameplay elements, and upping the action. Published by Pelgrane Press, a wide range of character Classes were presented in both 13th Age and 13 True Ways, but one of the aspects of 13th Age is that Player Characters can only advance to Tenth Level. What this means is that campaigns are relatively short and new campaigns can be begun relatively easily and relatively regularly, so having a wider range in terms of character choice is always useful. Now whilst presenting new Player Character Classes has not been the focus of titles from Pelgrane Press, it does mean that there is scope for other publishers to provide a Game Master and her players with such options. This is exactly what Kinoko Games has done with Dark Pacts & Ancient Secrets, which added the monstrous Abomination, the destiny-shaping Fateweaver, the mind-bending Psion, the berserking Savage, the dashing Swordmage and the dark-souled Warlock to 13th Age.

Dark Alleys & Twisted Paths, the second supplement from Kinoko Games also expands the number of options available in 13th Age. However, unlike Dark Pacts & Ancient Secrets, it does not add any new Classes. Instead, it goes back to the fifteen Classes presented in 13th Age and 13 True Ways—the Barbarian, Bard, Chaos Mage, Cleric, Commander, Druid, Fighter, Monk, Necromancer, Occultist, Paladin, Ranger, Rogue, Sorcerer, and Wizard—and adds to them, sending each of the Classes in new directions. Essentially each comes with a host of new Talents and Class-specific features, but that is not all to be found in the pages of Dark Alleys & Twisted Paths. The supplement also includes new rules variants, new Races, and a whole new starting point for any 13th Age campaign, all of which will work with 13th Age, 13 True Ways, Dark Pacts & Ancient Secrets, and of course, Dark Alleys & Twisted Paths.

Dark Alleys & Twisted Paths starts with a host of new rules, clarifications, and variants. The new rules include Advantage and Disadvantage, exploding dice (rolling and adding again when the highest number on a die is rolled), and increasing or decreasing dice step-by-step, and to be honest, none of these rules are new if you are aware of Dungeons & Dragons, Fifth Edition, Dungeon Crawl Classics, and the Old School Renaissance in general. However, they are new to 13th Age and the new Class options in Dark Alleys & Twisted Paths makes use of them. The variant rules provide an alternative means of players rolling the abilities for their characters, suggests granting a single ability increase at every Level rather increases to three every few Levels, using Icon relationships as a bonus in skill checks, and amusingly, ‘The Plushie Rule’, in which a player who brings a stuffed toy to the table to represent his character’s familiar, receives a bonus from the Class’ usual list. Lastly, ‘Taking Risks’ allows a player to double down after failing a roll. Instead of opting to accept the consequences of the failed roll, but still succeed and thus ‘Fail Forward’, a player can ‘Take a Risk’. If he succeeds, then there are no consequences, but if he fails the roll, the consequences are bad—bad! This might be Lasting Pain which causes disadvantage on all Saving Throws; a Hand Injury, which causes disadvantage on all Melee and Ranged attacks; and so on… For the most part, this means that ‘Taking a Risk’ is a more personal option for a player and his character and a player can avoid the party-affecting consequences of the usual Fail Forward option.

Dark Alleys & Twisted Paths provides thirteen new Races—Elemental Souls, Half-Ogres, Leomars, Nyama, Orcs, Pixies, Ratkin, Shadowborn, Star Children, and the Vorhai. Elemental Souls are the descendants of followers of the Four Elemental Lords who were defeated by chromatic dragons in a past Age and infused their remaining power into them so there are Elemental Souls of Air, Earth, Fire, and Water. Half-Ogres are simply Brutal and can attack at Disadvantage to inflict double damage; the feline and proud Leomar have a greater resistance to fear; Nyama are shapeshifters, able to change into wild animals; Orcs are full-blood Orcs, dangerous because they have a greater chance of inflicting a critical strike, at least initially in a battle; and Pixies can fly, their weapons do poison damage, and they can shrink any one normal-sized object down to Pixie-size. Ratkin are rodent-like humanoids, known for their love of family, and their Stench which is strong enough to daze anyone nearby; the Shadowborn are humanoids native to the Underworld, able to slip into the shadows to escape a fight; a Star Child has come down from the stars and is simply blessed, able to freely choose a single at-will spell to cast, typically once per day; and the Vorhai or Greyskin are a race of magically created warriors from a past Age, who possess a single Adventurer-Tier Talent from the Fighter Class. Not all of these new Races are going to interest a Game Master or her players, but they do lend themselves to some interesting possibilities. How about an all Orc, Half-Orc, and Half-Ogre campaign built around serving the Orc Lord? Or an Elf, Gnome, Half-Elf, and Pixie focused campaign built around the Elf Queen or the High Druid? That said, simply throwing these thirteen into the mix with those from 13th Age and 13 True Ways is likely to dilute their abilities and those of the other Races. Perhaps it might be better to mix and match, build a campaign around them, and so on?

