Outsiders & Others

Frontier of Fear

Reviews from R'lyeh -

If Alien: The Roleplaying Game is missing anything, it is two things. First, further details of the United States Colonial Marine Corps, who it is, what it does, what equipment it fields across space, and more, since after all, the marines feature so prominently in Aliens, the second of the two films to fundamentally inform and inspire the Alien: The Roleplaying Game. Second, it does not have an example of its Campaign mode of play. Alien: The Roleplaying Game is designed to be played in two different modes, Cinematic and Campaign. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer, more traditional play, still brutal, if not deadly, but more survivable. 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. All that changes with Alien: The Roleplaying Game – Colonial Marines Operations Manual.

The Colonial Marines Operations Manual is in effect, two books in one. The first book details the history and organisation of the USCMC, its equipment, the various forces which serve alongside it and against it, and the opposing forces’ equipment, and lastly, expanded USCMC marine creation. The history runs form the Weyland era through the foundation of the USCMC as part of the United States’ response to increased rivalries for resources and territory on the frontier, through police actions to free the near human Acturans from Chinese/Asian Nations Cooperative and later Dog War against the Chinese/Asian Nations Cooperative when it is revealed that it is stockpiling and testing biological weapons, the Oil Wars which stem from the hunt for more petroleum resources, and the more recent Frontier War between the United Americas and the Union of Progressive People spurred on by colonial unrest and rebellion on both sides of the border. There is much more going on than this, much of which will be revealed in the full campaign and all over the new biological weaponry—what it is, how it can be used, and what it really means. Both timeline and history greatly expand upon that given in Alien: The Roleplaying Game, almost too much so given the wealth of detail and in places, the wealth of acronyms!

The organisation of the USCMC runs from top to bottom, from its three Marine Space Forces which together protect the Core Systems and the frontier worlds, but much like the campaign to follow, it focuses upon the organisation at the platoon, section, squad, and fireteam levels. This is at the very personal level, the level at which the players will be roleplaying, that is they will be roleplaying members of a fireteam, a squad, a section, and thus a platoon. Other allied organisations, such as United States Aerospace Force and the Latin American Colonial Navy are covered, but not described in detail, as are those of other governments and organisations, such as the Royal Marine Commandos of the Three World Empire, the Space Operating Forces of the Union of Progressive People, and the Weyland-Yutani Commandos. Combined with the extensive list of the equipment, ranging from the VP-70MA6 pistol, Norcomm RPG122 Rocket Propelled Grenade Launcher, and Weyland-Yutani NSG23 Assault Rifle to the Alphatech XT-37 Stinger 4×4Fast Assault Vehicle, MI-220 Krokodil Series Armoured Dropship, and the VP-153D Kremlin Class Hunter-Destroyer, the Game Mother has a wealth of material with which to arm and equip not only the Player Character marines, much of it mundane—like jungle boots or BiMex personal shades, but also the forces opposing them too. With a little effort, an inventive Game Mother could even use this material and switch things around so that a scenario or even a campaign could be run with the Player Characters as soldiers serving the Three World Empire or the Union of Progressive People, for example.

In terms of USCMC characters, Colonial Marines Operations Manual expands the number of Military Occupational Speciality options. These include AFV (Armoured Fighting Vehicle) Marine, Assault Marine (Breacher), Automatic Rifleman (Smartgunner), Comtech Marine, CBRN (Chemical Biological, Radiological, and Nuclear) Marine, Dedicated Marksman, Dropship Crew, Hospital Corpsman, Forward Observer, and Rifleman. They all have their own Talent options, and there are five new Talents included, such as Bypass for jury-rigging your past locked doors or Hug the Dirt for making the maximum use of cover during a firefight. Marine Player Character creation follows the rules as per the core rules for the Alien: The Roleplaying Game, but with the addition of the Military Occupational Speciality options and Field Events tables for Enlisted, NCO, and Pilot and Crew Chief Marines.

Name: Lance Corporal Mandip ‘Drone’ Nogueira
Career: USCMC Marine
Military Occupational Speciality: Comtech
Appearance: Short, tidy hair
Personal Agenda: The death of your buddy has spooked you—now you secretly fear combat and confrontation. You need to overcome your fear.
Event: In a protracted bug hunt, you ran out of ammo and had to go hand-to-hand with an entrenching tool.
Gear: M41A Pulse Rifle, Seegson System Diagnostic Device, Entrenching Tool

Stress Level: 0
Health: 3

Strength 3 Agility 3 Wits 5 Empathy 3

Talent: Remote

Skills
Close Combat 1,Comtech 3, Mobility 1, Observation 2, Ranged Combat 2, Stamina 1, Survival 1

Throughout both background to the USCMC and the campaign, the central idea is that the life of the average marine is tough and often dangerously exciting. Sure, a recruit gets taken off his rockball of a colony home world with its badly smelling atmosphere, trained to serve, given a big gun with lots of bullets, fed and watered whilst sending a paycheque home to mum and dad, but… That marine and his platoon is going to get sent to one hellhole after another, shot at (and worse) by insurrectionists, fanatics, and soldiers from other governments, run into environments which will kill him, go on bug hunts against creatures which will kill him (and no, that really does not mean Xenomorphs), and more. And when that is not happening, spend years in hypersleep as his family gets old and he effectively does not. All this is the ‘horror’ which the marine has to deal with on a mostly daily basis, but there is worse… Not just the Xenomorphs and their numerous variants, which are terrifying enough, but there is the horror of just what those in power (and sometimes not) will do to obtain, understand, and ultimately weaponise the Xenomorphs and their numerous variants according to their own agenda. That is the basis for ‘The Frontier War’ campaign in Alien: The Roleplaying Game – Colonial Marines Operations Manual.

The Alien: The Roleplaying Game has already seen a scenario which combines its Cinematic mode with its Colonial Marines model—Destroyer of Worlds, and that scenario serves two purposes as far the ‘The Frontier War’ campaign. Most obviously, the two contrast each other, Destroyer of Worlds throwing danger after threat in an unrelenting torrent that drives a desperate race for survival, whereas ‘The Frontier War’ plays outs its threats and dangers enabling the Game Mother to ratchet up the tension over months of play rather than a few sessions. It also enables the Game Mother to eke out the paranoia and the fear of the unknown, and gives room for the players and their characters to try and work just what is going on, whereas in Cinematic mode, there is an obvious immediacy. Destroyer of Worlds can also serve as a prequel to ‘The Frontier War’, foreshadowing many of the events to come during the course of the campaign. This is not necessarily as a direct prequel, that is, the Player Character survivors of Destroyer of Worlds should not be played in ‘The Frontier War’. Rather, the terrible knowledge and experiences gained by the survivors from Kruger 60 AEM can serve as a source of rumours and horrifying tales for the Player Characters of the new campaign, and so give them a sense of foreboding. That said, Destroyer of Worlds could not be played after ‘The Frontier War’ since the pair share a lot of background and secrets.

The campaign assumes that the Player Characters are assigned to Kilo Company of the 33rd Marine Assault Unit and stationed aboard the USS Tamb’ltam, a Conestoga-class troop transport/light assault starship. The ship is fully detailed, but only a few members of Kilo Company are, providing a number of NPCs that can also be used as ready-to-play pre-generated replacement Player Characters, whilst still providing scope for the players to create their replacements as necessary and the story allows. Further, the Player Characters are all assigned to the same squad, so the campaign is ideally suited for four Player Characters, perhaps five at most. Just as the film Aliens, the Player Characters are grunts—marine privates and NCOs—and whilst not technically in command, ‘The Frontier War’ is written to ensure that they have a high degree of autonomy. This is at odds with the typical chain of command you would expect of the genre, but in terms of play, it provides several benefits. It places the Player Characters at the centre of the action, even if accompanied by fellow military forces, and rather than have their overly beholden to that chain of command, the players can influence the direction in which the campaign goes and thus enjoy it more.

In addition to the advice for Game Mother on how to run the campaign, ‘The Frontier War’ includes a wealth of background on the frontier and border regions where it takes place and on the numerous factions involved in the events of the campaign and both their secrets and their motivations. At times it feels like too much, but the Game Mother will need to read and understand it as part of her preparation to run the campaign. The campaign itself consists of seven parts; six missions followed by a seventh part which provides a finale to the campaign. The six parts can be played in any order, as directed by the events and the players. In turn, they will see the Player Characters sent to rescue survivors of a crashed hospital ship, respond to a terrorist hostage situation on the only world where humanity has encountered an extra-terrestrial intelligent species, investigate a testing facility in Union of Progressive People space which might be linked to the Border Bombings first seen during the events of Destroyer of Worlds, mount a rescue mission on a world about to be invaded by Union of Progressive People forces, investigate an isolated station which could be the source of strange signals, evacuate survivors from a world following a mining accident, and… All seven of the missions are highly detailed, with detailed maps, floorplans, and deck plans, suggestions as to possible random events, and alternative uses, that is, how to use the content in the mission elsewhere (potentially meaning that the Game Mother could simply run each of the missions separately, but that would mean ignoring the scope of ‘The Frontier War’ campaign). Lastly, they all have ‘Metapuzzle Pieces’ which represent Epiphanies—or major clues to the campaign’s overarching plot—that the Player Characters can discover during the course of mission, and as they collect more and more, begin to work out what is going on…

In addition to the main campaign itself, sixteen mission types, such as combat patrol, peacekeeping, and snatch and grab, are also detailed. These are intended to be developed and run by the Game Mother herself in between the parts of the main campaign, not only to extend its play, but also to highlight how the will not necessarily be the main focus of the Player Characters and their commanding officers all the time. There is advice on how to bring elements of the actual campaign into those missions as necessary and there is a guide too for handling downtime for the Player Characters between missions.

Physically, Alien: The Roleplaying Game – Colonial Marines Operations Manual is as good as you would expect it to be for the line. The writing is excellent, often in tone that you imagine a fellow member of the USCMC might use, and as much as it develops the Alien Universe as somewhere to roleplay, there are one or two nods beyond its franchise too, such as Blade Runner and Outland, if the reader knows what to look for. The book looks fantastic with great artwork—though not as much and a lot of it different in tone to that of the core rulebook, perhaps more heroic, but definitely more militaristic—than the other books for Alien: The Roleplaying Game. As with other books, the layout is fairly open, so that it does not feel as dense a book as this normally might. It also means that it is much easier to read. However, the lack of an index is major omission, especially given that this is a campaign and the Game Mother will need to study the book carefully to fully grasp what is going on in the campaign. A lesser issue is the lack of a list of acronyms, which really would have helped with reading both through the general history and the background to the campaign.

One main issue in coming to grasp both the scope of ‘The Frontier War’ and the scope of the history presented at the start of the supplement, is that it is difficult to grasp the astrography of the campaign’s setting and how the various stars and their planets relate to each other. The star charts feel just too small to be effective, so perhaps the Game Mother might want to develop some star charts that she can have out on the table ready to show where the Player Characters are going and where the frontier and political borders are.

As two books in one, the good news is that Alien: The Roleplaying Game – Colonial Marines Operations Manual does both of them very well. What is effectively the first book, widens the scope of what is possible in running a campaign or scenario based around the USCMC, not just in terms of types of marines the players can roleplay and missions they can undertake, but also the enemies they might face in doing so. And that is in addition to the material which also develops the Alien Universe, both this first part of the book and the campaign that follows it. Then with the second book, Alien: The Roleplaying Game – Colonial Marines Operations Manual delivers the three themes of Alien: The Roleplaying Game—Space Horror, Sci-Fi Action, and a Sense of Wonder, in a horrifically good, desperately deadly (but not too deadly), and epically grand military-conspiracy horror campaign. If you still think that the Alien: The Roleplaying Game is just good for one-shots in its Cinematic mode, think again; Alien: The Roleplaying Game – Colonial Marines Operations Manual is proof that the Campaign mode for Alien: The Roleplaying Game is not just workable, but will provide months’ worth of military horror gaming.

