Outsiders & Others

Magazine Madness 5: Tabletops and Tentacles #1

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

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Tabletops and Tentacles #1 – The Kickstarter Edition sets out to bring you a variety of content. Published by Deeply Dapper Games following a successful Kickstarter campaign, it promises to give the reader a variety of content, including reviews, RPG adventures, columns, dice tables, world building, interviews, original art, and more—and it certainly lives up to that. However, from the outset, Tabletops and Tentacles #1 looks to be and promises to be a gaming magazine, with its title of ‘Tabletops & Tentacles’ and the cover reading, “The monthly magazine of RPGs, Tabletop Games, Comic Conventions, Art Reviews, Adventures & More! In this prodigious premiere issue, you will find adventure hooks for roleplaying games, RPG dice tables, reviews, artist and game designer interviews, original art, tips, tricks, NPCs, treasure and maps.” Which is a lot, and makes it sound like a gaming magazine, which it is not, because the focus of the magazine and the issue is much broader than gaming, very much on the ‘more’, so it is less like Dragon or Dungeon magazine, and more like The Magazine of Fantasy and Science Fiction and SFX—all of which inspired the editor and publisher—with some gaming. Thus the reader should not go into it expecting a lot of gaming content or indeed to get anything in the way of gaming content until quite a few pages in. However, this does not mean that the non-gaming content is not interesting, but since it was published in 2020, some content will have something of a retrospective quality (but to be fair, that is exacerbated by this late review) and much of it has a very American focus.

After the editorial in which editor Kris McClanahan, sets out his stall—far better than the cover to be fair—Tabletops and Tentacles #1 provides a previews of a few then-forthcoming tabletop games, which would have very rapidly out of date anyway, and with that hindsight, is really of interest to see what happened to them. It is followed by a preview of the LEGO Haunted House, which feels less of a preview and more of an advert. The first real article is a travelogue, an entry in the regular ‘Tales from the Cthulhu-Haul’, this time around, ‘Tales from the Cthulhu-Haul: Keep Portland Weird’. Written by the editor, it describes a visit to the city and some of its weirder corners, including a tiki bar and curiosity shops. The travelogue has a certain colour to it, but looking back from 2021, it feels weird even to be going out and visiting places like this, so there is an even stronger sense of the other to the piece. Kris McClanahan also contributes two Star Wars-related articles to the magazine. In the regular column, ‘The Binge’ he rewatches the Star Wars Saga via The Machete Order and records his thoughts, and the response is far more entertaining than his other Star Wars article in ‘The Top Ten’ column, ‘The Top Ten: Star Wars Aliens’, which is just an uninspiring list.

In fact, editor Kris McClanahan writes several columns in Tabletops and Tentacles #1. ‘Tales from the Cthulhu-Haul’ and ‘The Top Ten’ are followed by ‘50 Films You DON’T Need To See’, with its first entry being ‘50 Films You DON’T Need To See: Toy Story’. Given more of a focus than the earlier columns, this is an enjoyable appreciation of the film, warts and all. He provides a not dissimilar treatment of H.P. Lovecraft’s The Dunwich Horror, which breaks down its plot, history, what he liked and disliked, along with his final thoughts, trivia, and more, and again is an enjoyable appreciation.

‘Quarter Ben’—probably written by Ben Cowell, but is not clear—expounds upon the writer’s love of the bargain bin in his childhood with ‘Quarter Ben: Hawkeye’ and a particular mini-series starring the Marvel character, Hawkeye. It is very much a nostalgia piece and a personal piece, so there is a degree of separation there between reader and writer. The identity of the author of ‘The Contrarian’ column is kept deliberately secret, but it is barely worth owning up to as said author tells why he has not seen Tiger King—and?

Kris McClanahan also writes almost all of the entries in the Reviews section, the various board games, odd RPG, books, and various television series all given thumbnail treatments bar the first series of Locke & Key, so readers wanting more depth will want to look elsewhere. The other contributor to the Reviews is Lindsay Graves-McClanahan, who also has her own column in ‘This Geek In History’, a timeline of something interesting, in this case, ‘This Geek In History: The Magazine’, which provides a thumbnail history of the printing and the magazine from the invention of the printing press in 1440 through to the last print issue of Dragon magazine in 2013 and the publication of Tabletops and Tentacles #1 in 2020. It is actually quite interesting as a bit of trivia.

Two pieces of fiction appear in Tabletops and Tentacles #1, both presented in two parts. The first is ‘Sowing Dragon Teeth’ by James Alderdice and the second, ‘Dice Eyes at the Palace of Midnight’ by Aidan Doyle. Both are enjoyable, the first is a fantasy story with pulpy tones, the second a Cyberpunk-style tale set in the remnants of a sunset online game, and there is potential for both to inspire a Game Master in developing more from their settings. Hopefully, future issues of the magazine will give scope to develop either story and then lend themselves to further inspiration?

Interviews in Tabletops and Tentacles #1 cover a range of fields of endeavour. These include comics with an interview with T.J. Daman, creator of the indie noir comic series, ENIGMA; graphic design in ‘Graphic Content’, with John J. Hill; and playing boardgames with the members of the podcast, Meeple Nation. Welcome to Artist Alley not only provides a monthly spotlight on artists and creators, it also serves as a series of mini-interviews with each of the subjects and points to the core concept behind Tabletops and Tentacles #1, that it provides a similar experience to attending a gaming convention. Which in this case, of course, includes visiting the artists’ sections. Overall, the interviews are perhaps the lengthier pieces in the issue and informative enough.

The first real nod to gaming content in Tabletops and Tentacles #1 is Devon Marcel’s ‘Neon Futures: The Road to Cyberpunk 2077’. Written before the release of the controversial roleplaying game, this charts the rise of the cyberpunk, first as a literary genre, and then out into other media—music, television, roleplaying games—Cyberpunk 2013 and Shadowrun in particular, but especially computer games. It is a good overview of the genre, ripe for further exploration in any one of the directions it covers. Introductions to gaming are provided first by Kristopher McClanahan and then Alan Bahr. Kristopher McClanahan suggests a number of gateway board games in ‘The Reformed Grognard: Gateway Board Games’, games suitable for those looking to get into board games, whilst with ‘Tiny Thoughts: OSR and Indie Roleplaying Games’, Alan Bahr suggests points of entry for the Old School Renaissance. His five suggestions in the opening entry for his column stray far from the Old School Renaissance, or at least from the classic retroclones based on Dungeons & Dragons. This makes them more interesting than they otherwise might have been, and perhaps more space might be given for the games themselves.

However, the actual gaming content does not appear until almost one hundred pages into the issue (that is, one hundred out of one-hundred-and-forty pages…). They begin with Kristopher McClanahan’s ‘Blackspittle’s Horde Fantasy Adventure’, a systemless scenario intended for fantasy games like Dungeons & Dragons, Fifth Edition. It is a classic ‘village-in-peril’ set-up coloured by the sap taken from the nearby forest which is put to a number of interesting uses. It is serviceable enough. More enjoyable is ‘Realm of the Moon Ghouls Part 1: The Starship Poe’, also by Kristopher McClanahan, again systemless, but definitely for Pulp Sci-Fi roleplaying games with a tinge of horror, particularly, Lovecraftian horror. The first part of a series which details the universe beyond the walls of the starship Poe, this is enjoyable for what it is as much as what the rest of the series promises. Hopefully, further issues will live up to the pulpy Sci-Fi promised in this issue.