Dark Alleys & Twisted Paths also provides rules for mixed Race Player Characters and a selections of new Feats—both General and Racial. The former include ‘Bribery’, ‘Heirloom’, and ‘Icon Lore’, whilst the latter include ‘Ancient Grudges’ for the Dwarf, ‘Human Ingenuity’ for the Human, and ‘Pixie Dust’ for the Pixie. There are a lot of feats here and certainly the Racial feats could have been listed by Race rather than alphabetically, as they would have been easier to choose from. The bulk of Dark Alleys & Twisted Paths though, is devoted to the new Talents and features for the original fifteen Classes. Each one comes with some suggestions as to the play style that each new set of Class options offers. For example, ‘Bouncer’ provides a Barbarian brawler with a series of wrestling moves, Bulwark enables him to fight with a shield and sword like a Viking or Saxon warrior, ‘Giant Blood’ lets him be a classic two-handed sword wielding barbarian, whilst ‘Primal War Dance’ turns his battle rage into a defensive dance and ‘Raging Storm’ unleashes lightning damage upon an opponent with every melee attack! For the Cleric, there are over thirty new Domains, from ‘Air/Storm/Thunder’, ‘Animal/Beast’, and ‘Archery/Hunting’ to ‘War/Leadership’, ‘Water/Sea/River’, and ‘Winter/Ice’, each with accompanying Feats and spells, whilst the Druid undergoes a revision. It takes the six Druid Talents from 13 True Ways and replaces them with circles—Circles of Decay, the Fang, Feysong, the Land, Life, the Moon, and War—each of which has its own Talents, spells, powers, or flexible attacks. For example, the Blighted Stench Talent means that the Druid is followed everywhere by the smell of decay, and is granted a bonus Necromancer spell and the Blighted Stench spell, which inflicts poison damage on two nearby enemies. Combine this with other Talents like ‘Festering Maggot Aspect’ or ‘Life Leech’, and spells such as Summon Giant Bug or Creeping Thorn Ivy, and what you have is whole new way of playing the Druid Class, one that is just a little weird and definitely creepy, almost a Class unto itself—and that is just one of the six circles, each of which different in character and tone. This revision of the Druid is possibly one of the more complex options in Dark Alleys & Twisted Paths, but nevertheless, delightfully thematic.

The Fighter has always been a Class to make interesting, and whilst far from uninteresting in 13th Age, in Dark Alleys & Twisted Paths the Class has even more options to make it interesting and flavoursome. ‘Air of Authority’, for example, enables a Fighter to hush a room or a mob, ‘Lock & Load’ turns a Fighter into a fast shot with a crossbow, and ‘Ultimate Combat Reflexes’ enables a Fighter to act any time in a round! The Class is accompanied by a list of new Manoeuvres, like ‘Get a Read’ which grants the Fighter’s player a question about his opponent and ‘Staredown’ which sends the Fighter into the face-off with an opponent, which either can lose. Similarly, the Necromancer is given a host of Talents and spells, such as ‘Bloodseeker’ which turns the Necromancer’s origins into vampiric, and enables him to detect heartbeats of the living, heal by drinking a cup of blood, and empower his next spell with double damage, whilst his ‘Disgusting Display of Depravity’ Talent can strike fear into his opponents! Perhaps the most fun spell will be Zombombie, which summons a zombie which can detonate with a putrid explosion! Elsewhere the Chaos Mage gets entertainingly silly spells such as Frogsplosion, which creates two exploding frogs, and Princessification, which turns a target into an Elven princess, whilst the Wizard goes back to the classic version of the Class with its magic and its many, many spells being built around the eight schools of magic—Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. However, there are only spells for seven of the schools, Necromancy being the province of the Lich King and a whole other Class. Every Class has options upon options, multiple ways to play them like this.

Penultimately, Dark Alleys & Twisted Paths presents the ‘Novice Tier’. This is a means of exploring the Player Characters’ adventures before their careers really begin, essentially taking them from Level Zero through the three mini-steps of the ‘Novice Tier’ up to First Level, and covering everything from Backgrounds and One Unique Thing to Levelling Up and Encounter Design for Novice Characters. The latter feels somewhat short, and it would be nice to see some adventures written for this mini-Level. Lastly, the new magical items consist of new musical instruments for the Bard, and does include some silly items like the Battle Didgeridoo and Lightning Kazoo.