[Free RPG Day 2021] Enter the Collection

Reviews from R'lyeh -

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

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Enter the Collection: An Adventure for the Essence20 Roleplaying System is Renegade Game Studios’ offering for Free RPG Day in 2021. It is the first scenario designed using the publisher’s Essence20 Roleplaying System and is written to be used with any of three roleplaying games it is planning based in turn on the G.I. Joe, Power Rangers, and Transformers intellectual properties. The scenario provides a little investigation and interaction, a fair degree of stealth, and plenty of action, but it is not specifically written for any one of those three roleplaying games. This has its advantages and its disadvantages, all of which stem from the fact that the scenario is generic in its set-up, its plotting, and its tone. Now whilst that means it can be run easily with the G.I. Joe Roleplaying Game, Power Rangers Roleplaying Game, or the Transformers Roleplaying Game, it also means that it could run with almost any other modern set roleplaying game. It also means that it feels like a Saturday morning cartoon, but though is very much what Renegade Game Studios is aiming for with this scenario and the three roleplaying games in general.

Enter the Collection takes place in Crystal Springs, a community just half an hour away from the nearest major shipping and transportation hub where nothing extraordinary ever happens. That until the past few weeks when there has been a rash of missing person reports, an increased number of patients coming into Accident & Emergency due to anonymous violent crimes, and a sharp rise in late night activity outside of city limits in the industrial park. Despite complaints made to the mayor and the city police department, neither have responded and nothing seems to have been done about any of this strangeness. Then the Player Characters’ contact (command leader?) gets in touch and asks them to investigate, telling that they should meet, Doctor Caroline Benedict, a biology professor at a local college.

When they meet Doctor Benedict, she shows them the strange blue mussels she has in the nearby Lake Vermillion and tells them that a colleague, Terrance Brighton, is missing. After investigating his house (and avoiding his nosey neighbours) and then going to Lake Vermillion, the Player Characters will quickly discover that someone is dumping toxic chemicals into the lake and that the culprits are prepared to go to great lengths to protect their operations. The Player Characters will be able to track the culprits back to their base of operations. There they can confront the masterminds behind the operation and perhaps learn a little more about what is going on in Crystal Springs.

Mechanically, Enter the Collection: An Adventure for the Essence20 Roleplaying System does not include any explanation of the Essence20 mechanics. It is clear that it is a d20 System-based with Player Characters and NPCs having skills rated by die type, from a four-sided die to a twenty-sided die, which is rolled and added to the result of a twenty-sided die to exceed the difficulty of the test in order to succeed. Devices and vehicles can have similar die-based bonuses as evidenced by the various vehicles detailed in the scenario, which range from a half-track to a stealth fighter. What this means is that it is relatively easy for the Game Master to discern skill ratings and bonuses from devices and vehicles and so potentially be able to run the scenario for the roleplaying game of her choice if she does not have access to either the G.I. Joe Roleplaying Game, Power Rangers Roleplaying Game, or the Transformers Roleplaying Game.

Physically, Enter the Collection: An Adventure for the Essence20 Roleplaying System is well presented and written. The artwork is good, although no NPC is depicted and the depictions of the vehicles are from top down only. There are maps of two of the locations, but not of the final area or the general area, so the Game Master might want to provide both—and the one of the actual area could be real if the Game Master wants to set the scenario somewhere that actually exists.

Enter the Collection: An Adventure for the Essence20 Roleplaying System leaves some questions to be answered, especially if the Game Master wants to run a sequel. On its own though, Enter the Collection: An Adventure for the Essence20 Roleplaying System is a perfectly adequate scenario which will easily fit the G.I. Joe Roleplaying Game, Power Rangers Roleplaying Game, or the Transformers Roleplaying Game—or in fact, the modern-set roleplaying game of the Game Master’s choice.

[Free RPG Day 2021] Reap and Sow

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.
—oOo—
Cubicle7 Entertainment Ltd. offered two titles for Free RPG Day 2021. One is Going Underground, an adventure for the forthcoming version of Victoriana, the roleplaying game of intrigue, sorcery, and steam for Dungeons & Dragons, Fifth Edition. The other is Reap and Sow, a scenario and quick-start for Warhammer Age of Sigmar Soulbound. This is the roleplaying game in which the Soulbound, heroes chosen by the gods, stand defiantly against the horrors that plague the Mortal Realms, tasked with preventing a new age of Chaos, Death, and Destruction. Sigmar’s Storm has already stopped the hordes of Chaos once and given the people of the Mortal Realms hope and time to plant the first seeds of civilisation and establish the new bastions of Order. Yet Chaos has not gone quietly. The Necroquake saw the undead legions of Nagash rise up to shatter the newly founded bastions of law and order. If civilisation is to survive, the Soulbound must face roving bands of cannibals, legions of undead, and hordes of daemons in a desperate struggle for survival.

Reap and Sow provides a location within one of the realms; an adventure of the same name which sees the Player Characters protecting it against an assault by the undead and should provide between two and three hours of play; and four ready-to-play pregenerated Player Characters for use with the adventure. In terms of rules, it does not use the full rules from Warhammer Age of Sigmar Soulbound, but instead employs a streamlined and simplified version that has most of the tasks that the Player Characters might want to undertake already written up in terms of the mechanics—the target number required and the number of successes needed. Alternatively, the scenario could be played using Player Characters created by the players using the rules in the core rules for Warhammer Age of Sigmar Soulbound and the full rules themselves. This would require some development upon the part of the Game Master.

Mechanically, Reap and Sow and thus Warhammer Age of Sigmar Soulbound uses dice pools consisting of six-sided dice. Tests are rolled against a Difficulty Number and a Complexity. The Difficulty Number is the number which a player must roll equal to or greater than on a die, whilst the Complexity is the number of successes which the player must roll from the pool. For example, Malgra Dainsson, one of the four pre-generated Player Characters included in Reap and Sow, is armed with a Rapid-fire Rivet. To make an attack with this weapon, their player must make a DN 3:1 Test, meaning a Difficulty Number of Three and a Complexity of one. For this he rolls the five dice for Malgra’s Ballistic Skill. The weapon will inflict one damage with a successful attack, but generate extra damage the more successes the player rolls. As a stripped-down presentation of the rules to Warhammer Age of Sigmar Soulbound, this works more than well enough, and is both fast playing and quick to grasp.

Reap and Sow includes a quartet of pre-generated Player Characters. They include Xan Bemyer, a Warpriest of the Devoted of Sigmar, who can bring down the holy searing Light of Sigmar; Vel Arturious, a Knight-Questor of the Stormcast Eternals, who is a Bulwark, a stalwart defender who hold off hordes on her own; Malgra Dainsson, an Endrinrigger of the Kharadron Overlords whose Aether-rig renders her capable of flight; and Darach, a Kurnoth Hunter, a grown defender of the Sylvaneth armed with a greatbow, who can launch down a Hail of Doom in a zone or adjacent zone. All have three attributes—Body, Mind, and Soul—and various skills, plus ratings for Toughness, Wounds, and Armour. Toughness is essentially a character’s Hit Points, and when a character is hit, his Armour reduces the damage suffered. When a character’s Toughness is reduced to zero, he suffers Wounds. The effect of suffering Wounds is more complex in the core rules, but has been simplified here to each Player Character just having the four Wounds. The various NPCs and monsters in the scenario simply have Toughness and when that is reduced to zero, they are dead. Most characters—Player Characters and NPCs—have another rating for Mettle, the equivalent of Hero Points in other roleplaying games. Here though, it is simplified to just two uses. One is to allow a character a second action in a combat round, the other to have Xan Bemyer use his Light of Sigmar ability slightly differently and have it ignore Armour.

The scenario, ‘Reap and Sow’, takes place in Shyish, the Realm of the Dead, where the dead far outnumber the living. The latter includes colonists who have travelled through realmgates to establish settlements and a new life scratched from the grey soil of the haunted realm with its suspended decay. The realm is dominated by Nagash, the Unliving King, who has subsumed all of the other gods of death who once held power here. Grimreach is such a settlement, recently founded by the Dawnbringer Crusade. Here, the Player Characters, as members of a Soulbinding, go about their daily duties, whether that is conducting sermons in the temple of Sigmar, mounting patrols in the immediate area, performing maintenance on the settlement, or training the settlement’s defence forces, when each is approached by another member of the community about a strange event. This includes discovering evidence of an earlier settlement in the caves below Grimreach, somebody suffering a terrible sense of foreboding, of a mechanical breakdown, an accident, and so on, but at nightfall, a trio of Morghasts—great winged skeletons, servants of Nagash—come before the gates the settlement and demand a tithe! Not a tithe of food or goods or money or even souls, but bone!

Naturally, the Player Characters—as the leaders of Grimreach—refuse, and so battle ensues! The scenario is entirely defensive, with the Player Characters have time first to bolster Grimreach’s defences, and then hold off the attackers in ‘The Night of Shattered Bone’. The attacks come in waves as the undead lay siege to the settlement, and there is certain wargaming element here. In part, this is reinforced by Grimreach itself being organised into zones, and to help the Player Characters enact the defence of the settlement, the Game Master may want to print out a copy and have it on the table so that the players can more easily track where their characters are. Overall, the scenario is fun, offering a little roleplaying, some planning, and a lot of combat over the course of the session, which should be no more than four hours, if that.

Physically, Reap and Sow is decently written and nicely illustrated as you would expect for a roleplaying title set in a Games Workshop setting. It needs a slight edit here and there, and is written to be learned as the scenario progresses. The map of Grimreach is excellent and should ideally also serve as a good handout for the players. Reap and Sow is a solid adventure combined with basic rules, which should ideally serve as a good, though not full, introduction to Warhammer Age of Sigmar Soulbound. More of a hors d’oeuvre than full starter—and certainly not the equivalent of a starter set. That said, Reap and Sow could be run using either the Warhammer Age of Sigmar Soulbound Starter Set or Warhammer Age of Sigmar Soulbound, and that way, might provide a more fulsome and detailed adventure. On its own, Reap and Sow will provide a solid session’s worth of play and action for a quartet of players.

Kickstart Your Weekend: Horror in Many Forms!

The Other Side -

I have some great-looking Kickstarters for your consideration going into the weekend.  So's let get at it!

SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

SURVIVE THIS!! Dark Places & Demogorgons RPG Hardcover

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

This is not for a new book but rather a hardcover option for the fantastic Dark Places & Demogorgons RPG. For this the original red hardcover art from the first Kickstart is available and the blue softcover art in hardcover format.

I have the blue in softcover and the red in hardcover, so I have to admit that the blue hardcover is very, very tempting. 

Moonlight on Roseville Beach

Moonlight on Roseville Beach

https://www.kickstarter.com/projects/r-rook/moonlight-on-roseville-beach?ref=theotherside

Now this "Queer Game of Disco & Cosmic Horror" has my attention.  I have known the designer, Richard Ruane, for many, many years. We have worked together in our days jobs at various companies for a while. He does great work.  He was one of the developers for White Wolf and worked a lot on their Mummy line. 

