Outsiders & Others

Review: Traveller Alien Modules (1984 - 1987), Part 1

The Other Side -

Alien Module 1 AslanBefore I get into the next phase of Traveller evolution I thought it behooves me to spend some time with the major Alien races we encounter in Traveller.  Indeed, it was the aliens and the ads for the first three books in Dragon Magazine that made me want to go back and check out Traveller some more.

All of these are available via DriveThruRPG and Far Future Enterprises.

Alien Module 1 - Aslan

PDF. 44 pages, color cover, black and white interior art. 

While not the first Traveller alien I encountered, this is the first module or data file for the various aliens Traveller has to offer.  This one seemed like a no-brainer to me at the time.  I had read Joan D. Vinge's "psion" earlier that year and between the Caitian and Kzinti (introduced to me by Star Trek) I was primed to want a Cat-like race in space. 

The book covers the basics. Aslan physiognomy, which includes some evolutionary details and how it plays into their current civilization. Their political structure (or almost lack thereof) is also discussed. While the Aslan (named such by the first human explorers to make first contact) are described as proud warrior race, they are not really a unified one. 

We are given a bit of their history and their forays into space and their encounters with the Imperium. We get a bit on their psychology, which includes the territorial nature of the males (explained the loose confederacy) and their ritual duels.  

The next large section is Aslan character creation. This covers the basic character creation going back to the 3 LBBs and "Expanded" character creation for other types of characters. 

We are also given background on the Aslan homeworld, worlds within the Imperium, and a bit on starship design.  There is even some detail on the Aslan language, at least in terms of names.

For 44 pages it is pretty well packed.  There is not a lot of "fluff" here, mostly all "crunch."  So no fiction from the point of view of an Aslan mercenary or a human living on an Aslan world.  Just the basics and enough to get you going on to your own adventures. Honestly, it is all you need. 

This was the Alien Module I wanted the most back in the day.  Researching it now I see that a lot of people did what I was going to do with it; mix in liberal amounts of Kzinti and some Caitian as well.  Plus I was going to have psionic ability be a bit stronger in Aslan women. A nod to a lot of the scifi I was reading at the time.  I also noticed just as many people complaining about others doing exactly what I wanted and described!  Yes, the Aslan are fine just as they are but I also like my ideas too.  Thankfully this book lets me do all of that.

Alien Module 2 - K'kreeAlien Module 2 - K'kree

PDF. 44 pages, color cover, black and white interior art. 

These aliens were very alien to me.  While I could relate to the Aslan and the Vargr, these centaur-like aliens were very different and thus pushed a lot lower on my "wish list."  I don't even think I had read any of this book until I picked up the PDF ten years ago.

This book is set up much the same as the Aslan book and the future books in the line. I found the bits on K'kree psychology most interesting. As herbivores, they tend to be peaceful (ETA unless you are a meat eater). This combined with the race's inherent claustrophobia goes to explain that while they had Jump technology they had not expanded as fast as other races.  

We do get the sections on history, politics and governments, space travel and starship design, and the language section on creating K'kree names. There is a section on character creation as well.

This Alien Module also gives a few pages on adventures with or about the K'kree.  So a little bit more background here than on the Aslan, but I think needed since this species is so different.

Reading this 10 years ago I was not overly impressed I think.  Today I am of a completely different mind and would like to see these guys used more.

Alien Module 3 - VargrAlien Module 3 - Vargr

PDF. 50 pages, color cover, black and white interior art. 

While I knew about the Vargr, they were the big three alien races GDW was advertising back in the day, my first *real* interaction with them was way back in the early 2010s when I was looking for new ideas for Ghosts of Albion adventures.  I stumbled on one from White Dwarf #62, "An Alien Werewolf in London" about a Vargr in Victorian London.  It was an odd adventure, but I gave it go for Ghosts and always wanted to try it again with Doctor Who Adventures in Time and Space. 

This book is a bit larger than the previous two, largely because there is a lot you can do with these guys.  Also they are the most fun in terms of history.

Vargr look like Terran wolves because generally speaking that is what they are.  They were transplanted from Terra (Earth) to their homeworld by the Ancients over 300,000 years ago.  Now 300k years is not enough to evolve any stock into something like the Vargr so they had been artificially engineered for intelligence and survivability.  They share a number of physical characteristics of both humans and canine stock but have some minor differences as well.  They still have the psychology of pack hunters following a charismatic leader and working in small, but somewhat unstable, groups.  Pack membership can change and leaders can be followed or discarded at any time.  This has had two effects on the Vargr. One their history is a confusing affair with no one narrative of what happened.  Most of their 300,000-year history is largely unknown to them.  Also it leaves them with no central government nor even any type of government that could be considered "typically Vargr."   See why these aliens can be fun!

We get the now usual sections on character creation along with a brief language update for names. Some basics on the Vargr worlds and space travel.  

We also get a section called "Gvurrdon's Story" which is given to us from the point of view of a Vargr.

This makes up the "Big Three" in my mind.  I know more were introduced soon after (and I will get to them) but these are the ones I associate the most with Traveller.

Review: Traveller Starter Edition (1983)

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Traveller Starter EditionIf there was a "Golden Year" of classic RPGs then I am willing to put my nomination in for 1983.

By now what I considered to be the "Big 3" were well established; AD&D/D&D, Call of Cthulhu, and Traveller.  Indeed there were even alternatives to these that were very good games in their own right; Runequest, Chill, and Star Frontiers respectively. While Edition and System Wars have always been with us, it was a great time to be a gamer.  

1983 also gave us a "new" version of Traveller.  Well, not really new at all, but certainly reorganized and edited again.   To keep up my analogy of Classic Traveller = Original D&D and The Traveller Book = Holmes Basic D&D (although with the inclusion of The Traveller Adventure a better one is Moldvay Basic/Cook & Marsh Expert D&D) then the 1983 Traveller Starter Edition is Mentzer BECMI D&D.

The Traveller Starter Edition was the version I saw the most in the pages of Dragon Magazine.  No surprise.  My prime Dragon reading years were 1982 to roughly 1991 and then not again until the 2000s.  Until Mega Traveller came onto the scene this was the Traveller book that GDW was pushing.  Easy to see why.  The cover of the Traveller Book, despite how much I love it, was always more "sci-fi novel" cover.  The new cover?  That's Star Wars meets Dune meets Battlestar Galactica.  This was a cinematic cover, even if the rules were the same.   I could not tell then, and in fact it was only today I noticed, but that ship looks like the Azhanti High Lightning from below.  Or maybe it isn't.  Either way that cover says Space Adventure.  The Traveller Book says "Space is Dangerous and I got bills to pay!" to me.  Both are perfect.

Traveller Starter Edition (1983)

For this review, I am considering the PDF I bought from DriveThruRPG split into three separate files.  The front cover and the back cover of the original book are not preserved here. 

Book 1: Core Rules

This PDF is 68 pages and features black & white interior art with black & white covers with red accents.  They look very much like the classic Traveller covers. 

This book features all the rules from the Classic Traveller system.  It is largely the Traveller Book but reorganized and edited for clarity.  Some sections read a little differently, but for the most part, it felt the same.  There is some new art here, but a lot of art from previous editions remains. The new art is, as expected, better and gives more detail. The red accents to some of the art have been removed.  Character creation reads faster, but it could also be that I have read this section many times now in one form or one book or another that I am "getting it."  

A trained or expert eye could spot the rule differences, but that is not me.  This largely feels the same.  This is not a bad thing mind you.  The difference feels the same as that between Moldvay Basic and BECMI Basic.  Two books for the same game are designed to do the same thing only in slightly different ways.

Book 2: Charts and Tables

This 28-page PDF covers all the charts and tables. References to the charts are in Book 1. 

Book 3: Adventures

This is a 23-page PDF with two adventures; Mission on Mithril (from Double Adventure 2) and Shadows (Double Adventure 1). 

Thoughts

When it comes to learning how to play Classic Traveller then either this version or the Traveller Book would be fine since they cover the same ground.  The analogy of The Traveller Book = B/X D&D and Traveller Starter Set = BECMI D&D extends here.  The trade dress of all future Traveller books will follow the Start Set design.  This will hold until Mega Traveller and 2300 later in 1987.

Which one should YOU buy?  That is entirely up to you.  The Traveller Book has the advantage of also being out in POD format and this one does not.  But this version is a little more friendly to newcomers.


Jonstown Jottings #60: The Six Paths

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 Six Paths is a supplement for use with RuneQuest: Roleplaying in Glorantha which describes and discusses the six main Heortling genders and their roles in society and the cults of Heler, Nandan, and Vinga.

Notes are provided to enable the content to be used with QuestWorlds (HeroQuest).

It is a twenty-nine page, full colour 4.89 MB PDF.

The layout is tidy and the artwork excellent.