Physically, Dark Alleys & Twisted Paths is tidily presented. The book is decently written, but the artwork does vary in quality. Much of the artwork is decent, but the black and white artwork is rarely as good. Some of the colour artwork does veer slightly towards the ‘Chainmail Bikini’ school of art, but only a few pieces.

13th Age is a roleplaying game with plenty of options in terms of character choices, and that only grows with the addition of 13 True Ways. Essentially, thirteen different Classes, each with direct ways to play them. Dark Pacts & Ancient Secrets, the previous supplement from Kinoko Games, only added to that with six new Classes. Which of course, is no bad thing, because having options—and having more options—is always good. Dark Alleys & Twisted Paths is a whole book of new options, one that returns back to the official character Classes. With just ten Levels of play in 13th Age, the choices in the core rules and 13 True Ways may not necessarily stand up to too much repeat play, but a supplement like Dark Alleys & Twisted Paths, incredibly rich in character options, provides the means to invigorate an existing campaign or build a new one.

Review: Stars Without Number, Revised Edition (2017)

The Other Side -

 Revised EditionA few years back I reviewed Kevin Crawford's Stars Without Number.  At the time I said: The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it. The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller. So much of what made both of those games so great is here.

Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.

Recently I went back over the game and still found it to be nearly perfect. But I had not played it all that much since then.

So on a whim really I picked up the newest Stars Without Number: Revised Edition and I figured I would grab the Print on Demand as well.  I just go it in the main this past week.

Wow.

That is really the only way to describe it.  Any of the reservations I had about the previous edition evaporated with this edition.  

I am considering the PDF and the full-color Print on Demand version. 

Written by Kevin Crawford, art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz, Tan Ho Sim. And what fantastic art it is too!  All pages are full color and each one is evocative and eyecatching.   324 pages. 

Character Creation art

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or sci-fi fans new to the Classic 6 Attributes and level/class systems. The feel here is solid old-school and SWN:RE wears its old-school and OSR cred proudly.  BUT they are also a new game with new design sensibilities.  For example, character creation is broken down into easy steps.

Stars Without Number PC SheetYou can determine your character's skills (and these can be from a number of sources).

There are background packages that can be added to classes to give your character more depth and determine some of their skills.  There are also training packages to further define your character.

The classes are the three "archetypes" that you can find in other games, The Expert, The Psychic, and The Warrior. This edition also has The Adventurer which does a little bit of all the above. 

Character creation is a breeze and no one seems to die while doing it. There is even a quick character creation method on pages 26-27.

Chapter 2 covers Psionics.  Psionics are rather central to the background fiction of the SWN:RE universe, so they get special placement.  There are quite a lot of psionic powers detailed here.  So first thing, if psionics are something you must have in your sci-fi game then please check this game out first.  Psionic points always give the powers a different feel for me than magic, so this is another plus really.  These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.

Chapter 3 is the Systems chapter.  It includes the expected combat, but also a new twist on the skill checks with Target Numbers.  Useful if you are using the skills as described here, but its real utility comes in how flexible it can be.  I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see its use in a variety of situations.  What I like about these skills is they are a 2d6 roll resolution system and not a d20.  Sure makes it feel a little like Traveller. TRhis chapter also covers all sorts of actions, like combat (regular d20 vs AC here) and Saving Throws; Physical, Evasive, and Mental. Hacking also dealt with here since it is most similar to a skill check.

This also covers Character advancement.

Chapter 4 details all the equipment you will need including the Technology Level of the equipment.  D&D would be tech level 1 (or so) while we are at TL 3.  The game is set at TL 5 with some artifacts at TL 6.  Time Lords are hanging out at 7 or 8 I would say.  D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.

The standard batch of weapons and armor from sticks and stones all the way up to energy weapons are discussed.  AC is now ascending.  What is really nice about this game is in addition to lasers, energy swords, and computers it also includes Cyberware, Drones, Vehicles, and "pre-Silence" artifacts. 

Chapter 5 gives us Starships. Everything on size, type, and costs to ship-to-ship combat.  

Starship art
 Chapter 6 covers the History of Space of the default campaign setting.  Even if you don't use it there are some great ideas here. 

Chapter 7 is Sector Creation which is just FULL of material for any game.  While this game has a lot going for it, this is the real gem in my mind. This chapter is long, detailed and honestly, it makes me want to create worlds.

Chapter 8 covers Adventure Creation. You have characters, you have created all these worlds. Let's get them together. 

Chapter 9 is the Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how to make alien beasts and then a listing of several samples.  Given the old-school nature of this game you could grab ANY old-school monster book for ideas.  Yeah...doing Space Orcs could be boring, but Warhammer 40k has been doing them for so long and if you wanted to do them here, well the rules won't stop you. This chapter also covers the creation of alien species. First, the hows and whys of aliens are discussed; what to use, where, and why to use them.  Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens. 

