Outsiders & Others

[Fanzine Focus XXVI] Crawl! Number 10: New Class Options!

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode.
Published in August, 2014, Crawl! Number 10: New Class Options returns to the theme of the earlier Crawl! No. 6: Classic Class Collection, that of Class in the Dungeon Crawl Classics Role Playing Game. One of the design cues for Dungeon Crawl Classics Role Playing Game is Basic Dungeons & Dragons in that it employs the ‘Race as Class’ option for its choice of character Classes, that the Dwarf, the Elf, and the Halfling are all Classes in their own right. This as opposed to Advanced Dungeons & Dragons and later iterations of the world’s most popular roleplaying game which separated the two and allowed a player to combine the Race and Class of his choice. Such options are not present in the Dungeon Crawl Classics Role Playing Game though, and further, the Dungeon Crawl Classics Role Playing Game is not a game which has presented such options. So there is no equivalent of the Player’s Handbook 2 or the Dungeon Master’s Guide 2 for the Dungeon Crawl Classics Role Playing Game. The space left by such an omission—if omission it is—is exactly that into which fanzines and similar publications like Crawl! and in this case, Crawl! Number 10: New Class Options, can step.
In particular, Crawl! Number 10: New Class Options focuses on the Demi-Human Classes—the Dwarf, the Elf, and the Halfling. It provides new options to play each of these Races, but through a new Class. For the Dwarf, this is the Dwarven Priest by Jeffrey Tadlock. Primarily Lawful—though Chaotic and Neutral ones exist—this Class combines the abilities of the Dwarf, the Cleric, and the Warrior. The Class gains a deed die from Third Level and can perform a Mighty Deed of Arms, but also gains several spells known per Level. The other three new Classes are by Rev. Dak J. Ultimak. These start with the Elven Rogue which combines the magic of the Elf Class with the thiefing skills of the Thief, which are necessarily beholden to a Patron as the Elf normally is. Just like the Thief, the skill bonuses the Elven Rogue is determined by his Alignment—Lawful, Chaotic, or Neutral. The Halfling Burglar is given a similar set of tables as it moves the traditional Halfling of the Dungeon Crawl Classics Role Playing Game away from his martial bent and towards what is seen as the traditional role for the Halfling—or at least its traditional role for its inspiration. So the Halfling Burglar is thus more like the supposed role of Bilbo Baggins from The Hobbit. Guidance is included in the descriptions of the Elven Rogue and the Halfling Burglar with the ‘My Thief, My Way’ from Crawl! No. 6: Classic Class Collection should a player want to modify which skills he wants his Rogue—Elf or Halfling—to have. The last Class in the fanzine is another Halfling Class which where the Halfling Burglar makes the Halfling be a Thief, makes the Halfling a Warrior! The Halfling Champion combines the Mighty Deed of Arms of the Warrior with Luck of the Halfling and adds to it the ability to wield the longsword, the Warhammer, and the heavy axe not in the one hand as per other Races because Halflings are tiny, but two-handed! This comes at a penalty to the Halfling Champion’s Initiative die, but nevertheless, the Halfling Champion is a doughty, fearless warrior ready to step forward* and protect his village.
* I would have written ‘ready to step up’, but that is Halflingist.
These four Classes are engaging and fun, offering new roleplaying opportunities. For example, playing a Halfling Champion would be wholly different to playing a Halfling. However, it would have been nice to have been given some information on who or what the Dwarven Priest typically worships, so the inclusion of a Patron or two would have been a nice inclusion. As well as offering new choices, the inclusion of the four Classes do something else, and that is push Dungeon Crawl Classics Role Playing Game further away from the baseline of Basic Dungeons & Dragons and more towards Advanced Dungeons & Dragons—though still a long way from getting there. Just as with any content in a fanzine, these four Classes are all optional, but their inclusion would be worth considering.
Just as there is no combining Race and Class in Dungeon Crawl Classics Role Playing Game, there is no Multi-Classing either. ‘Half-Levels’ is Daniel J. Bishop’s solution to this, enabling a player to select a half-Level up to three times, each time choosing the equivalent of Zero Level in another Class. Then at subsequent Levels switch to the new Class. The mechanics feel just a little too complex to easily provide what the author is trying to do, but they include notes for all of the core Classes in the roleplaying game as well as those which appeared in the earlier Crawl! No. 6: Classic Class Collection, so ultimately the article covers a lot of choices whilst providing the player with even more options.
Colin Chapman’s ‘Not Just a Pretty Face’ provides a means for a player to create the random physical appearance for his character. It starts with a baseline for each Race and adds a Baseline followed by hair and eye colour, and so on. Lastly, the player can roll for a physical feature, whether negative, neutral, or positive. All very neat and simple, enabling the player to add colour and detail to his character’s appearance, and the Judge to do the same for her NPCs. Lastly, Noah Stevens casts a spotlight on three different third-party Races in ‘Three Weird Races’. Each is accompanied by a link, whether a blog or DrivethruRPG.com. Potentially useful at the time of the issue’s publication, but ultimately more filler than useful.
Physically, Crawl! Number 10: New Class Options is decently done, a clean and tidy affair. The artwork—done by Mario T—is a lot of fun and really captures the feel of the four new Classes in particular. 
Crawl! Number 10: New Class Options is very serviceable issue. The high points of the issue are the four new Classes, which expand the play of Dungeon Crawl Classics Role Playing Game with new options and new roleplaying potential. Whether or not the Judge or her players want to expand their game and thus move away from the core of the Dungeon Crawl Classics Role Playing Game is their choice, but the options are there.

