Outsiders & Others

Mind Eats Matter: Ed Hunt’s ‘The Brain’

We Are the Mutants -

Mike Apichella / September 23, 2021

Outside of David Cronenberg’s work and stray oddities like 1980’s The Changeling, the Canadian horror and sci-fi movies of the 1970s and ‘80s often get overshadowed by their counterparts from the US and Europe. Unlike gory scares from other nations, these films reflect the fears of a society deeply impacted and alienated by the goals of close political allies. When viewed through the prism of the Canadian diplomacy that helped diffuse tension during some of the Cold War’s most dangerous moments, America’s patriotic vanity, the remnants of Old World imperialism, and other messy political controversies appear self-destructive and excessive at worst, futile and absurd at best. The 1988 film The Brain presents a grotesque rumination on suburban neurosis, mass media, and Canada’s place in the tangled mass of global politics. A film whose complex special effects, creature designs, dangerous stunts, and high-speed pacing place it a step above many other ‘80s horror works, The Brain is a seamless hybrid of sci-fi adventure and insane spectacle with political symbolism burning at the core of every scene and characterization.

The Brain was directed by Ed Hunt and written by Barry Pearson, two indie stalwarts who’d been active for the better part of two decades by the time of the film’s release. Los Angeles expat Hunt didn’t begin his film career until relocating to Canada in 1969, where his twisted vision brought life to sci-fi/crime hybrid Point Of No Return (1976) and the cult-classic “documentaryUFO’s Are Real (1979). Hunt and Pearson collaborated on several interesting cheapies, including the convoluted but colorful Starship Invasions (1977) and the kids-on-a-rampage flick Bloody Birthday (1981). The Brain premiered in Toronto on November 4, 1988, generating little interest before quickly fading into the blurry late-night glare of cable TV and the home video market. 

Much of The Brain was shot on location at Ontario’s Xerox Research Center, a gargantuan example of architectural modernism that looks like a cross between an alien spaceship and a megastadium. Interior scenes are shot with the stark ambience of a morgue, which emphasizes the building’s grim fictional repurposing as headquarters of the P.R.I. (Psychological Research Institute). The faux medical facility functions primarily as the secret hideout for the film’s titular alien monster, a huge, tentacled, telekinetic mutant brain with gaping jaws, beady bulbous eyes, and an insatiable hunger for human flesh. The Brain works hard to control Earth’s population via a hypnotic P.R.I.-produced TV program called Independent Thinking, which is hosted by the creature’s smooth-talking lackey Doctor Blakely (David Gale of Re-Animator fame) in the guise of a Tony Robbins-like motivational speaker. Unbeknownst to its loyal viewers, however, the broadcast progressively drains their free will whenever it airs.

This process is illustrated when mischievous science prodigy Jim Majelewski (the smirking, Ferris Bueller-ish Tom Brezahan) is punished by his high school principal after one prank too many. The uptight administrator (Kenneth MacGregor) orders Majelewski to get psychiatric treatment at P.R.I. or face expulsion from school. When Jim arrives at the site, he’s greeted by silence and the cold stares of line upon line of emotionless Independent Thinking audience members and P.R.I. “patients,” his wisecracks answered only by the surly mumbling of security guards. P.R.I. isn’t so much a medical entity as it is a psychic meat processing plant where victims are primed for consumption by the operation’s grotesque mastermind.     

The giant Brain draws power from the sheep-like “independent thinkers,” whose loyalty springs from the desperate search for an efficient solution to everyday suburban problems—workplace stress, financial woes, marital dramas, and, most of all, raucous teens and juvenile delinquents. Much of the program’s loyal fan base is made up of educators, school administrators, police, and parents, who represent the authority figures who struggle with huge moral decisions that can make or break young lives. They flock like lemmings to the fluffy pop psychology of Independent Thinking and its glorious potential as a universal stress remedy.  

Even before Majelewski discovers the grim secret of P.R.I.’s “therapeutic” behavioral modification, he’s shown to be one of the few people who refuse to watch Independent Thinking, and he frequently tries to stop friends and relatives from watching once he notices the show’s damaging mental effects. When P.R.I. thugs and other local authoritarians take note of his disruptive influence, the teen becomes a target and is forced to go on the lam. In the film’s most 1984-esque twist, there’s even a short, PG-rated love scene that occurs while Majelewski and his girlfriend Janet (Cynthia Preston) hide from pursuers in a shuttered school library, a structure dedicated to knowledge and enlightenment—both of which are subverted when Majelewski wakes up the next morning to find Janet watching TV, mesmerized. The latest episode of Independent Thinking comes on, featuring a false portrayal of Majelewski as a psychotic serial killer. Janet starts screaming her head off and rushes out of the library to alert authorities, revealing that the Brain’s power can instill emotional instability just as well as destructive passivity,

Although The Brain does offer something of a critique of the power of television, it does not demonize the medium, much to its credit. The plot revolves around the idea that mass media can only be destructive in a society that refuses to question its authority. What saves Ontario (and ultimately the world) from mass zombification is not technology or Luddism, but Majelewski’s emotional concern for the well-being of his community. Conversely, the monstrous Brain and its violent appetites are cold-blooded and antisocial in the extreme: the creature treats people—from TV audiences, to unsuspecting home viewers, to Dr. Blakely and other acolytes—like interchangeable tools to be used and abused at will (that is, of course, when it’s not busy eating every living thing in sight). The monster is ego and gluttony, a combination of crazed dictator and rabid animal. 

That brutal inhumanity is fleshed out in growling, spitting, drooling visuals inspired by a patchwork of iconic sci-fi influences: bits of Audrey II from Little Shop Of Horrors, rubberized ‘50s sci-fi monsters (with nods to 1957’s The Brain from Planet Arous and 1958’s Fiend Without a Face), and Dark Crystal-esque acid nightmares all congeal in the gooey weirdness of the effects work of Mark Williams and Daniel White. Roaring aerodynamic attacks tear across the screen thanks to “brain operators” Chris Thiesenhausen and Phillip M. Good (who doubled as assistant producer), the monster’s cartoon fury providing a perfect contrast to the tragic vulnerability defining many of the characters who fall under its telekinetic death spell.  

The Brain’s predictably noisy, ultraviolent demise is contrasted by an unexpectedly subtle final scene. All we see is a quiet, overcast day in an inconspicuous suburban development as victims and protagonists decompress. It works equally well as the set up for a sequel or as an extra layer of political symbolism. There’s no fanfare, no triumphant hard rock anthem blasting over the end credits. Grey skies and contemplation are all that can accompany the calm and unease—and vigilance—born of the Brain’s strange aftermath.

Mike Apichella has been working in the arts since 1991. He is a writer, multimedia artist, musician, and a founder of Human Host and the archival project Towson-Glen Arm Freakouts. Under his real name and various pseudonyms, his work has been published by Splice Today, Profligate, Human Conduct Press, and several DIY zines. Mike currently lives in the northeast US where he aspires to someday become the “crazy cat man” of his neighborhood.Patreon Button

Seasons Change...

The Other Side -

But I am still here doing what I do! 

Today is the Autumnal Equinox for the Northern Hemisphere and the Vernal Equinox for my friends in the Southern Hemisphere. 

For me, this brings the march to darkness and of course my favorite time of year.  The spooky season of Halloween.

And do I have a lot in store for you all this year!  Starting off with a couple of hosting I am doing all October.

October Horror Movie Challenge

I have been doing the October Horror Movie Challenge n for years now.  I just got a new DVD in the mail today of one I have been searching for forever so I thought today would be a good day to announce that this year I am hosting my own Horror Movie Challenge.  

I am not doing anything wildly different than in previous years, and I am largely following the rules as set out by Krell Laboratories.

You have 31 days, October 1st to October 31st, to watch 31 Horror movies. At least 20 of these need to be first-time views.  

Currently, I am working on my list of movies.  I wanted to do a Lovecraft film fest.  But I am finding that there are quite a few Lovecraft-themed movies I just don't have access to.  So I am going to expand my list a bit.

I have even created a new banner image to use.

2021 October Horror Movie Challenge

If you want to copy this to your own posts then here is the HTML code!

