Outsiders & Others

Petrarchy

Reviews from R'lyeh -

For fans of Tales from the Loop – Roleplaying in the '80s That Never Was and Things from the Flood, the roleplaying games based on the paintings of Simon Stålenhag, as well as other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, but ultimately provide something which the Game Master can bring to the table and engage her players with. Such is the case with Puppy Love.

Puppy Love is written by one half of the hosts of the podcast, What Would Smart Party Do?—the other half designed King of Dungeons and presents an engaging and entertaining mystery with lots of Mats and puppies, plus a dilemma or two. It could easily be played in a single session, perhaps two at most, and would make a good option for a convention scenario just as it would for the Game Master’s own campaign.

The scenario begins at the start of the new school year, with the Player Characters all eager to return and catch up with friends at least, if not necessarily return to their lessons. However, on their way to school they spot two things. First, posters for a missing puppy belonging to a boy at school, Mats, and then further along and second, the missing puppy, Petra. Problem solved then. All the Player Characters have to do is take Petra back to Mats when they see him at school. Except, when they get there, Mats is nowhere to be found, and oddly, another pupil, the popular, but catty Doris, also has a puppy—a puppy which almost looks like Petra! What is going on? Is there more than one Petra or just more than one puppy? Where did Doris’ puppy come from? Where is Mats and is his puppy still missing?

The scenario takes an even odder turn—no surprise there, given that it is for Tales from the Loop—when the Player Characters attempt to find Mats. For when they get to his house, they find not Mats, but Mats and Mats. Two of them! Really what is going on?

Of course it has to do with the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi, and since shut down. The question is how and then how do the Player Characters get in? Actually the latter is relatively easy, but the former will take a little more investigation. The actual difficulty comes in interacting and dealing with Mats—multiples of them, because all of them are slightly different and slightly wrong. The Game Master is accorded a pair of tables to randomly determine the appearance and personality of each Mats, though the scenario does come with a warning because the personality traits are potentially a little extreme for what is still a little boy.

Physically, Puppy Love is decently presented with the usual plot diagram for Tales from the Loop scenarios, nicely done artwork for each the scenario’s NPCs, and clear maps of the location for the scenario’s denouement. It is also well written and easy to read.

Although Puppy Love is set in Sweden on Mälaröarna, the islands of Lake Mälaren, which lies to the west of Stockholm, which is the site of the Facility for Research in High Energy Physics—or ‘The Loop’, it actually has an English sensibility to it. There is a mystery, and this being a scenario for Tales from the Loop, a countdown which escalates the situation, there is no real threat, and so it has the feel of Children’s Film Foundation television series or film. Certainly as weird as having multiple Mats and Petras is, having multiple Petras gives it a certain cosiness or cuteness.
Puppy Love presents a thoroughly charming, even cute mystery for Tales from the Loop. It is easy to add to a campaign and just as easy to use as a demonstration or convention scenario.

A Spellbinding Corollary

Reviews from R'lyeh -

Magic plays a vital role in the world of Glorantha and thus RuneQuest: Roleplaying in Glorantha. Characters—both Player Characters and NPCs—commonly have access to magic, typically Rune magic and Spirit magic. The manifestation of the former represents the connection between the mortal world and the realm of the gods, between Age of Time and God Time, and bringing of the power the gods into the mundane realm, whilst the manifestation of the latter is the result of communicating with the spirits found in world’s natural energies. Rune magic is the more powerful of the two and characters have only limited access to it, whereas Spirit magic can be more freely cast to limited effect. What that means in terms of gameplay is that every player needs to know what his character’s spells do and every Game Master what her NPCs’ spells do. This is where The Red Book of Magic comes to the fore.

The Red Book of Magic, however, is much more than just a big list of spells. Published by Chaosium, Inc., it is in fact two big lists of spells—one for Rune magic and Spirit magic—and then some more. Between the two lists it details some five hundred and more spells, almost four-hundred-and-fifty Rune spells and almost seventy Spirit magic, of which over one-hundred-and-fifty Rune magic spells and over thirty Spirit magic spells that are new to RuneQuest: Roleplaying in Glorantha. Further, there is an explanation of spell terminology, explanations of how both types of magic are cast and work—and appear, sound, and feel to work when cast, discussion of rituals, and more. The coverage though is wholly upon Rune and Spirit magic rather than either Sorcery. Doubtless, it will receive its own supplement, as may Shamanism—which of course uses Spirit magic, but its greater effects are more than just simple Spirit magic, and of course, a book devoted to Rune magic and Spirit magic, like The Red Book of Magic, has greater utility in RuneQuest: Roleplaying in Glorantha.

Within Glorantha itself, The Red Book of Magic is an important magical text, consisting of fragments of the Red Revised Book, itself based on the much earlier Red Book, penned by Zzabur the Sorcerer Supreme. The Red Revised Book was the first work to separate Rune magic from Spirit magic, and to codify numerous different spells with near-identical effects, for example, Bladesharp or Heal, into a common spell with a simple and widely accepted descriptive name. It is supplemented by the Carmanian mystic Hepherones’ Statement of Magic, which serves to add colour before going into detail, but in effect, what this means that The Red Book of Magic is a resource in game and out, and thus any character–and thus his player or her Game Master—could consult its pages (barring technicalities such as literacy of course). Most of all though, with descriptions of hundreds of spells, The Red Book of Magic is a simple and accessible resource to have at the table, its size making it a lot easier to reference than the RuneQuest: Roleplaying in Glorantha rulebook.

In the pages of the RuneQuest: Roleplaying in Glorantha rulebook there is an emphasis upon the Rune spells known by the cults associated by the Lightbringers, which is understandable given their prominence in Sartar and its surrounds, the default setting for RuneQuest: Roleplaying in Glorantha. The Red Revised Book expands greatly upon that list of spells, with lots of new Rune spells associated with the Beast, Chaos, Fire, and Plant Runes. So for example, Butterflight is a Beast spell grants the caster the wings of the butterfly and the ability to fly, and Summon Insect Swarm enables the caster to summon swarms of insects of various sizes, depending upon the Rune points stacked into the spell; Bat Wings is a Moon and Chaos spell which grants bat’s wings to members of the cult of the Crimson Bat and Devour Book a Chaos spell which enables the caster to rip the knowledge from books, scrolls, and even carvings; Arrow of Light is a Fire spell which inflicts one six-sided die’s worth of damage direct to the target’s Hit Points ignoring armour if his POW is overcome and Destroy Clouds clears the immediate sky of clouds; and Chameleon is a Plant spell which increases the caster’s Hide skill and lets him use it when moving and Plant Spy turns any plant it is cast on into a remote spy, transmitting sound and touch to caster from its leaves. Similarly, there are numerous spells for the Darkness, Illusion, and Water Runes.

Spirit magic is given a similar treatment, again exploring how it is cast and works—and then appears, sounds, and feels to work when cast, and so on, before detailing its descriptions. Fun new spells given here include Hotfoot, which causes a burning sensation in the target’s strong enough that they cannot stand upon it, Sneeze which inflicts a nearly incapacitating sneezing fit on the target, and Solace, which relieves the mental distress in a target. In comparison with the Rune magic spells, the Spirit magic spells, certainly the new ones, feel less useful, because every Rune spell description includes its associated Runes, and therefore it is actually easier to link them to their casters and their cults, whether that is Plant Rune spells for Aldryami, the Chaos Rune for various vile Chaos worshippers as well as Lunar worshippers, and the Darkness Rune for Trolls.