From the Kickstarter:

Moonlight on Roseville Beach: A Queer Game of Disco & Cosmic Horror is a tabletop roleplaying game that brings together the supernatural investigations and monster hunting of the weird fiction tales of the 20s and 30s from pulp magazines like Weird Tales with the queer romance and adventure of the 50s, 60s, and 70s novelists like Ann Bannon and Joseph Hansen.

I would like to say "I was there" when Richard came up with this idea.  He was talking a lot about Ann Bannon online so I asked about her stories.  As per our normal conversations, the topic went to RPGs.  

In any case, I backed this one and threw in some extra cash so copies can be donated. 

Red Shoes: An Urban Fantasy Novel

 An Urban Fantasy Novel

https://www.indiegogo.com/projects/red-shoes-an-urban-fantasy-novel#/

This is not a game, but a new book Satyros Phil Brucato one of the lead designers (or really THE designer) of White Wolf's Mage. 

From the Indiegogo page.

After a friend’s mysterious death, Genét Shilling delves into the world of Red Shoes, a drug whose effects alter time, space, and form. That journey challenges all she thought she knew about herself and reveals how strange her world truly is.

Propelled by wide-eyed attitude and inspired by its author’s experiences with music, dance and metaphysical subcultures, Red Shoes presents an urban fantasy tale set in the Appalachian town of Riverhaven, where magic hides just out of sight.

Time warps. Modern bards. Sexual confusion. Grief and revenge.  

A dance begins.

The dance of Red Shoes.

It sounds fantastic. 

LYLITH & MARA Comic Book

LYLITH & MARA Comic Book

https://www.kickstarter.com/projects/620209721/lylith-and-mara-comic-book?ref=theotherside

Now this is right up my alley!  

From the Kickstarter:

“LYLITH & MARA” are twin sisters and the original Vampire and Succubus from who all other vampire races were evolved from. Born and raised in “The Dark”, their destiny seemed clear cut until on the age of their “becoming” when something within them stirs. A conflict between power and desires struggles with a morality of a soul they didn’t realized existed.

This also looks like a lot of fun.  Sure some of the cover art is cheesy, but I think it is cheesy, or cheese cakey, on purpose. So that is fine.

It looks like something that would work well with my Mara witch book.

Friday Fantasy: The Dark Heart of Roskem

Reviews from R'lyeh -

The Dark Heart of Roskem is an adventure for Dungeons & Dragons, Fifth Edition. Published by Critical Kit, it is designed for a party of four to five Player Characters of Fourth Level and is intended to be played in a single session, either as a one-shot or as part of an ongoing campaign. It involves disappearances from a village, a nearby vile swamp, and dark, ancient magic. The scenario involves some interaction and investigation, but primarily emphasises combat and exploration.

The Dark Heart of Roskem takes place along the banks of the river Roskem, in and around the fishing settlement of Myristat, and then in the Roskem swamp. It opens as the Player Characters are on the Scar Road travelling  towards to the village, which is best known for the Roskite, the giant freshwater lobsters that are farmed along the river’s banks. Suddenly, a man lurches out of the swamp, delirious and covered with a green sludge—not to attack the Player Characters, but wanting their aid and to deliver a warning. There is a danger to Myristat in the swamp and the man keeps saying the word, “Krutz.” If the Player Characters take the man into town, they discover that he is a member of the town guard, who went into the swamp a few days before along with Krutz—who happens to be the captain of the town guard. However, Krutz himself has not returned, and neither have the other guards who accompanied him, and that is not all, a man and woman have also disappeared from the village, leaving their daughter behind. The mayor of Myristat offers the Player Characters a handsome reward if they find out what happened to Captain Krutz and the missing couple.

After a little investigation and interaction—perhaps hindered by an overly officious Halfling mayoral assistant, the Player Characters learn that Captain Krutz was actually going into the swamp to hunt for treasure. Speak to the right people and they can learn that Roskem Swamp has a dark secret—long ago a mage disappeared into the swamp and there took control of the Thornscale Lizardmen, perhaps to conduct his research in solitude even as he claimed to be a god! The swamp itself is as bad as can be imagined—if not worse, with its maddening mist that drives those caught in its whisps to repeat the word ‘green’ or become entangled in vines. Along the way, they may encounter a surprisingly chatty and genial Lizardman, who will give pointers towards the Temple of Vines and warn them of its Dark Heart.

The temple itself is quite small, amounting to no more than six rooms. Here the Player Characters will find the disappeared men and women, who like the rest of the temple, are draped and wrapped in vines. At their heart is the Swamp King, a humanoid statue of writhing vines and fungal mass which seems to want to control everything in the temple. Can the Player Characters defeat the Swamp King, drive back the vines, and so discover the true secrets of the temple?

Rounding out The Dark Heart of Roskem are two appendices. The first is longer and gives the details of the scenario’s various monsters. These include the more traditional denizens of the swamp—Giant Swamp Leeches, Swarms of Poisonous Snakes, and Lizardfolk, but alongside this are the Bog Bodies, leathery undead which exhale a thick cloud of fog that they can sense any creature within it; Lizard Gargoyles (which are exactly what they say they are); and the Swamp King itself. The latter can pierce and ensnare with its vines, raise Bog Bodies, and it can cast Druidic spells too. The shorter has the single entry, a description of a magical item, a Vine Whip. This splits into three and can do a little damage to three targets as well as ensnaring one of them.

Physically, The Dark Heart of Roskem is decently laid out and easy to read. There is no map of the area or the swamp, so either the Dungeon Master will want to draw one herself or find a place in her campaign to locate the adventure. The map of the Temple of Vines is decent enough though. The artwork is fairly light and sees a degree of repetition in its use. The writing is generally clear, although the dark history of Roskem Swamp is written for the Dungeon Master rather than the player, and she will probably want to adapt it so that it presents sufficient information without giving too much away.

As soon as ‘Krutz’, the name of the guard captain is mentioned, the first thought is to wonder if The Dark Heart of Roskem has anything to do with Colonel Kurtz of Francis Ford Coppola’s Apocalypse Now fame? The author confirms that it was at least the scenario’s inspiration in the  afterword, though it is up to the Dungeon Master if she wants to develop that inspiration any further. There is scope too for a sequel, but that is something that the Dungeon Master will need to0 develop on her own. Such a sequel hints of a Lord of the Rings-style journey at the very least… Although it is short—specifically designed for a single session—The Dark Heart of Roskem has a foetid, hot, and sweaty feel of a swamp fallen under a dark influence, and is easy to run as a one-shot or add to a campaign.

Plays Well With Others: Modern Occult Horror Games

The Other Side -

Been thinking a lot about all the modern supernatural games I have (and I think I have all of them) and in particular the ones that have come out from the Old-School gaming scene.  These games all cover roughly the same sort of topics and themes but they all do them in different ways that I keep thinking they would all work great together. 

OSR Modern Occult Horror RPGS

In other words, it sounds like a perfect topic for a Plays Well With Others

So the games I am talking about are Dark Places & Demogorgons, We Die Young, Dark Streets & Darker Secrets, and my own NIGHT SHIFT.  These are the big modern supernatural, occult horror games from the OSR. 

I have reviewed these games in the past.

Obviously, I have not reviewed NIGHT SHIFT. Reviewing your own game is incredibly tacky and remarkably dishonest. 

I have covered many of these games in other Plays Well With Others too.

With the addition of Dark Streets & Darker Secrets to my occult library, I wanted to revisit some of these ideas. Though I want to take a different approach today.

With this Plays Well With Others, I am going to mention each game and talk about what can be used from that game in any of the other three.  In some cases, this is easy like moving from Dark Places & Demogorgons to We Die Young which are essentially the same system.  In others, it will be converting characters from one system to the other. 

At the core of all four games (three systems) is the old-school, the OSR, design.  All of these games have the same "godfather" as it were in Original or Basic D&D.  They have the same uncle (mother's brother), the d20 SRD. And their mother is all the D&D games we all played and the supernatural, occult, horror and urban fantasy media we consumed when not playing. 

Dark Streets & Darker SecretsDark Streets & Darker Secrets 

This is the newest game, for me, and the one on my mind the most.  Thankfully it is also the one that has the most to offer all the games.  

For starters, the classes can be imported rather easily into the other three games.  In particular the Tough, the Nimble, and the Smart can be used as subtypes of the Veteran or Survivor in NIGHT SHIFT or as a class in We Die Young.  Maybe not so much for DP&D since those are supposed to be kids. The Gifted of DS&DS is similar to the Supernatural in NS.

The real gift of DS&DS is all the tables.  Someone online described the game as a great toolkit game. Some of the best ones to use in all games are the Complication table (p.20), Weird Items (p.32- 33), almost all the Gear. The Magic and Psychic backlash tables are also fun. ALL the artifact tables. The various "signs" in Chapter 7.  In fact, pretty much all of Chapter 7 to be honest.

Survive This!!

Both Dark Places & Demogorgons and We Die Young from Bloat Games use the same Survive This!! basic rule system, so right out of the gate they are compatible with each other.   Dark Places & Demogorgons focuses on kids in the 1980s and We Die Young on young adults in the 1990s.  So there is a continuum there for any that wish to use it.  There are plenty of "classes" in both games that can be used and mixed and matched.  Like DS&DS there are a lot of great toolbox-like tables and ideas that can be imported into another game.

I can easily see a game then of people in their 30s in the 2000s with large chunks of DS&DS mixed into the Survive This!! system.  Would this game be called "Survive This!! Dark Streets" or "Dark Streets, Dark Places, Darker Secrets & Demogorgons?"  I don't know, but I LOVE the idea of kids experiencing weird shit in the 80s, taking a bunch of drugs to forget them in the 90s (both DS&DS and WDY have these) and finally having to deal with this shit all over again in 2000-2020s as older adults.  Very "It" if you think about it.

Dark Places & Demogorgons We Die Young

The jewel though in the Survive This!! (and there are many) though HAS to be the DP&D Cryptid Manual.  DS&DS takes a toolkit view on monsters.  NIGHT SHIFT has a minimalist view (a very OD&D view if I can add) on monsters.  But the Cryptid Manual gives us a proper monster book.

Of note. Both DS&DS and We Die Young use the newer D&D5-ish Advantage and Disadvantage mechanic. Albeit in slightly different ways.  I have been using this in NIGHT SHIFT as well and find it works better for me than a simple +3 or +5 to rolls

Also, both games have a Madness mechanic.  I like the one in We Die Young much better.  Bits from DS&DS could be added to this, but in general, I think I'd use the one in WDY. 

We Die Young also has some really cool races that can help fill out the "Gifted" of DS&DS.

Don't forget you can get the new Hardcover version of Dark Places & Demogorns on Kickstarter now.

 Veterans of the Supernatural WarsNIGHT SHIFT: Veterans of the Supernatural Wars

I talk a lot about NIGHT SHIFT here and with good reason, I am quite proud of the work I have done it.  It fills the void in my life left by the Buffy RPG and everything I wanted from all three editions of Chill, but never exactly got (no slight on Chill, fantastic game), a little more approachable and less nihilistic than Kult, and none of the baggage of The World of Darkness (though I do get the urge to play that again.  My oldest want to give it a try sometime).

Dark Places & Demogorgons makes some assumptions in the game that makes it what it is.  The characters are kids and there is also the Jeffersontown setting, all of which are central to the game and make it work.