<div class="separator" style="clear: both; text-align: center;"><a href="https://bit.ly/OctHorrorMovie" imageanchor="1" style="margin-left: 1em; margin-right: 1em;" target="_blank"><img alt="2021 October Horror Movie Challenge" border="0" data-original-height="687" data-original-width="563" height="400" src="https://1.bp.blogspot.com/-HChDOvCcaE0/YUuGbeVKj1I/AAAAAAABe-c/HzukajBzTkAZRMqNPfdI8vTJ0DxBjHsuACLcBGAsYHQ/w328-h400/October%2BHorror%2BMovie%2BChallenge%2B2021.jpg" title="2021 October Horror Movie Challenge" width="328" /></a></div>

Just copy and paste that into the HTML editing window of whatever you are using to post.

But that is not all that is happening here. 

RPG Blog CarnivalRPG Blog Carnival

This October I am also hosting my first ever RPG Blog Carnival.  This October will be all about Horror in RPGs.  So kinda what I like to do anyway, but now you can join me.   I will have an official post going up on October 1st for you to see all the details and link your blogs/vlogs/social media posts back.

You can check out the details at Of Dice and Dragons the home of the RPG Blog Carnival.

I plan to talk a lot about horror and how you can use it in your games.  I am also going to spend quite a bit of time with other horror games and how they can be mined for ideas.

Once again October is going to be a very busy time here.  Hope you all join me!

Post Gen Con Updates

The Other Side -

Temple of Elemental EvilNothing gets my creative juices flowing better than being at Gen Con!  So I thought I might post some random updates on various projects, both public and personal.

Other Side Publishing

Fiend Folio II

This one has generated a LOT of discussions.  But here are my goals for it.

  1. This is just a project for me.  Not publishing it.
  2. I am doing it to get a good feel of monster evolution from OD&D to AD&D and from the late-70s to the mid-80s.  The "Sweet spot" of old-school gaming.  This will inform me on how to build better monsters for the Basic Bestiaries.
  3. I need to get in some Adobe Indesign practice.  This will give me that.

Basic Bestiaries

These are moving along nicely BB1 has 250 monsters in it now, which is by all measures a good number.  But I want to do some more for all the volumes I have planned so I can ensure a common look and feel across them all.  I am happy with what I have here and I am really looking forward to getting these out.

The High Witchcraft Book

What I have been calling my "last" witch book has been left on its own for so long it has mated with some other files on my hard drive and given birth to ANOTHER witch book! Yeah, I have enough material now for two books.  Those are a little later in coming.  I want to make sure I am not just putting out material because I have it, I want it to be good. The second book will come out first more than likely with the High Witchcraft book retaining the notoriety of being the Last Witch book.

Gen Con Brilliant Idea #1

My family and I got to play a LOT of games together over Gen Con.  Something came up during play that I think will be great.  Thankfully a lot of the work has already been done by my for other projects.  This project will complement the Basic Bestiaries, but one is not required for the other at all.  I am keeping this one close to my chest for now.

Personal

September Sales

WHAT IS HAPPENING HERE????  My sales are like 4x to 5x what they normally are! I looked at the sales and thought it had to be wrong.  I rechecked the math and yeah.  My only guess is that it is because Halloween is so close people are looking for horror-themed materials for their games. 

So. I spent some money.  Well...I spent a lot of money.

The Wild Beyond the Witchlight

Classic D&D characters? the Feywild? Creepy ass carnival? Creepier clown named Thaco?  HELL YES! Honestly, there is so much fun stuff here. It portrays the feywild as it should be, equal parts light and dark, beautiful and terrifying, whimsical and deadly. And often all at once. 

There is just so much here. Stats and backgrounds for Kelek, "Charmay", Skylla, and more!  Personally I LOVE want they did with the Charmay/Skylla confusion. A slightly different twist than my own, but one that works well enough.

The Wild Beyond the Witchlight

Temple of Elemental Evil

Going from 5e doing Old-School to Old-School going 5e.  I also grabbed the Temple of Elemental Evil today.

Temple of Elemental Evil

This one is so massive it will need its own post.

Since I was in an old school mood I also grabbed the Codex series for Castles & Crusades.

Codex myths series

The Temple will be the end cap to my 5e campaigns.  So this is going to be great really.

And on top of everything else, I actually lost some weight over Gen Con!

Monstrous Mondays: Opinicus

The Other Side -

A little slow on the posts today.  Back from Gen Con and all.  Got to play a lot of great games last week. 

This beastie has been on my mind since playing some Blue Rose. 

OpinicusOpinicus
Large beast (magical)

Frequency: Rare 
Number Appearing: 1d4 (2d4)
Alignment: Neutral [Lawful Netural]
Movement: 120' (40') [12"]
  Flying 240' (120') [24"]
Armor Class: 5 [14]
Hit Dice: 5d8+10* (33 hp)
  Large 5d10+10* (38 hp)
Attacks: 2 claw, 1 bite
Damage: 1d3+1 x2, 1d8+1
Special: 10% chance of speaking  
Save: Monster 5
Morale: 8 (10)
Treasure Hoard Class: II/Q
XP: 400 (OSE) 460 (LL)

Str: 15 (+1) Dex: 15 (+1) Con: 16 (+2) Int: 9 (0) Wis: 12 (0) Cha: 10 (0)

The opinicus is a cousin of both the griffon and the hippogriffs.  They are smaller than griffons and a bit longer.  Like the griffon, they feature the body of a lion and the wings and head of a large hawk. Unlike the griffon though, the opinicus has all four limbs of a lion.

Unlike the griffon, the opinicus is a vegetarian, its preferred method of feeding is to swoop down into the back alleys of cities to eat the fruits and vegetables tossed out after market days.  Opinicus makes their homes in the tops of tall steeples and towers.  They feature as animal in many coats of arms.

The opinicus has a 10% of talking. They speak the local languages of the urban areas they live in. They have been known to help homeless humans find sources of shelter and food.  The opinicus has little use for treasure, but they do keep gems they find.

The female opincus lays a clutch of 2-8 eggs roughly the size and shape of a coconut.  Juvenile opinici do not have wings, developing them after their first year.  Opinici can live 50 to 60 years. 

NOTE: The Opinicus from Monster Manual II are considered to be Eastern Opinicus.

Miskatonic Monday #86: Lost Port Royal

Reviews from R'lyeh -

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


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

—oOo—
Name: Lost Port RoyalPublisher: Chaosium, Inc.
Author: Andy Miller

Setting: 1690s Port RoyalProduct: Scenario
What You Get: Sixty-six page, 37.78 MB Full Colour PDF
Elevator Pitch: Ripples in Carcosa II?Plot Hook: The madness that came to Port RoyalPlot Support: Detailed plot, bibliography, three good handouts, seven maps, ten NPCs, NPC portraits, and six pre-generated Investigators. Production Values: Solid.
Pros
# Lots of detailed research# Excellent maps# Enjoyable playtest notes# Rarely visited period for Call of Cthulhu# Multiple alternative setting suggestions listed# Decent sextet of pre-generated Investigators# Includes a list of period and setting Occupations# Includes a period weapons guide# Dedicated Investigator-NPC connections and motivations# An investigation amidst a detailed descent into madness # Carcosa in the Caribbean or the Caribbean in Carcosa?# Not staving off the inevitable, but staving off the worst outcome

Cons
# Involve the effects of slavery (but not actual slavery)# All male pre-generated Investigators (at first sight)# Potentially challenging Investigators to play# Challenging investigation to understand or thwart the threat# Too long to run as a convention one-shot# Requires a mature gaming group# Linear plot
Conclusion
# Carcosa in the Caribbean or the Caribbean in Carcosa?# Challenging, but linear plot# Rich in roleplaying opportunities as the infamous pirate port descends into madness

Back Home from GenCon 2021!

The Other Side -

I just got back home from GenCon 2021.  We had a great time.  We stayed in masks a lot and we spent a little more time playing games in our room and outside, but all in all, we took a lot of precautions, washed hands a lot, and of course got vaccinated a while back.  