The other reason why The Red Book of Magic is a useful resource is that in addition to presenting new spells adds a handful of new rules and other elements. This includes rules for creating new Rune spells, which when combined with the wide range of Rune spells in the supplement, could be used by the Game Master to create her own cults for her game; the addition of monsters like the War Tree (which requires the Plant Rune spells Animate War Tree and Create War Tree to create and control) and Manlings (Chaotic humanoids which bud from the caster of the spell, Spawn Manling); a guide to Rune metals and their properties; how illusions work with the various Illusion Rune spells such as Illusory Sight and Illusory Substance; and the collection and use of healing plants. In addition, many of the spells previously presented in other supplements and scenarios for RuneQuest: Roleplaying in Glorantha have been revisited and revised—not such that they function differently, but rather to provide clarity. For example, the Heal Wound Rune spell is accorded supplementary information that not only clarifies its function, but explains how it works from cult to cult.

The Red Book of Magic is not without its issues. One is that there is no list of Rune magic spells, when there is a list of Spirit magic spells. In part, this is understandable. The list of Spirit magic spells is less than a page long whereas such a list of Rune magic spells runs to forty pages (the Rune Spell Reference Tables are available for free download as well as accompanying the PDF for the supplement), and that would increase the book’s page count by a third. Similarly, there is no list of spells by cult for either Rune magic or Spirit. Again, its inclusion would have greatly increased the page count. Yet its inclusion would have been undoubtedly useful, helping Game Master and player link the various spells to the cults and thus to Glorantha as a setting. Plus it would also have made it easier to cross reference with the forthcoming Gods of Glorantha supplement. Ultimately this is not to say that The Red Book of Magic is a bad or useless supplement because it lacks either of those lists, far from it. Rather, that their inclusion would have not only enhanced the utility of what is already a very useful supplement, but gone beyond that into making it indispensable.

Physically, The Red Book of Magic is on par with the standards set by previous releases for RuneQuest: Roleplaying in Glorantha. It is clearly written and easy to read, which after all, was the point, and it is decently illustrated.
At its most basic, The Red Book of Magic is a serviceable supplement to have at the gaming table during play, a book to refer to when the RuneQuest: Roleplaying in Glorantha core rulebook is in use, and away from the gaming table, for reference by the Game Master. It is very much a useful rather than a must-have supplement, that is, at its time of publication. The usefulness of The Red Book of Magic is going to grow and grow as more supplements are released for RuneQuest: Roleplaying in Glorantha. Not just the forthcoming Gods of Glorantha, but future supplements devoted to the Aldryami, to Trolls, and to the Lunar Empire, for example, with The Red Book of Magic serving as the corollary or magic companion to the new supplement. (And that does not include the many titles available on the Jonstown Compendium.) Right now, The Red Book of Magic is undoubtedly useful, but for the future of your Glorantha game, it is an investment.

Evil on the East Coast

Reviews from R'lyeh -

The Darkness Over Eaglescar – A Modern Day Call of Cthulhu Scenario is the tenth scenario from publisher Stygian Fox. Although the title suggests that it is a modern-day scenario for use with Call of Cthulhu, Seventh Edition, it is actually set in 1999. It is also set in England’s north-east, in the fictional coastal town of Eaglescar. What this means is that it has a certain English seaside town ambiance that certainly British Keepers and players will enjoy. Despite the specifics of the setting, The Darkness Over Eaglescar can easily be adapted to the setting and period of the Keeper’s choice, whether that is the Purple Decade of Cthulhu by Gaslight or the Jazz Age of Call of Cthulhu, or indeed, updated to a more contemporary period. With some adjustment the scenario could be adapted to run using Delta Green: The Role-Playing Game.
Designed for roughly four investigators and to provide two sessions or so’s worth of play, The Darkness Over Eaglescar begins with the Investigators being contacted by an old friend, Georgina Angler. She believes that her teenage daughter, Cassandra, is in trouble, having become involved with some shady characters, and she suspects, drugs, as well, and wants the Investigators’ help in finding her. Georgina will point to one of the business owners on the esplanade as someone who might know more, and he indicates two further leads, one a local drug dealer, the other a sea front fortune teller. Both will point towards the Voice of the Machine, a local New Age cult run by Eleanor X. Researching her reveals that her parents were members of a seventies hippie cult, The Children of the Vortex. This cult was notorious for its drug dealing, the exploitation of its members, and ultimately, the stabbing and murder of its founder. Background on the cult can be discovered by research at the local library and Eleanor X herself, will contact the Investigators to reassure them that Cassandra is fine. However, the cult leader will not let them see the missing girl.

Ultimately, the Investigators will need to investigate the cult’s properties and possible links between The Children of the Vortex and the Voice of the Machine. The latter will probably involve the Investigators having to commit a couple of acts of breaking and entering, which presents its own challenges in a small town, suburban environment. In doing so, they will likely be involved in one or more violent confrontations, and perhaps rescue Cassandra.

In terms of its horror, The Darkness Over Eaglescar is a scenario with a very human face. The Investigators will not be confronting any of the traditional elements of the Mythos, and to be fair, not really confronting the Mythos directly, more its effects upon the members of the cult. This will come primarily in a pair of intentionally surprisingly violent encounters, but depending upon what the Investigators discover, they may be able to get hold of another means to thwart the cult—a more magical means.

The Darkness Over Eaglescar is a relatively short adventure and although the players and their Investigators do not know it, they are up against a time limit. The players will need to use their Investigators’ time with some care, but unless they really waste it, they should be able to conduct their inquiries with alacrity. In fact, there are few plot strands to follow in the scenario, so the given timeline could be effectively collapsed into a couple of days or so and the scenario run in a single session as a convention scenario. However, that would be quite tight in its plotting. The alternative would be to reduce the number of Investigators—the scenario could be played with just two and still work.

The scenario is decently supported with a handful of handouts, some of which are really very good. Likewise, some of the artwork is also very good. Similarly, The Darkness Over Eaglescar is a very good-looking scenario, but unfortunately, looks can be deceiving. The cartography looks good, but feels a little odd in the design of its two houses. Plus, why is there no map of the Eaglescar itself? Then there are several element crashes between the scenario’s images and handouts and the text. This is not enough to make the text totally unreadable, but it is unnecessarily challenging. In addition, and although it is not as bad in previous releases from the publisher, The Darkness Over Eaglescar is further indication that Stygian Fox Publishing is still very much in need of a professional editor.

Let down by disappointing production values, The Darkness Over Eaglescar includes a decent mix of investigation and interaction, as well as some surprisingly violent scenes—ones that if played in the scenario’s British setting, the Investigators will probably be unprepared and ill-equipped to deal with. A more than serviceable scenario, The Darkness Over Eaglescar neatly captures the faded ambiance of the British seaside town, but is flexible enough to be set elsewhere and else when.