Where is it set?The content of The Six Paths is set primarily wherever Heortlings may be found.
Who do you play?
The content of The Six Paths is intended is designed to be used with the multiple genders and sexes recognised by Heortling culture and members of the Heler, Nandan, and Vinga cults.
What do you need?
The Six Paths requires RuneQuest: Roleplaying in Glorantha  and The Book of Red Magic.
What do you get?The Six Paths explores how Heortling society recognises and accepts four sexes—female, male, neuter, and both, and at least six genders—female, male, vingan, nandan, helering, and none. It presents the myth of how Orlanth came to recognise these and explores the stereotypical identities and roles associated with them. For example, a vingan uses the female pronouns, keeps her hair short and dyed red, wears trews and skirt with tunic and arm rings, has the personality traits of passionate, violent, and proud, and is associated with the tasks of ploughing, carpentry, hunting, and smithing. Whereas a helering uses both male and female pronouns and neither, keeps their beard long or is cleanshaven, wears a skirt, and is adaptable, mercurial, and changeable. There are no specific tasks associated with helerings as they can turn their hands to anything. Whilst the patron gods are given for each of the genders, for example, Vinga for vingans and Heler for helerings, they do not necessarily join their actual cults, but their cults are given in The Six Paths (in which case, their worshippers are Vingans and Helerings.) As stereotypes, these are essentially the baseline to work from rather than play to.

Three cults—not presented so far for RuneQuest: Roleplaying in Glorantha—are detailed in The Six Paths. These are Heler the Rainmaker, Nandan the Housekeeper, and Vinga the Defender Storm. These are fully written up in the same format as in RuneQuest: Roleplaying in Glorantha including mythos and history, the cult’s beliefs on life after death, likes and dislikes, organisation, centre of power and holy places, and much more. Details are also provided for using the three cults in QuestWorlds (HeroQuest). Each cult is fully playable, adding interesting options in terms of character types, whether that is as a fierce follower of Ereltharol, the  Black Ram, Heler’s brutal warrior child; a loyal Nandan housekeeper; or a fierce Vingan warrior. All three cults come with nicely done associated myths which context to each cult. The Vinga cult details also adds the Weather Lore skill.

In addition to four new spells listed in the appendix—Change Sex, Impregnate, Summon Cloud Spirit, and Summon NephelaeThe Six Paths presents six sample characters which the variety of genders and sexes to be found in Heortling society. They include Leikan, a vingan Initiate of Yelmalio, Frithorf, a neuter Initiate of Orlanth and assistant shaman with their gloriously blue dyed hair and beard, and Esarios, a helering initiate of Humakt. All six do showcase the range of possibilities that the mix of genders and sexes in Heortling society encourages, and they can be easily used as NPCs or sample Player Characters.
There is a wealth of detail and a great deal to like in The Six Paths. The cults are particularly well done, and the supplement in general is very written and full of flavour and detail that is easy to bring into a campaign. 

However, The Six Paths is not without its potential controversaries. Obviously, there is its subject matter, but there are difficulties with its language too. The former is less of an issue because the fluidity of both gender and sex written already written into the background of Glorantha and RuneQuest: Roleplaying in Glorantha, but not every player or Game Master will necessarily want to deal with or address this subject matter within their game. In which case, their game will fall under the caveat that ‘Your Glorantha Will Vary’, and so The Six Paths will not be for them. Nevertheless, the language is problematic with the title of the spell, Impregnate, which carries with it the implication, if not of force necessarily, then of a masculine act rather than the feminine act of conception and its association with Ernalda, thereby negating her role and purview. The spell Change Sex also has its own issues, not least of which is that its use feels arbitrary rather than something special which might be achieved through a lengthy and purposeful hero quest rather than just having a spell cast. The power of both spells is implied by the number of Rune points which need to be expended to cast them—three in either case, but both spells feel underwritten in comparison to the two other spells listed alongside them in the appendix.

When it comes to answering the question, “Are vingans and nandai transgender?”, the phrasing in The Six Paths is potentially much more contentious. Its answer is that, “It would be easy to assume that vingans are trans men, and nandani are trans women. However, as gender and sex are separated in Heort’s Laws, there would be no reason for this to be the case. The Heortlings are perfectly capable of understanding someone who was born in a male body, but with a female gender identity. This means that vingans and nandani are a separate gender identity, seen as possessing different societal roles.” Now whilst vingans and nandai have the benefit of growing up in Heort society which accepts them as equals, by suggesting that vingans and nandai are not transgender (or might not be), The Six Paths is excluding the fact that they could be and in doing so excluding those who are. In effect, denying transgender players the characters and role models within the setting of Glorantha with which they can self-identify. This may not have been the authors’ intention and it may not be the case for every individual who identifies as or is transgender, but there is very much scope here for others of the transgender community to feel excluded.

Is it worth your time?YesThe Six Paths is an excellent exploration of gender, sex, and associated cults and spells for RuneQuest: Roleplaying in Glorantha, but some of its language may not be considered approriate.NoThe Six Paths is an exploration of a subject matter which not everyone is comfortable with as well as some of the language and terminology used in the supplement being contentious for others. MaybeThe Six Paths is a potentially excellent exploration of gender, sex, and associated cults and spells for RuneQuest: Roleplaying in Glorantha, but arguably, its use of language and terminology may not be as inclusive as the authors intended. Address that and it becoms a much less difficult supplement.

Jonstown Jottings #59: Lost in the Dark

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?
Lost in the Dark is a scenario and supplement for use with RuneQuest: Roleplaying in Glorantha in which the adventurers are tormented by a mischievous Darkness spirit and literally get lost in the dark.

It is an eleven page, full colour 27.46 MB PDF.

The layout is scrappy and the scenario requires development and editing, but the artwork is engaging and the cover excellent.

Where is it set?
The sidetrek in Lost in the Dark is specifically set along in the Nymie Valley on the route between Apple Lane and Clearwine Fort. It could easily be set elsewhere.

Who do you play?Any type of Player Character could play through Lost in the Dark, although a shaman or assistant shaman may be useful. Uz will have a specific advantage when encountering the Lost in the Dark spirit and are not suitable for the side trek adventure seed given in Lost in the Dark. The Player Characters do require a reason to be travelling from Apple Lane to Clearwine Fort, especially at night.
What do you need?
Lost in the Dark requires RuneQuest: Roleplaying in Glorantha as well as The RuneQuest Gamemaster Screen Pack for wider information about the region around Apple Lane. The RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters.

What do you get?
Lost in the Dark plays on the Orlanthi fear of the dark instilled in him in ages past in the Greater Darkness. Whilst travelling at night, the Player Characters unknowingly encounter a Lost in the Dark, a darkness spirit who delights in playing tricks on travellers, making it difficult for them to navigate their way by dimming both torches and the stars in the skydome, and forcing them to become lost. Mischievous rather than malicious, the Lost in the Dark literally forces the Player Characters into a series of side treks from dusk to dawn.

Full stats are provided for the Lost in the Dark, a child of Dehore, although no description is given. There are two illustrations, so the Game Master can choose from either. Notably, the Lost in the Dark is chased away when Yelm ascends out of the Underwrold at dawn, so the Player Characters will not be plagued by it longer than one night, and it can be negotiated with if it is spotted or sensed. Unless a Player Character has Spirit Sense, this is understandably difficult.
 The adventure seed in Lost in the Dark sees the Player Characters start the day-long journey from Apple Lane south to Clearwine Fort—and do so at night. The Game Master is expected to provide a reason for the Player Characters to do this, but given the fear that Orlanthi have of travelling at night, this is an issue. It really, really has to be a good reason, and Lost in the Dark really, really should have included some suggestions, especially how specific it is in terms of setting. Lost in the Dark also includes rules for ‘Navigating in the Dark’ which are workable enough, along with a fully worked out example. The adventure seed itself is supported with a number of encounter suggestions. Like the adventure seed itself, these can easily be extracted from Lost in the Dark and run elsewhere, although the Game Master will need to provide any stats necessary and may want to develop them a little further to fit into her campaign. The best use of Lost in the Dark is as an interlude between longer scenarios. Its brevity makes it easy to prepare and run, but for some players, the mischievous and hidden in the dark nature of the encounter could be an exercise in frustration.

Is it worth your time?YesLost in the Dark presents an easy to run interlude that can be adapted to elsewhere, but which requires some development input upon the part of the Game Master.NoLost in the Dark presents an annoying encounter with a mischievous spirit at a time when the Player Characters know better than to be out and which the Game Master really has to provide a reason to explain that. Plus the campaign may not be set in the lands of the Colymar Tribe.MaybeLost in the Dark presents an an annoying encounter with a mischievous spirit at a time when the Player Characters know better than to be out and which the Game Master really has to provide a reason to explain that.