For this Con, I did not continue the Order of the Platinum Dragon campaign.  I have been building something cool for it and taking it to Gen Con would have been a pain in the ass.  Instead, we continued on with the War of the Witch Queens campaign.  Everyone really took to Basic Ear D&D well and my son even bought his own copies of Old-School Essentials.

Basic D&D

We picked up our Old-School Essentials at the Games Plus booth. They had a bunch on Day 1 and were completely sold out by Day 3!

Games Plus' Booth
Games Plus' Booth
Games Plus' Booth
Oh. And despite some claims to the contrary, Gen Con was still full and there were plenty of people here.  We spoke to a few of the restaurant workers and a few owners and they were thrilled that Gen Con was back, even in this limited fashion.

Still crowded
Still crowded
Still crowded

People stayed in masks, for the most part. Though we are still going to quarantine for a bit just to be safe. 

We picked up some great games too.  The kids both work now so they were able to spend their own money. Which is great, cause I bought a lot for me.

Games
Games
Games

So far our favorite has been The Red Dragon Inn by Slugfest Games.  We had a blast with it. I have been wanting it for a bit now and I am glad we got it.

We played some NIGHT SHIFT and that was great.  While we were playing this guy stopped to see what we were playing. He mentioned he wanted to introduce his 10-year-old daughter to D&D.  Long story short, the drummer of the band Shinedown watched our game. I gave him a copy of NIGHT SHIFT, which he loved. 

Not sure what our plans are for next year, but we had a great time this year.  Glad to be back at Gen Con.