#RPGaDAY2021 Day 26 Origin

The Other Side -

RPGaDAY2021 Day 26

I had some ideas for Theory, but none of them really took shape.  So instead I want to talk about Origin. In particular the Origin of NIGHT SHIFT.

Day 26 Origin

Come back with me if you will all the way to 1995-1997.  I had just gotten married, moved into a new house, and was working on my first Ph.D.  Life was pretty good.

That is except on the RPG front.  I was so burned out of AD&D and D&D, approaching my 20th year of gaming with something akin to apathy really.  I had been enjoying all the things the Internet had to offer me in terms of connecting with other gamers, but the games themselves had left me a bit less than thrilled.  TSR was busy at the time going after any website or group that even mentioned "D&D" so my tastes were beginning to sour.

By 1999 I was more or less ready to give up on D&D, plus I had a kid on the way and thought that I would never get the chance to play much (hahahaha!).  Then along came C.J. Carella's WitchCraft RPG.  I have recounted that tale before, but something in that book reignited the spark that had been dying. WotC and the OGL would further fan those flames, but that is still a bit off from here.

WitchCraft was the perfect game for me.  It did everything I wanted and it did them perfectly.  That is except for the things that D&D did perfectly.  I hung out on the Eden Boards and there I met Jason Vey.  He was coming from a similar background as me; we both loved WitchCraft and old-style D&D.  But we also enjoyed a lot of new games too.   From here we worked on Buffy the Vampire Slayer together.  Jason would go on to do a bunch fan-created works for both Unisystem and D&D and later d20 and then go on to work on All Flesh Must Be Eaten and Castles & Crusades.  I'd go on to do my various witch books, a lot of Unisystem conversions, and move on to working on Ghosts of Albion

A look over our fan-made and published works it would seem that NIGHT SHIFT was fairly inevitable. 

I recall working on a "Monster Manual" that I still have on my hard drive where I took all the creatures from the AD&D 1 Monster Manual and converted them to Unisystem.  Both Classic and Cinematic.  If you are thinking that the seeds of my current "Basic Bestiaries" also began here you would be correct.

NIGHT SHIFT began as a conversation. One according to Jason, but I recall a few different threads that came together.   The first was Jason pointing out that Level/Class builds, like in D&D, can be every bit as flexible as point-buy ones, like in Unisystem.  He was mostly talking about his own Amazing Adventures, but I was also thinking about in terms of the various OSR games.  BTW, you can do both now in NIGHT SHIFT thanks to the Night Companion.

The next conversation was the two of us talking about all these ideas we still had for various games, regardless of, or divorced from, their systems.  Eventually, we decided that we should be making this game with these ideas.

For me, the origin was one of pragmatism.  I wanted something to fit the "Buffy-shaped" hole in my life.  Not just in terms of fandom, but yes that, but also in terms of system.  The same can be said of "Ghosts of Albion."  I LOVE the work I did on both of those games and I am proud of it.  But neither game is completely "mine."  Buffy has also sorts of baggage attached to it now that people are finally seeing what a douchebag Whedon was and is.  "Ghosts" for as much as I love it will never see another printing, no supplements, no new material.