Superbly Subterranean

Reviews from R'lyeh -

Book of the Underworld is a sourcebook for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. It is a guide to the realms below the Dragon Empire. Not the dungeons, but further below, in the realms known as the Underworld, riddled with twisting tunnels and networks of caverns; home to lost seas, lost races, and lost gods; rife with dark secrets and darker kingdoms; and below that? Here can be found the Gnomish school of wizardry, the Arcane Academy in the Burrowdeep Warrens where the graduates swear to never reveal its location upon pain of a curse that changes from graduation year to graduation year and where all sorts of magic is studied away from the eye of the Archmage—even necromancy! Forge, the Dwarven City of Memorials to the lost ancient civilisation of Underhome which stretched across the Underworld and which the Dwarven King still claims as his—along with much of the Underworld. Drowfort, a magnificently dark fortress sphere suspended by webs amidst a circular cavern, where factions of the Drow dedicated to the Elf Queen, She Who Spins, and both without ever revealing their allegiances co-operate to impose martial law on the Underworld. The Caverns of Lost Time in the Hollow Realm where whole regions of both the Overworld of the Dragon Empire and the Underworld, as well those of previous and lost Ages have been swallowed and preserved. Below that, glimpses of Underkrakens might be caught, seas of chaos writhe and surge, gods repose in their great catacombs, and something stranger still might be found—possibly the great architect of the Living Dungeons which burrow up the Underworld to the Overworld… And he has a beard, wears glasses and Hawaiian shirts, and speaks with a Midwestern accent, that would not be the strangest thing in Book of the Underworld.

The Book of the Underworld is a slim volume of ideas, places, monsters, advice, lists of thirteen things, and more, all designed to take a Game Master’s campaign even deeper underground. It is by no means a definitive guide to the Underworld, but it contains more than enough content and ideas to fuel multiple campaigns. Some locations its fleshes out in detail, such as Forge, Dwarven City of Memorials with its multiple districts and NPCs, or Web City, the stalactite city home to two cults—the Cult of She Who Spins in Darkness and the Cult of He Who Weaves With Joy—and innumerable spiders and drow, a fantasy ’noir setting strung across the ceiling of a great cavern, whereas locations such as the Dark Temples where the darkest of gods hide from the light and the Salt Mines of the Manticore, a sprawling salt mine used in ages past as a prison with one entrance pit in manticores were free to feed on the salty inmates, get just a paragraph or two. Whilst the former are more ready to play and easier for the Game Master to bring to the table, the other locations are more ready for her input and development of her own ideas and content.

The Book of the Underworld does require access to a number of supplements for 13th Age. In addition to the core rulebook, the Game Master will need the 13th Age Bestiary, 13th Age Bestiary 2, and 13 True Ways, whilst 13th Age Glorantha, Book of Ages, Book of Demons, and others will all be useful. It divides the Underworld into three layers. These are in descending order of depth, the Underland, the Hollow Realm, and the Deeps, which correspond roughly to the three tiers of play in 13th Age—Adventurer, Champion, and Epic. As with other supplements for 13th Age, it ties in the thirteen Icons and their relationships with the Underworld, which of course can be used to spur the Player Characters into descending below either on their behalf or to stop their plans. It throws in too, several fallen, vanished, and refused Icons, such as the Explorer from the Book of Ages or the Gold King—a former Dwarf King turned undead from 13th Age Bestiary 2. It introduces the Calling, the alien desire which subverts an existing icon relationship and compels an adventurer to travel further into the Underworld…

The supplement also discusses the roles which the underworld can take in a campaign, from a source of evil or monsters to a realm which is either hidden, prosaic, or weird, if not a mixture of all three, as well as using as the setting for a quick delve or a longer sojourn across an entire tier of play. Rather than suggesting that the Game Master map out each and every tunnel or cavern, it gives guidelines on how to use travel montages and include the players’ input and descriptions to detail and enhance the various locations their characters come across to make it interesting and involving, but shies away from focusing upon the day-to-day tracking of resources such as food, water, and sources of light. It adds a few treasures, such as the Drow Poesy, made of flowers plucked from Hell and the Bezoar of the Caves, former magical items belonging to adventurers chewed up and spat out by carnivorous caves, as well as numerous new monsters, but the latter tend to be specific to their locations.

The two races to receive the most attention in Book of the Underworld are the Dwarves and the Drow. Both are well handled and nuanced, but the interpretations of the Drow are the more interesting, if only because they are not portrayed as the out and out villains they often are in other settings, but rather accorded multiple interpretations which the Game Master can pick and choose from. Also known as the Silver Folk, they are primarily divided between those loyal to the Elf Queen and those loyal to the Cult of She Who Spins in Darkness. The realm of the Silverfolk lies below and extends beyond the Queen’s Wood. Numerous options for obtaining access are given, such as via ancient fairy mounds or sigils spun by spiders, and the Silver Folk might be divided into family clans of extreme specialists, whether that is of duellists, torturers, mushroom farmers, spider herders, artists who paint living portraits, and more; operate as the Elf Queen’s secret police; be exiles from the Queen’s Wood above; or reside in cavern dens as drug-addled fiends and hedonists, or laboratories where alchemy is practised as an art. The other Drow locations detailed in the Book of the Underworld, Drowfort and Web City, are located below in the Hollow Realm and are likewise accorded options of their own from which the Game Master can choose—as with much of the supplement.

Elsewhere, the Book of the Underworld provides lists of ways to get into the Underworld—including via the Abyss for Player Characters who want to make their delvings all the more challenging and for the Game Master who wants to make use of the Book of Demons, an explanation of how druidic earthworks work—above and below ground, the Grand Dismal Swamp—complete with Troglodytes and Fungaloid monsters, and not one, but four kingdoms of the Mechanical Sun! There really is a lot for the Game Master to play with in the pages of the Book of the Underworld. Plus it need not be just for 13th Age. The ideas and settings in this supplement would work equally as well in a lot of other fantasy roleplaying games too.

Physically, the Book of the Underworld is well written, but not always well illustrated as the artwork varies widely. It presents a wealth of ideas and options as well as particular locations, some already developed, others awaiting development upon the part of the Game Master, that she can bring to her campaign. Or indeed, actually turn into a campaign! The Book of the Underworld literally adds depth to 13th Age and content that a Game Master can mine for scenario after scenario and campaign after campaign.

Review & Retrospective: Traveller Board Games

The Other Side -

Azhanti High LightningI can't really talk about Traveller without mentioning my history with the game, or more to the point, my non-existent history with at least one aspect of the game.  The Traveller Boardgames.

I remember reading ads for Traveller in Dragon and White Dwarf Magazines and among the RPG books and very cool looking minis, there were the board games.   I remember reading about Azhanti High Lightning in particular. This was a board game and yet it could be used WITH the Traveller RPG. It even included material that could be added to your Traveller RPG OR played completely on its own.  Then imagine my surprise that this was not the only one.

Long-time readers will know this was the start of something I call my "Traveller Envy."  Even then in the early 80s, I was blown away by the amount of material for this game.  RPGs, Boardgames, starship minis.  It was enough to make a die-hard D&D player like me jealous.  Sure, I had Dungeon! but that is not quite the same is it? 

Sadly, and long-time readers know this too, I never got the chance to play any of them.  

Fast forward to, well, last week.  I picked up three of the board games from DriveThruRPG.  These are PDFs, but they are, as far as I can tell, complete.  They are PDFs though.  

I want to review them, but I really have no context for them save they are, to me, worth everything I paid.  Honestly just to see what they are all about was worth it even if I never get to play them.  

General Overview

I picked up three games, Imperium, Mayday, and Azhanti High Lightning.  All three share similarities. There is s set of printed rules that are easy to read.  There is a board game that really doubles as an awesome map.  And there are counters.  If anything is the weakest link here it is the counters.  I have, with other games, tried printing and gluing to cardstock (gotta wait for the ink to dry), but that is time-consuming.  I have been considering a completely futuristic plan.  I would use my HDMI projector to project down on a table and use 3D printed starships.  I have found a few online and I am 100% certain there are more.  It would be far more time-consuming than laser printing and gluing, but it would be 1000x so much cooler.  Thankfully the ships would not need to be huge so I could do a few at a time. I wouldn't even need to spend a lot of time painting them, just a solid color the same as the counter. 

Imperium (1977)Imperium (1977)

This PDF features a 16 page rulebook, 3 pages of rule summaries, a turn tracker, 7 pages of background on the Imperium which may or may not reflect the same history as Traveller*.  There are also 3 pages of color maps/boards, 2 pages of counters, and an additional page of a counter manifest that looks like a page from Excel. Missing is the d6.  Bet I can dig one up.

This is a game of interstellar war. It actually predates Traveller by a bit, but obviously has similar DNA.  While the original 1977 RPG lacked an explicit setting, this one involves the Imperium (natch) and the forces of Terra (Earth).  The phases in the players' turns can include buying equipment, moving, and attacking.

This was published the same year as Traveller and the ideas of the Imperium had not been added to the RPG yet, so there are differences between the events of this game and future Traveller products. 

My issue with this set is I have no idea how big the map needs to be.  I can assume it is some multiple of the box size, but this is not a big issue.

Mayday (1978)

This one seems to be more explicitly linked to Traveller and is in fact Game 1.  The Mayday in question is the infamous "mayday" of the Free Trader Beowulf.  This is a game of ship-to-ship combat.   It was part of GDW's Series 120 games.  These were designed to play in two-hours or less. 