‘H’AKKENSLASH! An original RPG system’ by Benjamin C. Bailey is the start of a roleplaying game which presumably will be detailed further in future issues. An experienced Game Master and her players will have no issue grasping how this works—essentially the difficulty of a task is measured by die type, a Player Character needing to succeed rolling an appropriate skill, again rated by die type, and attempting to beat the difficulty rolled by the Game Master. This is not clearly explained though, and a less experienced player or Game Master will probably need some help with this. It could have done with fewer magical items and more explanation.

Gaming dice tables include ‘In the Inn’ by Kristopher McClanahan and Lindsay McClanahan, which gives twenty things to be found in the draws of your room at an inn, and Lindsay McClanahan’s ‘The Cave’ gives six adventure seeds leading into, or deeper into, a cave. The latter tend to be more interesting than the former, but there is a decent amount of inspiration to be found here. Lastly, another column, ‘Merchants of the Realm’ begins with ‘Merchants of the Realm: Crag’s Reliable Adventuring Gear’ by Lindsay McClanahan, a likeable description of a travelling salesman and his packed bison caravan, accompanied by some fun gewgaw and doodads.

Physically, Tabletops and Tentacles #1 is generally well-presented, being bright and cheerful. In places, the editing could have been stronger, but hopefully that will get better with future issues. The nature of the layout and the relative shortness of many of the articles means that it looks busy in places though. 

The initial reaction to Tabletops and Tentacles #1 – The Kickstarter Edition is one of disappointment, because it is not a gaming magazine as the cover, or even the title, suggests—the ‘more’ mentioned on the cover making up the bulk of the issue. Yet get past that, and Tabletops and Tentacles #1 actually turns out to be a readable magazine dedicated to fandom in general. It covers a breadth of subjects, not always in any depth, but many of the articles are interesting and informative, even entertaining. Others though, are fluff and filler, even hard work. As to the gaming content, much of it is decent enough, but really needs development—to one degree or another—by the Game Master to be of use.

If you are looking for a gaming magazine, then there really is not sufficient gaming in its pages to recommend Tabletops and Tentacles #1 – The Kickstarter Edition. If you are looking for a general fandom magazine with some gaming content that can you work with and develop, Tabletops and Tentacles #1 – The Kickstarter Edition is serviceable enough. Hopefully, it will get better and more substantial in future issues.

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A Kickstarter for Tabletops and Tentacles Magazine #3: The Cryptid Issue ends on Wednesday, July 14th, 2021

A Symbaroum Starter

Reviews from R'lyeh -

The starter set for any roleplaying game is always designed as an entry point into that game. It has to do three things. First, it has to introduce the game—its settings and its rules to both players and Game Master. Second, it has to showcase the setting, the rules, and how the game is played to both players and Game Master. Third, it has to intrigue and entice both players and Game Master to want to play more and explore the setting further. A good starter set, whether City of Mist: All-Seeing Eye Investigations Starter Set, the Warhammer Fantasy Roleplay Starter Set, or the Call of Cthulhu Starter Set will always do that, whereas a bad starter set, or even a mediocre starter set, such as the Sixth World Beginner Box for Shadowrun, Sixth Edition, will not. Whilst a starter set is always designed to introduce a roleplaying game, it has another function, depending upon when it is published. A starter set published as a roleplaying game’s first—or one of its first—releases introduces the game and setting to everyone. A starter set published later or deep into a line’s run, when there are multiple supplements and scenarios available as well as the core rulebook, is designed to introduce the game, but not to those who are already playing it. Of course, it is intended to introduce the game and setting to new players, but at the way time, it is providing a means of getting into both when the range and number of books and supplements available might be daunting and there might not be an obvious point of entry. This is exactly what Symbaroum Starter Set – Treasure Hunts in Davokar does for Symbaroum from Free League Publishing.

Symbaroum Starter Set – Treasure Hunts in Davokar includes two sixty-four-page books, a Symbaroum Bright Davokar Dice Set, two double-sided maps, and six character sheets for the starter set’s pre-generated Player Characters. Everything is presented in rich colour, the artwork in particular, standing out as being awe inspiring and absolutely fantastic in depicting the mysteries and wonders to be found in Symbaroum. The books do need a slight edit in places and yes, much of the artwork will be familiar to anyone who has looked at any of the supplements available for Symbaroum, but for anyone new to the roleplaying game and its setting, the artwork very much sells the setting.

The first book is the Starter Rules. This introduces the concept of roleplaying and both the rules for and the setting of Symbaroum—all at a brisk pace. After a quick explanation of roleplaying, it goes over the key points about the setting—that Ambria is a young kingdom, its peoples forced to flee from the south over the mountains after their original home fell to the Dark Lords, how the military of the refugee kingdom defeated the indigenous barbarian tribes, and how some began to look for signs of ancient, long-lost kingdom to the north, under the canopy of the vast Davokar Forest. In doing so, they would penetrate ever further north, and in doing so, threaten the Iron Pact between the Elves and the Barbarian tribes that kept mankind from exploring too far north… In explaining the rules, the Starter Rules booklet is very much focused on the rules as they apply to the pre-generated Player Characters. So the Man-at-Arms and Iron Fist Abilities for the Knight and the Prios’ Burning Glass Power for the Theurg, explanations of their Races and their Traits, and so on. Abilities and Powers in Symbaroum come in three levels of skill—Novice, Adept, and Master—and whilst the pre-generated Player Characters all have Novice levels in theirs, the explanations of each Ability or Power covers the Novice and Adept levels. This means that the pre-generated Player Characters in the Symbaroum Starter Set – Treasure Hunts in Davokar can learn from their experiences and get better at their Abilities and Powers in between the adventures provided in the Setting & Adventures booklet. Ultimately, the Game Master and her players are going to need the Symbaroum core rules, but these options, along with a surprisingly lengthy equipment list, do allow for a playing group to get a goodly amount of play from the starter set before doing so. 

The explanation of the mechanics and how combat works emphasises how Symbaroum is player-facing in that the Game Master never rolls dice, the players do, and a nice touch is that the guide to combat is supported with a good example of it in play, also emphasising that there is a narrative to the play rather than making them simply mechanical and procedural. One aspect of Symbaroum which sets it apart from many other fantasy roleplaying games is that the Player Characters can suffer from Corruption. Temporary Corruption comes from casting spells, but cast too much magic and the Corruption can become permanent. Other sources of Corruption include using certain artefacts and encountering certain creatures and places in and under Davokar Forest. Too much Corruption and a person’s Soul is blighted, which the Witchsight Power can reveal. These rules show how both magic and the secrets of Davokar Forest can be dangerous and so should be handled with care.

The Setting & Adventures booklet is of course, for the Game Master’s eyes only, and it starts with some advice for her, before delving into the setting of Symbaroum with some specifics. In particular, presenting the fortified town of Thistle Hold on the edge of Davokar Forest as a launching point for any treasure hunts into its depths, as well as rules for and the dangers for making such journeys. The description of Thistle Hold is nicely done, having a ‘Wild West’ feel, but with Dark Ages flavour. Again it will be familiar to veteran players of the game and perhaps the only thing that might have made it better would have been the inclusion of a few NPCs that the Player Characters could have regularly interested with. Whilst there are rewards to be found on the treasure hunts, some of them listed on the included table, not all of these rewards are entirely safe, notably the handful of artefacts which inflict corruption when their powers are invoked. These do give their owners minor, but still powerful benefits, but their use needs to be weighed against the cost of that use. Other dangers are more obvious, such as the short bestiary of monsters and adversities that might be encountered under the eaves of the Davokar Forest. Including beasts, members of various cultures, and the undead, the dozen or so entries are certainly sufficient to support the two scenarios in the Setting & Adventures booklet, and a bit more.