NIGHT SHIFT is my game. It is Jason's too. And as I always say, once YOU buy it then it is YOUR game too.  But it is a game I can love unconditionally and support without worry or feel like I am investing in a sunk cost. I have D&D 4th Edition for that.

If you go through NIGHT SHIFT and have been reading this blog then you will see where things in the game got their origins.  Read Jason's blogs and you will see where other things in the game got their origins as well. 

NIGHT SHIFT is a new game, but its origins go all the way back to the turn of the Millenium and before.

Don't forget NIGHT SHIFT The Night Companion is nearing its last few days.  Give us some support. If we hit the stretch goal I will give a new Night World and this will keep me out of trouble for a while.



RPGaDAY2021

#RPGaDAY2021 Day 25 Welcome

The Other Side -

I thought it might be nice to Welcome new readers to the NIGHT SHIFT.

Day 25 Welcome

I have picked up a few new readers so I thought it might be nice to welcome them to my blog and to my game NIGHT SHIFT.

Right now NIGHT SHIFT has a Kickstarter for the first supplement, The Night Companion.  This book adds new classes, monsters, magic, species, point-buy characters, and more.  

But what is NIGHT SHIFT?

NIGHT SHIFT is a modern supernatural/horror RPG.  The system running the game is called O.G.R.E.S., or the Oldschool Generic Roleplaying Engine System.  It is a system that should be familiar to many since it is derived from the d20 SRD in an old-school, or even OSR, fashion.  So if you played D&D in the 70s or 80s you will find a lot here that feels familiar.  But the system is only half the picture.

NIGHT SHIFT

The genre of NIGHT SHIFT is modern supernatural horror.  Written by myself and Jason Vey, this RPG combines everything we know and have worked on over the 30+ years we each have in the RPG writing industry and 20+ each writing professionally. Games on our collective CVs include, All Flesh Must Be Eaten, Buffy the Vampire Slayer, Angel, Army of Darkness, Night Bane, Ghosts of Albion, Amazing Adventures, Spellcraft & Swordplay, the Witch, Castles & Crusades, Ravenloft, and more. NIGHT SHIFT takes all these experiences and distills them down to what we hope is the most enjoyable RPG we have ever worked on. 

NIGHT SHIFT has a genre but no default setting. This way you can create your own world to play in.  We DO however provide you with four different "Night Worlds."  These are places to set your game in an move on from there.  These include Jason's "Veterans of the Supernatural Wars" (the closest we get to a default setting) and "The Nocturnumverse" based on his campaign of something like 20 years or more. I also provide my "Generation HEX" a world where magic has come back and it only rests in the hands of tweens and teenagers, to "Ordinary World" where everyone is some sort of supernatural creature trying to get by in a world full of humans that would rather seem them all dead.

So give our game a try.  We think you will enjoy it. 


RPGaDAY2021

#RPGaDAY2021 Day 24 Translate

The Other Side -

RPGaDAY2021 Day 24

Heading into the back end of the challenge. What do we have for today and how does it relate to NIGHT SHIFT?

Day 24 Translate

Continuing on the ideas in Simplicity and Substitute, I often try to Translate material from one game system to another for different sorts of experiences. 

In many ways, the ultimate representation of this is NIGHT SHIFT.

NIGHT SHIFT began as a way to take something my co-author Jason and I loved; the games we worked on and played back in the 1990s and early 2000s and translate it to a rule system we also loved.

The simplest way to describe NIGHT SHIFT is "Buffy the Vampire Slayer with Basic D&D rules" but that doesn't really capture all of it.

In the 1990s my game world of choice for AD&D 2nd Ed was Ravenloft. I loved the horror elements, I loved the trappings of Gothic Horror, and I loved that I could bring in characters I have been playing for years over to it.  The Masque of the Red Death Gothic Earth supplement was a dream come true since it also brought in my beloved Victorian era.   It was perfect...almost.

Near the end of the 90s I was getting really burned out on D&D.  Thankfully I had discovered C.J. Carella's WitchCraft RPG.  Here was yet another "Gothic Earth" only this time coming at from a different angle.  I loved it.  Of course, as the supplements for WitchCraft were released I thought of many ways to "translate" Ravenloft over to WitchCraft.   In a way, I got my wish and wrote Ghosts of Albion.  A horror-soaked Earth, in a Victorian setting.