The Mayday is presented as a single PDF. Thre are 15 pages of rules. 1 page of counters. And a counter manifest/inventory (Excel printout). A board/map of a space hex-grid, and a scan of the box cover.

In general, this scan feels much more useful than Imperium did.  I can get a blank hex grid like this from my favorite local game store and I can print out all the counters I need, as I need, or use the 3D printing idea I have. 

While this game is more explicitly linked to Traveller, I see it could be used for any sort of ship-to-ship combat. I could even try my MCRN Barkeith vs. the USS Protector.  Might take some work, but the Barkeith would be a lot easier to do in the Traveller universe. 

Azhanti High Lightning (1980)Azhanti High Lightning (1980)

This is where it all began for me. Well. At least my Traveller Envy began here.  This is Traveller Boardgame 3 and it is a companion to the S05 Supplement Lightning Class Cruiser.

This game is personal combat on a starship.  This PDF package includes 3 PDFs.  The first is the complete game of 118 pages. This includes 40 pages of rules which includes six different sorts of "Incidents" (read Scenarios).  The next section (40+ pages) of this PDF is S05 Supplement Lightning Class Cruiser.  So if you are looking for this supplement for Classic Traveller, then here it is. 

The next 16 or so pages include the counters and the deck plans for the Azhanti.   Again these counters are good, but I would like to use minis or something like that.

I have been told this game is a lot of fun.  I'll have to endeavor to get it all printed out into a playable shape.

--

It is hard to give these a proper review since the only proper proof is playing them.  One day maybe, but for now I can honestly say my curiosity has been satisfied.  

Links

Imperium

Mayday

Azhanti High Lightning


Hostile Mechanics

Reviews from R'lyeh -

Hostile is a gritty, near future roleplaying game inspired by the Blue-Collar Science Fiction of films such as Alien, Bladerunner, and Outland. It is a future in which space exploration and colonisation is difficult, harsh, and dangerous, but in which there are asteroid systems and worlds to be exploited and great profits to be made. Conflict is not unknown—between colonies, between colonies and corporations, between corporations, and when that gets too much the Interstellar Commerce Organisation steps in or peacekeepers such as the United States Marine Corps are sent in, but in the main, space is a working environment. One with numerous hazards—the vacuum of space, radiation, adversely high and low temperatures, poisonous planetary atmospheres, potential insanity from being exposed to hyperspace, and strange alien creatures which see you as intruder, food, or incubation for its brood—which humanity must cope with in addition to the stresses of space travel and working away from Earth.

Published by Zozer Games, Hostile is derived from Samardan Press’ Cepheus Engine System Reference Document, the Classic Era Science Fiction 2D6-Based Open Gaming System based on Traveller. It is a standalone game system and setting which is divided into two volumes, Hostile Rules and Hostile Setting. To encompass the military Science Fiction aspect the setting—obviously inspired by Aliens—Hostile encompasses the squad level combat rules from Modern War, but that is only one option of play explored in Hostile Rules. In total, Hostile Rules covers the task resolution mechanics, character creation, survival rules, stress and panic rules, starship and ground combat, starship operations, creating worlds, trade and salvage, encounter tables, and more. What Hostile Rules does not do is provide an actual setting, although that is either referred to or inferred to throughout its pages, for typical wages and costs of items and services in 2250, as well as the licences and qualifications associated with the roleplaying game’s skills, both in the military and out.

Hostile Rules is itself not entirely complete and is not a standalone rulebook. Most obviously, there are no weapon stats given in the combat sections of Hostile Rules—that is saved for Hostile Setting.

The fundamentals of Hostile will be familiar to Referees and players of Traveller. The core mechanic consists of two-sided dice rolled against a target of eight or more, to which are added stat-derived modifiers; characters tend to be older, having gone through several four-year terms of service in a career and may suffer the effects of aging; in combat, damage is taken directly by a character’s three physical attributes—Strength, Dexterity, and Endurance; and starship travel is measured in the number of parsecs travelled. In flavour and feel though, Hostile Rules is very different to Traveller, being grim and gritty near future Science Fiction as opposed to the far future Imperial Science Fiction of Traveller.

Hostile Rules begins by explaining its core mechanic. To the standard skill role, it explains the perception roll and the characteristic roll, all done in a couple of pages, or so. It also discusses the types of campaigns which it can be used to run. These are typically built around particular crew types, including colony work crews, corporate investigation teams, roughneck crews, commercial starship crews, marine corps squads, private military contractors, and more. Then it explains character creation, with options for designed rather than random creation. Although the setting of Hostile is humanocentric, it includes options for the genetically engineered Android and Prole, but neither are intended as options for Player Characters. Proles are needy and introverted with a four-year lifespan, whilst Androids are passive and non-aggressive, and the designers advise the Referee to be careful before allowing an Android with ‘broken programming’ in play.

A character in Hostile is defined by six characteristics—Strength, Dexterity, Endurance, Intellect, Education, and Social Standing—each rolled on two six-sided dice and expressed as line of numbers and letters called UPP or Universal Personality Profile. A Player Character’s homeworld provides some base skills at level zero, with career options including Corporate Agent, Corporate Executive, Colonist, Commercial Spacer, Marine, Marshal, Military Spacer, Physician, Ranger, Roughneck, Scientist, Survey Scout, and Technician. The Android Career is included for NPCs. Then a player rolls for the character’s Career, term by term, with mustering benefits at the end. In addition, Hostile Rules adds tables for his appearance, height, weight, psych evaluation, reason for leaving Earth, suit badges, and more. This nicely adds flavour and detail. All of the details for each Career is neatly contained on the single page.

Chandra Pham is from Singapore on Earth and signed on with Kuorox Interplanetary as a crewhand and for the last two decades has risen through the ranks, qualifying as a senior broker before being appointed captain of the Blue Hildegard. Two years ago, the Blue Hildegard was hijacked following a gun battle in which numerous members of the crew and hijackers were killed. Captain Pham managed to lead an escape attempt and overpower the hijacker, but was badly injured during the incident, losing her right eye. Although an ICO Court of Inquiry exonerated her, it pointed to lax Kuorox Interplanetary operating procedures which enabled the hijacking. Chandra Pham was let go by Chandra Pham, but received Star Envoy Club Membership as a reward and is currently looking for an independent berth or opportunities to trade.

Senior Captain Chandra Pham, Age 38
Homeworld: Earth
Height: 159 cm Weight: 64 kg
Psych Evaluation: Selfish (Concerned with reward and compensation)
Reason for Leaving Earth: Caught up in political turmoil
Distinctive Feature: Shades
Qualifications: Commercial Brokerage Licence, ICO Sensor & Signals Licence, ICO Cargo Loader Licence, ICO Space Transportation Licence, UASL Pressure Suit Handling Licence

578C86
Commercial Spacer (5 Terms)
Brawling-0, Broker-4, Carousing-0, Comms-1, Computer-1, Ground Vehicle-0, Gun Combat-1, Loader-1, Navigation-1, Pilot-2, Streetwise-0, Vacc Suit-1
Cr. 20,000
Star Envoy Club Membership

As well as providing rules for a multitude of environmental hazards, from acid, hiking, and diseases to arctic and desert, pressure loss, and hunger, Hostile Rules includes rules for stress and panic. This can occur when a starship or vacc suit takes damage for the first time, suffering damage to reduce an attribute to half or more, losing control during a spacewalk, and more. This is a standard Intelligence roll and if failed, the Player Character temporarily loses a point of Intelligence, potentially making further Stress checks harder to pass. If a Player Character’s Intelligence is reduced to half or zero in this way, a Panic Check is made and if failed, he will act accordingly to a roll on the Panic Effects table. In general, this favours Player Characters who have a high Intelligence, but there is a spiral loss, at least temporarily, to Stress checks from any lost Intelligence and of course, scope to roleplay a character’s response.

The combat rules cover everything from personal combat all the up to vehicular combat. This includes blind, area, and frenzy fire, calling for fire support, handling NPCs, the scale between man portable and vehicular weapons, and more. Space combat is also covered, but in some ways, the chapter on starship is actually more interesting, getting right down into the nitty gritty of details such refueling, loading and unloading, fight and hyperspace, landing, and more. What this impresses upon the reader is that Hostile is not setting in which a starship necessarily takes off, travels, and lands somewhere. This all takes effort and work upon the part of the crew, and whilst it need not be played out each and every time, it should be done at least once, if not twice, to reinforce the nature of space travel. One aspect which is like Traveller in the Hostile Rules is that travel in hyperspace is done outside of star systems and two aspects in which it is not, is that hyperspace travel is done in hypersleep and that starships can travel for more than week. Which means that a starship capable of travelling three parsecs per week would cover that distance in a week, a shop capable of only traveling one per week, would take three. One pleasing genre enforcing element is that commercial starship crews make most of their money through bonuses, not base pay, so Player Characters get to gripe about their bonus!