The two adventure locations in the Setting & Adventures booklet are designed with new players in mind, being relatively short and straightforward and intended to give them a taste of the core activity at the heart of Symbaroum, and its accompanying dangers. They are designed to be played in order, although the two are not connected, with the second being more complex than the first and with each Player Character earning sufficient Experience Points that should his player want to improve him, then he can. The first is ‘Where Darkness Dwells’ and is the simpler of the two, the Player Characters having been informed that the corrupted lake of Kal-Halaran and the nearby cemetery of Kalea Ma-Har are both sites of interest to anyone wanting to further study the Darkness, and perhaps been hired to locate a missing noble who was last seen there. The adventure veers between being a scavenger hunt and a dungeon delve, although quite a short one. This can be peppered with a series of random events, but the scenario has it events and encounters as well as the site to explore. These include encounters with some interesting NPCs whose role in the scenario is to illustrate the dangers of exploring the Davokar Forest and hunting for treasure. This includes with Elves, who in Symbaroum distrust mankind at the very least since their incursions into the forest break the Iron Pact and meddle with dangers best left alone. The one issue here is that should the players and their characters handle the situation wrong, it may end in their being executed, possibly because of the players’ lack of awareness of the dangers of treasure hunting. So the Game Master may want to really warn the players and their characters ahead of time in game, because such an outcome is likely to end their playing experience with Symbaroum, let alone with the Symbaroum Starter Set – Treasure Hunts in Davokar. Otherwise, this is a solid introductory scenario which successfully imparts much the setting elements to Symbaroum.

The second, more sophisticated scenario is ‘The Gathering Storm’. The Player Characters learn of another location, Lafarda’s Tower, from some notes that come into their possession, and that the tower might hold another artefact, this time the Rod of Light and Darkness. Either having discovered them during the events of ‘Where Darkness Dwells’ or purchased whilst back in Thistle Hold, the notes suggest the tower’s location, in the middle of the Blasted Heath, leading to a nasty trek across lightning cracked land to find the tower in the fog. However, when the Player Characters arrive, they discover that a rival band of treasure hunters has already got there, but has come up against a problem that it is not strong enough to deal with. It is a classic situation of uneasy alliances complicated by the arrival of a second rival party, a party of innocents, the weather getting very, very frightening, and something nasty below the tower… This is the better of the two scenarios, and although it does not lack the potential for a total party kill (as opposed to execution), that potential feels less arbitrary. 

Both scenarios include notes on their set-up and potential developments, depending on the outcome. Both will need thorough read throughs as they are quite busy in places and there are events which the Game Master will need to prepare as well as the various locations. Beyond the suggested developments, the Symbaroum Starter Set – Treasure Hunts in Davokar is wanting in terms of further adventures. Given how much is included in the starter set in terms of background and rules, it would have been nice if there had been a few adventure hooks or seeds which the Game Master could have developed for herself. However, both adventures should provide two sessions of gaming each, especially if the Game Master develops the set-up a little more to involve some roleplaying and investigation in Thistle Hold prior to the Player Characters setting out on their expeditions.

The six character sheets for the starter set’s pre-generated Player Characters include a Human Ambrian Knight looking for redemption, a Human Ambrian Witch Hunter who has probably seen too much Darkness, a Goblin Treasure Hunter on the make, a Human Ambrian Theurg wanting a better understanding of Darkness, and an Ogre Wizard curious about the world who accompanied by a mystical companion. All six sheets are done on glossy paper and easy to read. The backgrounds for each of the Player Characters is given in the Starter Rules booklet. These backgrounds have sufficient ties between the Player Characters to explain why they are working together. However, the Game Master will need to do a little copying and pasting to make the background readily available to their prospective players.

The double-sided maps are done in full colour on stiff paper stock. One depicts the town of Thistle Hold—the start and end point for any treasure hunt into the Davokar Forest on the one side, and a map showing Ambria and the known Davokar Forest on the other. Both of these maps have been seen before, but having them separate is always useful as is the fact that various important locations are listed on the Thistle Hold map that the Player Characters can visit. The second map depicts the adventure locations for each of the two adventures in the Setting & Adventures book. Both are unmarked.

The Symbaroum Starter Set – Treasure Hunts in Davokar takes Symbaroum back to where it started—and where many of the early adventures take the Player Characters—treasure hunting under the canopy of the Davokar Forest. In doing so, it presents a robust and surprisingly detailed introduction to the setting of Symbaroum and its mechanics. For anyone interested in getting a taste and feel of the dark fantasy Swedish roleplaying game, The Symbaroum Starter Set – Treasure Hunts in Davokar is a solid entry point.

Sword & Sorcery & Cinema: King Arthur: Legend of the Sword (2017)

The Other Side -

The tale of King Arthur and the Knights of the Round Table has been so deeply embedded in our society that retellings are not just inevitable, they are ubiquitous.  Among those, there are going to retellings that differ from the classic, Geoffrey of Monmouth and Thomas Malory retellings.  Some might even improve on the tales.

King Arthur: Legend of the Sword (2017), is not one of those.  It's not that it takes so many liberties with the tale, that is expected.  It's the liberties are fairly nonsensical and some are just bad.  For starters, while Charlie Hunnam is ok as Arthur, he is really much too old for the role.  

Jude Law reunites with his Sherlock director Guy Ritchie and gives us a decent enough Vortigern, but I felt he wasn't really giving the part all he could.  

Supergirl's Katie McGrath appears as Elsa, Vortigern's wife, making this her second dip into the Arthurian legends. She had played Morganna in "Merlin" (I'll be getting to that soon).  

Djimon Hounsou appears as Sir Bedivere. Frankly, I enjoy every role he has played, but I felt he was phoning this one in. I also felt Eric Bana was miscast, but honestly, I am not entirely I have seen him in anything that I liked him in.  Even his Nero in Star Trek seemed a little off to me.   

The movie feels like it has too much "Games of Throne" or "Vikings" envy.  To that end, Aidan Gillen appears as Sir William, but all I could see was Little Finger. At least he was using his real accent here. 

Of course, there were other things I could pick on, like there being Vikings in Britain at all at this time, or even Chinese people at this point; figuring this was between 550AD and 1040AD.

There is more, but not enough to write about, to be honest.  Interestingly enough my wife, who doesn't care for the King Arthur story, really likes this one.  

What good can I grab from this?  Well, I liked Àstrid Bergès-Frisbey as the Mage, Merlin's apprentice.  I always felt Merlin needed to have a couple more apprentices.  I'll also talk about this when I discuss "Cursed."

Gaming Content

Back in Jr. High, I was playing in a D&D game (Basic/Expert) set in Medieval Britain in the time of Arthur.  Of course, as most Jr. High games in the early 80s were, this one devolved rather quickly on who was going to kill Arthur and claim Excalibur as their own.  I grew tired of that campaign rather quickly and instead wanted to play in Middle Earth.   

But ever since then I have been very, very curious about the RPG Chivalry & Sorcery.  Seeing ads in Dragon Magazine only added to the mystery of the game.  I am going to have to spend some time with that.

Another bit of content, something that I think comes for the later retellings of the Knights of Camelot, is the notion of the New Religion (Christianity) vs. The Old Ways (Paganism).  We saw this in Excalibur and it was a central focus of The Mists of Avalon (which I also hope to talk about).  This movie did not feature it all that much, but the thought was still there.  I like this sort of interaction and love putting it into my games when I can.