Still as perfect as I think WitchCraft and Ghosts of Albion are, they still didn't give me something.  Sure it was a minor thing, but there was still something I was looking for. 

Jason did something similar.  While I went for the themes I wanted, he took the Unisystem rules found in WitchCraft and went a different direction with Dungeons & Zombies; a way to translate D&D experiences and adventures into Unisystem.  Like myself, he also had a few "fan" based products.

We really have been dancing around NIGHT SHIFT for decades.

I wanted a game where I could translate anything I have done over the last 30+ years to a single game system.  I feel NIGHT SHIFT does this.

Don't forget our Kickstarter going on right now for The Night Companion.


RPGaDAY2021

Miskatonic Monday #85: The Secret of Silcestre

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: The Secret of SilcestrePublisher: Chaosium, Inc.
Author: Andy Miller

Setting: Dark Ages WessexProduct: Scenario
What You Get: Fifty-two page, 38.35 MB Full Colour PDF
Elevator Pitch: There be dwarves in them thar hills—and they be evil. Evil, I tell ye!Plot Hook: What secrets and treasures lie in Silchestre’s Roman past?Plot Support: Detailed plot, three good handouts, eight maps, seven NPCs, three Mythos entities, one Mythos tome, and four pre-generated Investigators. Production Values: Decent.
Pros
# Multiple set-ups for the scenario# Solid support for Dark Ages: Cthulhu# Decent quartet of pre-generated Investigators# Multi-factional treasure hunt# Roleplaying opportunities for negotiating with the factions# Could be adapted to other periods and settings, but not easily# Potential campaign set-up
Cons
# Requires a fair degree of set-up and exposition# All male pre-generated Investigators
Conclusion
# A treasure hunt in Merry Olde Englande# Take the treasure themselves, give it to a nickname and have juicy thoughts about making it yours, promise it to another faction. Ultimately, the outcome is down to the players.# Good support for Dark Ages: Cthulhu

Miskatonic Monday #84: Broken Arrow: Chernobyl

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: Broken Arrow: ChernobylPublisher: Chaosium, Inc.
Author: Chad Briggs

Setting: 1990s Ukraine
Product: Scenario
What You Get: Seventeen page, 5.93 MB Full Colour PDF
Elevator Pitch: In the new wild west of post-Soviet era someone has mosied out of town with a nuclear warhead!Plot Hook: One of their bombs is missing!Plot Support: Detailed plot, six handouts, one NPC, one Mythos monster, and six pre-generated Investigators (separate).Production Values: Plain.
Pros
# Interesting use of the historical background# A chase into the Chernobyl Exclusion Zone# Suitable as a one-shot or convention scenario# Decent background information# Easy to adapt to Delta Green: The Roleplaying Game
Cons
# Requires a good edit# Linear plot
# Mythos threat underdeveloped
Conclusion
# Best suited as a Delta Green: The Roleplaying Game scenario# Interesting background and setting# Linear and underdeveloped

#RPGaDAY2021 Day 23 Memory

The Other Side -

RPGaDAY2021 Day 23

The natural choice here is to talk about a great RPG memory.

Day 23 Memory

I will admit I have a lot of really great RPG memories.  Here are a couple of highlights.

Getting My Hands on the First Monser Manual

It seems only fair to start with my first D&D memory, and indeed my first any RPG ever memory.  The first time I held the AD&D Monster Manual was a defining moment. Here I became introduced to the game that so many of us love.  I can remember afterward riding my bike around the neighborhood thinking about it and what the game was. I had no rules yet, the copy of Holmes Basic had not made it its way to me just yet, so I could only imagine what this game could be like. 

Summers Playing D&D/AD&D

As much as I would have LOVED the connection to the world via the Internet we have today (and believe me I tried with my little TRS-80 Color Computer) I am also glad I got to spend all my summers in the 80s playing D&D.  First D&D with a group of kids from Jr. High and then and another, semi-related group, in High School with AD&D.  The cut off there was not perfect, I remember we mixed a lot of Holmes and Moldvay Basic with AD&D, but these are the broad strokes.  I can still remember fighting Liches, getting trapped in the A Series, and battling the "Queen of the Succubi" in Jr. High. Later moving on to bigger things in AD&D in High School.  Oh, there was my short live Atlantis campaign in College before moving on to Ravenloft/2nd Ed but none of those lasted as long as my misspent youth in the 80s. 