Dark Street & Darker Secrets is on the other end of the spectrum with no assumed setting other than "The City" which also works fantastic for this game and one of it's great strengths.

In between those two, we have NIGHT SHIFT (and We Die Young, but I'll get to that).  NIGHT SHIFT does not have a default setting. There are different levels of difficulty you can configure the game in, Cinematic, Realistic, or Gritty.  DP&D would be Cinematic, DS&DS is the poster boy for Gritty, and WDY is around Realistic.  So I would use ideas from those games to inform my choices in the three levels of NS and vice-versa. 

What NIGHT SHIFT has to offer these other games are our "Night Worlds" or mini-settings.  Any of these can be used in any of the other games and the other games can be used to add more details.  Jason's "The Noctnurmverse" can be supplemented either by or used in DS&DS.  The "City" in DS&DS becomes the Noctnurmverse's Pittsburgh.  Or dialing back the Way-Back Machine use it with We Die Young in the 1990s.  My own "Generation HEX" benefits from the ideas on playing kids in DP&D.  You could even take Generation HEX and play it as a DP&D setting if you wanted.  My "Ordinary World" can be used in DS&DS IF you ever decide to move out of the city into the suburbs. 

I already talked a lot about how NIGHT SHIFT and Dark Places & Demogorgons can be used together.  The same logic applies when adding in the other two games.  In fact one place where this might work great is my own Sunny Valley, OH game of the Buffyverse in the 1980s rather than the late 90s/early 2000s.  This works well since a.) NIGHT SHIFT was made to fit the "Buffy-shaped" hole in my life and b.) DS&DS takes a lot of cues from and was influenced by Buffy in all media.  I might just be the best melting pot for all these games. Or crucible. Time will tell.

Putting it All Together

Honestly, there are just too many ways to combine these four games into something you can use.  Start with one and add what you need.  Start with two and be pickier about what you add from the others.  One of the ways I am using it is in my Life-Path Development ideas. Each game represents a different point the characters' lives and each is used to model that time.  The obvious reasons are that DP&D takes place in the 80s with kids, WDY in the 90s with younger adults, and DS&DS and NIGHT SHIFT go beyond that.  To go with personal experience, I was living in Chicago proper in the mid to late 90s and then in the suburbs after that.  To use my ordinary world example my progression would look like this:

DP&D (high school, small town) -> WDY (college, college town) -> DS&DS (grad school, city) -> NIGHT SHIFT (adulthood, suburbs).

In a weird way, it makes sense to me.  But I am not stating up myself. I don't live in a magical world, I live in this one.  BUT I do have my Drosophila melanogaster of these sorts of experiments, Willow and Tara.   I have done stats for them for Dark Places & Demogorgons and NIGHT SHIFT.  Doing ones for We Die Young and Dark Streets & Darker Secrets would be easy enough.  BUT.  Those are not the same characters really. They fall under my "Alternate Reality" versions rather than "Lifespan or Lifepath Development."   Though doing DS&DS versions of Willow and Tara should be in my future.

No for this I need a character that has been around for a while, for that I am going to have to turn to my Iconic Witch Larina.

Fortunately for me, the witch is one of the few character classes/archetypes/concepts that can be found in all these games (the weird psychic is as well, but witches are my thing).  So building a witch feels right.

I worked up all the sheets and this is what I ended up with.  Purple is the color of all of Larina's sheets. Click for larger. 

Dark Places & DemogorgonsWe Die YoungDark Streets & Dark SecretsNIGHT SHIFT

Dark Places & Demogorgons

It's 1984 and Larina is 14 and 4th level.  She lives in a small town where her mom runs a spice shop and her dad is a Professor of Anthropology and teaches music.  She is called "creepy girl" by the kids in school.  At this point, she is shy and can't quite understand why others can't see the strange things all around them. 

Most of these adventures are of the "Scooby-Doo" sort; short ones that are resolved by the end.  Easily Monster of Week sorts.

We Die Young

We are moving to the early 90s now and she is 7th level. Larina is in grad school and is now Larina Macalester. She was married at age 19 but obviously, it is not working out well.  She is living in Chicago while her estranged husband is still living in Ireland. Her stats nudge up a little but she largely is similar to her 1DP&D version.  There are some differences between the two types of Witch classes (and DP&D still has others) but nothing I consider earth-shattering.  I did get to add her two tattoos. One is a protection tattoo (a large Triple Moon Goddess on her back) and one on her left wrist that allows her to cast a magic bolt. 

Dark Streets & Darker Secrets

Things are getting darker.  Larina is now 35, 10th level, and back to going back to using "Nichols" as her last name.  Her complication is she is hiding from her ex-husband who was in the IRA.  (NOTE: I actually played through this back in the early 2000s.  The big twist was that while she was hiding out, her ex had moved on and was living his own life with his new wife.)  I wanted to use my new idea for Sanity by having it as Intellect +  Willpower /2. BUT for Larina here both scores are 17 giving me an average of 17. 

NIGHT SHIFT

Here is the one closest to my heart, obviously.  She has more spells, but this is expected at 13th level. 

As expected the powers don't always match up right and I could have taken more care in aligning the spells with each version. But I figure that these changes can be chalked up to learning and experiences.  I do feel that all versions reflect the character at the time well.   

Looking forward to trying this with other characters to see how they work out. Also, I am keeping all of these books together to use as needed.  By themselves, they give me a wonderful experience. Together they give me an epic experience.

Review: Dark Streets & Darker Secrets

The Other Side -

Dark Streets & Darker SecretsDark Streets & Darker Secrets has been on my "To Be Reviewed" pile for a very long time.  I grabbed the PDF when it came out, but set it aside for the longest time because I was working on a bunch of other things and didn't get the chance.  I picked it back up and really enjoyed it. So much so I also picked it up in hardcover Print on Demand.  

A couple of things though to get started.  Dark Streets & Darker Secrets (DS&DS) is a modern occult horror game based on old-school style mechanics. I also have a modern occult horror game based on old-school style mechanics.  So I am aware that any criticism I might lay on this game could come off as sounding self-serving. I want to always be aware of this and have you the reader keep this in mind as you read my review here.  Also the author, Diogo Nogueira, also lists the Buffy the Vampire Slayer RPG from Eden as one of his inspirations.  This game was also Jason Vey's and my inspiration for NIGHT SHIFT.  Jason and I met while working on Buffy.  NIGHT SHIFT was designed to fit "the Buffy shaped hole" in our lives as I have said before.  So both games come from very, very similar backgrounds with very, very similar goals.  That all being said, DS&DS is NOT in competition with NIGHT SHIFT.  Nor is Diogo a competitor.  I consider him a colleague.   Both Dark Streets & Darker Secrets and NIGHT SHIFT can, and do, live on my shelves and game table in complete peace with each other.  I am going to spend some time tomorrow talking about how both games (and two more) can be used together.   Today though I am going to talk about where DS&DS shines (is that the proper word for a "dark" game?) and what it does. 

So let's get to it.

Dark Streets & Darker Secrets

by Diogo Nogueira.  222 pages, hardcover. Color cover with black and white interior art.  For this review, I am considering both the PDF and the Print on Demand hardcovers from DriveThruRPG. 

Dark Streets & Darker Secrets (DS&DS) is a modern occult horror game from ENnie Award winner Diogo Nogueira. The book is digest size so it fit well with many "old school" style books of the last 10 years.  It not only fits on the shelf physically but thematically as well.  The game is based on Nogueira's earlier works Sharp Swords & Sinister Spells and Solar Blades & Cosmic Spells, so out of the gate there are more resources for this game if you desire.

The game itself is a gritty, modern occult/supernatural horror game.  The normal humans are just slightly above average for the most part and the monsters are way more powerful.  Immediately I thought of it as a bit of Chill mixed in with Kult. The feel is very much "humanity alone against the darkness."

The book is laid out in eight chapters with some appendices.

Chapter 1: Introduction  

This chapter covers the basics of what is in the book.  

Chapter 2: Character Creation  

If you have played any old-school-like game in the last 45+ years you have an idea what this chapter is about.  The differences here fit the tone of the game.  Character attributes are rolled using a 2d6+3 (not a 3d6 or even 4d6 drop the lowest), this creates a narrower band of character attributes, 5-15 but still on the same human range of 3-18.  There is a chance to increase these later on.  The attribute themselves are a simplified version of the Basic 6; Physique (combining Strength and Constitution), Agility (Dexterity), Intellect (Intelligence), and Willpower (Wisdom and Charisma).   Once those are done you create a character concept which is a basic couple word description and not a backstory.

After this, it is time to choose the Archetype or essentially the class of the character.  They are The Tough, The Nimble, The Smart, and The Gifted.  These align with the attributes above. The Gifted is special in that you can be a spell-caster or even a supernatural creature like a vampire, werewolf, or even an alien.  Each archetype also gets a "recovery roll" which decides how quick they can bounce back from injury. 

Since this is a gritty sort of universe all characters have a complication. These can come into play in the game to keep things "difficult and exciting" for the characters.  It includes a d66 table (roll 2d6 and use the rolls like d%.  Traveller people know this one well). 

Then you pick out some gear. If it is mundane gear you have it. You also get some weapons and "weird" gear. These are detailed in the next chapter.

Finally, we have derived scores. Vitality (Physique + Level) are your "hit points."   Sanity, or mental stability, is equal to your Intellect.  Now I have mentioned before I do not like how many games handle insanity or madness.  Sadly this game is not an exception.  I spent a few years working in a mental health facility back when I was in grad school.  There is no relationship between intelligence and mental health.  In fact, I had one guy who was schizophrenic and could speak 3 or 4 languages including German and Swahili. He learned I also spoke German and would use that when he wanted to talk about the other clients "in secret" to me. So yeah. I am not really a fan of this one. I'd rather roll a 2d6 and then add a bonus from Willpower (and maybe Intellect) to get my Sanity score.   There is also Luck points which are like fate points or drama points (everyone starts with 3) and Money.

Chapter 3: Gear  

Covers mundane gear, expendable gear (like ammunition and things that wear out) and even some weird gear.   Weird items are the best part.  Every character has one weird item they start off with.  This is easily explainable either they found it and thus introduced to the weirder world OR they have always had it and the world is waiting for them.  There is a d100 table that covers a bunch of different sorts of items.  Note, we just get the names of the items, what they do will be discovered in-game. 

Additionally, drugs, services, illegal goods, and money points (abstraction of money carried) are also dealt with. 

Chapter 4: Rules of the City  

Here are our basic rules for the game.  Everything is an attribute check (roll under your attribute modified by level and difficulty).  There are some neat quirks.  There is an advantage/disadvantage system here called Positive and Negative rolls. Rolling on your attribute is considered a critical success. You roll lower than your attribute to succeed, BUT higher than the difficulty.  So if something has a difficulty of 8 and my attribute is 12 I have to roll a 12 or lower BUT also higher than an 8. So only rolls of 9, 10, 11, and 12 will get me a success. 

Players can add a Luck roll to their challenges. This is not a matter of just adding points. You have to roll a d6. If it is equal to or lower than their luck score then you get to make a situation more favorable. 

This chapter also covers sanity and madness. You lose Sanity if you encounter something strange and fail a Willpower test. Difficulty set by the situation. Points lost also can vary. When the character's Sanit score reaches 0 then they get a Madness.   Thankfully there is no list of "madnesses" here.  Most game designers get these horribly wrong anyways.  In game you get a minor "quirk" on your first loss.  If you suffer 4 losses then the character has succumbed to madness and can't be played. 