Your First Animal Adventure

Reviews from R'lyeh -

Published by Steamforged Games, Animal Adventures is a roleplaying game setting of anthropomorphic cats and dogs adventuring in a magical world a la Dungeons & Dragons. It is designed to be compatible with Dungeons & Dragons, Fifth Edition and notably, is supported by the Dungeons & Doggies and Cats & Catacombs line of miniatures. The entryway for the setting and the line is the Animal Adventures RPG Starter Set: A spellbinding roleplaying game for beginners. This promises to contain everything that a gaming group needs to play a thrilling roleplaying campaign. However, it does not. Instead, it does contain a single adventure, which is ably supported by simple, easy-to-follow rules, four dog miniatures, cat miniatures, seven Player Character sheets, a double-sided game map, Game Master screen, a set of illustrated tokens, and a set of polyhedral dice.

The Animal Adventures RPG Starter Set is designed for ages thirteen and up, and intended to be played with a Game Master and up to seven players. From the outset, it is impressively presented. Everything is done in vibrant colour—perhaps a little too dark for the maps—and has a pleasing physical presence on the table. The large, double-sided map depicts a forest glade and mansion cellar on the one side, and the upper floors of the mansion on the other. They are marked with squares for use with the miniatures and the tokens also included in the box. The digest-sized Rulebook and Adventure booklet is brighter and breezier than the maps, its artwork tending towards the cute rather than the darker tones of the map. The three-panel digest-sized Game Master screen is likewise lighter on the Game Master’s side and lists in turn the roleplaying game’s combat rules, tables, monster stats, and spells and abilities of the Player Characters, all for easy reference. The thirty full-colour tokens are done on sturdy cardboard and are easy to read. The Player Character sheets are also double-sided and are clean, tidy, and again easy to read. Stats, equipment, attacks, and equipment are given on the front with a portrait of the animal, with special abilities on the back, whether that is spells or Class features. All of this fits atop a plastic tray with its own lid, the tray having space for the dice and the Animal Adventures RPG Starter Set’s miniatures. The dice are decent, with the two twenty-sided dice marked with the paw symbol where their twenty would be.

The miniatures are for the seven pre-generated Player Characters found in the Animal Adventures RPG Starter Set. They include Chantilly, a female Labrador and Fighter; Solan, a male Persian cat and Warlock; Whisper, a female Sphinx cat and Sorcerer; Elvis, a male Cavalier spaniel and Bard; Molly, a female Lyoki and Rogue; Brianna, a female Boxer and Paladin; and Kai, male Shiba Inu and Cleric. The miniatures are nicely detailed and emphasis the fact that the animals and thus the Player Characters in the world of Animal Adventures run on all four legs rather than on two. For example, Chantilly, a female Labrador and Fighter, wields her sword in her mouth rather than her paws!

The Rulebook and Adventure booklet is thirty-two pages long, of which six pages are devoted to the rules. These cover an introduction to and example of roleplaying, explain what the attributes are and how they work, how Advantage and Disadvantage works, and of course, combat. It is not a cursory treatment, but rather stripped down from that found in either the Dungeons & Dragons Starter Set or the Player’s Handbook. Anyone familiar with Dungeons & Dragons, or indeed any roleplaying game, will grasp and understand the rules with ease, but anyone with less experience or new to the hobby might have more difficulty. In the general, the rules and adventure lend themselves towards being run by an experienced Game Master for new players. In addition, links are included for fuller versions of the character sheets, so that a Dungeon Master and player more familiar with Dungeons & Dragons could run the adventure in the Animal Adventures RPG Starter Set.

The adventure in the Animal Adventures RPG Starter Set is ‘The Kurse of Doktor Krankensteen’. It opens with the adventurers on the road to the village of Woofburg where they plan to attend the annual Festival of Furry Friends. Unfortunately, they are ambushed by Goblin ’Nappers who attempt to kidnap them. After the battle, the adventurers discover that a mysterious ‘Dok’ wants cats and dogs, and he wants them for his experiments. Following the trail of the Goblin ’Nappers leads to a sewer pipe that ultimately opens up in the cellar of an abandoned mansion. As the adventurers explore the dilapidated building, they will come across some of the Dok’s experiments and his experiments to be, before finally facing the bad Dok himself!

The adventure is decent enough, with a summary of the setting, the map needed overview, player aim, and enemies to be faced given at the start of each scene. GM tips in the margins also give advice and helpful suggestions throughout. However, the scenario is combat and exploration focused, and as much as the GM tip that throwing the players and their adventurers into the action gets them involved is applicable, it does not leave a lot of room for anything other than action. There is very little investigation and not a lot of roleplaying and a little more of both would have been just as involving and would have showcased the fact that roleplaying games are more than just action.

If the adventure is decent enough and should provide one or two sessions of fun, where both it and the Animal Adventures RPG Starter Set come unstuck is in delivering the next step—or that is failing to deliver it. At the end of ‘The Kurse of Doktor Krankensteen’, the author suggests that the Game Master use the rules in the Animal Adventures RPG Starter Set, plus other supplements in the Animal Adventures to create a sequel. Unless the Game Master wants to run a variant of ‘The Kurse of Doktor Krankensteen’, it does not have enough content to create a sequel, and also, which Animal Adventures supplement should the Game Master be using? Writing a sequel to Animal Adventures should be a problem if the Game Master has written adventures before, but what if he has not? There is no real advice to help her in ‘The Kurse of Doktor Krankensteen’. It would have been nice if the publisher had made available a sequel on its website, even one using the contents of the Animal Adventures RPG Starter Set, so that the life of the Animal Adventures RPG Starter Set could have been extended to beyond the one adventure.

One option here would actually be to look at another roleplaying game all together. Still involving dogs and cats, and that is the Pugmire Fantasy Tabletop Roleplaying Game. This is slightly more complex than the Animal Adventures world of the Animal Adventures RPG Starter Set, but ‘The Kurse of Doktor Krankensteen’ could easily be run set in the world of Pugmire and the miniatures for the adventure would work in Pugmire too. Plus there is plenty of readily available support for it.

There can be no denying that the Animal Adventures RPG Starter Set is a fantastic looking introduction to roleplaying and the hobby. It is one that works for a family audience too and the stripped-down mechanics and rules can also serve as an introduction to Dungeons & Dragons, Fifth Edition. Ultimately though, as attractive as the Animal Adventures RPG Starter Set is, it simply does not follow through on what to do next, and consequently, it feels constrained rather than expansive.

A French Science Fantasy Starter

Reviews from R'lyeh -

Lore & Legacy is a French science-fantasy role-playing game set on the fantastical world of Empyrea, a vast planet home to numerous species who have come from the stars and settled. In the long years since, they have forgotten their homeworlds, how they go to Empyrea, and how to operate much of the technology. Indeed that technology has come to be regarded as akin to magic and only a few have the skill to use what has become known as arcanotechnology. Empyrea is also a world of many ruins, especially of the grandiose and sinister necropolis left behind by the mysterious Astarite civilization that came before anyone settled on the planet. They are said to contain lost treasures and forgotten technological wonders, but also many dangers—antediluvian biomechanical guardians and creatures corrupted by the poison of the Alteration, a mysterious fungal gangrene that spreads over the regions that once formed the heart of the Astarite kingdoms. In recent years, the Alteration has begun to spread again and dragon seeds have fallen from the sky, giving birth to dragons, creatures of unrivalled destructive power. Where such threats occur, the Free-Lancers’ Guild steps forward to protect and investigate. Found throughout many nations, its members coming from many different species, the Free-Lancers’ Guild sends out those determined to unravel the mysteries of the past and to venture beyond the borders imposed by incomplete maps, to protect the population, lift the veil on ancient lore, and reclaim their lost legacies.