Hostile Rules also goes in quite details about worlds and world data, especially its physical characteristics. There are rules here for creating worlds, adding trade classifications and bases, and more, although there is no checklist, so it does look as if they are not actually there! As with the small arms, actual world data for individual colonies and settlements within the setting are saved for Hostile Setting. There are rules for trade though, and salvage.

Hostile Rules is rounded off with a lengthy set of encounter tables and advice for the Referee. The encounter tables handle everything from Space Encounters and Starport Encounters to Colony Encounters and Patron Encounters, as rules for handling interaction between the Player Characters and the NPCs. It also includes tables and guidance for Animal Encounters, including creating them, though this does not extend as far as Exomorphs—or Alien Horrors! There is a nice little essay here on making them interesting and different to that of the Xenomorphs, the obvious inspiration for Hostile. It only runs to a couple of pages, so it is a pity that it could not be longer, but unlike the other animals, there are no tables to help the Referee create her own, though there are plenty of ideas included to make encounters with them different and challenging.

The advice for the Referee is excellent, covering campaign types—the fact that the different crew types allow for a range of Player Character types, adjudicating the rules, how to create scenarios, including a example inspired by a horror film, how to prepare so that you can improvise better, and finally, run campaigns. The latter feels shorter and less useful than the rest, but overall, this is all helpful advice.

Physically, Hostile Rules is serviceably done. The artwork is excellent, capturing very much the grim and gritty feel of space being a working environment. One noticeable design feature is the text size, which although sans serif, is large. Hostile Rules could have easily been a shorter book with a smaller sized typeface, but the larger size is very easy to read.

The absence of weapons is the biggest issue with Hostile Rules. It is obvious why it lack them—Hostile Rules and Hostile Setting are designed to complement each other. However, with the addition of weapons stats, Hostile Rules would all be a standalone set of roleplaying rules.

The contents of Hostile Rules will feel familiar to anyone who played or read either Traveller or Cepheus, but very much filtered through not one, but three different Science Fiction subgenres—Blue Collar Science Fiction, Horror Science Fiction, and Military Science Fiction—and combined into one heavily implied setting with obvious inspirations. Bar the absence of weapons, Hostile Rules does very much feel like a Cepheus Engine version of Alien and Aliens, minus the Xenomorphs. This is not to say that this is a bad thing, but like the Aliens Universe, and even more so with Hostile there are numerous tales to be told which do involve conflict and exploration and strangeness without encountering a Xenomorph, or in this case, an Exomorph. Although Hostile Rules includes rules for Exomorphs and a Referee can run games involving them, they are not its focus as they are in Free League Publishing’s Alien: The Roleplaying Game. Plus, of course, Hostile already has enough elements within it that are trying to kill the Player Characters.

Although not complete, Hostile Rules is an engagingly accessible set of rules and mechanics which serve to make space and the frontier a dangerous place to be, let alone work. In combination with Hostile Setting it will provided a solid, detailed design, both in terms of the rules and the grim and gritty future.

An Almanac of Anomalies

Reviews from R'lyeh -

Metamorphosis Alpha: The Mutation Manual is a supplement designed for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.
Metamorphosis Alpha: The Mutation Manual is written by a variety of authors, including James M. Ward, the designer of Metamorphosis Alpha and simply gives descriptions of over two hundred mutations. Metamorphosis Alpha: The Mutation Manual is a character sourcebook divided between lists and descriptions. Both lists and descriptions are divided into six categories—physical mutations, physical defects, mental mutations, mental defects, plant mutations, and plant defects. There are more of the mutations than the defects in each category. So typically, there are eighty to ninety entries for the mutation categories and between two and twelve entries for the defects. They are joined by a full complete mutation list at the end of The Mutation Manual, which lists all of the mutations in the roleplaying. Neatly, this list references not just the entries in this supplement, but also all of the mutations and defects listed in Metamorphosis Alpha—both the original version published by TSR, Inc. in 1976 and the more recent edition published by Goodman Games in 2016. One of the features of Metamorphosis Alpha is that Player Characters do not intrinsically get better. They do not acquire Levels, improve their attributes, or increase their Hit Points through being rewarded Experience Points. Which begs the question, how does a Player Character improve himself? There are two main ways. One is to find better and often deadlier arms, armour, and equipment, the other is gain new mutations. Both are relatively easy to come across in play. There are always stores of forgotten or dropped gear to be found, and across the various decks of the Starship Warden are to be found sources of radiation and other mutagenic agents. So the former will equip a Player Character, whilst the latter will alter him, granting wondrous new powers and abilities. Of course, there comes a point when the equipment and mutation lists in Metamorphosis Alpha begins to feel a bit stale and over used. Fortunately, the contents of the ‘Metamorphosis Alpha Treasure Chest’ provide plenty of source material in terms of both—and thus plenty of other source material for other Post-Apocalyptic roleplaying games. Of course, Metamorphosis Alpha: The Mutation Manual adds the new and needed mutations.

So for the physical mutations, there is ‘Anaerobic’ which enables a mutant to breathe any gas bar oxygen, ‘Detonating Fingers’ with which a mutant can generate and miniature bomb blasts from his fingers, ‘Holographic Skin’ grants a low Armour Class and near invisibility when he is partially dressed, and ‘Physical Flinging Back’ which throws the effect of an attack back at the attacker. Some of the Physical Mutations have a superhero power feel to them, like ‘Duralloy Skeleton’ or ‘Metallic Skin’, but others odd, even bonkers, such as ‘Edible’ which makes the mutant’s body produce edible fruit or nuts which have special effects, such as pistachios which temporarily increase radiation resistance for imbiber or makes him a scientific genius for anything up to day. The mental muations include ‘Aerokinesis’ for control of the air currents all the way up to tornados and ‘Technology  Amnesia’ for making a victim forget how to use a piece of technology, whilst ‘Total Healing’  enables to heal all damage once per every two days. Plant mutations include ‘Control Sap’ which renders anyone who touches the sap of the plant with this mutation suggestible and ‘Insect Monarch’ which marks the mutated plant out as both home and food source for a group of insects which the mutated plant can direct to do its bidding.

However, what is not immediately obvious is that Metamorphosis Alpha: The Mutation Manual does not contain any new defects. Instead, their inclusion—or at least mention—is confined to tables listing those available in Metamorphosis Alpha itself. Which is a shame as they are far and few between, and given the fact that any Player Character with mutations will also have defects, it means that whilst there will be a high degree of variation between mutations possessed by the Player Characters and NPCs, there will far less variation in terms of defects.

Physically, Metamorphosis Alpha: The Mutation Manual is cleanly presented. The illustrations are quirky—especially the one of E. Gary Gygax alongside that of his much-desired mental mutation of ‘Total Healing’—and in general, the entries are well written and easy to read. This is a supplement which will may of use to a lot of other Post-Apocalyptic settings or roleplaying games, such as Mutant Crawl Classics or Gamma World. Though for the former, the Judge will need to develop the respective mutation tables for each mutation incorporated from this supplement into her campaign. Overall, despite the lack of new defects, Metamorphosis Alpha: The Mutation Manual is a serviceable supplement for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship or the PostApocalyptic setting or roleplaying game of your choice.

Solitaire: You Are Deadpool

Reviews from R'lyeh -

The solo adventure book is no stranger to the comic book. In the nineteen eighties, Diceman was a five-issue series from Fleetway which published stories involving characters from its sister publication, 2000 AD, including Judge Dredd, Nemesis the Warlock, Sláine, Rogue Trooper, Torquemada, and ABC Warriors. Diceman also ventured into political satire with the comic strip ‘You are Ronald Reagan in: Twilight’s Last Gleaming’ and Fleetway would continue this theme with the separate solo adventure book, You are Maggie Thatcher: a dole-playing game in nineteen eighty-seven. Marvel Comics satirised the solo adventure book format with a comic book mini-series all of its own and with the only character it could—the fourth wall breaking, genre busting, Marvel Universe killing Deadpool. In You Are Deadpool, Al Ewing—who has also written for 2000 AD—and Salva Espin and Paco Diaz let you take the ‘Merc with a Mouth’ on another romp through Marvel’s back catalogue after a job goes wrong, and in the process pokes fun at some key moments of Silver Age, Bronze Age, and Modern Age comics across the history of Marvel Comics.

The set-up is simple and one which you can ignore or dive straight into the action. The Tomorrow Man hires Deadpool to steal a Time-Travel Helmet stolen from the Time Variance Authority by the Roxxon corporation and stored in a high-security facility. All Deadpool has to do is get in, steal the helmet, and get out again. Nothing could be simpler. Except, it goes all wrong and Deadpool gets flung back in time. Each of the five issues, or chapters, of You Are Deadpool is set in a different time period. For example, in chapter two, Deadpool lands in nineteen sixties New York where the storylines see him become a beatnik poet and pop artist—complete with de rigueur beret, and potentially be at the birthplace of both the Fantastic Four and the Incredible Hulk! In the third chapter, he dumped in the swamps of the nineteen seventies where he encounters Man-Thing, Dracula and a host of classic monsters, as well as a certain Richard Milhouse Nixon turned antihero in spandex! In chapter four, Deadpool returns to New York, but not of the nineteen sixties, but the nineteen eighties where he up against Kingpin alongside Daredevil and the Punisher, all before doing a quick run through history and back again in chapter five.