Level advancement is a form of Milestone advancement that looks like it should work rather well.  Again individual GMs can (and should) alter this to fit their needs. 

Chapter 5: Combat  

Like many RPGs combat gets a special chapter even if it is just a particular form of the rules stated above.  But if one is going to fight the armies of darkness then one is expected to actually fight.  Reading through this you get the idea that yes the characters can be tough. You also get the idea that the things they are fighting are a lot tougher.  While there are a few ways the players can save their character's bacon, there are still a lot of grisly ways to die in this game. 

Chapter 6: Sorcery and Psychic Powers  

Ah, now this is the meat of the game in my mind. A Gifted character can be a sorcerer, a witch, a psychic or some other type of creature.  Their powers and how to use them are detailed here.  Regardless of the origin or the nature of the powers, game-wise they are treated in similar manners, the difference largely being different Backlash tables.  How they are played can vary wildly.   I mentioned that this is grittier game than one would see in say a Buffy-like game. The previously mentioned Backlash is one and Corruption is another.  These include simple things like a "witch's mark" to changes to one's body and mind or just getting pulled right into the Abyss.  Pro-tip, don't botch your rolls.

A very nice (and long) list of powers is given with their effects.  While the list is long (60 entries) it is not exhaustive. 

Additionally, Arcane artifacts are covered. How they are made, what they do, powers, cost (to make AND to use), and some samples.

Chapter 7: Running the Game  

This covers the world of DS&DS.  There is a bias (is that the right word? Preference is better) to an urbane game.  Thus the title really.  Outside of this there is no set theme or even setting. This would be a sandbox game if it were a FRPG. What we do get here is a ton of tables full of ideas for a a game, campaign, or an entire world. 

Chapter 8: Monsters  

Our Monster chapter differs from other games in that there is not a bestiary here per se, but example creatures and the means to make others of a similar nature.  So for example there is a Cultis section that covers some sample cultists from 1-3 HD to demon-possessed leaders of 4-8 HD.  This includes a table of "What are They Doing?" and "What do They Want?"  A very effective means of repurposing content.  The more powerful the creature the more detail they need obviously, but there is not a lot of detail in most cases.  This works well here since the players (mostly the GM) provide all the details.  There are powers listed for random creatures as well.

Appendix O: Optional Rules 

Here are a group of optional rules you can add to your game. Things like Drunken Luck, Daring Points, Single Hero games and Multi-Archetype (Multi-Class) Characters. 

Appendix I: Inspirational Materials  

Covers the various books, movies, TV Shows, and other RPGs for inspiration. 

Appendix S: Simple Scenario Structure  

This discusses how to build a quick scenario and an example.

We end with a Character Sheet (and a Form Fillable one is provided with the PDF) and the OGL statement.  I do feel the need to point out that Nogueira has released this game as 100% Open Gaming Content.

Dark Streets & Darker Secrets certainly lives up to the hype and has a lot going for it.  If you have a world already in your mind and just need a system to flesh it out then this is a great choice for you.  In this respect, it is very similar to old-school D&D. No default world type, just the tools to play in the world of your imagination with some assumptions built-in. 

If you are looking for huge meta-plotting like the World of Darkness or even the baked-in mythology of Buffy the Vampire Slayer you find that here, which is refreshing. The players all have maximum flexibility to do what they want and that is the key strength of this game.

Dark Streets and Colorful Sheets


These are the Soul Cages

The Other Side -

I know I am running behind on this one.  Super busy at work and the last few posts here have been ones I have been sitting on for just this time.  But I am going to pause on today's scheduled post to do this one instead.  Plus the Internet is down in the Chicagoland area as of this writing, so I might as well do this.

Back on Halloween, the news came out that Pathfinder Drops Phylactery From In-Game Terminology. Instead of using "phylactery", It is a Greek word to describe the Hebrew word "Tefillin" which Jewish people will keep small scrolls of the Torah.  They have decided to go with the term "Soul Cage."

Maybe not these Soul Cages exactly.

As you can imagine the RPG folks on the internet freaked out.  Especially it seemed to me people that at the same time claimed they don't or no longer play Pathfinder, let alone Pathfinder Second Edition, the game, and the only game, this effects.

Personally, I find it confusing that so many roleplayers out there have so little imagination.

Nor do I even see what the trouble is.  So a company, Paizo, drops a term they are uncomfortable with.  THEY feel it is disrespectful.  At no point have I heard they changed due to a complaint. They did it as a creative choice.  Are some gamers now suggesting that a company can't change the terms they use to better suit their products/games?

No. This is fake outrage from the same lot that gets mad any time anyone decides to deviate from the holy writ of Gygax. 

Personally. I have been using Soul Cages for years. I was even talking about it with liches and succubi over a decade ago and as recently as this past year. I am likely to keep using them too. 

Don't like the term? Fine. Don't use it.  Want to keep phylactery? Fine, keep it. It likely isn't going to change in the game you are playing now anyway. But honestly, unless you are playing Pathfinder Second Edition, why do you even care?

Valery Slauk (Belarusian, 1947 - )

Monster Brains -

Valery Slauk - Eratniki
Eratniki 

Valery Slauk - Pyakel'nikiPyakel'niki 

Valery Slauk - GartsukiGartsuki 

Valery Slauk - YounikYounik 

Valery Slauk - TsmokTsmok 

Valery Slauk - MaraMara 

Valery Slauk - ChortChort 

Valery Slauk - SheshkiSheshki 

Valery Slauk - ZlydniZlydni 

Valery Slauk - VampireVampire 

Valery Slauk - Baba YagaBaba Yaga 

Valery Slauk - Little WitchLittle Witch 

Valery Slauk - ValasenValasen 

Valery Slauk - Lazavik and LoznikiLazavik and Lozniki 

Valery Slauk - Durny ChortDurny Chort 

Valery Slauk - BadzyulyaBadzyulya 

Valery Slauk - LyadashtsikLyadashtsik 

Valery Slauk - Zmyainy TsarZmyainy Tsar 

Valery Slauk - Dzikiya LyudziDzikiya Lyudzi 

Valery Slauk - KlikunKlikun 

Valery Slauk - Gayovy Dzed and GayoukiGayovy Dzed and Gayouki 

Valery Slauk - BalotnikBalotnik 

Valery Slauk - HihitunHihitun 

Valery Slauk - Tsuda YudaTsuda Yuda 

Valery Slauk - ShatanyShatany 

Valery Slauk - StrygaStryga 

Valery Slauk - BalamutsenBalamutsen 

Valery Slauk - PavetnikPavetnik 

Valery Slauk - ArzhavenArzhaven 

Valery Slauk - DzedkaDzedka 

Valery Slauk - NachnitsyNachnitsy 

Valery Slauk - Zhalezny ChalavekZhalezny Chalavek 

Valery Slauk - HapunHapun 

Valery Slauk - TwilightTwilight 

Valery Slauk - DragonDragon 

Valery Slauk - Pleasure TripPleasure Trip

Valery Slauk - SurvivalSurvival 

Valery Slauk - VisitorsVisitors 

Valery Slauk - HollowHollow 

Valery Slauk - Ball GameBall Game 

Valery Slauk - PaganPagan 

Valery Slauk - WayWay 

Valery Slauk - GeneticsGenetics 

Valery Slauk - RaceRace 

Valery Slauk - Winter HuntWinter Hunt 

Valery Slauk - ForestForest 

Valery Slauk - In the TreesIn the Trees 

 Valery Slauk - ConversationConversation 

Valery Slauk - TreeTree

Valery Slauk - ArenaArena 

 

See more artworks by Slauk at Saaatchi Art.com and Mythology.by

 The higher resolution version of "Arena" shared by Sergio Almendro.

The Violence of Reason: ‘Dangerous Visions and New Worlds: Radical Science Fiction, 1950 to 1985’

We Are the Mutants -

Eve Tushnet / November 8, 2021

Dangerous Visions and New Worlds: Radical Science Fiction, 1950 to 1985
Edited by Andrew Nette and Iain McIntyre
PM Press, 2021

Disclosure: This collection includes an essay by Kelly Roberts, editor-in-chief of We Are the Mutants.

In troubled times, we must be grateful for every touch of the ridiculous. And so let’s raise a glass to psychologist and pop scientist Steven Pinker, who in his most recent book burbles forth: “Rationality is uncool.” Pinker pledges fealty to Reason, the chaste goddess, even though he “cannot argue that reason is dope, phat, chill, fly, sick, or da bomb.” This delightful complaint evokes a vanished era in which we all were just vibing on reason, knowledge, hexagons and vaccines and supercolliders and, I don’t know, eugenics. But this timeline, if it ever existed, ended long ago. For the authors whose works are explored in PM Press’s new collection, Dangerous Visions and New Worlds: Radical Science Fiction, 1950 to 1985, cool rationality was the old religion — and they were the acolytes of the strange new gods who displaced it.

Dangerous Visions is the third in a series, edited by Andrew Nette and Iain McIntyre, exploring the radical elements in pulp and genre publishing of the Cold War era. (We Are the Mutants has reviewed the first volume, on postwar youth culture, and the second, on revolution and the 1960s counterculture.) Like the first two installments, this one combines short essays with plentiful examples of weird, enticing cover art — such as a 1955 cover for 1984 that looks like nothing so much as a juvenile-delinquency pulp. The book is punctuated with little round-ups, less like essays and more like annotated lists of sci-fi on subjects like nuclear war, drugs, or animals, which show how cover illustrators could depict similar themes as dream or nightmare, action-adventure or inner journey. The “dystopias” list, for example, includes a threatening cover for Stephen King’s The Long Walk (1979) and an eerily seductive one for Mary Vigliante’s The Colony (also 1979).

The book begins with the opposing open letters published in 1968 in Galaxy Science Fiction, one supporting the war in Vietnam and the other protesting it. This contrast offers an obvious political gloss on the word “radical” in the book’s subtitle: “Radical” means left-wing politics; it means the antiwar stance of Samuel R. Delany, Philip K. Dick, Ursula K. Le Guin, and Kate Wilhelm set against the conservatism of the pro-war Marion Zimmer Bradley, L. Sprague de Camp, Robert A. Heinlein, and Larry Niven. But an early mention of the transition from the term “science fiction” to “speculative fiction” is a more accurate guide to the kind of radicalism Dangerous Visions celebrates. Both Heinlein and the pro-war R.A. Lafferty get thoughtful essays in this volume, suggesting that they, too, were in some way radical visionaries.

There’s little explicit effort to tie the works together or nail down what makes something radical, dangerous, or new. It’s a wise choice that allows the essayists to avoid fixed narratives and Procrustean politics. The new world is a place where a new kind of person lives — although many would argue that this new and dangerous person was always the only kind of person around. The old SF hero was that rational man you used to hear so much about: the imagined actor in liberal political philosophy, the person without dependents or dependencies, who confronted the stars with reason, self-control, and a spirit of adventure. He travels, as the introduction puts it, “from the suburbs to the stars.” The old guard’s heroes were white, even when they were green. The old SF hero might die, but he’d never worry about getting pregnant. Mind and body were manageable; desires were reasonable, inspiring, and above all intelligible, both to the hero himself and to the reader. Whether this is a fair description of the old-school hero, I can’t say. I only like this kind of guy when he’s played by William Shatner — in a book, I just can’t see the appeal. I can say that the works explored in the PM Press collection are rebelling against this hero. These books are populated by mystics and criminals, artists and threatened children, even animals and creatures who are some blend of human and Other. The political apparatus of the state does not enable constructive action; it provokes fear or anger. In these books knowledge is less like an equation and more like a hallucination.