Lore & Legacy – Quick-Start Guide provides this background and more. Published by Empyreal Media Productions, it introduces the setting and the mechanics, plus an adventure designed for four players and their quartet of pre-generated Player Characters. A character in Lore & Legacy is defined by his People (or species), seven Attributes representing his physical and mental prowess, various Abilities in which has either been trained or is gifted, and a number of Traits representing his personality quirks, special talents, obsessions, phobias, and the like. The Attributes are Acumen, Fortune, Mastery, Presence, Robustness, Temper, and Vigour, and all bar Fortune are represented by a single six-sided die plus a modifier. Fortune is a straight value representing the number of Fortune dice can roll each day. Now not all of the remaining six Attributes are not exactly clear as to what they are from their names. So, Acumen is the character’s ability to observe, reflect, and analyse; Mastery is agility, dexterity, and precision, and ability to think and react quickly; Temper is his willpower; and Vigour his raw physical strength. This runs counter to most naming conventions for attributes and may well be confusing for some players.

Abilities include Arcanotech, Charge, Investigation, Melee Combat, Passion (Painting), Wizardry, and more. They are always represented by a single ten-sided die plus a modifier. Traits tend to apply situational modifiers. For example, ‘Beast of Burden’ increases a Player Character’s Luggage Points by three; Healer which grants a Fortune die any non-magical healing action; Agoraphobic, which levies an Adversity die on all actions when the Player Character is in an open space; Ancestral Weapon, which grants the Player Character a weapon with the aetheric, which reduces the Magic Resistance of a successfully struck opponent; and Remarkable, which marks the Player Character out in social interactions with members of other races, levying an Adversity die and adding a Fortune die. A Player Character also has a number of derived secondary characteristics, including Health Points, Magic Points, Physical, Magic and Mental Resistances, and so on.

Mechanically, Lore & Legacy uses the ‘3d’ engine, which uses three sizes of the dice and three types of dice. The three sizes are ten-sided or Ability dice, eight-sided or Damage dice, and six-sided or Attribute dice, and they are always used in specific situations. In general, when an Ability or Attribute is tested, or Damage is rolled, only one die, the Basic die is rolled, any modifier being added to the result to get a total. However, it can be as many as three. It cannot, though, be more than three. The extra dice can either be a Fortune die, an Adversity die, or even both! The result of the Fortune die is added to the result of the Basic die, whilst the result of the Adversity die is subtracted from the result of the Basic die. Adding both a Fortune die and an Adversity die to the dice to be rolled does not mean that they cancel each other out. Instead, their results are added and subtracted respectively.

When a Player Character undertakes an action, his player makes an Action Roll, consisting of the appropriate Basic die—whether a ten-sided die because the Player Character has an appropriate Ability or a six-sided die because he does not and must rely upon an Attribute instead—and applies any modifier. The Difficulty Rating for the Action Roll ranges from six for ‘simple’ to eighteen for ‘superhuman’. The success result can vary. A result equal to, or greater than the Difficulty Rating is a Standard Success and indicates that the Player Character has achieved his intended aim. A result one-and-a-half times or greater than the Difficulty Rating is a Major Success, and indicates that the Player Character has achieved his intended aim with positive benefits. A result less than the Difficulty Rating and less than half of the Difficulty Rating is a Partial Success, and indicates that the Player Character has achieved his intended aim, but with unforeseen complications. A result less than the Difficulty Rating and more than half of the Difficulty Rating is a Failure, and indicates that the Player Character has not achieved his intended aim.

In addition, a Player Character can also roll a Spectacular Success or Disastrous Failure. A Spectacular Success is achieved when a Fortune die is included in the Action Roll and a maximum result is rolled on the Fortune die, when the result of the Action Roll is a Standard or Major Success. Similarly, a Disastrous Failure is achieved when an Adversity die is included in the Action Roll and a maximum result is rolled on the Adversity die, when the result of the Action Roll is a Partial Success or Failure. Although a Disastrous Failure cannot result in the death of a Player-Character, the Game Master is free to be as creative as she wants, whether the result is a Spectacular Success or a Disastrous Failure.

Both combat and magic use the same mechanics. A combatant has a single gesture, move, and action each round, and if he attacks, his player’s Action Roll is against his opponent’s Physical Resistance as the Difficulty Rating or Magic Resistance if the weapon used involves arcanotech. A Fortune die can be added to an Action roll if the opponent is immobilised, paralysed, knocked down, unconscious, and so on, likewise an Adversity die can be added if the attacker is suffering from similar conditions. Damage is rolled on a single eight-sided die, plus the weapon’s damage bonus, and is halved if the outcome of the Action Roll is a Partial Success, but increased by a half if a Major Success. Damage inflicted equal or superior to an opponent’s Injury Threshold and an injury is inflicted. 

The Lore & Legacy – Quick-Start Guide only presents two types of magic, more being available in the core rules. These are Illusory and Material magic. The former deals with changing the perceptions of others about their environment, the latter being the scientific study of making real what was not, or transforming what is. As in combat, the outcome of a Partial or Superior Success on an Action Roll halves the effect of the spell, or increases it by half, respectively. Just a handful of spells are included in the Lore & Legacy – Quick-Start Guide.

The Lore & Legacy – Quick-Start Guide includes four pre-generated Player Characters, which come four of the species available. The Disincarnated are humanoid synthetic life forms left behind by the Astarites, but discovered and reactivated by Free-Lancers, who gather experiences until they reach maturity and individuality; Dakti are short and muscular, good engineers and builders with great physical strength, and nicknamed ‘Dwarves’; Ælfyn, or ‘Elves’ are graceful forest-dwellers deriving most of their energy from photosynthesis; and of course, Humans. Two other species, the reptilian, four-armed Agamids, and the hardy and muscular, felinoid Orcs, who originated from the same world as the Ælfyn, are mentioned, but do not appear. The four pre-generated Player Characters consist of a Disincarnated Healer, Dakti Wizard, Ælfyn Marksman, and a Human Warrior. Theya re of course, members of the Free-Lancers’ Guild, essentially the in-built reason for the Player Characters to explore and adventure on Empyrea. 

The adventure in the Lore & Legacy – Quick-Start Guide is ‘Froglins in the Mist’. Divided into five acts, it is a fairly linear and straightforward affair. It begins in the port of Brasto, a successful trading city-state in the Contested territories. The local branch of the Free-Lancers’ Guild has posted a mission—a celestial barge in distress was spotted over a mangrove swamp two days’ walk south and it wants someone to check for survivors. The adventure provides the players and their Player Characters the chance to test out the mechanics with some shopping and bargaining, followed by travelling, before getting into the meat of the scenario. The Player Characters easily locate the crash of the celestial barge and discover that it was attacked after it crashed, and both crew and passengers are missing. Very quickly, the Player Characters will themselves be under attack, but will ultimately discover what is going on and hopefully rescue both passengers and crew. To be fair, ‘Froglins in the Mist’ is a bit simplistic and too combat orientated, so there is not much in the way of plot to its story. As a one-shot or a starting point for a campaign, it is fine though, providing a reasonable showcase for the mechanics and a little of the world of Empyrea, which can be played through in a session or two.

Physically, the Lore & Legacy – Quick-Start Guide is well presented. Much of the artwork is excellent and much of it reminiscent of FASA’s Earthdawn roleplaying game—which should be no surprise given that artist Jeff Laubenstein worked on both. The writing is also good, and the translation is more than reasonable. It feels a little overwritten in places, the rules, though simple, often feel as if they have more terms than they really need.