1981: Stormbringer

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—

With the publication of the novella, The Dreaming City’ and the first appearance of Elric of Melniboné in 1961, Michael Moorcock upended the Swords & Sorcery genre. The appearance of the frail and anaemic last emperor of the Dreaming Isle freed the genre of its muscled, mighty thewed barbarians cutting swathes through their enemies and sent it in a different direction. Elric’s fate was to destroy his home, become a pawn in the conflict between Law and Chaos, and wield the horrid demon sword Stormbringer throughout his exile in the Young Kingdoms until he would be the one to blow the Horn of Fate and so bring about the end of reality. As more and more of Elric’s stories were written, Moorcock joined J.R.R. Tolkien and Robert Howard in being an author whose works would influence the fantasy of the first roleplaying games, and subsequently, even roleplaying games directly adapted from their fiction. Of course, Elric would make his first appearance in gaming, if only partially authorised, in Deities & Demigods, the 1980 supplement for Advanced Dungeons & Dragons, First Edition, before receiving his own roleplaying game in 1981.
Designed by Steve Perrin and Ken St. Andre, and published by Chaosium, Inc., Stormbringer: A Fantasy Role-Playing in the Young Kingdoms introduces the players to roleplaying in the eponymous Young Kingdoms. The island and peoples of Melniboné have dominated and ruled these surrounding lands for millennia, but have been in decline for four centuries and in their stead haved arisen the Young Kingdoms. They include the Island of Pan Tang and its scheming sorcerer-priests who worship the Lords of Chaos, Tarkesh and its hardy sailors, the Lords of Law-worshipping, but poor Vilmir, Tanelorn which stands truly neutral between the forces of Law and Chaos, and the Island of Purple Towns made rich by its merchants and its worship of Goldar, Lord of Profit. The city of Imrryr and Melniboné have long been sacked as part of the revenge that took Elric VIII, 428th Emperor of Melniboné, upon his cousin, Yyrkoon, for his perfidy, and now he is doomed to wander the Young Kingdoms, wielding the dread demon-bound sword, Stormbringer until the end of time…
Stormbringer: A Fantasy Role-Playing Game enables players to take the roles of denizens of the Young Kingdoms. They may be some of the few surviving exiles from Melniboné, they may be from the many other lands of the Young Kingdoms. The Young Kingdoms are theirs to explore, and they can do this using Player Characters of their own, who may or may not encounter Elric of Melniboné and his companions. Alternatively, the players can take the role of Elric of Melniboné and his companions and play out their further adventures beyond those described in Moorcock’s novels. All this can take place in the decade between the sack of Melniboné and the End of Time, but alternatively the Game Master could set a campaign before the fall of the Dragon Isle or take off in a wholly new direction in lands beyond the Young Kingdoms. All of these options are suggested options given for the Game Master in Stormbringer.
The roleplaying game begins with introductions to roleplaying and roleplaying in the Young Kingdoms and Michael Moorcock and a synopsis of Elric’s saga, all before presenting an overview of the Young Kingdoms. This covers its size, customs, economics, and so on, done in fairly broad detail, whilst the background on each of the Young Kingdoms is much more detailed. Including some advice regarding dice and game characters, as well as miniatures, it sets the Game Master and players up for playing in the Young Kingdoms.
A character—whether Player Character or NPC—will look familiar to anyone who has played a Basic RolePlay roleplaying game, whether that is RuneQuest or RuneQuest: Roleplaying in Glorantha or Call of Cthulhu up until Call of Cthulhu, Seventh Edition. A character has seven attributes—Strength, Constitution, Size, Intelligence, Power, Dexterity, and Charisma, and from these are derived bonuses to skills, Hit Points, and so on. They range, as in other Basic RolePlay roleplaying games, between three and eighteen, but can go much higher depending upon the origins of the character and then through play.
Character generation is random. A player rolls three six-sided dice for each of his character’s attributes, then percentile dice for both his character’s Nationality and Class. Nationality can involve various species, including of course, Melnibonéans, but also the winged men of Myrrhyn and the degenerate dwarfs that are the Org. Most however, will be Human, whether from Pan Pang or Vilmir or the Weeping Waste. Some Nationalities dictate what Class a character is. Thus for a Melnibonéan, he or she will be a Warrior and a Noble, those from Pan Tang are either Sorcerer-Priests or Warriors, whilst any from Nadsokor, the City of Beggars, always follow that ‘noble’ tradition. Otherwise, a character might be a merchant, sailor, hunter, farmer, thief, or craftsman. In addition to skills gained from a Class, a character also receives between three and eight other skills. Oddly, these extra skills are supposedly the character’s best skills rather than those of his Class and their values are determined randomly, such that sometimes, they can be better than the starting skills of the Class. Now it should be made clear that none of this is balanced. Attributes can vary wildly; a character can have more than one Class if his player rolls well enough. It is all down to the vicissitudes of fortune, if not Chaos.
Our sample character is Fenschon the Juggler, a Hunter of Filkhar with all of the famed dexterity, but little else. He is barely competent as a hunter and despite his unpleasant looks and personality, at times he makes a little money as a street entertainer, juggling everyday items.
Fenschon the Juggler, a Hunter of Filkhar
STR 11 CON 11 SIZ 09 INT 08 POW 07 DEX 20 CHA 07
Frame: Light, 5’2”, 85 lbs.
Age: 19Hit Points: 11Major Wound Level: 6Armour: Leather (1d6-1)Combat Bonuses: Attack +05%, Parry +06%, Damage –
WeaponDagger 30% Attack, 30% Parry, 1d4+2Self Bow 35% Attack, Parry 11%, Damage 1d8+1
AGILITY SKILL (+06% bonus): Balance 16%, Dodge 52%, Climb 16%, Jump 29%, Swim 38%MANIPULATION SKILL (+05% bonus): Juggle 50%, Set Trap 55%PERCEPTION SKILL (-03% bonus): Scent 18%, Track 47%STEALTH SKILL (+07% bonus): Ambush 57%, Hide 32%, Move Quietly 29% KNOWLEDGE SKILL (+00% bonus): Craft: Blacksmith 20%COMMUNICATION SKILL (-05% bonus): 
Mechanically, Stormbringer: A Fantasy Role-Playing Game uses a variation upon the Basic RolePlay system, as designed by Steve Perrin, and used elsewhere in RuneQuestCall of Cthulhu, and others. In design and execution it is not a complex game, certainly not as complex as the then contemporary version of RuneQuest. The base roll is a percentile one against a skill, with the tenth of the value of the skill counting as a critical success. Thus, for Fenschon the Juggler, a roll of 5% or less would be a critical success. Critical fumbles are usually rolls of 100% exactly.
Combat is only slightly more complex. Order is based on Dexterity, damage is deducted directly from a character’s Hit Points rather than having hit locations as per RuneQuest, a character has both an Attack skill and a Parry skill in each weapon, and armour provides protection, but rather than a set number as per other roleplaying games, the amount of protection granted is rolled. So, Leather provides 1d6-1 points of protection, whilst plate provides 1d10-1. Lastly, if a character suffers damage equal to, or greater than his Major Wound level, in one blow, he is severely injured, and might suffer a scar, lose an eye, break a jaw, and worse.For example, Fenschon the Juggler is out hunting boar when the Game Master asks his player to make a Scent check. He only rolls 19% and fails to note a sudden shift in the smell here deep in the woods that would indicate he is not only one hunting the boar. It means that he is surprised when a pair of the beaked and clawed Hunting Dogs of the Dharzi burst out of the bushes. It must mean that someone nearby has engaged the services of the Dharzi lords in temporarily obtaining the use of one of their packs of hunting dogs, and that perhaps this pair has got away from the pack. So he manages to only fire the one arrow before they attack rather than two. The creatures are fast, but not quite as fast as Fenschon, who manages to lose the one arrow he had nocked. His player rolls 10% and the arrow strikes the flank of the lead creature. This inflicts seven points of damage. Then the beasts attack, each having two claw attacks at 20% and a beak attack at 25%. The Game Master rolls 67%, 56%, and 98% for the two claw and beak attacks for the first Hunting Dog of the Dharzi, and then 77%, 73%, and 81% for the second.
In the next round, Fenschon realises that he has the wrong weapon for what is now a close engagement and so has to change his weapon. This costs him the equivalent of five points of Dexterity, so for this round it is reduced to the equivalent of 15. Since the Hunting Dogs have a Dexterity of 19, they attack first. Only the first Hunting Dog successfully attacks Fenschon, snapping at him with its beak with a roll of 21%. Fenschon cannot parry as he does not have his dagger out, but he can dodge, but with a roll of 57% fails. The Hunting Dog’s beak attack inflicts 1d6+1 damage, the Game Master rolling a five. Fenschon’s leather armour might protect him and his player rolls 1d6-1 for the effect. Unfortunately the result is a one, which is reduced to a zero, and the hunter suffers the whole five points! This is not enough to inflict a Major Wound, but that is half of his Hit Points. Finally, with his dagger in hand, Fenschon stabs at the first beast and rolls 02%—not just a successful strike, but a critical hit. The Game Master rolls 19% for the Hunting Dog and fails its parry roll, so Fenschon inflicts double damage for the critical hit. Fenschon rolls a five, which is doubled to ten. This reduces its Hit Points from fifteen to five. The situation looks dire for Fenschon. Perhaps a career as a hunter is not for him?In comparison with other fantasy roleplaying games, Stormbringer: A Fantasy Role-Playing Game does not have wizards wandering around lobbing off spells at will. Magic is available, but is the opposite of Law, and in Elric’s time as the Balance between Law and Chaos tips in favour of Chaos, magic is available to study to anyone should they possess sufficient intelligence and force of will. What this means is that a character needs to have a combined Intelligence and Power of thirty-two or more to even summon and control Elementals. Typically, Melnibonéan, Pan Tangan, and Priests with such stats are trained in sorcery, whilst Nobles and Merchants may also have been trained. Instead of casting spells, Sorcerers and Sorcerer-Priests summon and bind Elementals and Demons. Once successfully summoned and bound, an Elemental or Demon can be directed to use its abilities and powers to benefit the summoner. Thus Demons can be summoned to fight for the summoner, be bound into weapons and armour, provide protection or wards, teach knowledge, and even provide the means to travel to other Planes of Existence. 
Successful summoning can increase a Sorcerer’s Power, whilst unsuccessful summoning may result in a loss. In general, summoning and binding involves lengthy rituals, but it can also be done on the fly with the Sorcerer’s skill being halved. A summoned Demon will typically have a total in attribute values equal to that of its summoner, minus a randomly determined Power stat. 
Our second sample character is Princess Kragulan, a Fourth Rank Sorcerer-Priestess of Arioch of Pan Tang. She is fourth in line to the throne of Pan Tang, but eschews the conniving and scheming of her brothers and sisters. Instead, her interest is in serving her cult and investigating the older ruins of Melniboné.
Princess Kragulan, a Sorcerer-Priestess of Arioch of Pan Tang
Cult: AriochElan: 9
STR 10 CON 10 SIZ 12 INT 24 POW 22 DEX 10 CHA 13
Frame: Heavy, 5’5”, 232 lbs.
Age: 23Hit Points: 10Major Wound Level: 5Armour: Leather (1d6-1)Combat Bonuses: Attack +22%, Parry +10%, Damage –
WeaponDagger 52% Attack, 41% Parry, 1d4+2Broadsword 62% Attack, 51% Parry, 1d8+1Self Bow 42% Attack, Parry 16%, Damage 1d8+1
AGILITY SKILL (+10% bonus): Balance 20%, Climb 20%, Dodge 56%, Jump 20%, Swim 65%MANIPULATION SKILL (+22% bonus): PERCEPTION SKILL (+22% bonus): Listen 32%STEALTH SKILL (+12% bonus): Hide 22%KNOWLEDGE SKILL (+24% bonus): Evaluate Treasure 29%, First Aid 24%, Make Map 47%, Memorise 56%, Navigate 25%, Plant Lore 54%, Read/Write Common Tongue 104%, Read/Write Low Melnibonéan 84%, Read/Write High Melnibonéan 64%COMMUNICATION SKILL (+23% bonus): Credit 64%, Persuade 48%SORCERY SKILL: Summon Air Elemental 80%, Summon Earth Elemental 91%, Summon Fire Elemental 59%, Summon Water Elemental 92%; Summon Combat Demon 73%, Summon Desire Demon 60%, Summon Knowledge Demon 95%, Summon Possession Demon 55%, Summon Protection Demon 76%, Summon Travel Demon 95%For example, Princess Kragulan is researching ancient Melnibonéan history and wants to summon a Lesser Demon of Knowledge who might know more. She selects the demon, having researched its name, purchases both a finely wrought ring into which she plans to bind the demon, the necessary sacrifice, and prepares the necessary ritual circles. After the necessary purification processes, Princess Kragulan spends several hours chanting and so formulating the summoning, and upon excising the heart of the sacrifice, attempts the summoning. Princess Kragulan’s player rolls her Summon Knowledge Demon 95% and with a result of 23% brings forth the Lesser Demon, who appears in the circle and crises out, “Who disturbs the deep studies of Brerin the Knower?” Princess Kragulan states, “I am Princess Kragulan and in the name of the Lord of Chaos, Arioch, you will make your knowledge mine!” Having summoned the Demon, she attempts to Bind him. This is a Power versus Power using the Resistance Table. Princess Kragulan has a Power of 22 and it was previously determined that the Lesser Demon’s Power is 12. This gives her a 95% chance of successfully Binding Brerin. The Lesser Demon reluctantly agrees and is drawn into the ring that Princess Kragulan had prepared. Had her player failed, Brerin may have fled or even agreed to stay and lie about what he knows when asked a question…The summoning and binding rules are actually the most complex part of Stormbringer. In comparison to the core mechanics, they are actually not that much more complex, but they do add a level or two of extra detail and record keeping to the game, especially if one or more players has a character capable of sorcery. Further, once a Player Character—or two—has access to sorcery, it adds to the power creep in Stormbringer and it adds to the imbalance between Player Characters. Again, this is in keeping with the source material. Nevertheless, the rules for summoning and binding both Elementals and Demons are nice and clear, and relatively easy to use. They are also supported with some entreatingly detailed examples which greatly aid their learning.
As an aside, it is interesting to note that at the time of Stormbringer’s publication—and its subsequent editions—that Dungeons & Dragons was subject to negative attention for alleged or perceived promotion for Satanism, witchcraft, and other practices. Subject to the then moral panic, Dungeons & Dragons was accused of encouraging sorcery and the veneration of demons. This was not the case, of course, and nor was it the case with Stormbringer, but then in Stormbringer it does have the players roleplaying sorcerers, summoning and venerating demons. Obviously, Stormbringer was never going to receive the attention that the world’s most popular roleplaying game was and of course, it was not drawing upon the Christian mythology that Dungeons & Dragons was. However, it should be noted that Stormbringer does not shy away from the subject, the examples given actually involving the sacrifice of human slaves!
In addition to learning sorcery, another avenue for progress in Stormbringer: A Fantasy Role-Playing Game and the Young Kingdoms is membership of a cult. There are three primary churches during the time of Elric—the Church of Law, the Church of Chaos, and the Church of the Elementals, but each consists of multiple different and even competing cults. Most members of a cult are lay members, but priests always belong to a cult and each cult has its Agents. An Agent has promised his soul to his chosen deity and acts to further the aims of that deity in the Young Kingdoms—and sometimes beyond. To become an Agent, a Player Character must sacrifice points of Power and that gives him a percentage chance of being accepted by a particular deity. All Agents-as can Priests—can call upon their deity for divine intervention, the chance equal to their Elan rating, which reflects their standing in the cult. Agents are also granted other advantages, such as a lesser elemental as a servant for an Agent of an Elemental, whilst Champions of Law and Champions of Chaos are granted great abilities and virtues, which places them above mere mortals. 
Mechanically, becoming an Agent is quite simple and actually, with a good roll, a Player Character could very quickly find himself an Agent. The bonuses gained do represent another step up in power for a Player Character, whether he is a sorcerer or not. Since an Agent is expected to serve his cult, this and other cults also become roleplaying tools for the Game Master to help drive stories and adventures and bring into the play the ongoing struggle between Law and Chaos. The discussion of Law and Chaos, their nature and the balance between them, is discussed throughout and in some ways is the most important section in the book since it underpins the nature and the future of the Young Kingdoms.
There is advice for the Game Master too, whether that is on running a campaign before the time of Elric or after, preparing a game, and more. This includes taking a campaign beyond the confines of the Young Kingdoms and onto other Planes of Existence—and other times, suggesting a crossover with the Norman Invasion or even with the Cthulhu Mythos! The appendices include full stats for the cast from the novels, which of course includes Elric and Stormbringer, as well as Arioch, Lord of the Seven Darks, Lord of Chaos, Jagreen Lern of Pan Tang, Moonglum, and more. Stormbringer is almost a character of its own! Sample summonings taken from the novels should provide the budding sorcerer with inspiration, and numerous tables reprinted from rules.
The sample scenario in Stormbringer  is ‘Tower of Yrkath Florn’ which the designers used as part of the roleplaying game. It details the ruins of an eight-sided tower standing on a remote stretch of the Argimilar coast said to date back to the Melnibonéan occupation of the region. The Player Characters are hired to explore the building by a merchant prince and so brave its dangers on his behalf. Running to just two floors and the roof, described over some seven pages, the scenario is short, focused, and nicely detailed. It serves as a reasonable, if limited introduction to Stormbringer, if not necessarily the Young Kingdoms, and should provide a session or two’s worth of play.
Physically, Stormbringer: A Fantasy Role-Playing Game has the look and feel of a Chaosium period piece. It is clean and tidy, and organised section by section, much like a slimmed down set of wargames rules. The organisation is perhaps a little odd, with price lists coming before the rules for character generation, skills explained after combat, and so on. Throughout, the rules are liberally supported with fully worked examples, and solidly illustrated by the fantastic artwork of Frank Brunner. There is an index, but it refers to the sections of the rules rather than to page numbers which makes it rather awkward to use.
—oO0—
Murray Writtle reviewed Stormbringer: A Fantasy Role-Playing Game in White Dwarf No. 29Stormbringer will give you them, but to get a continuing campaign underway will take a certain amount of rewriting and careful thought.”
In Different Worlds Issue 38 (January/February 1985), Keith Herber gave Stormbringer: A Fantasy Role-Playing Game four stars out of five, and said, “I don’t think that the authors of Stormbringer intended the game as a first-time experience for gamers and the brief treatment of role-playing in general would support this theory. Instead, the effort has been directed toward describing and quantifying a specific world unique to fantasy literature. The authors have taken the time to dig out all sorts of small facts that lend color to the Young Kingdoms and detail many aspects of a campaign-world glossed over in other games. I thought Stormbringer not only an excellent adaptation of the Elric series but also found it an extremely enjoyable game. If you have ever read an Elric book (or one of Moorcock’s related novels) and wished it could be a game, this is it. If you haven’t read one yet do so and then consider the game. You may not find the “doomed” atmosphere to your liking, but around this neighborhood there is a growing movement for a permanent Stormbringer campaign.”
Stormbringer: A Fantasy Role-Playing Game was placed at position number twenty-five in ‘Arcane Presents the Top 50 Roleplaying Games 1996’ in Arcane Issue Fourteen (Christmas 1996). Paul Pettengale described it as, “Stormbringer is, as all Moorcock fans should know, the name of Elric’s sword, a weapon that draws the very lifeforce from anyone it even scratches. It doesn’t take a genius, therefore, to work out that Stormbringer is the Elric/Young Kingdoms roleplaying game (which was in fact renamed as Elric! for its 1993 re-release, for clarity’s sake).” before that saying that it was actually like, “A simplified RuneQuest, only set in Elric’s world. It captures the spirit of the books, but to play it properly you really need to be familiar with the novels, and they are of the type of fantasy that you either love or loathe.”
—oO0—
By modern standards, Stormbringer: A Fantasy Role-Playing Game is far from a balanced roleplaying game, players often ending up with widely divergent characters in terms of capabilities and thus power levels, placing them on more varying paths towards becoming Agents of Law or Chaos, and on progression within one of the cults. (This can be seen in the differences between the two sample characters.) Yet that is in keeping with the source material, and similarly, exploring the final years of the Young Kingdoms is also in keeping with the source material. Some may see this as a limitation in terms of the scope of the roleplaying game, playing in a pre-apocalypse, yet arguably, the more recent Mörk Borg, did exactly the same—and is more explicit about it. In the short term, beyond the included scenario, Stormbringer will need development in terms of plot and scope by the Game Master, but there is the whole of the Young Kingdoms—and beyond—to explore and the novels to draw from.