Factions art

Chapter 10, Factions.  Factions are important groups.  Say a group of allied pirates or smugglers, a government or a band of plucky rebels.   Several key factors when creating a faction are given and there is a huge list of sample factions.

Chapter 11 is Game Master Resources. It talks about character death and when to roll for skills. How to build a galaxy and conversions from First Edition Star Without Number.

Game Master Resources

Chapter 12 covers newer material, namely Transhuman stories.  Or what I call the Altered Carbon chapter.  The ability to move on to new bodies.

Chapter 13 has my undivided attention since it is Space Magic. That's right magic and wizards in space. Not psionics, but real arcane magic. 

Chapter 14 covers heroic characters.  These are not your Traveller grunts or even characters from Star Frontiers, these are your Luke Skywalkers, your Buck Rogers, and more. 

Chapter 15 is True Artificial Intelligence. 

Chapter 16 covers Societies.

Chapter 17 gives us Mechs. 

There is a fantastic Index (sadly lacking in many books).

SWN:RE ups the game in every possible way over SWN:1st Ed.  

Print on Demand

I said this book was gorgeous and I meant it.  The print-on-demand copy I got is sturdy and heavy.  It is also the closest thing I have seen to offset printing in a POD product.  You would have to look hard to tell difference. 

I described the previous version as "nearly perfect." Reading through this version I am only left to say that is one pretty much is perfect.  It does everything a sci-fi game should. I mentally slot different sci-fi stories, tropes, and ideas in while reading through it and I could not find something that didn't have a fit somewhere.

I have read a lot of sci-fi games this month, but this is one of the best.  

Worriment on the Wirral

Reviews from R'lyeh -

The once prosperous town of Thorston has fallen on bad times. Located on the Dee Estuary on the south side of the Wirral in the north-west of England, industrialisation and trade has passed the former fishing port by as the estuary silted up and merchant shipping favoured the city of Liverpool opposite the north side of the Wirral. Roads degraded, leaving only muddy tracks leading into the town, the railway station was torn down, and so the town was left isolated, at first declining, then mouldering and dilapidated, more and more of its sodden buildings abandoned. Apart from the few remaining inhabitants, Thorston has in more recent times become a haven for vagrants, drifters, criminals, and other ne’er do wells looking for refuge away from the authorities in the nearby cities of Chester and Liverpool. Whether locals or incomers, all of the inhabitants have learned to lock their doors at night or barricade themselves in, for it is not safe to be on the streets of the port after nightfall. As rumours grow of missing students and missing hikers on the nearby Heswall Dales and a missing church minister, the inhabitants of elsewhere on the Wirral shun Thorston more and more, claiming that there is a sign across the road into the town which reads, “Condemned. Stay clear for safety.” And so Thorston’s decline continues…

This is the state of Thorston, a town with history which goes all the way back to the Vikings, as detailed in Thorston, the Shunned Town on the Dee, which brings the Mythos to the northwest of England. Published by Stygian Fox Publishing for use with Call of Cthulhu, Seventh EditionThorston, the Shunned Town on the Dee is a combination of setting and scenario intended for use with the Hudson & Brand, Inquiry Agents of the Obscure campaign framework, but which would also work as part of a general Cthulhu by Gaslight campaign. It presents a location and  reason to enter what is known as ‘Fox Country’, essentially Stygian Fox Publishing’s equivalent to Lovecraft Country, but with a longer sense of history. To that end, Thorston is the equivalent of dread Innsmouth, yet despite it being a fishing port, it is not home to a mixture of Deep Ones and their hybrids, but rather a variation upon another Mythos race which has long co-existed with mankind, whilst the nearby Roman city of Chester as its answer to Arkham (although there is no obvious equivalent to Miskatonic University).

Thorston, the Shunned Town on the Dee can be broadly divided into four sections. The first explores Thorston, its history, its inhabitants, and its secrets. The second presents the nearby city of Chester, essentially a jumping off point for anyone investigating the Wirral and Thorston, whilst the third is the supplement’s scenario, ‘Supping with the Devil’. The fourth explains the mythology key to ‘Supping with the Devil’ and the town. With less than a hundred inhabitants, the supplement focuses on just a handful of locations and NPCs. These are primarily The Ship & Bowl, the town’s only inn and its proprietor, Maud, and Harris & Sons, and its proprietor, Daniel Harris, and what remains of the town’s only church, St. Hilda’s. Notably both possess and are connected by ‘Rows’, an architectural feature also found in nearby Chester, which consists of a covered pedestrian, but otherwise open walkway on the first floor, giving access to shops and other premises on the first floor, with other shops and other premises on the ground floor below. 