You Are Deadpool is no mere ‘Choose You Own Adventure’ book. It includes rules and mechanics. As explained at the being of the first chapter by Deadpool himself directly to the reader—because Deadpool is of course going to break the fourth wall—along with author (though not of this comic, though there is a Warhammer fantasy Battles gag in there at his expense. Twice), Kieron Gillen, Deadpool has two stats, Badness and Sadness. These start at zero and as he progresses through the story, he gains points of Badness for acts of violence and being a badass, and points of Sadness for learning things which make him feel down. These do not have any effect on the mechanics per se, but depending upon which one is higher than the other, they will direct the reader down one path or another. Combat is handled by rolls of six-sided dice. If Deadpool and the reader roll higher than equal to their opponent’s roll, he beats him. Otherwise, Deadpool and the reader lose. The reader rolls two six-sided dice for Deadpool, whilst also rolling one, two, or three dice for his opponents. Typical security guards might only have the one die, but the Incredible Hulk rolls a total of four six-sided dice! Unlike other solo adventure books, the character of Deadpool has an advantage—a healing ability which means that he cannot actually die. Which means he can take a lot of damage, recover, and the reader can keep playing. Well, mostly. There are paths down which Deadpool can go and which do end the adventure.

Along the way, Deadpool can pick and hold three a total of three items to store in his inventory, anything from a doughnut, yo-yo, and shuriken to a deck of playing cards, a teapot, and a Rubic’s Cube—and more. Some of these will prove useful in Deadpool’s adventure. Interspersed in the storylines are several mini-games, including a simple ‘roll and move’ board game and a roll your own slam poetry poem. At the end of You Are Deadpool is checklist of achievements, which the reader can chose to tick off or not.

Structurally, You Are Deadpool consists of five chapters. Chapters one and five form the beginning and the end, whilst chapters two, three, and four can be played in any order. Either amusingly or not, at the end of chapter one, the reader is directed to chapter two or chapter three. This is not an issue and therefore not amusing if reading the collected You Are Deadpool, but of course, You Are Deadpool was released as a five-part mini-series of comics, issue by issue, month by month. So when You Are Deadpool #1 was published, the reader had to wait a month for You Are Deadpool #2 or two months for You Are Deadpool #3 to continue playing. Depending upon the ratings of Deadpool’s Badness and Sadness scores of course. Very droll.

Each issue or chapter itself, consists of between eighty and one hundred panels. Not all are non-sequential as you would expect for a solo adventure book. Certain series of panels can be read sequentially, just as you would any other comic or graphic novel, but for the most part, the panels are placed in non-sequential order. There is one consequence of You Are Deadpool being done as a comic book though. When reading or playing a solo adventure book, it is not uncommon to look at the illustrations as you flick past them to another paragraph and wonder what they depict and how you get there. In You Are Deadpool this is exacerbated because it consists of nothing but illustrations or comic panels…

Physically, You Are Deadpool is adroitly done. The artwork varies from chapter to chapter, so the second chapter, set in the nineteen sixties has a very pop art style. In between, the graphic novel collects the mini-series’ variant covers, including the ‘You Are Deadpool: The Antiheroic Role-playing Comic’, a parody which fans of TSR, Inc.’s Marvel Super Heroes will enjoy and a parody of Errol Otis’ cover to the B/X edition of Basic Dungeons & Dragons. At the end of You Are Deadpool, the author provides the story maps for each of the five chapters.

You Are Deadpool works as both a solo adventure book and a Deadpool story, but unlike most solo adventure books, it does not have much in the way of replay value—even with the achievement list at the end of the collection. This is primarily due to everything in each of the chapters’ different paths being drawn and thus on show—the blocks of text in standard solo adventure books being easy for the eye to gloss over, the panels of this comic strip not so much. So there are fewer surprises and hidden details, though the authors and artists do work hard to hide some. Nevertheless, You Are Deadpool is an entertaining and fun, if light parody of the solo adventure book, as well as the Marvel Universe.

Review: The Traveller Adventure (1983)

The Other Side -

The Traveller AdventureThe Traveller Adventure is the companion piece to The Traveller Book I reviewed earlier.

I always wanted this book. It would have looked so great next to my Traveller Book. But more importantly it would have given me some more ideas of what to do with Traveller.  At least Traveller was better for me than Star Frontiers, which tended to be D&D in Space.

I did pick this up on DriveThruRPG as a PDF almost as soon as it came out. 

This book (well. the cover) was my first experience with the Vargr.

The Traveller Adventure (1983)

For this review, I am using the PDF from DriveThruRPG.  154 pages, color cover, black and white interior art with red ink accents.

This book is a collection of connected adventures which today would be called an Adventure Path.  See I told you Traveller was ahead of its time. 

The conceit of the adventures is the player characters are all members of the merchant vessel, the March Harrier, where they befriend a Vargr (a fantastic way to introduce an alien species btw) and leads them on a series of adventures.  Additionally, we (or me rather, it could have shown up earlier in another book) were introduced to the Spinward Marches, the frontier of the Imperium.  Even someone only tangentially familiar with Traveller has heard of the Spinward Marches.

So yeah already a lot in this book.

The book begins with all this information as well as background on the Aramis Subsector and some Referee notes.  These notes include details on the overall plot and what all the major NPCs want. There are even some Pre-Gen characters to use.  Seriously. This thing is so much better than I expected it to be.

There are about a dozen and a half or so adventures here of various sizes and types.  Each moves the plot forward in a different way and each can have an effect on the other.  They did not appear to be overtly linear to me, so there is a lot freedom of how these can be used.

There are also deck plans for the March Harrier and a bit on using Vargr as player characters.

There is just so much information here and just so much of value that I am really kicking myself for not getting this back then.  It really would have changed my Traveller experience.

Reading through this now I also really get an appreciation for how deep and rich the Traveller lore is.  

Review: The Traveller Book (1982)

The Other Side -

The Traveller BookThis was *MY* Traveller.  In 1982 I could not get enough Science Fiction.  All the books I read were sci-fi, I was eagerly anticipating the third Star Wars movie that we had heard was called "Revenge of the Jedi" and video games were all the rage.  When I saw this book in the Mail Order Hobby Shop catalog (or maybe it was Games Plus) I thought I had to try it out.  In my recollections, I had ordered both Traveller and Pacesetter Chill at this time, but logically with my paper route money at the time I am sure I only got one at a time.

It came in the mail, it was summer I recall, likely near my birthday, and I jumped right in. 

It was not what I expected.  

By this point, I had been playing D&D for nearly three years, and in earnest (every weekend) for the last two. There were no classes here, no levels, just skills.  It was a shift, but it was a lot of fun.  I recall I had more fun making planetary systems than characters really. I even wrote some BASIC programs for the TRS-80 to do some of the math.

Sadly like those cassette tapes I stored my BASIC programs on, my Traveller book was lost to the sands of time.  I can't even really recall what happened to it. Sad because today it goes for so much on eBay!

Thankfully for me, and everyone else, you can get the PDF and Print on Demand (POD) of the book from DriveThruRPG.  I grabbed it as soon as the PDF was out.  I wish I had gotten the original POD though.  The newer PDF and POD has been replaced with a far better scan, but the cover is the Black and Red of the earlier Traveller books and not the "blue book" I came to know.

Much like Holmes' Basic D&D "Blue Book" combined the Original D&D "Little Brown Books" and other material into a single volume, this Traveller "Blue Book" combined the three "Little Black Books" into a single volume with new material.  This new material included Book 0 "An Introduction to Traveller," some of "Double Adventure 1," and more material. 

The Traveller Book (1982)

160 pages, PDF (Hardcover PoD; original softcover) Color cover art, black & white interior art with red accents.

The Traveller Book was published in 1982 and was the follow-up to the highly successful Traveller boxed set.  Since the boxed set printing and reprints there had been a number of well-received supplements, in particular, Supplement 0 An Introduction to Traveller, DA1 Double Adventure (Shadows), Book 04 Mercenary, and Book 05 High Guard.  These made up what I largely felt was the core of Classic Traveller (or Original Traveller as I thought of it then). Much like how D&D combined their Original game with many supplements to make Holmes' Basic D&D (and later AD&D) these materials were re-edited and re-combined into a new book/game.  This became the Traveller Book.

At the time nearly everyone claimed it was not just a step up in terms of learning Traveller, it was an advanced leap in playing Traveller.

The Traveller Book contains everything from the Little Black Books of the Classic Traveller boxed set as well as new introductory material from Book 0.  

You can read my review of the Classic Traveller boxed set here, https://theotherside.timsbrannan.com/2022/05/review-classic-basic-traveller.html. Today I want to talk about what makes this book new and special. 