Speaking of Samuel R. Delany, Dangerous Visions avoids the more thoroughly-trampled pathways in his work in favor of a 1979 memoir of his brief stint in a commune called Heavenly Breakfast. Daniel Shank Cruz highlights not only novel sexual arrangements (“they all get gonorrhea […] because intra-commune sexual encounters are commonplace”) but the group’s economic strategy of drug dealing, and its belief — perhaps even more touching and necessary now than then — “that people have value aside from their financial status, and that it is worth living with someone… even if they are unable to contribute their ‘fair share.’” “It is inaccurate to say that its members shared funds,” Cruz writes, “because many of them had no funds to share, but they all shared in the work of caring for one another.” The whole thing only lasted one winter, which the book’s subtitle calls The Winter of Love. Cruz argues that the winter with Heavenly Breakfast taught Delany that he could live in a fully new way, and infused his later work with communal values and greater “sexual openness.” Delany always insisted that the polymorphic sexual community, no matter how perverse, can offer a postsecondary education in love. Sex is his means of reasoning, not his means of getting beyond rational thought; it’s his language, not his apophatic and apocalyptic self-immolation.

And so he is the happy radical, whereas J.G. Ballard and Philip K. Dick represent more lacerating visions. Erica L. Satifka’s essay suggests that Dick’s work “reflects the at times bizarre course of his own relatively short life more than any radical political beliefs” — but if you’re literally approached by the FBI to spy on your fellow students, it’s not your life that’s weird, it’s your times. Dick lived out many of his age’s forms of altered consciousness, from psychotherapy to amphetamines; his experience with alternative homemaking was also harder than Delany’s, as he went through five divorces and found himself “invit[ing] hippies and/or junkies to live with him on a rotating basis,” which is sweet but not nostalgia fodder. All this touched his work with a poignant separation between the self and some true hidden knowledge. Ballard, by contrast, led a stable domestic life, deranged only by the surrounding culture. He expressed this derangement in funhouse-mirror worlds, dreamscapes and projections, where the shock of the real could only be attained through technology-enabled violence. And these worlds were not future but present, because, as Ballard said in the 1960s, “We live inside an enormous novel…The fiction is already there. The writer’s task is to invent the reality.” The more your world is manmade, shaped by technology and terraforming, the more you live in dreams and fetishes: the substance of our inner lives. (I’m sitting in my bedroom and I can’t see a single object I know how to make.) Delany probes wounds and bruises with his tongue and likes the taste; Ballard gets a mouthful of blood and chromium menace, the taste of a self-discovery that’s also a self-loss. Delany winds up a contented eminence grise, replete with memory like a bee with honey; Dick possibly broke into his own house, blocked out the memories, went on a paranoid tear against fellow SF luminary Stanislaw Lem, and a year later entered rehab after a suicide attempt. I love Delany’s work but his luck is too good — it veils some of the harder truths.

As with any collection, Dangerous Visions is uneven, both in the quality of its own essays and (more intentionally) in that of the works it surveys. The experiments in rebellion and discovery conducted by the books’ motley heroes (and by the authors) brought results that were sometimes exhilarating, sometimes disturbing, and sometimes both at once. An early essay on “sextrapolation” includes a lot of taboo-breaking that just seems silly or gross. The best I can say for the quotes here from Bug Jack Barron is that without them maybe we wouldn’t have actually good stories like “Aye, and Gomorrah…,” in which sex is less of a Sharper Image store and more of a mystery play. Meanwhile, a few essays in Dangerous Visions show individual style, like Nick Mamatas’s feverish, slightly aggro tribute to R.A. Lafferty, but the entire first column of Maitland McDonagh’s essay on gay adult SF is bland boilerplate. Stronger editing would have allowed McDonagh’s camp humor to emerge earlier and with less padding. Scott Adlerberg offers an essay about the radical SF of Arkady and Boris Strugatsky, authors of Roadside Picnic (later adapted by Andrei Tarkovsky as the 1979 film Stalker). The critical assessment emerges through biographical data about the grinding, increasing conflict between the brothers and the Soviet censorship apparatus: the Strugatskys seem attuned to fun, adventure, and playful anti-bureaucratic humor in the Douglas Adams vein, but the censorship and fear of a totalitarian system, including a harrowing encounter with the KGB, led them into sharper satire and more hallucinatory blurs of dream and reality. But Michael A. Gonzales’s similarly biography-focused essay on Octavia Butler avoids any real critical engagement with her work’s themes. Her mentors within the genre are listed, which is useful as part of the collection’s overall portrayal of radical SF as a community relying on particular institutions (New Worlds magazine, the Women’s Press) and central figures (in Butler’s case, the author and writing teacher Harlan Ellison). No effort is made, though, to place Butler in dialogue with larger movements, from Afrofuturism to Afro-pessimism; there’s no real exploration of her work’s vision of the body’s metamorphoses, her portrayals of youth and inheritance, her prose style — the texture of her work dissolves and she’s left as a generic Black Woman Pioneer.

Dangerous Visions, as its understanding of “radical” SF emerges, suggests unexpected links between authors: Mamatas’s essay on the gonzo Catholicism of R.A. Lafferty finds a home beside Iain McIntyre’s homage to the anti-imperialist mysticism of William Bloom, whose Himalayan action-adventure hero Qhe is a “cosmic [James] Bond.” A late essay by Donna Glee Williams contrasts the visions of anarchism in Ursula K. Le Guin’s The Dispossessed and Robert A. Heinlein’s The Moon Is a Harsh Mistress. These two novels suggest possible syntheses between old and new. They both offer metaphysics and political reasoning, while still being recognizably “radical”: both take place in criminalized communities and depict alternatives to the liberal state.

The anthology opens by noting that the radicalism of its authors didn’t vanish, but disseminated itself throughout mainstream SF, suggesting a longing for some synthesis; some recognition of the poignant beauty of human reason and the quest for knowledge, alongside a taut awareness of reason’s propensity to serve violence; some hope for new communal forms of life, new mysticisms in the face of new apocalypses.

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

Monstrous Monday Review: Adventures Dark & Deep Book of Lost Beasts

The Other Side -

Adventures Dark & Deep Book of Lost BeastsJoseph Bloch at BRW games is really the model of how you should run a Kickstarter.  When I look at a Kickstarter I want to know that the person running it has experience.  The Kickstarter for Book of Lost Lore & Book of Lost Beasts was back in July. We were promised the books in March of 2022.  I believe I got mine in late September or early October. Was there padding? Maybe, but I don't care. Getting books just a couple of months after pledging is still pretty good.  Not to mention this has been true for the other five I have backed from Joseph/BRW.

Plus I also like to see that the person running the knows what to expect. So I look to see how many they have backed.  If it is a low number, or worse, zero, then I stay away. That is not the case with BRW Games.  

That is all great and everything, but does the book hold up to all this excitement?  Let's find out.

Adventures Dark & Deep Book of Lost Beasts

This is one of two books that were part of BRW's Summer 2021 Kickstarter and the one I was looking forward to the most.  The reasons should be obvious to anyone who has read my reviews over the years; I love monster books and consider the 1st Edition Monster Manual to be one of the greatest RPG books ever written.  Sure there are better-written ones, but few that have had the impact of this one. 

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 132 page (about 128 of pure content), full-color cover and black and white interior art.  The layout and art is a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Old-school cool
Old-school cool
Adventures Dark & Deep Book of Lost Beasts is a collection of 205 monsters for the AD&D 1st Edition RPG.  The book feels familiar (in more than one way) and can easily be added to your AD&D game.  The monsters are alphabetically listed. At the start of the book, there are some details about playing Monster spell casters (Witch-doctors or Shamans) as well as some other minor rule changes/alterations.  These chiefly involve whether a monster has psionics or not, and how an undead creature is turned.

Additionally, there is more detail on the monster's treasure. While a Treasure Type is given it is asl broken down between Treasure Value and Magical Treasure.  Monsters all get a Morale bonus listed to indicate if they will flee combat.

In the Preface, Bloch gives us a bit of history on his Adventures Dark and Deep RPG.  While this book carries that heading, it does not use the Adventures Dark and Deep RPG rules except as noted above. IT uses the tried and true AD&D 1st Ed system.  Also it is noted that many of these monsters presented here already appeared in his Adventures Dark and Deep Bestiary, which I reviewed here.   The Bestiary is 450+ pages and has monsters from the SRD plus more in the Adventures Dark and Deep RPG format.  So you could convert them back to AD&D 1st Ed if you wanted.  But this current book, the Book of Lost Beasts, has the new monsters from the Bestiary plus a few more already converted.

The brings up a good question.  Should I buy this book? 
I am going to say yes, but here are some caveats. If you have the Adventures Dark and Deep Bestiary AND you are comfortable enough converting then maybe you don't need this.  If you play AD&D and want more monsters then you should get this.  If you don't have the Adventures Dark and Deep Bestiary and like monsters then you should get this.  If you are like me and just love monsters and already have the Adventures Dark and Deep Bestiary then you should get this.  I hope to make these points a little better below, but do keep in mind that some people have seen these monsters before.

That is just one of the ways this book feels familiar.  The other way really lives up to its name of the Book of Lost Beasts.   This book feels like Bloch took the Monster Manuals I and II (and to a lesser degree the Fiend Folio) and set out with the goal of "What monsters are missing?" and got to it.  For example, the Quasi-Elementals are more filled out.

Another great example of providing us with "what was missing" AND giving us something new are the ranks of nobility of the Dao, Djinn, Effrti, Madrid, and Rakasha. While these creatures are found in the Monster Manuals and expanded on in the ADD Bestiary, they get a longer and more detailed treatment here. 

After the 205 or so monsters there are appendices on Treasure Types and a random Creature for the Lower Planes generator. These were very popular in the pages of Dragon Magazine if you recall

The PDF is currently $9.95 which is a good price for a PDF of a monster book, and $24.95 for the hardcover.

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a monster in an adventure.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

If you are looking for a new monster book for use in your AD&D 1st Edition games then I can highly recommend this one.  Plus it will look great sitting next to all your other AD&D 1st books.

BRW Games Lost Books
 

Jonstown Jottings #48: Ehnval Tallspear

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?
Ehnval Tallspear presents an NPC and his entourage, and trinkets for use with RuneQuest: Roleplaying in Glorantha.

It is a twenty-four page, full colour, 2.49 MB PDF.
The layout is clean and tidy, and its illustrations good.

Where is it set?
Ehnval Tallspear is nominally set in and along the edge of the Astrola Forest in northern Esrolia, but the NPC and his entourage can be encountered almost anywhere the Game Master decides.

Who do you play?
No specific character types are required to encounter Ehnval Tallspear. Worshippers of Odalya may have an interesting encounter with one of his companions though and anyone who destroys parts of the forest it is his sacred duty to protect will find him a fierce enemy. A worhsipper of Chalana Arroy or another healing deity will be presented with an interesting challenge in one of the adventure seeds.