If there is a downside to the Lore & Legacy – Quick-Start Guide, it is that both it and the ‘Froglins in the Mist’ adventure could have done with a little more mystery and a little more wonder to really hook both Game Master and her players into setting of the Empyrea. Perhaps the adventure could have been slightly longer and maybe gone into some ruins that might have delivered that needed mystery and wonder? It is a serviceable adventure though and perhaps a separate adventure which would work as a sequel—whether using the quartet of Player Characters included in the Lore & Legacy – Quick-Start Guide or created using the core rules, might deliver that? Nevertheless, the rules themselves are actually fairly simple and easy to understand, being on par in terms of complexity with something like Savage Worlds or Numenera. The setting of Empyrea itself has a post-apocalyptic set-up combined with Science Fantasy and Planetary Romance a la Skyrealms of Jorune or again, Numenera. Overall, the Lore & Legacy – Quick-Start Guide is a decently done little quick-start that can be played and enjoyed as is, but would really benefit from just a little more of its mystery.

Blue Rose as an Old-School Setting?

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Last month I put up my review of the new Blue Rose Adventurer's Guide, which allows you to play a Blue Rose game using D&D 5th Edition.

Now. I love Blue Rose. I love D&D 5e.  But I also love my old school games.  To be blunt, I am an old gamer and these games fill me with nostalgia.  Can I run a Blue Rose game using the systems I have here?

Short answer? Yes!
Longer Answer? HELL Yes!

Everything I need is right at my fingertips. So how would I do it?  Let's have a look.  Now I have talked about how to take Blue Rose and run the AGE system like an old-school-style game already.   Here I want to talk about how to take your old-school rules and run them like a Blue Rose game.

Old School Blue Rose

Setting

Grab the first Seven chapters of the Blue Rose Adventure's Guide and use them as-is. Append with details from AGE or True 20 as needed.  I mention the True 20 since some things will be easier to convert from that.

Classes

Blue Rose True 20 and AGE have only three classes, Adept, Expert, and Warrior.  Blue Rose Adventure's Guide has all the classes from D&D 5.  Older versions of the game don't have all of these. No problems let's see what we do have.

In the Blue Rose Adventure's Guide, we have the following Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Sorcerer, Thief, Warlock, and Wizard.

By using the "Advanced" versions of both Old-School Essentials and Labyrinth Lord, plus a couple of my witch classes, we could cover every class.  It pains me to even say it but we might not even need my witches here!

True20 / AGE D&D 5e OSR / Basic  Warrior  Barbarian  Barbarian(LL-A)  Expert/Adept  Bard  Bard (OSE-A)  Adept/Warrior  Cleric  Cleric  Adept/Expert  Druid  Druid  Warriror  Fighter  Fighter  Warrior/Adept  Monk  Monk (LL-A)  Warrior/Adept  Paladin  Paladin  Warrior/Expert/Adept  Ranger  Ranger  Adept  Sorcerer  Magic-User  Expert  Thief  Thief  Adept  Warlock  Witch  Adept  Wizard  Magic-user

Ancestry, Culture, and Backgrounds

What old-school games call race we will now break up into Ancestry, Culture, and Backgrounds.

Essentially we can map them like this, rules-wise:

Humans are Humans, Night People use the rules for Half-orcs, and the Vata are essentially Elves rules-wise.  Sea folk are humans with some perks, I'd use the half-elf rules for them.  Small Rhydan can use the rules for halflings and medium Rhydan use the rules for Dwarves. Alter movements and attacks as needed.

Monsters

Every monster in the Blue Rose books has something similar to it in the D20 SRD.  This is an artifact of the Blue Rose True20 days.  If it is in the SRD then there is likely an Old-School version somewhere. I could do a search, but I am pretty confident that every monster in the BR-AGE core can be found somewhere in the Old-School world.

Relationships

Blue Rose pays a lot of attention to how the characters interact with others.  This absolutely should be part of an Old School Blue Rose game too.  Here though mechanics and rules will have to give way to good roleplaying and XP bonuses for characters who play their roles well.  While some old-schoolers may balk at this idea, seeing the characters as only a collection of numbers, the truth is the role-playing aspects that both Blue Rose and D&D5 players love so much today were already all there back in old-school play.  Some of us did it then and didn't need the rules to tell us how or why.

Still, I would offer some XP bonuses for good in-character inter-personal relationships. Especially the bonds.  OR if I REALLY wanted to get old school, XP penalty for not doing it.

Blue Rose + White Box = White Rose?

I might also replace the Law-Neutral-Chaos alignment with Light-Twilight alignment.  Effectively there is not much difference in terms of how one plays a character, but it would give a different feel. 

Everything Else

In truth what I have above covers nearly everything.  What remains can be handled by the DM/Narrator in their own games.  I have already talked about how to use Blue Rose in conjunction with several old-school adventures.

My family really enjoyed playing Blue Rose so I might add some more elements of this game to my old-school games.

Review: Witch+Craft, a 5e Crafting Supplemental

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Are you a fan of Studio Ghibli movies?  Well, I am and the authors of Witch+Craft, a 5e crafting supplemental are as well. And this book proudly and openly displays that love.  But I am getting a little ahead of myself. 

I backed this project as a Kickstarter a while back and it came with the book, PDFs, and all sorts of great add-ons like wallpapers and spell and magic-item cards (PDFs).

So I am going to be reviewing the hardcover book and the PDFs from the Kickstarter.  I am uncertain if the PDFs from DriveThruRPG are 100% the same or not. 

You can purchase the hardcover from the publisher's website and the PDFs from DriveThruRPG or also from the publisher.

Witch+Craft, a 5e Crafting Supplemental

Witch+Craft is a full-color hardcover 214-page book.  The theme of the book is decidedly high magic, and a style of high magic infuses all aspects of the lives of the people of this particular vision of the 5e fantasy universe.  This book is exactly the opposite of "grimdark," wherein magic is everywhere and it is a tool to be used to make things better.   I state this upfront because that is the pervasive philosophy of the book.  It works, and it is a great one to have.  But it will have to fit your style of gaming and campaigns.  I knew this on the onset, and lets be honest, the cover gives this away, but if this is not your kind of game there is not a lot (there is some!) that this book can give you.  

That all being said this book is a fantastic resource for anyone that has ever said "can I use magic to make BLANK?" Where BLANK is anything and everything from clothes that clean themselves, to self-sorting spell components, to fire that heats but won't burn, to well...half a thousand things I have heard from my kids in their 5e games.

While I may have started this review with who this book is not for, who it absolutely IS for is anyone that has ever played an Artificer in 5e or an Alchemist in Pathfinder 2e.

What this book doesn't have, despite the name, is a Witch class.  Ah well. 

Witch+Craft table of contents

Introduction

We get the basics of this book. In bold letters right in the first line of the first paragraph we get : 

This book is about making things.

You have to appreciate this. Some RPG books are never quite as clear as to what they are about. This book is also about rounding out your character with Trade Classes.  Though Trade Professions would likely be a better term. You can take these along with your Fighter, Wizard, or whatever levels. I will get into more details in a bit.

Chapter 1: Domestic Magic

Part 1 of this chapter covers the basics of crafting. The six-step process is listed and then detailed. 