The description of Chester is relatively short, enough for Investigators passing through, but not staying for any length of time, and enough for the Keeper to flavour her portrayal of local NPCs. The NPCs in Thorston itself are actually all decently done, whilst the Mythos forces involved in the town and scenario nicely draw upon British and Celtic myth. Several hooks are provided to get any Investigators to Thorston, mostly revolving around missing persons. The scenario in the book though, ‘Supping with the Devil’, has them employed by Joshua Armitage, a wealthy Liverpudlian merchant who wants to develop Thorston into a seaside resort, complete with pier and promenade. He sends them into the blighted town to ascertain its condition and to get a feel for the place, having them stay a single night. The investigators will find the few inhabitants cold of manner and ill-disposed to talk, their rooms at The Ship & Bowl dank and unpleasant, and their sleep interrupted by door handles rattling and scratches at the window. During the day there are few people on the street, and strangely for a seaside town, an absence of seagulls. ‘Supping with the Devil’ is, in the main, an exploration scenario, the Investigators examining the few remaining buildings in the town, hopefully driven to examine more and more until some of its secrets are revealed—or at least hinted at, and the town’s dark side can react… Up until that point, the scenario is player-driven, but then the NPCs may come to drive the Investigators, perhaps necessary if the players and their Investigators simply decide that the best course of action is to flee. The Keeper may want to create a few more NPCs, in particular some of the vagrants, drifters, criminals, and other ne’er do wells who have taken refuge in Thorston. These can at least populate some of the seemingly abandoned buildings—which will also benefit from some window dressing too—and add colour, as well as their perhaps hinting at some of the mysteries and secrets in the town, falling prey to the evil present, perhaps foreshadowing events which might befall the Investigators…

Physically, Thorston, the Shunned Town on the Dee is engagingly presented. Done in full colour throughout, the cartography and illustrations are in general, well done throughout. Some of the maps are a little small, whilst others do not work as double-page spreads, and there are differences between the two maps of the town. However, Thorston, the Shunned Town on the Dee is let down by the writing—or rather by the editing. Parts of the text are overwritten and repetitive, and whilst there is an editor listed in the credits, there are no signs that Thorston, the Shunned Town on the Dee has actually been edited.

Thorston, the Shunned Town on the Dee is essentially Innsmouth and the scenario, ‘Supping with the Devil’, its equivalent of H.P. Lovecraft’s The Shadow Over Innsmouth. As inspiration goes, that is no bad thing, but neither are they direct copies, for the differences in tone and scale—the town of Thorston and its inhabitants being smaller in scale give them a flavour and feel of their own. As does setting in the Purple Decade of Cthulhu by Gaslight. Plus, there is a sense of English squalor to Thorston and environs. Despite the disappointing lack of editing, there is a lot to like about Thorston, the Shunned Town on the Dee. It wears its inspirations on its sleeve, but in entwining them with local myth to create an atmosphere that is both monstrous and English, Thorston, the Shunned Town on the Dee serves as an enjoyably rotten introduction to Fox Country.

Review: Mutant Future (2010)

The Other Side -

Mutant Future coverI reviewed 1st Edition Gamma World which got me thinking about Mutant Future. I was surprised to discover I had not written a review for Mutant Future. Well, today seems like a good time to do that. This review will cover the PDF and the POD versions from DriveThruRPG.

Mutant Future (2010)

Not to start with, Mutant Future is not really a Retro-clone, near clone, or anything like that.  The closest game it is like is Gamma World.  Set in a post-apocalyptic world, Gamma World has its roots in the dawn of the RPG age and D&D in particular. Filled with mutant animals, plants, and humans of all sorts.

While Gamma World has its own near-D&D system it is not 100% compatible.  Maybe 95%.  Mutant Future doesn't have that issue. It is the exact same rules as its sister game Labyrinth Lord. Plus Mutant Future is not trying to emulate Gamma World exactly.  Mutant Future then is a new game that feels like an old game that never really existed.  Mutant Future does have some differences from Labyrinth Lord. The game is set in a post-apocalyptic Earth much like Gamma World. 

Section 1: Introduction

This covers the basics. What this game is and what to do with it.  A brief overview of dice and common abbreviations is covered.  This largely the same as what we see in many games and in Labyrinth Lord in particular.  Mind this is not a drawback to this game. There is a strong implication here that anything made or written for Labyrinth Lord is also good for Mutant Future. 