Stormbringer: A Fantasy Role-Playing Game is old fashioned in its design and presentation, and of course, it is unbalanced. That lack of balance and that style means that Stormbringer may not really be suitable for anyone new to roleplaying, but yet… The setting of the Young Kingdoms is immensely playable and rich with roleplaying potential, the mechanics simple and elegant, and the imbalance of Stormbringer: A Fantasy Role-Playing Game should almost be embraced because it reflects the source material and as power levels grow. After all, this is Swords & Sorcery at its most doom laden, pulp infused grandeur, and there is something glorious in being able to participate in the great conflict between Law and Chaos until the End of Time. 

Zatannurday: Anyone have a Spare $1k I can Have?

The Other Side -

Zatannurday

One of the best things about running this series for so long is I get some great tips via email from people with the same obsessions as me. 

That is the case today.  Though to take advantage of it I am going to need an extra $1000.00.  New from XM Studios is a 21" tall Zatanna statue.

Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue

Absolutely gorgeous and utterly frivolous. Wish I could justify it. 

Maybe I'll put it on my Christmas list and hope Santa thinks I was a good boy this year.

According to XM Studios, each statue has:

  • 2 headsculpt switch-outs: 1 with top hat, 1 without top hat.
  • 2 right hand switch-outs: 1 holding a spellbook, 1 holding a top hat with Detective Chimp!
  • Crafted in cold cast porcelain.
  • Each handcrafted statue is individually hand-painted with a high-quality finish.

Still...looks fantastic.