Ice Box

Reviews from R'lyeh -

Mutant Crawl Classics #11: The Omnivary of Eden is the eleventh release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. Designed for Second Level player characters, what this means is that Mutant Crawl Classics #11: The Omnivary of Eden is not a Character Funnel, one of the signature features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game it is mechanically based upon—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. In terms of the setting, known as Terra A.D., or ‘Terra After Disaster’, this is a ‘Rite of Passage’ and in Mutants, Manimals, and Plantients, the stress of it will trigger ‘Metagenesis’, their DNA expressing itself and their mutations blossoming forth. By the time the Player Characters in Mutant Crawl Classics #11: The Omnivary of Eden have  reached Second Level, they will have had numerous adventures, should have understanding as to how their mutant powers and how at least some of the various weapons, devices, and artefacts of the Ancients they have found work and can use on their future adventures.
The set-up for Mutant Crawl Classics #11: The Omnivary of Eden casts the Player Characters as members of the tribe known as ‘The Ones Who Dig’. For centuries, the tribe has been digging deep into the ground and has finally broken into an underground complex built by the Ancient Ones. This is the long-buried entrance to the Garden of the Gods, which is said to be the repository of the Seeds of Creation, the seeds and biological records of all life of Terra A.D. from before the Great Disaster. It was foretold by the prophet, Boxx the Curious, that one day, a tribe would dig deep enough to locate the Earth Canoe which would take the faithful to the Garden of the Gods—and now that day has come. Unfortunately, the Player Characters are not among those deemed worthy to take the first journey in the Earth Canoe. They will be present though, when things go very wrong. Not everyone wants anything of the world before the Great Disaster restored to Terra A.D., and they would not only deny it to others, but destroy it too!.
Mutant Crawl Classics #11: The Omnivary of Eden begins with a bang and quickly throws the Player Characters into the action and then the quest. This takes them into a seed vault—a little like the Svalbard Global Seed Vault, but of course, updated for the twenty-ninth century and then turned upside down by the events of the Great Disaster. After the confrontation and the escape aboard the Earth Canoe, the majority of the scenario takes place in the seed bank, which is described in no little detail across its two levels. This detail combines weirdness of both the twenty-ninth century and Terra A.D., such as lickable walls and rabbits all with the same face of an old man, but everything is well explained. The latter is necessary because there is a lot of information to impart to the players as their characters explore the complex. This comes not just in the form of the purple text of the room descriptions, but also the secrets to be discovered by the Player Characters. Of which, there are a lot and most of which come in the form of audio-visual recordings, and as well as revealing what has been happening in the Garden of the Gods for the past three millennia do also hint about life before the Great Disaster.
Although there is some combat involved, the emphasis in Mutant Crawl Classics #11: The Omnivary of Eden is on exploration and examination of the strange place in which the Player Characters find themselves. Instead of artefacts and devices, the Player Characters will be mostly discovering secrets, and there really is very little ‘treasure’ to be found in the adventure. However, the adventure could have done with a little more combat, or at least, more threat. Mutant Crawl Classics #11: The Omnivary of Eden opens with an attack upon the ‘The Ones Who Dig’ tribe by the Gene Police, a faction of human fanatics, an attack which is problematic in terms of storytelling—not once, but three times. The first problem is that attackers successfully carry out at the beginning of the scenario and then do not appear again. Essentially, they serve as means to sabotage the expedition and get the Player Characters getting to go instead, which seems a wasted opportunity. Having set up a ‘Chekov’s Gun’ of the Gene Police attack, it seems a wasted opportunity to leave the possibility of their following the Player Characters to Garden of the Gods and attempting to destroy it, giving the adventure a greater sense of urgency in the process.
The second really stems from Mutant Crawl Classics #11: The Omnivary of Eden being written for Second Level Player Characters. It leaves both the Judge and her players to wonder what their characters were doing before the events of the scenario begin. In terms of Mutant Crawl Classics Roleplaying Game, what they were doing on their Zero Level Character Funnel, and subsequently, when they were First Level. With such questions, it leaves the scenario to be run as a one-shot, or worked with difficulty into the Judge’s own campaign, and just like Mutant Crawl Classics Roleplaying Game, there is no real advice on setting up or working the scenario into a campaign. There are no answers to the questions, “What if the Player Characters do not come from ‘The Ones Who Dig’ tribe?” and “What if there is no ‘The Ones Who Dig’ tribe?”. The third problem stems from the first two—just who are the Gene Police? The adventure describes them as having inveigled their way into the ‘The Ones Who Dig’ tribe, but does not say who they are or give them personalities. They are just treated as throwaway enemies and that seems like a wasted opportunity.
What happens after the scenario is much less of an issue, since the author includes notes for continuing Mutant Crawl Classics #11: The Omnivary of Eden. These are useful, since the discoveries to be found in the Garden of the Gods have potentially major ramifications for both the future of Terra A.D. and the Judge’s campaign. It would be nice to see these explored in a sequel to this scenario, if not multiple sequels.
Despite the issues with its set-up and follow through of that set-up, Mutant Crawl Classics #11: The Omnivary of Eden is an enjoyably detailed and entertaining adventure. It wears its inspirations openly on its sleeve—or at least in the colour gem in the palm of its right hand—and these are fun for the Judge and players alike to spot. This shows most obviously in the change in environment which the scenario undergoes as part of its story line, which is radically different to that for most scenarios for Mutant Crawl Classics #11: The Omnivary of Eden.
Physically, Mutant Crawl Classics #11: The Omnivary of Eden is nicely presented. It needs an edit in places, but is generally well written and the artwork is decent. The map is rather plain though.
Mutant Crawl Classics #11: The Omnivary of Eden is a thoroughly likeable scenario, designed to be played in two sessions or so, and full of detail and flavour. Whilst it should be fun to play as is, to get the most out of it, the Judge will need to develop more of the set-up and the consequences of the outcome of the scenario.

Franz von Bayros (Austrian, 1866-1924)

Monster Brains -

Franz von Bayros - St George Rescuing a Maiden from a Dragon (Study for a Bookplate)St George Rescuing a Maiden from a Dragon (Study for a Bookplate) 

Franz von Bayros - Rivalin, 1921Rivalin, 1921 

Franz von Bayros - Illustration for Dante Alighieri's 'The Divine Comedy' 1 Illustration for Dante Alighieri's 'The Divine Comedy'1921 

Franz von Bayros - Illustration for Dante Alighieri's 'The Divine Comedy' 3 Illustration for Dante Alighieri's 'The Divine Comedy'1921 

Franz von Bayros - Illustration for Dante Alighieri's 'The Divine Comedy' 2 Illustration for Dante Alighieri's 'The Divine Comedy'1921 

Franz von Bayros - Guardian MoatGuardian Moat 

Franz von Bayros - Tribute to Salome, 1921Tribute to Salome, 1921 

I stumbled onto this book years ago at a used book store. This collection of Bayros's erotic drawings "The amorous drawings of the Marquis von Bayros" is now available on archive.org, check it out here.

Jonstown Jottings #47: GLORANTHA: A Trek in the Marsh

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?

GLORANTHA: A Trek in the Marsh is a scenario for use with RuneQuest: Roleplaying in Glorantha.

It is a four page, full colour, 963.55 KB PDF.
The layout is clean and clean. It is art free, but the cartography is reasonable.
Where is it set?
GLORANTHA: The search for the Throne of Colymar is set in Sartar in the Upland Marsh. 

Who do you play?
Player Characters of all types could play this scenario, but is best suited to members of a nearby Colymar tribe or Ducks. Humakti will, of course, relish the opportunity to curb the influence of Delecti the Necromancer.