Teaching My Kids to Play

One of my greatest joys and successes in life is getting to be a dad.  Honestly every other achievement I have made and am proud of takes a back seat to this one.  So teaching my kids to play was one of my greatest joys and memories.   The look on my oldest son's face when he would hit a monster, or better yet, roll a "20" and proudly proclaim "DOUBLE DAMAGE!" or just the wacky character my youngest would come up with was pure joy.  I taught them both using D&D 3rd edition and now we all play 5e.

It has truly been fantastic. 

I also have some great memories of various Cons I have played at over the years.  The time the guy playing an Occult Poet composed an epic poem on the spot, the time my son's character plunged the Sun Sword into the Forge of Moradin to re-ignite the Sun,  the time I got to play Piper in a Charmed game.  All great memories. 


RPGaDAY2021

Miskatonic Monday #83: The Mad Priest

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: The Mad PriestPublisher: Chaosium, Inc.
Author: Marco Carrer

Setting: Dark Ages Iceland using Cthulhu Through The Ages and Mythic Iceland
Product: Scenario
What You Get: Ten page, 792.80 KB Full Colour PDF
Elevator Pitch: A plague upon their crops, a plague upon their animals, what madness has come upon the village?Plot Hook: The price of hospitality can lead to horror.Plot Support: Plot outline, one handout, two NPCs, two Mythos monsters, and five pre-generated Investigators.Production Values: Plain.
Pros
# Short, one-session one-shot or convention scenario# Support for Cthulhu Through The AgesMythic Iceland, and Cthulhu Dark Ages# Best to fit the scenario to Investigators’ village
Cons
# No Sanity losses for failure# Underdeveloped plot 
# Needs an edit# Needs development
Conclusion
# Compact scenario waiting for a Keeper’s input# Support for Cthulhu Through The AgesMythic Iceland, and Cthulhu Dark Ages

Miskatonic Monday #82: A Shrieking Violet

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: A Shrieking VioletPublisher: Chaosium, Inc.
Author: Jacob Parker

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Nineteen page, 14.40.95 MB Full Colour PDF
Elevator Pitch: A husband’s body on the cobbles, his wife, a curse, and Chicago gangland.Plot Hook: The detectives’ first nosedive just ain’t right.Plot Support: Plot, three handouts, some Mythos monsters, and four pre-generated Investigators.Production Values: Uneven.
Pros
# Chicago detectives, not Chicago mob# Short, one-shot investigative plot# Easy to set in other time periods# Decent pre-generated ‘actual’ Investigators# Scope to expand the scenario with the mob and the cops on its payroll
Cons
# Requires an edit# Plain handouts
# No illustration of the scenario’s MacGuffin# Connection between plot and climax unclear
Conclusion
# Scope for expansion, but plotting unclear# Needs some development by the Keeper before play

Miskatonic Monday #81: The Great Trap

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: The Great TrapPublisher: Chaosium, Inc.
Author: Heinrich D. Moore

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Sixty-six page, 18.39 MB Full Colour PDF
Elevator Pitch: What were the  Investigators doing thirty years ago and don’t know about?Plot Hook: A letter from their past reveals an unknown future.Plot Support: Highly detailed plot, seventeen good handouts, one map, three NPCs, four Mythos tomes, three Mythos entities, and six pre-generated Investigators.Production Values: Fulsome.
Pros
# Time travel and quantum mechanics—fun for the whole party# Fitting choice of Mythos elements# Surprisingly experienced pre-generated Investigators # Death is not the end, merely a change# Straightforward plot with a complex conclusion# Even the chase tracking sheet is themed!# Could be run using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# No, Gary Gygax has not been born yet, but neither is this Castles Forlorn—though it is close...  
Cons
# Pre-generated Investigators too powerful? (Keeper’s Discretion)# Non-Public Domain artwork scrappy# Straightforward plot with a complex conclusion# Keeper needs a better grasp of multi-temporal causality than a concussed bee
Conclusion
# Complexity to the scenario’s potential outcomes means it needs care study and preparation# Science Fiction Horror# To infinity, and beyond!