What do you need?
Ehnval Tallspear requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and The Red Book of Magic.
What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters.
The Ehnval Tallspear entry is Ehnval Tallspear, which describes a Wood Lord of Aldrya whose duty is to protect Derstrovil Grove and the Old Woods as both Speaker to Foreignersand Defender of the Grove. He is surprisingly outgoing for an Aldryami and has had dealings with humans, both as a fierce protector of, and an envoy from the forest. Ultimately his motives may seem alien to humans, but he is outwardly cheerful, even extroverted in most of his dealings when visiting beyond the treeline.
In addition to presenting the stats, history, and personality of the Wood Lord, the supplement suggests how he might be used as a friend or an enemy, also detailing his tactic should he become the latter. Both options are supported by an adventure seed each. In the first, he leaves the forest desperate to find a worshipper of Chalana Arroy or another healing deity who can help with a strange blight which has beset the forest that Aldryami has been unable to heal, whilst in the second, he begins a series of unprovoked strikes against the farms and communities abutting the forest. Can the adventurers determine the cause?
Ehnval Tallspear also details a number of interesting items. These start with a number of Elvish trinkets which can add flavour and detail to dealings with the Aldryami, and can either be used as gifts or items for trade. They include Arstolan honey and its flavours and effects (for example, black honey has little flavour, but greatly enhances fruit pies and sends anyone who knows a sorcery spell who eats such pies, to sleep), grown woodwork, Luck-Sprigs, and more. The secrets of the Icola Seed and Living Copper are also revealed. When thrown and the Accelerate Growth Rune spell is cast on an Icola Seed, it rapidly grows into vines that coil around and ensnare a target, whilst Living Copper is grown in Aldryami Dryad groves and when ultimately harvested—growing a branch can take centuries—can be enchanted and coldworked into various objects, including weapons. Ehnval Tallspear himself wields a spear of living copper.
Ehnval Tallspear’s entourage is also fully detailed. Andovar the Watcher is another Elf, but Green where Ehnval Tallspear is Brown, an Initiate of Yelmalio whose duty is to protect the grove during Dark and Storm Seams when the Wood Lord hibernates, whilst the most fun are  incredibly ancient Runner, and Borulgus, an Elf-Friend and talking bear who enjoys stalking hunters and then startling them when he speaks! An encounter with him should be interesting for any Initiate of Odayla. Rounding out the supplement of course, are the full stats and sheets for the four NPCs, plus generic Elf bodyguards.
Is it worth your time?YesEhnval Tallspear presents a potentially interesting ally or enemy, plus supporting cast, should the Game Master want to include Aldryami in her campaign or her campaign is specifically set in Esrolia (although the supplement can be set elsewhere).NoEhnval Tallspear presents a potentially interesting ally or enemy, plus supporting cast, should the Game Master want to include Aldryami in her campaign or her campaign is specifically set in Esrolia, but it definitely adheres to ‘Your Glorantha May Vary’. So it may not be in line with how the Game Master views the Aldryami—or indeed, even Chaosium, Inc.MaybeEhnval Tallspear presents a potentially interesting ally or enemy, but the Game Master may simply not want to involve the Aldryami in her campaign, or even take her campaign to Esrolia.

Leagues of Mythos Miscellanea

Reviews from R'lyeh -

Leagues of Cthulhu: Codicil is a supplement for use with both Leagues of Cthulhu, the supplement of Lovecraftian horror for use with Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age! and its expansion, Leagues of Gothic Horror. Published by Triple Ace Games, it expands greatly upon the information and details of the Cthulhu Mythos given in the previous supplements. It describes new bloodline Talents and Leagues, a wide array of rituals, tomes, locations, and dread horrors, expanded advice for the Game Master running a Leagues of Cthulhu campaign, and more. In fact, that more is a detailed exploration of the mystical Dreamlands, including rules for dreamers and altering the landscape of the Dreamlands, rituals and tomes unique to that fabled land, a complete gazetteer, and a bestiary of its notable human and inhuman denizens. This is a first for Leagues of Cthulhu, but in effect, the section on the Dreamlands is a supplement all of its very own. Literally, because its chapter numbering starts anew! In addition, what few stats there are for use with the Ubiquity system are easy to interpret and adapt to the system of the Game Master’s choice, whether that is Cthulhu by Gaslight for Call of Cthulhu, Seventh EditionTrail of Cthulhu, or Victoriana.
In the main, the Leagues of Cthulhu: Codicil is for the Game Master, but there are a handful of elements for the player too. These include the new Hobby Skill, which can include things like Cartography, Fossil Collecting, or Numismatics, and new Bloodlines and new Leagues. The new Bloodlines include LeBlanc, which provides political Contacts, and Northam, which provides Status, as well as dire effects detailed later in the book. The new Leagues include the Elder Club whose members possess sufficient status to keep the truth of the Mythos from society at large and the Elder Race Society, which holds that Human history is far longer than is normally accepted. Various Mythos languages are discussed, such as Aklo and Yithian, and there is a list of Manias to have the Globetrotters suffer, and glorious new Flaws like Blabber Mouth, Fainter, and Screamer!
The content for the Game Master begins with ‘Magic & Manuscripts’ and provides several new Rituals. With Drain Life a caster can inflict lethal damage upon a target to heal his nonlethal wounds (or downgrade a lethal wound to the nonlethal); with Mark of Madness he can inflict Sanity loss upon a victim; and even gain protection against the fell beasts which hunt down along the angles with Sign of Tindalos. The forty or so Eldritch Books—or Mythos Tomes—are all new and are nicely detailed such that the Game Master can draw inspiration from and further, ties into further content elsewhere in the supplement. For example, The Assassin’s Creed: An Expose of the True Hashshashin is a diary of conversations between a crusader and a fellow prisoner about the true nature of the Old Man of the Mountain and details the links between both the fabled and feared assassins. It is not a little tongue in cheek, but does tie into the extensive entry on the Templars, the possible nature of the order’s actual treasure, and the description of what they do in the modern day of the Purple Decade given in the lengthy ‘Gods, Monsters, & Cultists’ chapter. As you would expect, each Eldritch Book description includes its language, author, date of publication, Complexity, Horror, and Mythos values, and contents in terms of spells. This is accompanied by a decent description as to the origins and history of the volume, plus what it actually describes. For example, The Serpent Through History is in English, was written by Sir Reginald Grosvenor and published in 1818, has Complexity 2, Horror 2, and Mythos 1, and contains the spells Commune Yig, Summon Child of Yig, and Summon Serpent Men. It is an examination of snake cults throughout history, including the Voodoo loa Damballa, cults in ancient Egypt, Mesopotamia, Rome, and Mesoamerica, plus numerous snake spirits known to American Indians and the nagas known in Indo-China. Grosvenor makes it clear that the presence of so many snake cults is no coincidence, that they are linked to an ancient race of serpent people and that behind it is a universal cult—or at least a cult which set the pattern for those to come—dedicated to an entity that he names as Father of Serpents.
The Eldritch Relics are given a similar treatment, such as Aladdin’s Lamp, which unlike the late addition to the Arabian Nights tells, was discovered in Iram of the Pillars and does not contain a genie. Instead, greatly enhances—almost automatically—the user’s ability to summon a Flying Polyp! Woe betide any daring Globetrotter who decides to give it a rub in case of three wishes… One or two of the items here are not new, such as Liao, which when injected grants the user the capacity to understand the mathematics of traveling through time if not the means, plus items such as the Fungi Brain Cylinder and the Gnoph-Keh Horn Dagger. Or rather, they are not necessarily new to Lovecraftian investigative roleplaying, but new to Leagues of Cthulhu. Which still leaves a lot which is new to both.
The trend of the mix of the new to Leagues of Cthulhu, but not new to Lovecraftian investigative roleplaying continues with the gazetteer. Thus as it guides us around the five main continents—and beyond, it takes us to such well-known places as the original Dunwich, Kingsport, Ponape, and Roanoke Colony, along with innumerable lesser-known locales. All are quite lengthy descriptions, especially the counties of Somerset and Cumbria in the United Kingdom, which is no surprise that they have been previously explored in the supplements Avalon – The County of Somerset and Leagues of Cthulhu: Guide to Cumbria and thus in more detail. The principality of Wales receives some attention too, whether it is the dark history of Anglesey—also known as Yns Dywyll or the ‘Dark isle’, the sparse are of the Cambrian Mountains identified as the ‘Desert of Wales’, or St. Brides Bay with its sea-caves with tunnels which are said to run deep under the sea, bulbous-eyed, wattle-necked inhabitants, and the ancient, inscribed menhir that it is said the locals dance and cavort around. What this highlights is that Call of Cthullhu—or at least Lovecraftian investigative roleplaying—deserves its own supplement devoted to Wales. This section is a good start though. Further, all of these locations are accompanied by an adventure seed that the Game Master can develop.
Perhaps the longest chapter in Leagues of Cthulhu: Codicil is devoted to ‘Gods, Monsters, and Cultists’, a collection of new creatures and entities of the Mythos, such as the Beast of K’n-Yan and Courtier of Azathoth, alongside the old like the Serpent Man and the Tcho-Tcho, all joined by the Giant Albino Penguin. However, these are minor additions in the face of the nineteen cults described in the book, all of them accompanied with write-ups of two NPCs, one a typical NPC cultist, one a named member. For example, the Order of the Fisher-God is a quasi-Christian cult which began as a secret society on the Society Islands before adopting Christian beliefs, whose practice of child sacrifice led it to be driven from the islands and forced to adapt in distant lands. Members seek ascent to a higher plane, which includes transformation to forms better suited to life under the sea, and so their cultists preach those parts of the Bible involving the sea. Thus, the sample NPC, Pastor Andrew, is a popular figure and preacher along the docks. Also included is a discussion of Scaninavian cults as they relate to Azathoth, Nyarlathotep, and Shub-Niggaurath. Here perhaps Leagues of Cthulhu: Codicil may diverge from how some Keepers view the Mythos, whether they necessarily equate certain entities of the Mythos with real world gods—Azathoth as Odin for example, or even Nyarlathotep as Loki (although actually, that would not be wholly inappropriate). Of course, such an interpretation is up to the Keeper to include or ignore, and it is only one of multiple cults presented in the supplement. Other cults include a new take upon the Thuggee—complete with an entertaining nod to Indiana Jones and the Temple of Doom, the aforementioned Templars, and The Universal Hive, a bee cult with some decidedly fungal infestations… Rounding out the chapter are descriptions of various notables from Lovecraft’s stories, many of them, like John Raymond Legrasse, appearing in earlier incarnations than their appearances later in the fiction. All useful should the Game Master want them in her Leagues of Cthulhu set in the 1890s.
In addition, boxes throughout Leagues of Cthulhu: Codicil add further detail and flavour. This includes trapped tomes and self-activating spells, the exact meaning of Nephren-Ka’s name, the nature of genies in the Mythos—Flying Polyps or Fungi from Yuggoth?, and Sherlock Holmes and the Mythos. This provides some of Holmes’ cases which might be developed into Mythos mysteries, rather than suggesting how the great detective might become involved in confronting the Mythos.
Leagues of Cthulhu: Codicil sort of ends at this point, yet there is more in the volume. ‘The Realms of Morpheus: The Dreamlands’ starts the numbering of the chapters again and presents a four-chapter exploration of the Dreamlands for Leagues of Cthulhu. As well as suggesting the stories which the Game Master should read as inspiration, it provides new Globetrotter options, details the means of entering the realm of sleep, and gives a gazetteer that covers the places, peoples, and monsters of the Dreamlands. It includes the Dreamlands Lore skill, the Adept Dreamer Talent and the Dreamlands Persona Talent—the latter enabling a player to create a second character specific to the Dreamlands, and Leagues such as the Feline Club whose members might just follow the cats into the Dreamlands and the Morpheus Club, whose members learn to shape dreams. Archetypes like the Addicted Artist, Friend to Cats, and Seeker of Justice provide ready-to-play Globetrotters (or NPCs if necessary), whilst the gazetteer takes the reader from the entryway that is the Cavern of Flame and the magnificent port of Celephaïs to the Plateau of Leng and the port of Dylath-Leen with its thin basalt towers and berths to the much feared, black-sailed galleys whose crews are never seen. Gods include Bast and Nodens, the creatures Ghasts, Ghouls, and Gugs, and of course, Zoogs, and the NPCs, Kuranes, mysterious king of Celephaïs, and both Nasht and Kaman-Thah, guardians of the Cavern of Flame. 
‘The Realms of Morpheus: The Dreamlands’ does feel out of place in Leagues of Cthulhu: Codicil. Not just the fact of the separate numbering, but really an abrupt and unexpected switch in subject matter. This is not to say that the material is neither good nor informative—it is. More so at the time of publication when there is limited information available for the Dreamlands for Lovecraftian investigative roleplaying, whether for Call of Cthulhu, Seventh Edition or other roleplaying games. So then it may perhaps be seen as an unexpected bonus, but still, at almost a third of the length of the Leagues of Cthulhu: Codicil, ‘The Realms of Morpheus: The Dreamlands’ does feel as if it should have been a Leagues of Cthulhu: The Dreamlands supplement of its very own (perhaps with the addition of an adventure or two).
Physically, Leagues of Cthulhu: Codicil is well written and presented, although there are few illustrations to break up the text, so it is fairly dense. It does lack an index—for both parts—and so that density is not ameliorated.
Leagues of Cthulhu: Codicil contains a huge amount of lore and ideas, along with cults and monsters and items of the even weirder science found in Leagues of Cthulhu, adventure seeds, NPCs, and more. It could be argued that this one volume is the equivalent of both The Keeper’s Companion vol. 1 and The Keeper’s Companion vol. 2, such is the richness of its content. Even discounting ‘The Realms of Morpheus: The Dreamlands’—which is a bonus, Leagues of Cthulhu: Codicil is a cornucopia of Cthulhoid content, containing a wealth of material for Leagues of Cthulhu that will provide the Game Master of any roleplaying game of Lovecraftian investigative horror with support and ideas until almost the stars come right...