What do you need?
GLORANTHA: A Trek in the Marsh requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary. The later is a necessity as no stats or creature or monster write-ups are included.
What do you get?GLORANTHA: A Trek in the Marsh is set on the northern edge of the Upland Marsh and presents an opportunity for a nearby tribe to reduce the great swamp’s boundaries and reclaim land lost centuries ago to the magics of Delecti the Necromancer. One of the magical rods which enforces his malign influence has been located and the local tribal chief thinks it can be removed or destroyed and so sends some trusted adventurers to deal with it.
Consisting of really only two pages, the adventure is linear, the Player Characters proceeding rom the edge of the map straight to the location of the magical rod, perhaps having an encounter or two on the way to the marsh—depending upon if they veer slightly left or slightly right. These encounters, as are the majority of the encounters in the scenario, all combat based. No NPCs are encountered or detailed in the course of the adventure. No encounter, even the encounter with the altered Dancer in the Darkness which protects the rod is accorded more than three sentences.
GLORANTHA: A Trek in the Marsh is not badly written, but very much like the earlier GLORANTHA: The search for the Throne of Colymar, it is underwritten and underdeveloped. As presented it is not a whole scenario, but rather the middle of a scenario. Despite the fact that the Player Characters are on a quest to destroy or remove a magical artefact, the artefact itself is not detailed or illustrated, and there is no information as to how the local tribal chief learned of the location of the artefact, how the artefact is removed, and what happens once the artefact is removed. In addition, the protector of is described as a combination of a Darknesselemental and a Dancer in Darkness, but stats or abilities are given, leaving the Game master to develop these herself without guidance. Omitting the stats for monsters and creatures which can be found in the Glorantha Bestiary is not wholly unreasonable, as the Game Master can easily provide these, but not providing the stats or write-up of a new combination of monster is simply nonsensical.
Similarly, the lack of set-up and consequences for the scenario, leaves the Game Master with more work than should have been necessary. The author need not have tied either to a specific tribe, but with sufficient background, the Game Master could easily have tied in both set-up and consequences to the tribe of her choice. Instead, the author leaves all of the development work to the Game Master rather than some of it.
Is it worth your time?YesGLORANTHA: A Trek in the Marsh contains the germ of an interesting scenario if the Game Master is willing to completely develop its set-up and consequences which its author failed to do.NoGLORANTHA: A Trek in the Marsh is a third of a scenario, no more than a series of combat encounters, in need of development in the beginning, middle, and end. Cheap, but avoidable.MaybeGLORANTHA: A Trek in the Marsh contains the germ of an interesting scenario if the Game Master is a running a campaign in and around the Upland Marsh, and is willing to completely develop its set-up and consequences which its author failed to do.

I Got The Altered Morphology Blues II

Reviews from R'lyeh -

A decade ago, on January 12th, a plague struck the world. A flu-like plague which seemed resistant to the then available treatments. Fortunately nobody died, but eleven days later, on January 23rd, all of the symptoms vanished and everyone recovered. Only later did people realise the significance of what became known as ‘Ghost Flu’ as months later, sufferers began exhibiting powers and abilities only found in mankind’s wildest imaginings and biggest cinema screen franchise. The ability to fly, phase through walls, read the minds of others, control gravity, flatten or enhance the emotions of others, and read or even enter dreams. Literally, people had superpowers. This manifestation becomes known as the ‘Sudden Mutation Event’ or ‘SME’, and in the next ten years approximately one percent of the population will manifest SME. In response, there was no rash of costumed heroes or villains, though a few tried. The most photogenic of SME suffers became celebrities, sportsmen, television and film stars, or politicians, others found jobs related to their newly gained powers, for example, a firefighter who control flames or oxygen, a transmuter who could literally turn lead into (industrial) gold, or a healer who work as a medic or doctor, and the most popular sports found ways of incorporating them into their play. Some though turned to crime, and of course, there were criminals who exhibited SME, and whilst the Heightened as they became known were mostly assimilated into society, they could still be victims of crime and they were also victims of a prejudice all their very own. For example, the Neutral Parity League campaigns against ‘Chromes’ (from ‘Chromosome’) as the Heightened are nicknamed, often violently, whilst organisations like the Heightened Information Alliance campaigns for the protection of their rights. In general, the Heightened have become one of society’s accepted minorities and most just get on with their lives.

When one of the Heightened is involved in crime—whether as victim or perpetrator—the police will investigate and handle the matter just as they would any other crime. However, most big city police forces have established a unit to specifically deal with such cases. This is the Heightened Crimes Investigation Unit (HCIU), staffed by Heightened members of the police force and tasked with investigating and solving SME related crimes, whether committed by or against SME sufferers. The HCIU also serves as a combination liaison/bulwark between the mutants and ordinary folk. The law has also adapted to take account of the prevalence of Heightened abilities. Thus investigative powers such as Observe Dreams and Read Minds require consent or a legal warrant, the use of X-Ray Vision ability must follow strict health and safety guidelines as its emits radiation and can cause cancer, the wrongful use of Impersonate is fraud, and several powers, including Radiation Projection, Invisibility, and Read Minds are deemed inherently dangerous. Such powers fall under Article 18 which regulates their use and may even see their users being monitored. The study of superpowers and SME expressives is known as Anamorphology, while members of the HCIU are trained in Forensic Anamorphology.

This is the set-up for Mutant City Blues, a super powered investigative roleplaying game, originally designed by Robin D. Laws and published by Pelgrane Press in 2009. It uses the author and publisher’s GUMSHOE System, designed to play investigative games which emphasise the interpretation of clues rather than their discovery, and which has been used with another genre in a number of roleplaying games from the publisher, including horror in The Esoterrorists, cosmic horror in Trail of Cthulhu, space opera in Ashen Stars, and time travel in Timewatch. In Mutant City Blues the other genre is the classic police procedural of Law & Order, Hill Street Blues, and NYPD Blue. The combination though is specific. The Player Characters are police officers with powers, not superheroes who are cops. So not DC Comics’ Gotham Central or the Special Crimes Unit from Superman’s hometown, Metropolis, or indeed, Wildstorm’s Top 10. This is very much not a ‘Four Colour’ superheroes setting. The action and the investigation of Mutant City Blues also takes place in a real city, whether New York or Toronto, or a city the Game Moderator is familiar with. Although Mutant City Blues has the feel of a setting that is North America, it would be easy to set a campaign elsewhere, and there are notes on adapting it to the United Kingdom.

To help the Game Moderator adapt Mutant City Blues to the city of her choice, the roleplaying game comes with a number of elements which mapped onto that city. This includes a future timeline which runs from the outbreak of Ghost Flu to the present day, a guide to the future city’s politics and leading figures, as well as its new institutes and businesses. First and foremost amongst them is The Quade Institute, the world’s foremost Anamorphological research centre, run by the renowned geneticist, Lucius Quade. The Quade Institute is also where members of the Heightened Crimes Investigation Unit are trained in Forensic Anamorphology. A complete Heightened Crimes Investigation Unit is described, ready for the Player Characters to be slotted into. Lastly, there is a ready-to-play scenario, ‘Food Chain’, which introduces the history of the Mutant City Blues setting as well as providing a case for the Heightened Crimes Investigation Unit to investigate.

In actuality that is the set-up for Mutant City Blues as published in 2009. In 2020, Pelgrane Press published a second edition, this time by Gareth Ryder-Hanrahan and Robin D. Laws. Mutant City Blues still retains the same set-up and flexibility in terms of where it can be set, but it also introduces a number of changes, not least of which is a new scenario, ‘Blue on Blue’. The majority of these changes have been implemented to make the game faster and easier to both set up and play.

As with other GUMSHOE System games, Player Characters in Mutant City Blues are defined by various abilities, either Investigative or General. Investigative Abilities are further divided into Academic, Interpersonal, and Technical. As a superhero roleplaying game, Player Characters in Mutant City Blues also have superpowers or Mutant Powers, which are again split between Investigative and General Powers. What defines the split between Investigative and General Abilities and Powers is how they are used. In the first edition of Mutant City Blues both Investigative and General abilities are represented by ratings or pool of points. For Investigative abilities, if the Player Character has the ability, he can always use it to gain core clues during an investigation, and his player could always spend more points from the Investigative ability pool to gain more information. For General abilities, such as Health, Infiltration, and Preparedness, a player expends points from the relevant pool and uses them as a modifier to a die roll to beat a particular difficulty. This is on a six-sided die and a typical difficulty is four, but can go as high as four. In the second edition of Mutant City Blues, a Player Character still has pools of points for his General abilities, including mutant powers, but not for Investigative abilities and powers. Instead of ratings, a Player Character either has the Investigative ability or power, or he does not. During an investigation, a Player Character will always pick up a clue related to an Investigative ability. If a Player Character wants more information, he can Push.