Section 2: Characters

Again, there is familiarity here, and that works to Mutant Future's advantage.  The ability scores are the same as Labyrinth Lord/D&D and are generated the same way. The various species or types you can play are also here. Characters can be an Android (basic, synthetic, or replicant), mutant animals, mutant plant, mutant human, or the rare pure human, also like Gamma World. Abilities can go as high as 21 and there are a different set of saving throws, but the basic rules are the same as Labyrinth Lord.  The types also list what HD each character has and how many mutations you have.  

This section also covers gear. It uses a coin system much like D&D and Labyrinth Lord as opposed to the barter system of Gamma World. Either works fine.

Section 3: Mutations

This covers all the mutations that all characters, NPCs, and creatures can have. In true old-school fashion, these are all random tables. 

Section 4: Adventuring Rules

This covers the rules of the game and what characters are likely to do.  Again these are replicated (but not cut and pasted) from Labyrinth Lord.  Mutant Future sticks with feet and Basic movement as opposed to Gamma World's metric and more AD&D-like movement. 

Section 5: Encounters and Combat

Combat and weapons of all sorts are covered. Also covered are damage from stun, paralysis,  diseases, radiation, poisons, and more.  This is one of the bigger departures from the Labyrinth Lord core, the saving throws are keyed for Mutant Future damage types. There is also a mental attack matrix here much like Gamma World.

Section 6: Monsters

This section covers all the sorts of creatures you can encounter. It is fairly expansive and since the format is the same as Labyrinth Lord creatures can be used in one or the other or both.  40+ pages of monsters is a good amount. There are also plenty of detailed encounter tables. 

Section 7: Technological Artifacts

This would be the "Treasure" section in a fantasy game, but this is highly appropriate since the world of Mutant Future is supposed to be littered with the technology of past ages.  This includes non-playable robot types, vehicles and things as mundane as protein bars.

Section 8: Mutant Lord Lore

This covers how to run a Mutant Future game. Not just how to run their own but how to build your world.  Unlike Gamma World which has a sort of baked-in setting, Mutant Future is more open. The Mutant Lord (and I think an opportunity was missed in not calling them Mutant Masters) gets to decide how the world is the way it is.   Advice is given on how to run adventures and a sample setting is provided. 

Section 9: Mutants & Mazes

While it might not really be needed, this section discusses using Mutant Future and Labyrinth Lord together.  The rules are remarkably similar, like 99%, so there are only minor pieces to consider. Though this section does expand mutations to the standard D&D tropes of race/class.

All in all this a fine game. It is not exactly like Gamma World, more was it trying to be. It does however give that Gamma World feel in an OSR ruleset.

Print on Demand

The PoD version of this book is a sturdy hardcover that compares well to my Labyrinth Lord books.



Between Mushroom Cloud and Monastery: Douglas Coupland’s ‘Generation X: Tales for an Accelerated Culture’

We Are the Mutants -

Eve Tushnet / May 12, 2021

I came to Douglas Coupland’s novel Generation X: Tales for an Accelerated Culture, thirty years after its 1991 publication date, expecting sharp sociocultural observation and maybe some economic critique. After all, Coupland, who said that his generation was “sick of stupid labels,” inadvertently coined the self-effacing generational moniker under which my cohort has labored.

But Generation X is something stranger than a novel of social observation. It is a scrappy, almost zinelike collage of images, marginal text, and patchwork narratives, making it feel like a back issue of a magazine that never quite existed. It’s full of incisive nouvelle slang: “McJob: A low-pay, low-prestige, low-dignity, low-benefit, no-future job in the service sector. Frequently considered a satisfying career choice by people who have never held one.” Coupland provides all the expected pleasures: lostness, drifting, downward mobility, a surfeit of irony and anti-politics; and over it all the fading shadow of global thermonuclear war, which still haunts the imaginations of this last generation of Cold War kids.

But Coupland’s characters long more for sublimity than for 1950s-style industrial and familial stability. They’re haunted not just by the mushroom cloud but by the monastery. Reading Coupland’s debut novel, you’ll be reminded that seminal Gen X lit includes not just Jay McInerney’s moral tales but Donna Tartt’s 1992 divine-madness pulp masterpiece The Secret History.

Generation X is about three friends, Andy, Dagmar (a man), and Claire. Their platonic cuddling and aggressively retro aesthetic create an odd, lightly ironized, closety vibe. A novelist more concerned with our moral life would explain this atmosphere: perhaps through parental divorce, which played such a huge role in the national psyche of the ’80s and ’90s. Divorce defines the cultural landscape of Generation X. As one of the marginal comics by Paul Rivoche puts it: “Don’t worry, mother… If the marriage doesn’t work out, we can always get divorced.” The atmosphere of divorce, its ever present possibility, shapes these characters’ contingent and uncommitted life—but it doesn’t define their psychological backgrounds. Unlike in much Gen X fiction (including McInerney’s Story of My Life and The Secret History), our hero’s parents are still married.