Miskatonic Monday #80: Without Warning

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: Without WarningPublisher: Chaosium, Inc.
Author: William Adcock

Setting: 1950s Arctic Canada
Product: Scenario
What You Get: Twenty-seven page, 18.30 MB Full Colour PDF
Elevator Pitch: Mini-King Kong on ice (with added Mythos)!Plot Hook: An evacuation flight leaves an aeroplane and its stranded, but not alone...Plot Support: Detailed plot, one good handout, a single floor plan, one Mythos monster, and six pre-generated Investigators.Production Values: Excellent.
Pros
# Suitable as a one-shot or convention scenario# Good use of the historical background# Straightforward Mythos monster movie plot# Could be run using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Inspired by H.P. Lovecraft’s short story, ‘Polaris’  # Inspired by Howard Hawk’s The Thing From Another World # Could be adapted to a pulp Sci-Fi setting for ‘The Thing On Another World’ 
Cons
# A map or two would have helped# No female pre-generated Investigators
# May require access to Malleus Monstrorum# Primary inspiration makes the plot obvious
Conclusion
# Short of the flaming carrot, the scenario’s inspiration crashes you onto the ice, then the Mythos socks you on the jaw.# ‘B’ movie horror one-shot# Whither Blood Brothers III?

#RPGaDAY2021 Day 22 Substitute

The Other Side -

RPGaDAY2021 Day 22

Related to yesterday, in my desire for systems that "get out of the way" I often substitute a rule from one game for another.

Day 22 Substitute

When I write a supplement or a core rule book I assume that people are going to play it more or less as written.  At least that is, one time.  After that I make no assumptions of how someone is going to play something.  Generally speaking, I also don't play things rules as written.  I am always substituting one set of rules for another.

In Post-2000 D&D skills are much better defined than they are in previous versions.  So I find when running an older version of D&D (say AD&D or Basic-era D&D) then I find myself often asking my players for a skill check.  To make life easier for all of us I will typically use 5e style names and tell them what they need to roll.  It moves the game along faster in most respects.

I am not limited to substituting one form of D&D for another. I will also grab ideas from other games.  I will for example allow a character to use a skill that is not tied to a particular ability.  For example, in Unisystem the skills are independent of Abilities.   So the Art skill can be tied to Intelligence for knowledge of a particular bit of art. Or use it with Perception to determine if a piece of art is a fake. Or with Dexterity to create a piece of art.  In D&D 3, Knowledge is always tied to Intelligence. But sometimes I let characters tie it to Wisdom if they came upon their knowledge via practical experience instead.  

And these are just for skills.  I use the Bloodied condition from 4e for some monsters in combat.  I use the conditions from 5e in old school games, and more publically I use the 5e size modifiers in almost all my D&D games now.

In some ways, though I still prefer AD&D 2nd ed, d10 initiative roll, but 3e-5e's d20 works roughly the same way.

What rules do you like to substitute?


RPGaDAY2021

Miskatonic Monday #79: Michigan Mythos: Fall Colors

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: Michigan Mythos: Fall ColorsPublisher: Chaosium, Inc.
Author: Charles Dunwoody

Setting: 1930s Michigan for Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos
Product: Scenario
What You Get: Twenty-six page, 3.38 MB Full Colour PDF
Elevator Pitch: When more than the leaves fall in the autumn...Plot Hook: Who can say why a Civilian Conservation Corps team is off-colour?Plot Support: Detailed plot, four good handouts, eight maps, four NPCs, one Mythos monster, and one gadget.Production Values: Reasonable.
Pros
# Suitable as a one-shot or convention scenario# Three incalcitrant NPCs# Straightforward plot# Easily adjusted back to Call of Cthulhu, Seventh Edition# Pleasingly strong emphasis on the five senses
Cons
# Requires an edit# Slightly odd layout
# Underwhelming investigation
Conclusion
# Colourful employment of all five senses# Straightforward scenario

Miskatonic Monday #78: The Drooler in the Dark

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: The Drooler in the DarkPublisher: Chaosium, Inc.
Author: Michael LaBossiere

Setting: Anywhere with shoes, sex (potentially), and mobile phones (optional)
Product: Scenario
What You Get: Six-page, 262.23 KB Full Colour PDF
Elevator Pitch: Sometimes your partner’s dog really does hate you.Plot Hook: Love and Labradors don’t mix Plot Support: Plot set-up, six random behaviour tables, and a demonic dog.Production Values: Reasonable.
Pros
# Brings the Mythos (or is it?) into an investigator’s love life# Enlivens an Investigator’s life away from deadly confrontations with the Mythos# Lots of roleplaying potential# Lots of embarrassing situations for a single investigator# Easily adapted to other settings and periods# Pets are evil?
Cons
# Requires a slight edit# Requires a fair degree of set-up beforehand
# Pets are evil?# Or is the Keeper being evil to the Investigator?
Conclusion
# Keeper merriment with a malign mutt at an Investigator’s expense# Can you say Cynophobia? I bet you can! Go on, there’s a good boy.