Goodman Games Gen Con Annual IV

Reviews from R'lyeh -

Since 2013, Goodman Games, the publisher of the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, and a whole lot more, including adventures and lots tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo in 2019, the first to be reviewed was the Goodman Games Gen Con 2014 Program Book. Fortunately, a little patience and a copy of the Goodman Games Gen Con 2013 Program Book was located and reviewed, so now in 2021, normal order is resumed with the Goodman Games Gen Con 2016 Program Book.
The Goodman Games Gen Con 2016 Program Book is a double anniversary and warrants a double cover. In fact, it is a double fortieth anniversary. The Goodman Games Gen Con 2016 Program Book celebrates not just forty years since the publication of Metamorphosis Alpha, but also forty years since the founding of Judges Guild. To celebrate, it includes not just content dedicated to Metamorphosis Alpha and Judges Guild, but sports a handsome double cover—one for Metamorphosis Alpha and one for Judges Guild. In addition to the celebrations, the anthology includes support for the Dungeon Crawl Classics Role Playing Game, the Appendix N, and more, along with the usual fripperies and fancies to be found in each volume of the Goodman Games Gen Con Program Book. Which means scenarios, articles, histories, quizzes, and more. After all, Goodman Games Gen Con Program Book is not just for Christmas, it is for Gen Con!
The Goodman Games Gen Con 2016 Program Book celebrates not just forty years since the publication of Metamorphosis Alpha, but also forty years since the founding of Judges Guild. To celebrate, it includes not just content dedicated to Metamorphosis Alpha and Judges Guild, but sports a handsome double—one for Metamorphosis Alpha and one for Judges Guild. In addition to the celebrations, the anthology includes support for the Dungeon Crawl Classics Role Playing Game, the Appendix N, and more, along with the usual fripperies and fancies to be found in each volume of the Goodman Games Gen Con Program Book. Which means scenarios, articles, histories, quizzes, and more. After all, a Goodman Games Gen Con Program Book is not just for Christmas, it is for Gen Con!
The Metamorphosis Alpha support begins with ‘Forty Years of Metamorphosis Alpha: A Legacy of Innovation’ by Craig Brain. This charts the history of the roleplaying game across numerous and not always successful editions, and is a nice accompaniment to the anniversary edition of Metamorphosis Alpha. If there is a major omission to the article it that it should have included images of the covers of these editions. That would have given the article some context and tied it more into the individual editions. It is followed by ‘Metamorphosis Alpha: 4 Tables 40’, a quartet of tables by the roleplaying game’s designer, James M. Ward. The tables, each with forty entries, cover ‘GEL Nanobots’, ‘Surprisingly Good Things’, ‘Traps for the Unwary’, and ‘Unusual Things’, and all provide good inspiration. For all that Goodman Games Gen Con 2016 Program Book celebrates the fortieth anniversary of Metamorphosis Alpha, the actual gaming content for it is thin. A scenario or an area aboard the Starship Warden fully detailed, would perhaps have served as a better selling point for Metamorphosis Alpha.
The fantasy gaming content begins with more letters for The Dungeon Alphabet: An A-Z Reference for Classic Dungeon Design by Michael Curtis. These are ‘G is also for Guardians’ and ‘H is also for Hazard’ and just like the supplement they are inspired by and written for, they consist of tables devoted to their subjects. Both are generic fantasy, but easily adapted to the retroclone—or even not of the Game Master’s choice. This is as entertaining and as inspirational as the original book, and perhaps Goodman Games should think about returning to original supplement, if not in a reprint then in a full sequel with another twenty-six entries.
As expected for a volume in the Goodman Games Gen Con Program Book series, the majority of the gaming content is designed for use with the Dungeon Crawl Classics Role Playing Game. It begins with Michael Curtis’ ‘The Return of the Wild’, which gives a new Patron god for his Shudder Mountains setting from The Chained Coffin campaign. This is Nengal the Wild One, a primal force of raw nature, and comes complete with tables for Invoke Patron checks and Patron Taint. The Patron spells feel somewhat underwritten, but the unfettered and raw nature of the god and his faith should provide some fun roleplaying opportunities.
Dieter Zimmerman contributes the first scenario in the anthology, a wholly new, and weirder introduction to the Dungeon Crawl Classics Role Playing Game. The scenario is a Character Funnel, one of the signature features of the Dungeon Crawl Classics Role Playing Game 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. Typically, such Player Characters are peasants and the like from the average fantasy world, but here Zimmerman takes the idea of the ordinary person from Earth being transported to a fantasy world where he or she becomes a great hero the Dungeon Crawl Classics Role Playing Game
So first, in ‘1970’s Earth Characters for DCC’, Zimmerman gives tables for Occupations, Personal Items, and Astrology so that the players can create some funky characters ready for their strange encounter in the accompanying scenario. This is ‘Not in Kansas Anymore’, co-authored with Matt Spengler, a reverse dungeon up through Ezaurack’s Volcano Fortress in which the would-be heroes not only have to save the day against a viscous dragon cult, but do so whilst avoiding rising lava! The scenario is as over the top as you would expect and best played as if the Player Characters—let alone the players—have no idea as to what is going on. Indeed, the scenario is intended as an introduction to the roleplaying game. It is as fun and as gonzo as you would expect, and all it needs is a dose of Doug McClure.
Another then new would-be licence comes under the spotlight with Michael Curtis, not once but twice. First with ‘Rat-Snake: A Lankhmar Wagering Game with Dice’ provides the full rules for a gambling game set in Fritz Leiber’s Nehwon and the tales of Fafhrd and the Gray Mouser. Prefiguring the release of Dungeon Crawl Classics Lankhmar the year  following the Goodman Games Gen Con 2016 Program Book, this is an immersive addition to the setting and should find its way into the Player Characters’ adventures in the city of thieves. Second, with ‘The Hand of St. Heveskin’, which details an artefact sacred to the Rat God, but which anyone can use—though there is some danger in doing so. Although presented for Lankhmar, this would work in almost any fantasy setting and is a very well done and themed item. The adjacent list of publication dates for the Fafhrd and the Gray Mouser stories is also welcome.
Gen Con is of course, a very big event, and Goodman Games supports it with a tournament adventure that both fans of the publisher and attendees in general can join in and play. Instead of the typical adventure, in 2015, Goodman games offered ‘The Way of the Dagon’, a spell duelling tourney. Instead of a party of adventurers delving into deep, dark hole, this has wizards and sorcerers throwing spells at each other for the pleasure of Father Dagon. Spelling duelling is part of the Dungeon Crawl Classics Role Playing Game and this module gives the full rules for such arcane battling in the realm of Father Dagon. It works a little different to standard spell duelling, adjusting counterspell power and adding the Wrath of Dagon, plus a little bit of randomness to play. This would be fun to play at the table with a normal group as change, but really comes into its own as a big event. The notes on how the event’s origins and the report on some of the game play are entertaining also.
However, the Goodman Games Gen Con 2016 Program Book includes a Dungeon Crawl Classics Role Playing Game Tournament Funnel too. Written by Jim Wampler, Stephen Newton, Daniel J. Bishop, Jeffrey Tadlock, Jon Marr, and Bob Brinkman, ‘Death by Nexus’, which as the title suggests, is another Character Funnel. However, instead of three or four Level Zero Player Characters per player, each only has one, and when a character dies, his player is out and replaced by another player and his character, and this goes on until the end of the scenario. In ‘Death by Nexus’ nine such characters, three each for the three Alignments—Law, Neutrality, and Chaos—are thrown into six different and increasingly challenging arenas for the entertainment of the Primal Ones. Each written by a different author, the arenas vary wildly, from a combination of ice, wind, and fire to a giant sandbox via the end times. Combat focused instead of the spelling-slinging focus of the earlier ‘The Way of the Dagon’, this Tournament Funnel is again fun and silly and over-the-top.
Harley Stroh expands on his ‘Glossography of Ythoth’ from the campaign, Perils on the Purple Planet (now sadly out of print), with ‘Appendix D: Ythothian Liche Kings’ with a guide to the corpse kings who prey on dimensional travellers and possess various psychic powers. This is a nasty monster which no player would his character to encounter, but the dimensional originals means that one of these could turn up anywhere.
Appendix N is an important facet of the Old School Renaissance since its original list of books in the back in the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition showcased the inspiration for original roleplaying game. The Goodman Games Gen Con 2016 Program Book shows how the authors of various titles for Dungeon Crawl Classics Role Playing Game have delved into its equivalent of Appendix N in search of their own inspiration. It opens though with ‘The Way of Serpents’, a short story by Howard Andrew Jones which is also inspired by Appendix N fiction. This is nicely enjoyable piece in the Swords & Sorcery vein, which tells of a priestess and a veteran soldier forced to seek aid from a dragon to save a kingdom not his own. The short story is accompanied by some game content, in particular stats for the creatures encountered in the story.
In ‘Appendix N Inspiration’, sources are in turn discussed for Peril on the Puppet Planet, DCC #87 Against the Atomic Overlord, The Chained Coffin, The 998th Wizards’ Conclave, and Doom of the Savage Kings. All provide insights as to the creative process and suggest authors and their works that would be worth reading prior to running any one of them. Those for DCC #87 Against the Atomic Overlord and The Chained Coffin are longer, more detailed, and more interesting for it. In hindsight, the inspiration for The 998th Wizards’ Conclave is the most interesting because it prefigures the recent development of Jack Vance’s The Dying Earth for the Dungeon Crawl Classics Role Playing Game.
Perhaps the highlight of the Goodman Games Gen Con 2016 Program Book is ‘An illustrated interview with Errol Otus’. This runs to almost forty pages and covers the classic fantasy gaming artist’s time at TSR, his time after, and his return to the hobby industry with both the Dungeon Crawl Classics Role Playing Game and then the Old School Renaissance. It is an entertaining read and is profusely illustrated with paintings and drawings from across his career, serving as a showcase for both. The only disappointment is that the covers that Otus did for Goodman Games have not been reproduced in colour. All it would have taken is another two pages of colour and it would have pleasingly rounded off his contributions up to 2016.
The other half of the fortieth anniversary celebrations in the Goodman Games Gen Con 2016 Program Book is dedicated to Judges Guild and this is celebrated by another pair of articles. It is an unfortunate truth that the reputation of the publisher has been greatly damaged in the years since the publication of these two articles, but this should not mean that the contributions to the hobby by Judges Guild should be ignored. ‘Forty Years Judges Guild: A Legacy of Awesome’ by Jeff Rients—author of Broodmother Skyfortress—presents a history of the publisher from founding to closure, along with a look at a few of the releases over that history... It is informative, but this is very much written from a personal rather than an objective point of view, accompanied with a discussion of the author’s favourite titles. There are of course, more objective histories of Judges Guild available, such as the Judges Guild Deluxe Oversized Collector’s Edition and Designers & Dragons: the ‘70s. Ultimately, what lets this article down is the lack of captions for its various photographs taken from Judges Guild history.
It is followed by ‘Unknown Gods: Revised and Expanded’, by Robert Bledsaw, Sr. and Robert Bledsaw, Jr. This presents an expansion to The Unknown Gods, the 1980 supplement supplement of grandiose gods and deities which would have been particular to the Wilderlands of High Fantasy setting. From Grunchak, Markab God of Technology to Margonne, God of Evil Plans, the Devious Ones, they are all quite detailed and quite different to the gods seen elsewhere in fantasy, as well as each possessing a certain weirdness. That weirdness applies to the statistics given for each god, which use a different system singular to the original supplement rather than any variant of Dungeons & Dragons. It would be fascinating to see the whole of the supplement updated with this content for a game system that was more accessible.
Rounding out the Goodman Games Gen Con 2016 Program Book is the usual collection of fripperies and fancies. The silliness includes the advice column, ‘Dear Archmage Abby’, in which the eponymous agony aunt gives guidance on life, love, and the d20 mechanics in an entertaining fashion—this time what t do about rules lawyers, whilst the fripperies includes artwork for the ‘2015 to 2016 Mailing Labels’, which capture a bit more of Goodman Games in 2015. Elsewhere there is a quiz or two, interviews with several of the Judges who work as the Goodman Games Road crew, a photographic recap of Gen Con 2015, and more.
Physically, the Goodman Games Gen Con 2016 Program Book is a thick softback book. It is decently laid out, easy to read, lavishly illustrated throughout, and a good-looking book both in black and white, and in colour.
On one level, the Goodman Games Gen Con 2016 Program Book, as with other entries in the annual series, is an anthology of magazine articles, but in this day and age of course—as well as 2016—there is no such thing as the roleplaying magazine. So what you have instead is the equivalent of a comic book’s Christmas annual—but published in the summer rather than in the winter—for fans of Goodman Games’ roleplaying games. The Goodman Games Gen Con 2016 Program Book follows closely the format of the previous entries in the series, so there is bit of everything in its pages—gaming history, adventures, previews, catch-ups, and more. Its celebrations of the two fortieth anniversaries—Metamorphosis Alpha and Judges Guild—are underwhelming, but everything else in the Goodman Games Gen Con 2016 Program Book is either fun or entertaining, sometimes even both. As ever the Goodman Games Gen Con 2016 Program Book is a must for devotees of the Dungeon Crawl Classics Role Playing Game, but there is plenty in the annual supplement for fantasy gamers to enjoy or be inspired by.