The Push is the major rule change in the second edition of Mutant City Blues. Replacing ratings for Investigative abilities, a Push is primarily used to gain more information or overcome obstacles preventing progress in an investigation. For example, it might be used to speed up the investigative process, such as getting the results back from the laboratory quicker than usual for Forensic Anthropology or Ballistics, to add an expert in the field as a friend using Art History or Occult Studies, or even use Cop Talk to impress the media or a Player Character’s superiors. A Push can also be used to sidestep or lower the difficulty of a General ability test. However a Push is used, a player only has two to expend per session, and they cannot be saved between sessions.

To create a member of the Heightened Crimes Investigation Unit, a player receives three pools of points to spend on his character. These are standard for both General abilities and Mutant Powers, but will vary for Investigative abilities, the value depending upon the number of players. To ease the creation process, the second edition of Mutant City Blues includes templates that model particular police departments, such as the Forensic Science Division, Gang and Narcotic, Robbery, and Special Weapons & Training. Each template has a cost in points, with any excess being used to purchase other Investigative abilities and purchase and increase General abilities.

Whilst choosing Investigative and General abilities is relatively straightforward, selecting Investigative and General Powers is more involved. In standard superhero roleplaying games, a player is free to choose what powers he likes, in any combination, often to model particular superheroes from the comic books and films. Now that option is possible in Mutant City Blues, but that diverges from Mutant City Blues as written. Mutant powers in Mutant City Blues are clustered together genetically, so that if a Heightened has the Transmutation power, he is also likely to have the Disintegration, Phase, Touch, Reduce Temperature, and Ice Blast powers. He may also have the Wind Control, Healing, Radiation Projection, and Self-Detonation powers, but not Pain Immunity or Gravity Control. All this is mapped out on the Quade Diagram—as devised by the renowned geneticist, Lucius Quade of The Quade Institute—and in addition to using it to select powers during the character creation, the Quade Diagram serves as a forensic tool in the game. HCIU officers can use it to determine the powers used at a crime scene, as many of them leave some form of residue. It can determine the involvement of one Mutant if the residue is clustered, more if there are several clusters. The point here is that mutant powers are known quantities and do not vary, and in addition, where in the comics, a superhero will often tweak or adjust his powers from one issue to the next, this is very difficult to do in Mutant City Blues.

Our sample member of the Heightened Crimes Investigation Unit is newly appointed Grace Bruckner who transferred across from Robbery where she specialised in art theft. She has become adept at identifying forgeries from merely touch alone. Her tendency towards Disassociation means she has few friends on the force, her colleagues seeing her as cold and unfriendly. This is despite the fact they know her genetics.

Detective Grace Bruckner, 1st Grade
General Abilities: Athletics 4, Composure 10, Driving 2, Filch 2, Health 10, Infiltration 4, Mechanics 2, Preparedness 5, Scuffling 5, Sense Trouble 5, Shooting 4, Surveillance 6
Investigative Abilities: Architecture, Art History, Bureaucracy, Bullshit Detector, Charm, Document Analysis, Evidence Collection, Fingerprinting, Forensic Accounting, Forensic Anthropology, Languages, Law, Negotiation, Photography, Research, Streetwise
Investigative Powers: Touch
General Powers: Disintegration 1, Healing 3, Phase 5, Transmutation 3
Defects: Disassociation

Certain powers and clusters, however, also have ‘Genetic Risk Factors’ associated with them. For example, Heightened with the Night Vision and Thermal Vision powers have tendency for Watcher Syndrome, whilst those with Telekinesis and Force Field, suffer from Sensory Overload. As she has both Phase and Disintegration, Detective Grace Bruckner can suffer from Disassociation, which means that she has a tendency to emotionally withdraw from people, and if the condition worsens, to see the world and her actions as unreal. Genetic Risk Factors need not come into play though, but it all depends upon the mode in which the gaming group has decided to play Mutant City Blues. The roleplaying game has two modes. In Safety Mode, Genetic Risk Factors are seen as potential risks to the Player Characters and may occasionally be topics of conversation, but in the main do not enter play except when they might affect Heightened criminals. In Gritty Mode, Genetic Risk Factors can express themselves in the members of the Heightened Crimes Investigation Unit, and in play, are one source of Subplots.

Subplots are plots extra to the main investigation, the ‘B’ plot to the ‘A’ plot, and are typically personal or tied to another case. The players are encouraged to suggest them and the Game Moderator can add them, but in Gritty Mode they can also take the form of a personal Crisis which will affect a particular Player Character, and they can be triggered by the expression of a Genetic Risk Factor or an event which occurs in the line of duty. The latter can affect all police officers, not just members of the Heightened Crimes Investigation Unit, but those triggered by a Genetic Risk Factor is specific to the Heightened. Mechanically, a Crisis requires a test and if failed, earns the Player Character a Stress Card. Similarly, if a Player Character exhausts the points from a power, but manages to refresh it by testing his Genetic Risk Factor (done against its resistance ability, which is different for each Genetic Risk Factor), he also gains a Stress Card due to the strain. Mutant City Blues lists over fifty, each with a tag like Addiction or Home Life, and Deactivation or Discard conditions, these being ways a Player Character effectively forestall the effects of a Stress Card or get rid of it completely. Should a Player Character acquire three or Stress Cards, then he is forced to quit or is fired from the force due to stress and his consequent actions.

Crises and Stress Cards are obviously storytelling and roleplaying tools, but they are also ways of enforcing the conventions of Mutant City Blues’ genre. In effect, Crises and Stress Cards are a way of handling a Player Character’s story arc over the course of a campaign. Just as in the television shows which inspire it, characters in Mutant City Blues leave, resign, take a new assignment, or are killed. Similarly, the use of the two modes—Safe and Gritty—model the two types of police procedural. Safe Mode represents a police procedural which focuses on the powers and the cases, and less on the personal and home lives of the Player Characters, whereas the grimmer Gritty Mode brings into play the personal and home lives of the Player Characters as well as the dangers of using their mutant powers. Of the two, the Gritty Mode more strongly enforces its genre than the Safe Mode. And this is in addition to the grind of dealing with the bureaucracy of the job, the Player Characters’ superiors, the media, and the criminals.

The two genres for Mutant City Blues—police procedural and superheroes—will be familiar to most, but not necessarily together. The roleplaying game’s authors provide plenty of advice to that end. The rules and advice cover collecting clues and using Pushes and their benefits, action at non-lethal, lethal, and superpowered levels, including combat, shootouts, chases, and more. There is a lengthy discussion of how the Heightened Crimes Investigation Unit operates, including an orientation manual (with annotations from a member giving an explanation and opinion on how things are actually done), handling interrogations and court scenes, how the presence of the Heightened has changed the law, and running cases of the week and big plots. Plus there is a guide to the future world of Mutant City Blues, its politics, cultures, sports, and notable figures that the Game Moderator can map onto the city of her choice. Plus that mapping need not be onto a city in the near future, but could be the here and now, and there is advice for doing that too. The players are not left out here with advice on selecting their characters’ watch commander, using subplots, and suggesting some interview techniques, since after all, few of the players are going to be trained police officers. Lastly, there is an adventure, ‘Blue on Blue’ which does a good job of introducing the setting of Mutant City Blues and its various elements as they are affected by the Heightened, and takes the story of SME all the way back to the beginning. That said, it very much has the feel of a North American city and the Game Moderator will need to make some adjustments to set it elsewhere.