  1. Blueprint. You propose a project.
  2. Challenges. The GM imposes a Difficulty Level based on the specifications of the project. They will also list the base materials required to make the crafting attempt at all. (7 levels total)
  3. Preparation. You may prepare for the project in order to improve your chances of success.
  4. Craft Action. You begin the project, rolling to qualify your success.
  5. Fine-tuning. After the rolls are in, you may choose to expend bonuses to alleviate any potential flaws.
  6. Appraising. When all is said and done, the item is created, and its features and flaws known.

The rules here a pretty simple and even elegant in their own ways.  It does add to the 5e system as a new sub-system.  So while old schoolers will not even blink an eye it does feel "added on."  Now this is not a bad thing.  It feels like the best system for detailed craftwork, as opposed to say "just roll a d20 and beat this DC."

Part 2 deals with Trade Class basics.  This is just a tracking system on how you get better with crafting.  Class is kind of a misnomer here since it is not a D&D Class.  Trade Profession might have been a better choice.  These professions/classes can progress through Tiers (not levels) and have different kinds of media they work in; crystals, drafting, living arts, metals, textiles, and wood.

Part 3 covers Techniques. Or how you can do things.  This also covers tools.  They are presented like feats but are attached to the Tiers. For example "Green Thumb" does more or less what you think it does.  The prereq is "Living Arts or Wood."  While presented like a feat, it does not have any "combat" advantages.  Certainly lots of role-playing advantages.

Part 4 is Picking Your Trade Class.  Here are the actual classes/professions. They are based around the media above.  So someone that works with crystals could be Glass Blower or a Mason or a Jeweler. The builds cover what other materials you can work with, what tools you have, and starting techniques.  Each media get three example builds.

Chapter 2: Cape Verdigris

Cape Verdigris is a setting where all of this crafting and domestic magic can be seen in use. It lists places of interest, guilds, shops, and many major NPCs. It is designed to be added to pretty much any campaign world. 

Chapter 3: A House of Plenty

This is a 40-page complete adventure of a different sort.  The goal here is to restore an old manor house to it's former glory using the crafting skills they have learned in this book.  So in TV shows, you are trading Sci-Fi or Shudder for HGTV. There is something interesting here and I really admire the authors' choices here.  

Chapter 4: Spells

This chapter covers 12 new spells to use in conjunction with the rules.  

Witch+Craft tspells


Chapter 5: Familiars

Also what it says on the cover, this introduces 10 new familiars. Many are fey, others are animals. Greater familiars are also presented here. If you wanted a soot familiar like the ones in "My Neighbor Totoro" or "Spirited Away" then this chapter has you covered.

Witch+Craft

Chapter 6: Items

Not just magic items but a whole bunch of mundane and domestic magic items as well.  The blanket of napping is an easy favorite. 

Witch+Craft items

Appendices

Here we get a collection of various stats. 

Appendix I. The NPCs from Chapters 2 and 3 get their writeups here. Why not with the chapters? Easy, in the chapters, you are supposed to be focused on who these people are how you interact with them, NOT what their combat stats are. 

Appendix II covers unusual trades like healers and wandmakers.

Appendix III has various boons and flaws of the items crafted. These can be minor, major or magical/dangerous for boons and flaws respectively. 

Appendix IV is a list of crafting obstacles.

Appendix V cover crafted treasures

Appendix VI is Awakened Objects. So lots of monster stats here.

Appendix VII covers the stats of various objects; HP and AC.

There is a very attractive character sheet in back. The next few pages cover all the designers and artists that helped make this book possible.  There is also a list of Kickstarter contributors. Sadly there are a few typos here with some names cut off, some listed more than once.  Mine isn't even listed at all. 

There is also an index and the OGL statement.

The book really fantastic and joy to look at.  The art is great, the layout is wonderful and very easy on the eyes.

The audience for this book is a little slim.  There is nothing in this book really that would help in combat, defeating the next big bad (unless he challenges you to a bake-off) or any of the things that people typically associate with D&D.  This is much more of a narrative presentation with a lot of role-playing potential.  

One of it's strengths though design-wise is that since the crafting system is not inherently tied to D&D5 is can be lifted out and added to other games with only minor tweaking.  For example, Chapters 1 to 3 could be lifted out and added to something like Blue Rose AGE edition with a little work.  

I would like to recommend this to Old-School gamers. I could something like this working well with a game like Old-school Essentials or The Hero's Journey. But even those games tend to be combat-heavy at times and really don't have much in the way of the need for various crafting. Not to say that some groups or players wouldn't, it's just not universal.

This book is best for the younger D&D 5 player that got into D&D after a steady diet of Minecraft and the ones that loved crafting items in MMORPGs. It is also great for any DM that wants a better handle on making items of any sort.

Witch+Craft


Review: Old-School Essentials Adventures

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One of my fondest memories of gaming has to be the Summer of 1982 playing this weird-ass hybrid of AD&D first ed and D&D Moldvay/Cook B/X. I think I played every weekend to be honest.

While a lot of games have come really close to this feel, the one that now comes the closest has to be Old-School Essentials Advanced Fantasy

Old-School Essentials Adventures

There are a lot of great clones out there but right now nothing is scratching my old-school itch quite like OSE.  I got my Kickstarter package a bit back and while I was engrossed with the rules of the new books, I utterly failed to give much attention to the two included adventures. That is until I started hearing people talk about them more online.  I went back to them and you know what?  They are really kind of great.

For this review, I am considering both the hardcover copies I got with the Kickstarter and the PDF copies from DriveThru RPG.

Both books are 48-page, full-color books. The maps are printed on the inside covers with encounter areas labeled on the maps.  The books are A5 format (5.8" x 8.3", 148mm x 210mm).

The Incandescent GrottoesThe Incandescent Grottoes
by Gavin Norman

This is an introductory adventure designed for characters level 1-2, written by OSE creator Gavin Norman with art by Nate Treme. 

The adventure could be considered a dungeon crawl along the lines of Keep on the Borderlands, but like so much of OSE it taps into how the games were played rather than written. The dungeons of IG *could be* like the Caves of Chaos, but more accurately they are played like Caves of Chaos were played back then.  What do I mean?  Well, there is a demonic cult here, The Cult of the Faceless Lord. There are factions within the dungeon and how they interact. Plus goals for the various groups of monsters. There are tables of treasures and random occurrences to make exploring this dungeon something players can keep coming back to. 

The rooms and areas a very nicely detailed and the whimsical art really adds to the dream-like qualities of the adventure.  There is even a dragon waiting for the characters at the end!  Ok, it is not a very powerful one, but to 1st and 2nd level characters it is powerful enough.  There are some new monsters (the aforementioned dragon) and lots of great encounters.

While there is no overt meta-plot here, one could easily see this as some sort of introduction to a cult of Juiblex vying for control of the Mythic Underworld. 

A bit about the name.  I can't help but notice that a 1st level adventure into the "Mythic Underground" can be read as "I(n) Can Descen(d)t."  I am sure this is intentional.

Halls of the Blood KingHalls of the Blood King
by Diogo Nogueira

Diogo Nogueira has been racking up an impressive list of RPG publications and getting him to pen an adventure for OSE is quite a score.  And the adventure is pretty much what I hoped it would be like.

This time the artist is Justine Jones. If the art of Incandescent Grottoes is dream-like then the art here is nightmarish.  I mean that in the most positive way. 

The adventure is set up in a manner similar to other OSE adventures. We get maps with major encounter areas, descriptions and relationships of the major factions/NPCs/Monsters.

The adventure itself is a castle of a vampire lord for characters of 3rd to 5th level.  