Have a Safe Weekend

The Texas Triffid Ranch -

No events at the gallery this weekend (it’s time to clean up everything after Texas Frightmare Weekend), but you can see all of Caroline’s jewelry at her booth at FenCon. After that, though…

Friday Filler: MicroMacro: Crime City

Reviews from R'lyeh -

The winner of the 2021 Spiel des Jahres award is MicroMacro: Crime City. Published by Edition Spielwiese, it combines crime and detection with elements of storytelling and even a little bit of time travel, all played out co-operatively on a massive map of a city that the players have to search for clues. At its heart the game is Where’s Wally? (or Where’s Waldo?) meets the crime-riddled streets and alleys of downtown Crime City. Designed for one to four players, aged twelve and up, the game has the players searching a big poster map of Crime City, first locating crime scenes and then backtracking the victims as they went about their day and interacted with the other citizens of Crime City.

Open up the box for MicroMacro: Crime City and the first thing that a player finds is a ‘Spoiler Warning’. Given in multiple languages, it warns him not to look at the reverse of the cards, not to open the card packets before instructed to do so, and be sure to read the instructions first. The second is the instructions, and they just run to just four pages. Below that is the City Map, some one-hundred-and-twenty Case Cards, sixteen envelopes, and a magnifying glass. Bar touches of red to highlight text and elements of the game, everything is done in black and white. The City Map is huge. It measures thirty-by-forty-three inches and depicts a European city, bustling with men, women, and anthropomorphic animals going about their very busy lives. This enormous map is drawn in meticulous cartoon detail, but it is not a city that is static. Its citizens can be seen again and again moving about the city and everywhere a player looks he will find someone doing something interesting—being shocked by a painting at an exhibition, buying something from a dodgy street dealer (his trench coat held open to best display his wares), a women shocked by another man opening his trenchcoat, and more. There is so much going on in this map that it is easy to get lost in the details and start imagining who these people are and what their lives are like.


The cards represent the sixteen cases the players have to investigate and solve in MicroMacro: Crime City. These grow in complexity and length and need to be divided into their respective cases and stored in one of the envelopes which comes with the game. Starting with ‘The Top Hat’—the game’s introductory case, each case, whether ‘The Car Accident’, ‘Dead Cat’, ‘Hairy Tales’, or ‘Carnival’, begins with a start card which asks the players to search for the crime scene. Once the victim has been found, the players begin looking for where the victim appears elsewhere nearby on the map, and prompted by the cards, then backtrack through the victim’s day, looking for who he might have encountered and thus might be perpetrator of the crime. Along the way, the players will see the city around their crime victim and the criminal, in the process discovering lives both ordinary and criminal, the latter perhaps, hinting at crimes that the players might have to solve in a future case.

The initial cases in MicroMacro: Crime City are small, but others stretch across the city, forcing the players to extend their search for clues and the perpetrator. Some of the inhabitants of Crime City have nothing to do with the cases in MicroMacro: Crime City, but may appear in MicroMacro: Full House, which together with MicroMacro: Crime City form part of the four titles in the series. Each entry represents a different district and ultimately, there will be cases which can be solved by following the clues across the four districts. It should also be noted that as funny and an anthropomorphic as the artwork is in MicroMacro: Crime City, it does depict a moderately adult world and that means that some of the crime cases and some of the things going on in Crime City may not be suitable for some younger players.

MicroMacro: Crime City requires a big table for its map of Crime City and plenty of good light. This is not a game which can be played without either plenty of light or plenty of space. Although the game comes with one magnifying glass, the addition of another will probably help play too.