Throughout the pages of Mutant City Blues, there is another option discussed. That is instead of the Player Characters as members of the Heightened Crimes Investigation Unit, they are Private Investigators. This gives the players and their characters greater flexibility in terms of how they approach investigations, as well as less responsibility and also less authority. However, they are still private citizens and they will need to be equally as careful, if not more so, in their use of their powers than members of the Heightened Crimes Investigation Unit. Rather than the set-up and organisation provided by the Heightened Crimes Investigation Unit, the players and their characters will need to work out the details of their agency ahead of time. The scenario, ‘Blue on Blue’ does have notes to enable it to be run using private investigators, but it is really written to be played using Heightened Crimes Investigation Unit officers.

Physically, for a book published in 2020,Mutant City Blues is surprisingly done in black and white. In some ways, that is thematic, and to be fair, it does not detract from the book in any way. In general, the artwork is excellent, the book is well written, and the layout clean and tidy, and best of all, easy to read.

If there are any issues with Mutant City Blues, it is in tone and setting. Some players may well find its strongly implied setting to be too North American, but the police procedural is very much a North American television staple, which for others it is that its superpowers are too low powered, to be not quite Four Colour enough. Yet even the roleplaying game’s Safe Mode is not Four Colour, although it is much closer than Gritty Mode, and after all, it is written to be a police procedural with superpowers, rather than it is a superpowered police procedural.

The GUMSHOE System was always designed to ease the process of playing investigative roleplaying games, but its iteration here in the second edition of Mutant City Blues has gone even further, switching from the previous edition’s pools of points to a simple binary yes/no for its Investigative abilities. Combined with the equally as simple Push mechanics and Mutant City Bluesmakes investigations even easier, shifting any prior complexity to the game’s action when General abilities—mundane and mutant come into play. And really, they are not that complex.

Inspired by two genres—police procedural and superheroes—Mutant City Blues still remains underpowered for handling either separately, but merged together, the result is an appealing combination of familiar genres that are consequently easy to roleplay. And that is made even easier by the streamlining of the GUMSHOE System and the cleaner presentation in this new edition. Mutant City Blues does what it says on the badge, present police procedural and investigative roleplaying in a near future that is almost like our own world, and make it accessible and engaging. The combination is very specific, but there can be no doubt that Mutant City Blues does it very well.

The Other OSR—Warlock! Kingdom

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Warlock! Kingdom is a supplement for Warlock!, “A Game Inspired By The Early Days Of British Tabletop Gaming”, in particular, Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The Warlock of Firetop Mountain. It has Careers—Careers such as Agitator, Boatman, Grave Robber, and Rat Catcher; it has two attributes, one of which is Luck; and it has a Warlock! running around an unnamed, humancentric kingdom causing mayhem. Although mechanically much lighter than Warhammer Fantasy Roleplay, it is nevertheless intended to be grim and gritty, a world of adventure and peril, but with mud aplenty—or worse—underfoot and a certain, sardonic sense of humour. However, beyond there being a marauding Warlock!, and gods, such as the beloved Thrice Blessed, the bloody Red King, and the reviled Dragon, there is unfortunately very little in terms of background in Warlock!. This is an omission that Warlock! Kingdom aims to rectify.

Warlock! Kingdom is published by Fire Ruby Designs and is very much a book of two halves. The first is a Gazetteer of the Evening Lands, which provides an overview and entails of the western part of the Kingdom, whilst the second is a guide to Grim Biskerstaf, a thriving port city on the mighty river Vessen. Both sections are for the most part systemless, so that a Game Master could easily take the descriptions and content found here and adapt to the roleplaying game of her choice, be it Dungeons & Dragons, Warhammer Fantasy Roleplay, Zweihander: Grim and Perilous, or something else.

Warlock! Kingdom opens up with the ‘Kingdom Gazetteer’, which details the Kingdom, which feels fairly generic in its fantasy. It has great forests, mighty mountain ranges, rolling hills, broad meandering rivers, deep lakes, busy cities and towns with wide swathes of untamed wilderness in between, the settled areas populated by Humans, but also Dwarves, Elves, and Halflings. It stands on a peninsula, though this is not described. After this description, the book seems to go awry with a table of cultural events for the Player Characters to encounter and involve themselves in. It is a really good list, ranging from harvest festival to a funeral to dancing bear to Gerarix Stonecast with a mutated uman to exhibit, but feels too early in the book when you really want to know particular details of the country—languages, religion, and whatnot. Similarly, the discussion of the Royal Family and the Traitor, the latter the former chamberlain to the King whose worship of the demon Delock would lead to an unleashing of dark forces and precipitated a war that nearly shattered the kingdom. And also the fact that since the war against the Traitor, the King himself has not been seen, and that it appears that his wife the Queen and the King’s chief advisor are in charge given his absence. No suggestions are made as to why the King is missing or why, so there is plenty of room there to speculate—both in game and out.

Fortunately, Warlock! Kingdom settles down after that and guides the reader around the Evening Lands. This focuses on particular geographical locations like the Black Spine Mountains and the Golden Cave, the former riddled with caves and tunnels that are home to tribes of Goblins and clans of Dwarves, the latter a site of pilgrimage to the martyr, Saint Agarix, the current priest of which at the cave is probably living off the proceeds from the pilgrims’ donations. Many of these various location descriptions are accompanied by a table of random elements. Thus for the battlefield of Pomperburg, where the largest battle against the Traitor took place and which remains a place of horror to this day, there is a list of unusual items to be found on the site still. Not every location has such a table, but in each, they add a little bit of extra flavour and detail.

The bulk of Warlock! Kingdom—almost two thirds, in fact—is devoted to Grim Biskerstaf, a city on the kingdom’s south coast at the mouth of the Vessen River. In the wake of the war with the Traitor, though thriving, the city is in decline, its ruler, Lord Kelberond ineffectual and perpetually confused; the city guard forced to operate on a shoestring budget whilst the Peacock Guard, whose members protect Lord Kelberond, strut about the city as if they own it; the harbour the site of ongoing squabbles and fights between the Fish Speakers and the Dockers as to who controls trade on the river; and religious dissension growing as the Red King’s Men, worshippers of the Red King ejected from Fesselburg, the Kingdom’s capital, have taken up residence in the city—some actually devout, others little more than thugs. Then there is the Blight. This is a ghastly disease which turns the sufferer’s skin a sickly green and makes it break out into open sores. No one knows the source or cause of the Blight, but of late, the river has turned into sludge and it only affects the lower classes—so at the moment, the Blight is not all that important.

The description of Grim Biskerstaf follows the format used for the Kingdom in the first half of Warlock! Kingdom. Each of the descriptions of the city’s thirteen important locations is accompanied by two things. One is a snapshot from the main two-page illustration/map of the city, and the other is a table. Similarly, the descriptions of the city’s various organisations and notable figures are also accompanied by their own tables, which in each case adds further detail and flavour. Thus, outside the cathedral to the Thrice Blessed stands a tree and on that tree—in very Warhammer Fantasy Roleplay fashion—are nailed notices of employment described in a pair of tables, whilst along the city’s famous red stone walls, built by an Elven queen a millennium ago, stand a series of great towers, many of which have fallen into a state of disrepair and rumoured to have been occupied by persons other than the city guard. Who exactly occupies a particular tower can be determined by a roll of the die and reference to the accompanying table.