In 2019, the divorce rate hit a record low, as did the marriage rate and the childbirth rate. Divorce and the experiences of “children of divorce,” which shaped so many books and movies in the 1980s and 1990s, play a much smaller role in our cultural landscape now that nobody’s getting married or having children in the first place. This shift has not exactly reduced the ambient level of instability and precarity. The covert intensity with which Andy and his friends cling to one another, the mingled hope and guardedness in their promise-free love, is if anything even more striking in our current relationship moonscape.

The place of gay people and gay longings has shifted in a far more significant way since 1991, and here Generation X does feel even more retro than it’s trying to be. But although there are clues to the narrator’s sexuality for those who would like clues (it’s no coincidence that Claire’s awful boyfriend calls him “Candy”), Coupland doesn’t pathologize the unspoken quality of Andy’s sexual longings. Andy’s reliance on dreams and hints suggests an extended adolescence; that’s part of the experience of the closet, but it’s also something he can share with his friends, opening him to them as well as limiting him.

Andy and his friends are bracingly aware that they won’t do as well as their parents. I remember answering the phone when I was in middle school and finding myself in a poll: “Do you expect to have the same level of financial security as your parents, or greater, or less?” I said, “Less,” of course, with a suppressed duh. Doesn’t everyone expect less? And yet Andy and his friends live in their own bungalows, right next to one another. (Andy’s from Portland but fled to tend bar in Palm Springs with Dag; Claire sells Chanel at a luxury department store.) They don’t need housemates. They have pets! Who do you know, who isn’t rich, who can afford their own rental and a pet? There’s a chapter in here titled “Quit Your Job.” I enjoyed that slogan, but thirty years on, in the middle of the gig pandemic, I also thought, Gosh, remember when people had “jobs”? Andy and his friends come from the middle class or higher, true; they’re also part of a generation that could feel the floor tilting under them—even if they hadn’t yet slid all the way off. They’re able to choose between the service industry and a soul-crushing job with health benefits. We should all be so lucky!

The most powerful image of the precarity of these characters is not their withdrawal from romance or their bartending jobs. It’s nuclear war. When the novel was released, in March 1991, the Soviet Union still existed. It’s set in 1990, the year after the Berlin Wall fell. The old game of brinksmanship was rapidly changing its rules, and nobody knew how it would end. Dag is obsessed with the mushroom cloud; he accidentally covers Claire’s bungalow with radioactive rocks; he closes one of his many “end of the world stories” with “the silent rush of hot wind, like the opening of a trillion oven doors that you’ve been imagining since you were six.” Nuclear war is an ever present memento mori: a reminder that you’re a target, that political forces you can’t hope to affect may turn you and everybody you know into glass. 

But nuclear war also offers the promise of a totally different future. Maybe things won’t just keep going the way they have been. Maybe apocalypse will bring revelation. Dag’s vision of the mushroom cloud ends in communion and a kind of confession. His nuclear fantasies express deep-rooted fears, but also a longing for the ecstatic shattering of the self. Nuclear war would not just crack open the self-protective carapace of irony: the persona. It would not only be the ultimate shared experience in an atomized and alienated world (“We Will All Go Together When We Go,” as Tom Lehrer reminds us). It also represents the white-hot moment when loss becomes total. And it’s in this loss, a kind of mutually-assured asceticism, that Coupland’s characters hope to discover some form of transcendence. That’s vague, and it’s vague in the novel; maybe it has to be vague, because, having left the ornament and doctrine of religions behind, Andy and Dag and Claire have little idea what other shape transcendence might take.

We see this in their stories. One of the unexpected delights of Generation X is the way it turns the postmodern obsession with narratology into a game. The three friends constantly tell each other “bedtime stories,” with various rules and conventions. This is part of their self-protective irony (it’s not me, it’s not my heart). It’s part of the zine aesthetic of the novel, and it fits the characters’ directionless lives; no individual plotline can be sustained for very long. But Coupland makes this shared storytelling feel loving and genuinely communal. It’s a sincere statement that they may view their own lives as pointless and meaningless, but they want to hear their friends’ stories. There’s an uncynical lightness to the storytelling, which lets these characters reveal their secret desires as if at a slumber party, flashlights under their chins.

And so we get Claire’s fairy tale of the spaceman who persuades a girl stuck on the backwater planet of “Texlahoma” to give her life so he can get back to Earth. He’ll revive her, he promises. Her sisters know it’s a lie. But they still let her go to her ecstatic death: “And together the two sisters sat into the night, silhouetted by the luminescing earth, having a contest with each other to see who could swing their swing the highest.” This is a tale of deadly romance, appropriate for the sex-kills era. It’s a tale of economic marginality. But it’s also suffused with longing for the unknown, even if the journey into that black, star-studded expanse will kill you. And it’s a hint that death, at least symbolic death, may be necessary in order to touch the stars.