Shawna 9DAA87For starters, there is a lot of text here that is familiar, but not exactly the same.  The editors took some time to clean up the text and make things a lot clearer. Additionally, there is more art; both of the decorative sort (Captain Alexander Jamison now has a ponytail) and of the help sort (images of weapons and starships).

Among other improvements in text, there are also plenty of redesigned tables and charts.  While the LBBs had charm they did not have a lot of space formatted for digest-size (5½" x 8½").  The Traveller book is a full-sized 8½" x 11".  At the time people even commented that it was a proper sized RPG now to go with the likes of AD&D.

 The sections on worlds and encounters are also expanded. Animals in particular get more text and even more examples.  Trade and Commerce also get more text. My Classic Traveller boxed set had very little on this.  This is closer to the 1980s reprint.  The one the new Facsimile Edition is based on.  It also looks like the Psionics section is more detailed.

There is a "new" (new to anyone coming from the boxed set) section on the Referee's Guide to Adventuring.  Since this is really pre-Traveller as a system AND a setting, there is some good advice here on running any sort of Sci-Fi/Space Adventure game.  There are hints of Star Trek, Star Wars and lots and lots of Classic "Hard" Sci-Fi like you would see from Clarke or Asimov. But it is also none of the things entirely.  I did say "Pre-" but in reality, Traveller was building its universe right before our eyes. Again, much like D&D did.

Also reprinted here is the adventure Shadows from Double Adventure 01. 

The last section, The Traveller's Guide to the Universe introduces us to The Imperium. This is the important setting for Traveller and what sets it apart from other Sci-Fi RPGs.  The history, both in-game and real-world, of the Imperium is impressive and much like that of Dune, Star Wars, or Star Trek, absolutely daunting.  I will admit I read this section many, many times and wondered what would fiction set in any period of this history be like?   Back in 1982-3 I did not have much other than this book, some friends that had played (but were not looking for new players), and a growing case of what I call "Traveller Envy".  Today there are wikis and blogs and entire websites devoted to Traveller and the Imperium.  My cup is full, running over and there are still more cups on the table waiting for me to pick them up.

Recommendations

For ANYONE who is interested in the Classic Traveller, I would say get this book first before looking into the vast catalog of older Classic Traveller books.  There is so much out there and I am going to only scratch the surface this month.  In fact "The Traveller Series" in this book (page 159) covers everything published to this point and where they all fit in.  Including all the board games.   I am going to need to spend some time talking about those as well.

#AtoZChallenge2022: Reflections Post

The Other Side -

gif #AtoZChallenge 2022 WINNER badge animated

Here we are at the end of another April A to Z Blogging Challenge. I "won," that is I completed the Challenge.  That's not such a stretch for me since I tend to write every day anyway.  For me success is whether not I had an interesting theme (I think I did) and whether or not I got some interaction on the posts (I did).  "Success" for me in this case is about the journey and not the end.

This year's theme Conspiracy Theories was suggested to me by my wife and I really had a lot of fun with it.  The conspiracy theory part was for all the visitors from the A to Z, but the NIGHT SHIFT RPG applications were for my regular audience.   

I do hope that both audiences enjoyed both sections.  

Ultimately I hope that some of my regular audience found some new blogs thanks to the A to Z AND I hope some of the A to Z folks looked into the NIGHT SHIFT RPG.

I have not crunched all the numbers, but my hits were significantly higher this past month.   My Twitter engagement was also quite higher.

Like previous years, I made a Pinterest board for all my posts so if you want to see what I did you have a visual guide.

Follow Timothy's board "April 2022 A to Z of Conspiracy Theories" on Pinterest.

Though this one is less visual than last year's Monsters.

Also, unlike last year, there is no book these are all going in.  It was just a bit of fun.  Though I did do enough research on the side for a new book, that will wait until other projects are complete.

Once again I am considering what to do for 2023.  No ideas yet. I suppose I could do what I had originally planned for this year, but I have less excitement for that now.  I DO however know exactly what I am going to do in 2024!  

So until then!

Reflections 2022 #atozchallengehttp://www.a-to-zchallenge.com/

Oh.

I suppose that I shouldn't let "May the Fourth" go by unremarked.  It is Sci-Fi month here after all.

So for my small contribution here is the most Science Fiction of all musicians, Thomas Dolby featuring George Clinton on "May the Cube Be With You."

May the Cube and the Fourth and the Force be with you!

Review: Classic (Basic) Traveller

The Other Side -

It's May and I want to spend the entire month talking about Sci-Fi RPGs, and most of this month talking about Traveller.   Traveller has a long and storied history in both the RPG world and for me personally. It is the second (or the third, more on that) RPG I ever owned after D&D.  

I say second but my memory is foggy and it could have been Traveller or it could have been Chill.  I think for my horror cred I like to claim it was Chill, but in the early 80s, I was all about Science Fiction.  So really it was most likely to be Traveller.  I picked up the Traveller Book and tried to teach to it to myself, but my groups were very D&D focused and no one wanted to play it.  The groups that did play it were all older than I was and they did not want some "D&D kid" in their "Serious Sci-Fi" groups.  I was able to more traction on Star Frontiers a few years later.  Must have been the TSR bias of the time.  I do wish I still had my original Traveller Book though.   I did manage to score an Original Traveller boxed set of the "Little Black Books" so I guess that is even better.

Mayday, Mayday! This is the Free Trader Beowulf...

Today I am going to review Traveller and start at the very beginning.  There is just no way I could through everything for Traveller.  I'd need more than a month, I'd need a whole new blog, so instead, I was going to going to concentrate on some core products to get people into the game and a few choice ones that have meaning to me. 

I will admit right up front that I am no Traveller expert.  So it is very, very likely I will miss a few a things.  Just let me, and others, know in the comments.   

Ok, as my friend Greg said on Sunday, let's get this party started!

Classic Traveller

For this review, I am going to be referring to my 1977 Game Designers' Workshop edition of the boxed set of Traveller.   I am also joining to be comparing them the PDFs of the Classic Traveller Facsimile Edition from Game Designers' Workshop / Far Future Enterprises on DriveThruRPG. 

Side Note:  Far Future Enterprises bought the rights to various GDW games a while back and published this pdf as far back as 2001.  They own the rights to republish Traveller, 2300 AD, Twilight: 2000, and Dark Conspiracy. They also work with Mongoose and other publishers of Traveller material.  But more on that in future posts.  Suffice to say that from my point of view they have been carrying the torch of Traveller high since 2000.  Among other things they publish a full CD-ROM of Traveller material that I would love to grab someday. 

The Boxed Set

The Traveller Boxed Set from GDW was released in 1977.  GDW was located in Normal, IL which is along what I learned was a trail the lead from Lake Geneva, WI, and Chicago, IL all the way down to the University of Illinois in Urbana, IL, Illinois State in Normal, IL down to Southern Illinois Univerity in Carbondale, IL.  Tim Kask was an SIU grad, GDW was in Normal, Mayfair would later be founded in Skokie just outside of Chicago, and Judges Guild was founded in Decatur, IL.  I basically grew up surrounded by the growing Table Top RPG scene. 

Traveller Boxed Set

Much like Dungeons & Dragons of the time, Traveller came in a digest-sized box with three books.  Instead of there being "3 Little Brown Books" there are "3 Little Black Books."   Also, like D&D future printings would combine these books though in different ways. 

PDF Note: The Classic Traveller Facsimile Edition also includes a preface for the whole set of books and gives a brief history of their publications.  This is a great value-add for the PDF.  According to it what I am reviewing today is "Basic Traveller" and published in 1981.  Basic Revised was published in 1981 and the Traveller Book (my first purchase) was in 1982.  

Book 1: Characters and Combat

This is the character generation book and maybe one of the most famous bit of RPG lore ever.  Yes. In Traveller you can die in Character creation!  

You haven't lived until you die in character creation

I should also point out that very, very often in my conversations with people over the years that Character Creation for Travelller was very much in line with what we would call "Session 0" today.  Everyone worked on their character, developed a back story (yes in 1977) and then got together.  Even the starting character example is a 42-year-old with a pension (and a cutlass it seems). Trust me, at 42 I already had backstory (and a wife, kids, a mortgage, bills...)

Character creation is largely a random affair, but not wholly so. There are choices to be made along the way.  How a character acquires skills and expertise largely depends on which service they were in and how they got there.  You can enlist or you can be drafted. At this point, all characters were assumed to have served in some form of the service. Citizens don't mortgage their pension on a beat second-hand starship to go galavanting across known space. 

As you work through character creation you can go for a few terms of service. This gives you more skill, more experience, more credits, and makes you older.  As in real life, there are benefits and detriments to age.  

Skills are detailed next.  This is going to come up again and again, but let's talk about it here first. The Computers of Traveller are the computers of 1977.  Not very advanced and require special expertise to use them.  Today of course I am writing this post in one window, monitoring email and chat in another, watching the weather in another, and reading the PDF in yet another.  I have dozens of active programs running that I am paying attention to and who knows how many more running in the background.  I am not going to apply 21st-century biases though to these rules.  Let's just leave them as-is for now and see how future versions of this game treat it.   For me I am going to assume there are computers (with a lower case c) that do all the work we think of today and anyone can use and then there are specialized Computers (with an upper case C) that do specialized work, like today's supercomputers.  