Grim Biskerstaf’s organisations include the Little Council, which supposedly governs the city and has table of its various plans; the College of Doors, its school of magic whose entrance changes regularly and is actually located in a hidden magical dimension, and its table suggests where the entrance door may be found that week or so. Its notable citizens include the wizard, Dolkepper, who when not studying the universe, is crabbily ruminating on which of the city’s citizens has slighted him and then tetchedly complaining about it. Who exactly, of course, is detailed on the accompanying table. In addition to the table, all of the descriptions are full of detail and flavour that the Game Master can bring to her game.
Rounding out Warlock! Kingdom is ‘So, You’re a Local?’, which gives a sextet of new Careers for Grim Biskerstaf. These are Docker, Fish Warden, Mudlark, Night Watchman, Publican, and Servant, but to be fair would work in almost any port city or town. Alternatively, they could serve as the basis for Player Characters in a campaign or scenario set entirely in Grim Biskerstaf! All of these have tables answering a couple of questions such as ‘What have you found?’ or ‘What have you seen?’, which further tie them into the city. As well as potential Player Characters they could also form the basis for NPCs too. Finally in Warlock! Kingdom, there is another pair of lengthy tables. One of hirelings, the other of adventure seeds. There are no stats with the hirelings, but the adventure seeds are nicely detailed and could keep a campaign in Grim Biskerstaf going for a while.

Physically, Warlock! Kingdom is a buff little book, starkly laid out and illustrated in a suitably rough style which feels suitably in keeping with the period inspiration. The cartography is nicely done, but the book does need a tighter edit in places.

Warlock! Kingdom begins in underwhelming fashion, the description of the kingdom at least feeling underwritten before it settles down and starts telling you interesting stuff. It really picks up with the description of Grim Biskerstaf, a city full of secrets and dirt which could be dropped into any campaign, which is made all the easier because like much of the book, it is systemless. Pick it up for overview of the kingdom, but definitely stay for the write-up of the Grim Biskerstaf in Warlock! Kingdom, which is perfect for any Grim & Perilous setting or roleplaying game, not just Warlock!

Solitaire: Rise

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In ages past the greatest of all dungeons fell. Its great portals were penetrated by mighty heroes and level by level, its halls and corridors walked down, and its rooms and chambers, chapels and necropolises, lairs and dens, and reliquaries and treasuries entered, their denizens put to the sword and the spell, their coins, gems, and magics plundered. A millennium has passed since then and the doings of those great warriors and wizards have passed into legend and dungeons are things of the past, so perhaps it is time for a new network of tunnels and rooms, constructed and populated at the hands of a new Dungeon Keeper? Or at least the old Dungeon Keeper of old, woken after a thousand year slumber to build a dungeon anew?

This is the set-up for RISE: A Game of Spreading Evil. Published by Blackwell Games, it is a counterpart and opposite to DELVE: A Solo Map Drawing Game. Both are map-drawing games for one player and both involve the drawing and building, populating and defending, and exploring and exploiting of great underground networks. The difference is that in DELVE, the player takes the role of the Overseer of a Dwarven hold, digging down into the depths of the earth, whereas in RISE, the player takes of the role of the Keeper, tasked with building up to the surface—though is nothing to stop an enterprising Keeper from building down! In the course of this mighty construction, a Keeper will explore nearby caverns and tunnels, develop them into rooms such as chambers and hovels in which recruited troops can have their lair, forges which enable traps to be built elsewhere in the dungeon, a mason to allow the construction of secret passages and barricades, prisons in which to incarcerate captured adventurers, taverns and theatres to keep the dungeon’s denizens happy, and altars on which to sacrifice them in return for really good magic! Lastly, a Keeper might discover a portal to another realm and send forth explorers to learn its secrets and plunder its treasures.

RISE: A Game of Spreading Evil is a solo map-drawing game with tactical elements and some journaling aspects which can be played at leisure by the would be Keeper. Fairly easy to play, it can be started, put down, and picked up again because a Keeper’s dungeon never amounts to more than sheets of paper and perhaps a notebook. It requires a good pencil, a rubber, several sheets of gridded or graph paper, a notepad, some tokens, and a standard deck of playing cards. Each turn, beginning from the Dungeon Heart, as the Keeper the player will draw a card from the playing deck, and draw what it indicates on their map; resolve any combat; exchange Resources for Trade Goods or vice versa; build new features like rooms, traps, and barricades; and recruit new Units. Only one room can be built per turn. In addition, the Keeper must keep track of the dungeon’s Happiness, keeping it high enough to avoid its denizens from mutinying and turning on the Keeper!

The suit of the card drawn determines what the Keeper’s excavation teams have discovered. Clubs are Remnants, Diamonds are Trade Goods, Hearts are Resources, and Spades are Natural Formations. The depth or level of the discovery will determine the amount of Resources or Trade Goods found, whilst the number on Clubs or Spades card indicates the result on the Remnants or Natural Formations tables. In the case of the Hearts or Diamonds result, the Keeper can draw an empty cave on the map to represent the discovery, whilst with a Clubs or Spades card, the Keeper refers to the result from the relevant table and then draws that on the map. When building a Room, the Overseer pays the listed cost and either adds it to an empty space or builds it into an already discovered cavern. Each Room provides a particular benefit. For example, the Hovel serves as a basic lair and can house some ten units’ worth of troops, whereas a Puzzle Room is intentionally designed to slow any combatant—whether having descended from the surface or mutinied from amongst the Keeper’s own troops—down from one turn to the next. Others like the Theatre or the Casino enhance a dungeon’s Happiness, and some provide buffs, such as the Kitchen, which increases the fighting Strength of nearby troops with a ready supply of good unwholesome food, and Treasury, which increases the maximum amount of Trade Goods the Keeper can store.

If a Keeper builds an Altar, then sacrifices can be made to gain Good Magic. This might be to summon a spell which brings a room to life and turns it into a unit of its own or helpful whispers flit about the dungeon and cause any imprisoned Adventurers to switch sides and enlist in the service of the Keeper!* Another potential Good Magic is a portal. Once a portal has been discovered, the Keeper must construct a Portal Siege Camp if the aim is to launch raids through the portal and into other Realms. Successful raids will return further Resources and Trade Goods, as well as captured Units and even stolen items and artefacts. The latter is best stored in their dungeon’s Thieves’ Gallery.

* This quicker than the other option, which is sending the Adventurers to the Torture Chamber—should the Dungeon have one—and from there to the Hiring Office, and probably involves less paperwork. It is also probably less fun for one of the parties involved.

Combat occurs when a Keeper discovers the presence of the enemy, represented by a Remnant being drawn at the start of turn, such as an Adventuring party or a powerful champion who tests the Keeper’s forces. It can also occur when a Keeper’s own units become unhappy and mutiny, turning on their former master—or mistress, fighting their way to the Dungeon Heart. If the enemy or mutinied units cannot do this, then they will dig in and begin taking over a section of the dungeon. This will present a further challenge to the Keeper in addition to expanding the Dungeon from the depths to the surface. Combat is a matter of attrition, comparing the Strength values of the combatants and deducting the lower Strength value from the higher Strength value. A Unit whose Strength is reduced to zero is removed from the Dungeon. The rules allow for Ranged combat, such as from Archers and Warlocks, whilst Cultists can cast a protective shield and Trappers can reset or disarm traps.