Physically, MicroMacro: Crime City is decently produced. The map is done on sturdy paper, though its size does mean it requires careful handling. The fact that it is a paper rather than a mounted map means that having any drinks nearby is inadvisable. The rules are clearly written and easy to understand and the cards are done on decent stock. A nice touch is that there is an extra mini-case on the game’s front cover. This neatly gives the potential purchaser a taste of the game inside.

However, once played, MicroMacro: Crime City has little to no replay value. It does not have the Legacy option of the game being changed through play, but rather each case is essentially a puzzle and once solved is difficult to play again with the same level of anticipation and interest. Finding the crime scene, investigating the clues, and following the lives of both victims and criminals is definitely fun, but once solved… At that point, the best thing to do with MicroMacro: Crime City is either to put it away for the next expansion and wait to see if its crime cases tie in, or really, to let someone else play it who is completely new to the game.

Ultimately there is one question which has to be asked about MicroMacro: Crime City, and that is, “Is it a game?” And the answer is both yes, and no. MicroMacro: Crime City is a game in the sense that it is played, has multiple players, and they are all trying to achieve an objective. In this, it is very much like other detective or crime games, such as Detective: A Modern Crime Board Game or Chronicles of Crime, but on a much simpler level, or the games based on Escape Rooms. Yet MicroMacro: Crime City is not a game so much as a puzzle intended to be solved collectively, and once solved, it cannot be solved again. Further, where a detective or crime novel can be reread to enjoy the story and the deduction again, the simplicity of the game’s design works against any possibility of a replay being enjoyed.

MicroMacro: Crime City is a very simple, but clever design, with its cases built around cartoonish artwork that is witty and engages the players in the lives of the citizens of Crime City. Best played with two or three players, MicroMacro: Crime City is perfect for fans of hidden object games, puzzles, and detective fiction.

A taster of how MicroMacro: Crime City plays can be found here.

Friday Fantasy: Isle of the Damned

Reviews from R'lyeh -

Isle of the Damned is as straightforward a fantasy roleplaying scenario as a Game Master might want. Designed and published by Scott Malthouse—responsible for Romance of the Perilous Land published by Osprey Games and Merry Outlaws from his Trollish Delver Games—it is a one-page, First Level adventure for Heartseeker and other Old School Renaissance Roleplaying games. Heartseeker is a very simple retroclone, just two pages in length, but its name echoes that of the term, ‘Fantasy Heartbreaker’, which back in the Golden Age of the hobby would have been a designer’s answer to everything that he wanted to change about Dungeons & Dragons. Without Heartseeker, a Game Master could easily run Isle of the Damned using Old School Essentials, Lamentations of the Flame Princess Weird Fantasy Roleplaying, or Labyrinth Lord, for example, or even adapt it to the rules and setting of her choice. One such might be Symbaroum, but other fantasy roleplaying games would work too. Whichever rules set the Game Master decides to use, she can pick up a copy of Isle of the Damned, read through it in five minutes—or less, and bring it to the table. In fact, an experienced Game Master could even run it with no preparation!

The setting for the scenario is the eponymous Isle of the Damned, rumoured to be a former Elven colony forsaken by their gods. The Player Characters are tasked with travelling to the isle and recovering three Sacred Chalices. These, it has been determined, will together save the life of Prince Markus, who is dying. With their instructions, the Player Characters must journey over the Grey Sea and once on the island, search its six locations to locate the three Sacred Chalices. These include a Dead Courtyard and the Broken Shrine, venture into the depths of Moaning Forest, and perhaps out of the other side.

Isle of the Damned is a simple, straightforward seven point crawl. It comes as a four page, full colour pamphlet. The inside shows the point crawl and provides two tables, one of rumours and one of encounters in the Moaning Forest, all against an atmospheric painting by Arnold Böcklin. The back page lists all of the encounters and the stats, all of which are non-standard monsters, so that Isle of the Damned is very much a standalone scenario. Each of the seven locations is given a simple paragraph-long entry that is just sufficient for the Game Master to work from and develop further in terms of details if she wishes.

Of course, finding the three chalices is not simple. There are riddles to be answered, aid to be sought and tasks to be fulfilled, and puzzles to be solved. None of it too complex or lengthy, but all enough to provide a session of play, perhaps two at the very most. The empty nature of the isle and ruins and the strangeness of the encounters gives it a slightly eerie feel, which a good Game Master could easily develop and expand with other encounters and locations should she want to.

Overall, Isle of the Damned is quick and easy to prepare and then run. It would easily slot into many fantasy settings or campaigns, especially ones with a sense of the weird and the lost, or perhaps it could just be run as a one-shot.

Blue Collar Sci-Fi Slasher

Reviews from R'lyeh -

The AMC-222 Report is a scenario for Those Dark Places: Industrial Science Fiction Roleplaying, the roleplaying game of Blue-Collar Science Fiction horror published by Osprey Games. It is written by the roleplaying game’s designer and presents a short scenario which combines strong elements of action, investigation, and roleplaying and which could be played in a single session—two at the very most. It takes a traditional type of Science Fiction setting and gives it a horror twist which echoes that of the slasher film subgenre. It can be played as a training simulation to determine the suitability of the Player Characters for working between Earth and the frontier of space as part of the application process as described in Those Dark Places, or it can be run straight as an assignment during their years of employment. This also means that it can be run with new Player Characters or more experienced ones, but if played as a training simulation or early in their careers, its horror elements may foreshadow their eventual fate if the Player Characters spend too much time in space… However it is used, The AMC-222 Report will take relatively little time for the Game Monitor to prepare for play.

The setting for The AMC-222 Report is Asteroid Mining Catch 222 in the Peller System, a facility operated by Cambridge-Wallace, Inc. The head of facility has recently sent an emergency request for help. Two of its mining crew have been killed and a member of staff is missing, and worse, as far as the company is concerned, the deep space mining facility is not currently operating at full capacity, and that means it is losing money… The Player Characters—the crew of the DSRV Grahams, a light and fast Deep Space Reconnaissance Vessel typically used by many Duster and Arbiter crews for fast dispatch and first responder missions. They receive an emergency briefing and are reassigned to investigate and resolve the emergency. Cambridge-Wallace, Inc. wants Asteroid Mining Catch 222 back operating at full capacity as soon as possible.

The players and their characters should realise that there is something different about this mission from the off. Each member of the team is assigned a Dazer pistol and a medkit. When they arrive, the Player Characters find the station to be a bleak, dark, and depressing place. It seems to be in a constant state of power saving and this has affected the personnel assigned there. The staff are weary and worn out, even uncaring in the face of the current situation. This presents the Game Monitor with some entertaining NPCs to roleplay and some frustrated and frustrating NPCs for the Player Characters to interact with—or not!

The AMC-222 Report is divided into two acts, with each act being set on a different level of Asteroid Mining Catch 222. In the first act, the Player Characters arrive at the habitable level and investigate recent events and interrogate the base personnel as to recent events. In the second act, the Player Characters descend to the mine workings on the lower level. Here they encounter malfunctioning machinery, a less than ideal working environment, and worse…

Support for the Game Master for The AMC-222 Report includes deck plans of the DSRV Grahams and floor plans of Asteroid Mining Catch 222, the deck plans also being useful as a sample ship for the Player Characters in the long term. All of the scenario’s NPCs are given detailed backgrounds to accompany their often moody responses and explanations as to what is going on in the facility in the scenario’s first act. In addition to details of the Deep Space Reconnaissance Vessel, the other new item of equipment given is the Armoured Space Suit.

Physically, The AMC-222 Report is reasonably well presented. The deck plans and floor plans are simple, but clear, whilst the artwork is at best described as rough. If there is anything missing, it is perhaps a set of ready-to-play Player Characters which would both speed up the scenario’s already quick preparation time and make it suitable as a convention scenario.

The AMC-222 Report is more obvious in its plotting and in its inspiration as a horror scenario than the earlier The Ana-Sin-Emid Report. It might even be termed simple, but that should not necessarily be held against it. The AMC-222 Report is straightforward, but that does not mean it is not atmospheric and does not mean it cannot deliver a short, sharp shock of horror.

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