Side Note: The best super-computer of 1977 was the 80mhz, 64 bit Cray-1. It cost $8M and was capable of 160 MFLOPS. For comparison, my three-year-old smartphone runs at 130ghz and is capable of 658 GFLOPS. Newer phones are more than double that. 4000x's the power at 1/10,000th of the cost. And I can put it into my pocket. 

After your terms of service are figured out along with your skills then comes the time to learn combat.  Combat always gets more ink than say hacking a computer since there are so many things going on and a failure usually means death.  Also, as an aside, there are a lot of bladed weapons in Traveller. I attribute this to two different elements. The first and obvious is Star Wars, though Traveller obviously draws more from Dune than Star Wars which only came out in May of 77.  The other and likely more important source is D&D.  For the obvious reasons.  The end effect is that officers in Traveller often carry swords in my mind. 

Combat gives us our basic roll for the game and the introduction of the Traveller basic mechanic. The PDF is a little clearer on this than my print book. Roll 2d6 and beat a roll of 8.  This is modified by various skills and experiences.  

Wounds affect the character's Strength, Dexterity, and Endurance. The more wounds you get, the worse those stats are.  D&D would not do this in earnest until 4th Edition. 

PDF Notes:  My copy is dedicated "To Mary Beth" and the PDF (and I think the Traveller Book) are dedicated "To Darlene."  There are other minor differences as well. The PDF for example has a "Personal Data and History" aka a Character Sheet on page 28 (36 for the PDF). 

Traveller Book vs. PDF

Book 2: Starships

This is what makes Traveller, well, Traveller. There are two types of travel dealt with here, Interplanetary (worlds within the same star system) and Interstellar (different star systems). Also if you are afraid of math this book is going to give you a bad day.   

The main focus of this book in my mind is buying a starship and keeping it running.  Starships are expensive and in Traveller, those expenses are more keenly felt than say keeping up a castle in D&D.  If your castle runs out of food you can leave to go buy some. In a starship, in space, your options are more limited.  In space, no one can hear your stomach grumble. 

I have no idea if the economies of Traveller work. I mean is 2 tons of fuel really worth the year's salary of a gunner?  No idea. I am going to handwave that and say it works.

There is also a lot on Starship construction here too. Before I could get anyone to play I would write up sheets of starships and their costs based on what I thought was cool.  Kinda wish I had a couple of those. The only one I can remember was the FTL Lucifer.  It was designed to be small, but fast.  It would later make it's way into Star Frontiers, but that is another tale.

We get some details on starship combat and some basic world data.

Book 2 also covers experience and various drugs.  I get the feeling these were put here to pad out Book 2 so all three books were the same size; 44 pages. 

PDF Notes: The PDF has more art, in particular how to orbit a planet and the necessary equations made more clear.  Like Book 1 for Characters, this volume has sheets for ships. The PDF also adds a Trade and Commerce section.

Book 3: Worlds and Adventures

This book covers worlds.  And if there was one thing I did more than creating starships that never traveled to other worlds, it was to create worlds that starships would never travel to.  World creation was fun.  

This book also covers various personal equipment and various encounter types.

Note at this point there are no aliens, no Imperiums, and really nothing other than the most basic adventuring outline.  Very much like OD&D in that respect.  I like the psionic system in Traveller and maybe I should explore the differences between it and the one in Eldritch Wizardry for D&D

The last part of this book covers Psionics. Maybe one of the reasons I like to draw a pretty hard line between Magic and Psionics is that one is for Fantasy (and D&D) and the other is for Sci-Fi (and Traveller).

PDF Notes: The PDF again has more art (vehicles) as well as hex maps for working out star systems.

Final Notes

How does one review a classic like Traveller?  How does one compare an RPG from 1977 to the standards of 2022?  It's not easy under normal circumstances, but with Traveller it is easier.  Why?  Because so much of this game was ahead of its time you could brush it off, get some d6s and play it out of the box as is today.  More so than OD&D is I think.

But both games are classics, no, Classics. With that capital C. It is no wonder that now, 45 years later, Traveller is still the goto science-fiction game.

Classic RPGS

As I move through the editions and versions I'll also talk about all the other materials that have been used with Traveller (board games for example) and how these "3LBBs" expanded to cover an entire universe. 

Monstrous Mondays: Greys (Zeta Reticulians)

The Other Side -

Nice meeting of topics here today.  It is May which this year will be the start of my Sci-Fi month.  We have the normal May the Fourth celebrations, and Mayday for Traveller was yesterday.  Plus we get Star Trek Strange New World premiering this week.  AND there is a new D&D Spelljamer on the horizon. So there are a lot of great reasons to celebrate SciFi. 

I also just got finished with my A to Z Challenge for April where I did Conspiracy Theories.  I leaned heavily on a lot of UFO-based ones.  So my appetite has been whetted for more.  And today is Monstrous Monday!  So I thought I would bring all of these ideas together today into a special Monstrous Monday!

Greys (Zeta Reticulians)

Grey Aliens

Of all the alien species that have purportedly visited the Earth few are as popular as the Greys.  These creatures are also known as Zeta Reticulians since they supposedly come from the Zeta Reticuli star system, approximately 40 ly from Earth.  This is based on a drawing from one of the most famous alien abductees ever, Betty Hill.  

Greys are called such due to their skin color. The skin seems to be a uniform grey.  While some are depicted as not wearing clothes, others have suggested that they are wearing skin-tight suits of the same color as their skin to protect them from Earth's atmosphere.  They typically stand 4 to 5ft in height (1.2 to 1.5 meters), are hairless, with large black eyes.  They have no ears nor a nose, save for small slits or holes where such external sense organs would be.  Their bodies are small, thin, and somewhat elongated. Their heads however are large with large foreheads giving the impression of large brains inside. Their hands are long with long delicate fingers. They typically only have four fingers (three fingers and a thumb) per hand, though there are reports of "hybrids" that appear to be greys with human eyes and five fingers per hand.

They do not speak but instead communicate via a form of telepathy. 

Their purpose with humanity is still unknown.  They may not even know themselves just yet since all evidence seems to point to them observing and experimenting on humans. Their experiments in removing eggs and sperm as reported by abductees, and the existence of hybrid forms at least point to an interest in our reproductive abilities.  It is postulated that they are using humans to help deplete their own lessening numbers.

Grey (Dungeons & Dragons 5e)

Grey for 5e

Grey (NIGHT SHIFT)

No. Appearing: 3-12 (3d4)
AC: 6
Move: 30 ft.
Hit Dice: 2-4
Special: Cause fear, psychic abilities (chosen at random), telekinesis, telepathy, Can't use magic
XP Value: Varies

Greys are aliens from the Zeta Reticuli star system. They have enhanced psychic abilities, but are vulnerable to all forms of magic.  They never speak but communicate via telepathy.  A group of Greys are typically a scouting party with various scientists onboard their spaceship. They will abduct humans or cattle, do experiments on them, erase their memories and return them to where they found them.

Grey (OSR)

Frequency: Very Rare
Number Appearing: 1d4+3 (1d10+2)
Alignment: Neutral [True Neutral]
Movement: 90' (30') [9"]
Armor Class: 7-5 [12-14]
Hit Dice: 
   Scientist: 2d8+2* (11 hp)
   Monitor: 3d8+3** (17 hp)
   Leader: 4d8+8** (26 hp)
To Hit AC 0: 18, 16, 15  (+1, +3, +4)
Attacks: 0 or 1
Damage: None, stun 
Special: Cause fear, paralysis, mind blank, telepathy, vulnerable to magic
Save: Monster 3
Morale: 10 (10)
Treasure Hoard Class: Special
XP:
   Scientist: 35 (OSE) 47 (LL)
   Monitor: 100 (OSE) 135 (LL)
   Leader: 275 (OSE) 290 (LL)

Str: 7,9, 11 (-1, 0, 0) Dex: 16 (+2) Con: 14, 14, 16 (+1, +1, +2) Int: 22, 18, 18 (+5, +3, +3) Wis: 16 (+2) Cha: 14 (+1)

Greys come in three castes; Scientists, Monitors, and Leaders.  Scientists perform the experiments, leaders lead the missions, and are the fighters of the group.  Monitors are a blend of the two, acting as leaders amongst the scientists.  The castes are not hierarchical, they are designed so that each role is filled by the most capable individual.  A group of greys encountered outside of the ships will all be scientists with at least one member a monitor or leader. 

Greys have psionic abilities to cause fear, paralysis by touch (save vs. Paralysis or be frozen for one minute), and to erase the memories of their victims.   Scientists do not attack. They leave this to the Leaders and if needed the monitors. 

Additionally, greys have no concept of magic, they save at -2 against all spells and take an additional +1 point damage from magical attacks. 

--

I might tweak these a bit more, but so far they look great to me.

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