Sword & Sorcery & Cinema: The Throne of Fire (1983)

The Other Side -

Doing a bit more research on my next Witch Queen adventure when I turned up this little Italian gem.  So. What do you get when you mix Italian actors, Norse myth, a witch, the son of the Devil, and a magical throne?  Well, you get Il trono di fuoco or 1983's The Throne of Fire.

Throne of Fire (1983)The Throne of Fire (1983)

Azria the witch is impregnated by the Devil to give birth to a mutant baby.  The baby grows up to become the less mutated Morak played to great scene-chewing effect by Harrison Muller. Born at the same time is Siegfried played by Italian stuntman Pietro Torrisi in his last role.  I can't really find much on him.  

In order to gain the Throne of Fire Malak has to marry Princess Valkari, played by Sabrina Siani.  Now, obviously, this is an allusion to Valkerie, but they keep pronouncing it "Val-Kar-EE."  Hmm. I can live with it.  Malak captures the Princess, but not before she can show off her own Xena moves.  

Siegfried comes to the court of the former King Agon, and now belonging to Valkari, to fight Morak.  He stabs Morak, which only causes him to laugh and reveal his "devil face" ala Lucifer.   Defeated he is tossed into the Well of Madness, which admitted was fun.  Here, for reasons, he finds his father, Well it is revealed in a long flashback that he was in the court when Morak first attacked.  He makes Siegfried invisible and invulnerable to everything but fire. 

Siegfried teams up with the Princess and helps her escape, but not before Morak can shot him with a flaming arrow. 

Recaptured Princess Valkari shows she is more than capable of getting herself out of jams and if that means sacrificing Seigfried, well she only just met the guy after all.  She doesn't wear much more than what is show in the poster above in this, but that is still a lot more than she wore in the Blue Lagoon rip-off, the Blue Island.  But I'll give the writer and director credit, for a bit of 80s, Z-Grade Sword and Sorcerery romp Princess Valkari is quite capable. She manages to escape on her own and kill a few guards in the process while Siegfried is still tied up.  

Malak lets Siegfried go to lead him right the Princess, which of course works. And they are recaptured again.  This is getting monotonous. 

Malak charms the Princess to get her to marry him and the solar eclipse happens, "The Night in a Day," so he can sit on the Throne of Fire.  But I guess the timing was not quite right, because when Siegfried throws Malak onto the Throne he burns up.  

Valkari becomes the new Queen and the people want Seigfried to be King.  Really???  He didn't really do a damn thing.

Game Content

The Well of Madness is nice, and a real Queen would have given Seigfried a title and then told him to pound sand.   A Witch Queen would have turned him into a newt for his impertinence. 

Not much here though that can't be found in other, better movies.

--

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


Miskatonic Monday #77: The Oxford Articles

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: The Oxford ArticlesPublisher: Chaosium, Inc.
Author: David Wright

Setting: 1950s Oxford
Product: Scenario
What You Get: Fifty-eight page, 61.95 MB Full Colour PDF
Elevator Pitch: Missing books amongst Oxford’s dreaming spiresPlot Hook: Missing books and arson, could they be connected?Plot Support: Highly detailed plot, eight good handouts, eight maps, seven NPCs, one Mythos monster, and six pre-generated Investigators.Production Values: Fulsome.
Pros
# Good use of the historical background and city# Richly detailed investigative plot# Cluedo-like floor plans# Compact scenario in terms of time and setting# Could be adapted to the Jazz Age or Cthulhu by Gaslight# Scope for a sequel?
Cons
# Requires a strong edit# Too richly detailed investigative plot?
# Mythos threat underwhelming?# The Dreamlands rather than Yog-Sothoth?# Oxford and no J.R.R. Tolkien?
Conclusion
# Oxford Bibliophilia noir# Mythos may not fit the feel or nature of the scenario# Compact, but thoroughly detailed (perhaps overly so) investigation

Pages

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