Claire is also the one who tells the most direct parable of asceticism. She tells this story soon after her sketchy grifter friend, nicknamed Elvissa, runs off to be “a gardener at a nunnery.” Dag says, “I don’t buy it”; but Claire retorts, “It’s not something you buy.” Generation X, in Generation X, shelters neither in the certainties of the ’60s revolt nor in the post-Great Recession certainties of the millennials, but in irony and delay. Elvissa’s flight suggests an unsheltered alternative. Not the convent—that’s too much certainty or the wrong kind—but something convent-like: some ascesis, some mystery, some intelligible loss and unintelligible gain.

Right after Elvissa leaves, Claire tells a story called “Leave Your Body,” about “this poor little rich girl named Linda.” Linda’s parents break up when she’s a kid; she becomes a “charmed but targetless” woman, restless and unhappy. And then in the Himalayas she learns about “a religious sect of monks and nuns… who had achieved a state of saintliness—ecstasy—release.” Linda accepts the sect’s strict rules (though it’s important to the generational portrait that they’re not the rules of kashrut or the catechism) and begins seven years of fasting and meditation. She misunderstands. She makes what is literally a fatal error, due to her ignorance of the Himalayan discipline. And yet that doesn’t mean she fails. The ultra-American’s quest ends not in humiliation but in mystery: even in her folly, she found the doorway.

This is Coupland’s attitude toward all his characters’ longings. He lavishes attention on their bright and curlicued foolishness, but he never holds their hopes in contempt. He suggests that they may someday find whatever it is they’re seeking, even if they never understand it. This is an unfinished book; it defined a generation by our unfinishedness.

Eve Tushnet is the author of two novels, Amends and Punishment: A Love Story, as well as the nonfiction Gay and Catholic: Accepting My Sexuality, Finding Community, Living My Faith. She lives in Washington, DC and writes and speaks on topics ranging from medieval covenants of friendship to underrated vampire films. Her hobbies include sin, confession, and ecstasy.Patreon Button

Review: Star Frontiers, Alpha Dawn and Knight Hawks

The Other Side -

Star Frontiers, First EditionGamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphasis Alpha non-withstanding), but it was not their biggest.  While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity.  It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.

Certainly, in terms of fans, Star Frontiers has Alternity beat.  But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick.  Knight Hawks was designed primarily by Douglas Niles.  The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier.  Keith Parkinson would go on to do some other covers in line as well.  

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps.  The Print on Demand versions put all the files together into an attractive soft-cover book for each game.  The maps are published in the back, but you will want to print them out for use. 

Star Frontiers, Print on Demand
Both books are easy to read and really nice.  They have been some of my favorite Print on Demand purchases ever.
Let's look into both games.

 Alpha DawnStar Frontiers: Alpha Dawn

Alpha Dawn is the original Star Frontiers game.  The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.  The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue.  Go figure.

The Basic Game is a 16-page book/pdf that gives you the very basics of character creation.  There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership.  These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70.  Higher is better. These can be adjusted by species and each individual score can also be changed or shifted. 

The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks.  I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor. 

We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters. 

The basics of combat, movement, and some equipment are given.  There is enough here to keep you going for bit honestly, but certainly, you will want to do more.  We move on then to the Expanded rules.

The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar.  Simple ability checks are covered, roll d% against an ability and match it or roll under.

Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that.  Skills are attached to abilities so now you roll against an ability/skill to accomplish something.  Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social. 

Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here. 

There are two combat sections, personal and vehicle.  These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns. 

There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.

The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like.  While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).  

This book also includes the adventure SF-0: Crash on Volturnus.

When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.  

 Knight HawksStar Frontiers: Knight Hawks

Ah. Now this game.  Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections.  There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come. 

The PDF version splits all this into four files for ease of printing or reading.  The Print on Demand book is gorgeous really.  Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat.  By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space. 

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.  

Ships are largely built and there is a character creation feel to this.  Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission.  Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both.  I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar.  It really had kind of a "Wild West" meets the "Age of Sail" feel to it. 

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios. 

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space.  Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games.  They have such untapped potential.

The price for these books is perfect.  Grab the PDF and POD combo.  Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic.  Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules.  Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.

Star Frontiers on the Web

There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.  

For these fans and sites, Star Frontiers never went away.

Pages

Subscribe to Orc.One aggregator - Outsiders & Others