In addition to launching raids into other Realms via Portals, RISE gives tables for Adventurers to be encountered, Information to be found, Legendary artefacts to be discovered—once the Joker cards have been added back to the deck with the Keeper’s expansion reaching the fifth level, gratuitously great Heroes who take it upon themselves to delve deeper and deeper into the depths of the Keeper’s Dungeon, and options such as World Layers. The latter are themed levels of the Dungeon, like a Primordial Layer populated by gigantic reptiles, lava flows, and ancient megaliths. These add flavour and serve as a feature in the Keeper’s Dungeon. Lastly, RISE comes with a set of challenges which can be attempted over the course of multiple playthroughs of the game.

What is not quite clear is what the end objective of playing RISE: A Game of Spreading Evil actually is. The aim is to explore and develop up from the depths, ultimately to reach the surface, and perhaps from there, become a true threat to the world beyond. Yet there is barely the need for such an objective, or even a sense of having won in playing RISE. This is a game whose point is twofold. There is, of course, the play, the intentionally procedural construction of the Dungeon and its development, but there is also the story of the Dungeon to be told in that constructive play. As with DELVE: A Solo Map Drawing Game, what develops out of the play of RISE: A Game of Spreading Evil is a map of the Dungeon, level by level in cross section; when combined with the notes kept in the journal, a story that tells of the Dungeon’s development, history, and notable features; and ultimately, a Dungeon complete with notes and map that the Keeper can take, and as Dungeon Master, could be run as a dungeon for a group of players. Perhaps for Dungeons & Dragons, perhaps for another roleplaying game.

Physically, RISE: A Game of Spreading Evil is a cleanly presented, digest-sized book. The writing is clear and simple such that the reader can become a Keeper and start digging and drawing with very little preparation.

One of the given inspirations for RISE’s sister game, DELVE: A Solo Map Drawing Game is the computer game, Dungeon Keeper, and the same can be said for RISE—if not more so. It is played at a much more sedate pace, with the player as the Keeper handling all of the procedural and resource management elements. Of the two, DELVE: A Solo Map Drawing Game is the more polished and deeper affair, RISE: A Game of Spreading Evil being a little rougher around the edges and not being quite as well explained as it could be. Nevertheless, RISE shares much in common with DELVE. It can be played in one sitting or put aside and returned to at a later date, but it does take time to play and the more time the Keeper invests in the play, the more rewarding the story which should develop and the more interesting the Dungeon created—and ultimately, RISE: A Game of Spreading Evil is about the story of Dungeon.

Friday Faction: The Madman’s Library

Reviews from R'lyeh -

One of the pleasures of visiting the home of a friend or acquaintance, is the opportunity to peruse his shelf. Does he have the same titles as you, suggesting that you share interests and friendship in common? If so, does he possess titles you have never seen before, perhaps books you want to read or simply never heard of? Or do his shelves hold titles on subjects you have no interest at all, revealing a point of divergence? Perhaps he will allow you to browse their contents or even take them home with you to read them at your leisure? Author Edward Brooke-Hitching is highly unlikely to allow you to do either. He barely mentions the titles he has in his own collection, let alone on his shelves, but in the pages of The Madman’s Library: The Strangest Books, Manuscripts, and Other Literary Curiosities From History, he explores the weird world of books that are mad, bad, and dangerous to handle (and even eat!), and which he would like to have in his library.

Open up the pages of The Madman’s Library and within moments you will be astounded by the vibrancy of the colour illustrations from Louis Renard’s Fishes, Crayfishes, and Crabs, of Diverse Colours and Extraordinary Form, that are Found Around the Islands of the Moluccan and on the Coasts of the Southern Lands from 1719, if not intrigued by the scientific inaccuracies and wild imaginings, been offended by a nude depiction of the demon Asmodee from the Compendium of Demonology and Magic, and hopefully amused by He-Gassen, a Japanese scroll depicting men in flatulent competition with each other. You will also have learned that in 2010 Google estimated that there were approximately one hundred and thirty million titles in print—or at least available, and that Google planned to scan them all; the eponymous dictator commissioned the Blood Qur’an of Saddam Hussein, a copy of the holy book written using fifty pints of his own blood as ink; and that the art of binding books in human skin is known as ‘anthropodermic bibliopegy’. The practice is more common than you would have thought, and so deservedly receives its own chapter devoted to ‘anthropodermic bibliopegy’ in The Madman’s Library. It is also as fascinatingly ghoulish as you would expect.

Other chapters explore ‘books that are not books’, such as Chinese oracles bones, carved with predictions and forecasts, which were often mistaken for dragon bones and ground up to be used in medicines; ‘demon bowls’ containing spiralling protective incantations on the inside and buried in houses as supernatural protection; and hollow books which contain a secret cabinet of poisons; and 20 Slices, whose bright yellow binding contains exactly that number of Kraft American cheese slices. There are also the aforementioned ‘Books Made of Flesh and Blood’—thankfully not made from us, along with ‘Cryptic Books’, which takes the reader all the way from secret messages written on eggs and only revealed on the white of the egg is boiled to Kit Williams’ infamous Masquerade via the incomprehensibly mysterious Voynich Manuscript, followed by ‘Literary Hoaxes’, ‘Curious Collections’, Works of the Supernatural’, ‘Religious Oddities’; there are hoaxes, like the Fortsas Affair, which was announcement in 1840 of the sale of the magnificent library of the late Comte de Fortsas, which included fifty-two previously unknown works and which brought bibiophiles and collectors scurrying to the Belgian town of Binche, and which of course was an enormous joke; and a whole lot more.
Throughout, The Madman’s Library is delightfully luxurious in its presentation. No page goes without the image of a cover of, or of pages from a book, presented in exquisite detail and beautiful colour. These bring each and every book mentioned in the text to life—and short of having the titles in front of him, they are the next best thing.
As engaging and as entertaining as The Madman’s Library is in bringing its many books to life, the writing does sometimes feel as if it is skating over several of its subject matters. For every Grand Grimoire, a guide to summoning the Devil’s prime minister of Hell, Lucifuge Rofocalé or If We Can Keep a Severed Head Alive…, a patent of 1987 which discusses the technological, scientific, religious, historical, and ethical issues of decapitation and afterwards, there is a prayer-book pistol—owned by the Duke of Venice, Francesco Morosoni—which could be fired when the book was closed and the silk bookmark pulled as trigger, that only merits a mention. However, this still leaves several shelves’ worth of books to discover in reading The Madman’s Library.

Our fascination with books is also carried over into our gaming. Not just the fact that many of the games we play are actual books, but that the books play a role in our games. They are sources of knowledge, MacGuffins to be chased, secrets to be found, and more. Straight away, The Madman’s Library is excellent source material for almost any roleplaying game of Lovecraftian investigative horror. Both Call of Cthulhu and Trail of Cthulhu both share numerous Mythos tomes, but so many of the esoteric titles described in the pages of The Madman’s Library would sit alongside them or even make their way onto the shelves of the Orne Library’s Special Collection at the renowned Miskatonic University. Of course, the contents of The Madman’s Library are perfect for Bookhounds of London, Kenneth Hite’s campaign setting for Pelgrane Press’ Trail of Cthulhu, since it specifically casts the Investigators as bibliophiles. Many of the titles mentioned work in earlier periods too, whether that is the aforementioned Grand Grimoire or prayer-book pistol for The Dee Sanction or Lamentations of the Flame Princess Weird Fantasy Roleplay, or even earlier for The Design Mechanism’s Mythic Babylon or Mythic Rome.

As good as a potential source of inspiration for your gaming as this book is, it is simply a good read. Engaging and eclectic, entertaining and enjoyable, with something interesting to discover on every page, The Madman’s Library: The Strangest Books, Manuscripts, and Other Literary Curiosities From History is a delight to read from end to end.

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