1981: Attack of the Mutants!

Reviews from R'lyeh -

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

—oOo—
Yaquinto Publications was a publisher of board games—in particular war games—and roleplaying games between 1979 and 1983. Its most successful was The Ironclads, which simulated combat between the first armoured ships, or ironclads, during the American Civil War and won the Charles S. Roberts Award for ‘Best Initial Release of 1979’. It also published a number of roleplaying games such as Man, Myth & Magic and Timeship—both now published by Precis Intermedia. However, perhaps the publisher’s most interesting innovation was its packaging design for a line of board games known as the ‘Album Games’. Essentially, titles in this series were packaged in what were double-LP record albums. The game board would be presented on the inside cover, and where the record or records were sleeved were stored the rules, counters, and other components for the game. In later entries in the series, a spacer was used which made each Album game an inch or so thick. This made the game less like a record sleeve (each Album game carried a disclaimer on the cover stating it was a game only and that no phonograph record was to be found inside) and the spacer could be used for storage. Over the course of twenty-titles, the Album series covered fantasy, Science Fiction, historical wargames, and family games, including a game based on then extremely popular soap opera, Dallas.

Published in 1981, Attack of the Mutants! is a two-player board which depicts the last moments of Humanity following the Big Melt-Down of 1993. In the Science Building at Central State Tech, kindly old Professor Applewhite, assisted by his daughter and research assistant, the wholesome, clean-scrubbed Penny, has discovered Dynamic Ultimate Place and is about to open a gate to another, safer world. This is only just in time, for outside the building, clamouring to get in is horde (or four) of multi-armed/bodied/headed and/or tentacular mutants, all intent on smashing their way in, taking their revenge on mankind’s last survivors, and if not that, capturing the bright, but eligible marriage Penny! As the absentminded old professor races to activate the device, doors have been locked, barricades put up, Kamigawa 4697J Janibots armed with appliers, saws, files, and laser welders have been posted as guards, and the surviving members of the ROTC—including Leon ‘Buck’ Bukaw, who just happens to be Penny’s recently found, first love, stand ready to take the fight to the mutants as they smash down one door after another and spill into the next room or corridor, getting ever closer to the Tech Room and the means of mankind’s survival!

What you get with Attack of the Mutants! is a three-part board, twenty-five by twelve inches in size. One side depicts the main play area of the Science Building with its various corridors and rooms—including a summoning circle! On the other side is the Combat Display and the game’s various tables, whilst in between them in the crease of the packaging is a turn tracker. The game requires two six-sided dice, one per player, which do not come with it, but are easy to find. The game comes with over a hundred, small but on thick card, counters. On the Human side, these consist of the eight survivors and twenty-four Janibots, whilst the more than fifty Mutants consist of the Mutant Leaders (black), Radioactive Mutants (red), and ‘normal’ Mutants (green). There are also counters to indicate broken doors, barricades, and turn order. All of the Human and Mutant counters have a number on them to indicate their combat strength. This is either four or five for the Humans and three for the Janibots, whilst each of the Mutants has two combat values—one against Humans (which is either three or four) and one against the Janibots (two or three).

The Humans are all illustrated with their respective faces, whilst the Mutants and the Janibots are done as single colour silhouettes. Notably all of the characters—whether Human or Mutant—are named. So the Humans include Joey Cabelli and Percy Fitzwalter as well as Penny and her father. The Mutants include Amos, Ozzy, Rusty, Bud, Bodine, Hoss, and others. This adds an element of individuality to the game and in play can lead to some storytelling and table talk as the game proceeds and the players come to identify more and more with their counters and their characters. For the Human player, this is helped by the thumbnail descriptions given in the Designer Notes.

Set-up is simple enough. The Human player sets up first, placing Professor Applewhite and Penny—the two Techs—in the Tech Room, then stationing the other Humans and the Janibots throughout the Science Building. He also places a number of barricades which are impassable by the Mutants. These can be placed anywhere on the board, so their placement will vary from game to game. The Mutant player then places his forces around the four sides of the Science Building, making sure that there is one Mutant Leader on each side.

A turn consists of six phases. In the first two phases, the Mutants move and attack. This will also mean that they have to smash down doors, requiring a die roll, the more Mutants involved, the greater the chance of success. If there are Mutants on both sides of a door, they can open it. Once a door has been smashed, the Mutants can freely back and forth through the doorway. In the second two phases, the Humans move and attack. Humans do not have to smash down doors, even if they are members of the ROTC. Movement for either side is one space only and Janibots cannot move unless accompanying a Human.

Combat, in both the Mutant Combat Phase and the Human Combat Phase is handled on the Combat Display on the other half of the board. In groups of five against five, the Humans and Mutants face off against each other, their respective players rolling a die simultaneously, trying roll equal to, or less then, their respective Combat Values. If they do, their opponent is eliminated. Although the Humans and Mutant Leaders have higher chances of defeating their opponents, lucky rolls can lead to both sides killing each other! Combat continues until one side defeats the other in a location, and involves a lot of dice rolls and thus a lot of luck.

The final phase is the ‘Glow and Go’ phase. For each red or Radioactive Mutants in play, the Mutant player rolls a single die. If a six is rolled, the Radioactive Mutant succumbs to the effects of his radiation sickness and dies. His counter is removed from the game.

Play continues until the end of turn ten. To win a decisive victory, the Human player must have one Tech and three Human Guards in the Tech Room at the end of the game. If he has at least two Humans—Guards or Techs in the Tech Room, it is a Marginal Victory. Similarly, to win a decisive victory, the Mutant player must one Mutant Leader and three other Mutants in the Tech Room at the end of the game. If he has at least two Mutants, of any type—Leader, Radioactive, or Ordinary, it is a Marginal Victory. Anything else is a draw.

In addition to the basic rules, Attack of the Mutants! includes options for adjusting the balance between the Humans and the Mutants, facing Overwhelming odds, Humans and Mutants running away because of the latter, and adding hidden movement. This hidden movement is done on a separate and reduced game board, repeated in black and white rather than colour, and on the reverse of that is an alternate scenario where the Mutants have come from another world and are escaping into ours via the newly opened gate. Can the world be saved from this invasion from a doomed world? The sheet also includes some developer’s notes which provide more background about the Science Building and the Humans defending it.

Physically, Attack of the Mutants! is decently done. The cover of the album is brilliantly gaudy pastiche of the schlocky Sci-Fi horror ‘B’ movies and cheap paperbacks the game is inspired by, and the game board is clear and simple to see and play on. However, it does get a little cramped with all of the counters in play and then the constant movement of them from the main board to the Combat display and back again needs to be done carefully so as not to shift counters already there. It is accompanied by Robert Crumb-like cartoon illustrations that capture the horror and the desperation of the setting. The counters are also bright and easy to read, but the rules booklet and the developer’s notes are plain and unillustrated. However, they are easy to read and understand.

In addition, Yaquinto Publications published a second version of Attack of the Mutants! This was a simplified version that came as a two-page cardboard folder and was designed as an introductory version, intended to, “…[I]ntroduce people to the general concept of Adventure Gaming.” This was packaged with orders from the publisher and was also available via Game Workshop mail order in the early nineteen eighties. This version would have been many a player’s first introduction to the concept of Album Games, and may well have spurred them to purchase a full copy of Attack of the Mutants!, and potentially, other titles in the line.

Attack of the Mutants! is a two-player wargame, a tower defence style game long before there were such things. It is intended as an introductory level game, easy to learn, and providing a decent degree of playability and challenge, but little in terms of the type of simulation which might be found in a more traditional type of wargame. It is also designed to be fun for players new to the hobby and for those who have some experience of it. The introductory level means basic movement and combat, the latter involving a lot of dice rolls, but the results can often be wild and chaotic, which would fit the game’s theme. It also means that there is little in the way of tactics or planning as the two opposing sides clash again and again, although if he can, the Human player might want to target the Mutant Leaders as that would prevent a decisive victory for the Mutant player. Conversely, the Mutant player just needs to kill Humans, and if he can get to the Tech Room, kill one Tech to prevent a decisive victory for the Human player. All of which not only makes it sound bad, but also makes it sound bad because it is an old design. Nothing could be further from the truth, because forty years on and Attack of the Mutants! is easily comparable with a game like Zombies!!!, and if you were comparing the two, Attack of the Mutants! is more focused, has a shorter playing time, and is self-contained. Remake Attack of the Mutants! today as Attack of the Zombies! and would anyone raise an eyebrow?

Attack of the Mutants! is simple in its design, but it is intended to be an introductory board game. It is also chaotic, but that fits the theme of the last few Humans holding off the hordes of Mutants, making a last desperate stand with a Janibot by their side or scrambling to get back to the Tech Room and through the gate just in time to escape. As the game progresses and the Humans and Mutants fight, their stories can emerge in play and they become just a bit more than counters with names on, all helping us to engage with the theme of Attack of the Mutants! And what a gloriously cheesy theme that is—rampaging Mutants, stalwart heroes with jaws made of granite, a heroine ready to scream at the right moment, and mankind’s last stand!

Attack of the Mutants! not only succeeds as a fun way to introduce people to the general concept of adventure gaming, but as a very light, highly thematic game full of glorious clichés and fifties ‘B’-movie bravado. Ameritrash it might be, but by god, it’s American Ameritrash!

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