Detail-wise this adventure lives somewhere between the sparse-ness Palace of the Vampire Queen and the detail rich Ravenloft.  I don't want this to sound like there not a lot of detail here, there is, but there is no over arching epic here.  This is great since it allows you to take this adventure and work it into your world much easier.   For example with a tweak or two here and there I could make this "Halls of the Blood Queen" and add it rather nicely to my War of the Witch Queens campaign.  This would work out well since I am using OSE for that.  The only thing stopping me is I have so many Vampire Queens now!  But still, it would be fun and very, very easy.

The adventure is also rather good and looks like a lot of fun.

If these are examples of how adventures for OSE are going to be written in the future then OSE is going have a nice long shelf life.  While neither adventure is revolutionary in design or concepts they are really good adventures.

Monstrous Mondays: Bonnacon

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Bonnacon

Spend any time reading Medieval Bestiaries you will run into all sorts of fantastic animals such as dragons, unicorns, griffins, and the bonnacon.

Ah. The majestic bonnacon. It is a large bull-like creature with inward-turned horns, the mane of a horse, and it attacks by shooting flaming caustic dung at you.

Wait. What?

Yes, the bonnacon (also called bonasus or bonacho) is a great mythic beast that has appeared in numerous bestiaries.  Its horns are useless for defense, it instead will shoot caustic feces out of its anus while it is running away.

It was first described by none other than Pliny the Elder in his Naturalis Historia.  This history is a great source of monsters.

And there are some GREAT pictures of this awful beast.

Bonnacon
Bonnacon
Bonnacon
Bonnacon
Bonnacon

Bonnacon
Large Beast (Magical)

Frequency: Rare
Number Appearing: 1d4 (1d6)
Alignment: Neutral [Unaligned]
Movement: 150' (50') [5"]
Armor Class: 6 [13]
Hit Dice: 2d8+2* (11 hp)
  Large 2d10+2* (13 hp)
Attacks: 1 head butt or special
Damage: 1d6
Special: Caustic dung
Size: Large
Save: Monster 2 
Morale: 6 (8)
Treasure Hoard Class: None
XP: 35 (OSE) 47 (LL)

Str: 14 (+1) Dex: 12 (0) Con: 15 (+1) Int: 4 (-2) Wis: 7 (+1) Cha: 5 (-2)

The bonnacon is a large bull-like creature.  It is typically red or brown in color with a long horse-like mane running from its head, down the back of its neck.  They have two large bull-like horns, but they are turned inside and thus provide no effective means of protecting the creature.  The bonnacon is also spectacularly stupid, even judging it compared to other heard animals.

The bonnacon can attack with a head butt but would rather run away. It will use its only special attack at this point. When retreating the bonnacon will eject burning, caustic dung from its anus.  This dung will stick to clothes, skin, and just about everything.  When hit the victim must save vs poison or take 4d6 hit points of damage; save for half.  The dung will continue to burn any skin it touches causing 1d6 hp of damage per round.  A previous save means that no skin was touched.  The only way to remove these caustic feces is to wash them off with at least a quart of water.  A running stream or a decanter of endless water is also good.  Thankfully a bonnacon can only use this attack once per day.

The meat of the bonnacon is vile and rank. Goblins, who can eat anything, will not eat the meat of this animal. It does however eat a lot on its own. So a small herd (1d4) can destroy up to 40 lbs of grain or plants per day each. 

Unseasonal Festivities: The Doom That Came to Christmas Town

Reviews from R'lyeh -

Every year Goodman Games publishes a holiday-themed scenario. Some years it is for the Dungeon Crawl Classics Role Playing Game, other years it is for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. For 2020, the scenario is for the former rather than the latter. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a Level 2 adventure, that is, it is designed for Player Characters of Second Level. Which means that it is not a Character Funnel, one of the features of both the Mutant Crawl Classics Roleplaying Game and 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. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is not even a scenario which can be easily slotted into a campaign. This is due to two factors. First, it thoroughly embraces its Christmas theme and second, it is intended as a one-shot.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town takes place in The Frozen North, home to Christmas Town where Lord Claus and Mrs. Claus resides together, a Peppermint Mine, Christmas Tree Forest, and more. At the centre of Christmas Town, atop a majestic pine tree, sits the Yule-Light, casting its joyful and life-enhancing light over the small town and its inhabitants. Yet its radiant light, a symbol of goodwill and hope to all, has of late, waned, and in its dim glow, a gloom has fallen over Christmas Town, just on Christmas Eve. At the same time, a sickly-sweet wind has begun to blow from the north, and Lord Claus himself has been stricken. Elsewhere, there are rumours that the Abominable Snow Monster of The North has returned from beyond the Polar Wastes in search of food, and Lord Claus’ trusted champions—Yukon of Cornelius, Rudolph the Red, and the powerful dental-mancer, Hermey, have all gone missing. Yet these pale into significance given the possibility of the Yule-Light being extinguished and allowing evil seep into the world… 

As Lord Claus lies sick in his bed, he urges a band of doubty adventurers, including an Elf Toymaker, a Who-Ville Halfling, Fledgling Reindeer, Mrs. Claus, a Snowman, a Special Delivery Courier, and a Lamplighter, to go forth and look for his missing lieutenants, before warning them that the Grinch has awoken, and that perhaps the true spirit of Christmas may be found in his lair… Wherever that is? Inspired by classic Christmas stories like Rudolph the Red-Nosed Reindeer, Santa Claus Is Comin’ to Town, and especially How the Grinch Stole Christmas!Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town comes with numerous maps, a puzzle or two, seven pre-generated Player Characters, and an eight-location sand-crawl. Initially, the Player Characters will have only a little idea as to which location to go to first, relying at first on what little knowledge they possess and rumours they can learn in Christmas Town, and then at each of the scenario eight locations. These include Christmas Tree Forest, the Isle of Misfits which is home to King Moonracer, a Peppermint Mine, the Winter Warlock’s Tower, and more. At most these, none of which run to more than a handful or two of entries, the Player Characters should be able to find not just clues, but also magical items which will help them elsewhere.

There is a duality to the tone of Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town. The most obvious is humorous and light-hearted, playing up the elements of traditional Christmas stories and especially How the Grinch Stole Christmas!, for this is very much an American Christmas. This is seen especially in the pre-generated Player Characters, which are Christmas-themed versions of traditional Dungeon Crawl Classics Classes. For example, Fireball the Reindeer is a Warrior who attacks with antlers and hooves, and has limited flight, and Mrs. Claus is actually a Cleric armed with a rolling pin and in addition to divine spells, can rustle up delectable dishes with ease. And of course, the choice of monsters drawn from Christmas stories are fairly humorous, as are some of the encounters, such as the Strange Metal Pole which the Player Characters are compelled to lick and have their tongues stuck which is not good for spellcasters). Conversely, the other side to Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is fairly grim. Such as with an Abyssal Reindeer Demon armed with a crossbow capable of pecking out the eyes of his targets! Thankfully the grim bits counter the sugary sweet bits in the module.

Ultimately, the likelihood is that Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town will be completed in a single session—perhaps two at the very most. This can be done using two approaches. One would be to play through it like a typical sandbox adventure, primarily using brute force, and there is a lot of opportunity for that, but the other approach would be to play to the scenario’s Christmas theme, which when combined with good roleplaying will work in places. Similarly, the scenario’s puzzles, of which there are two, can be dealt with using either of these approaches. Both are fairly silly affairs and depending upon the play style of the group, may be accepted as is or considered to be just a little frustrating. That said, the scenario might have been improved with a third puzzle to really round it out a little—a trio of puzzles is more fitting than just a pair.

Physically, Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is decently done. The artwork is fun, but the maps are perhaps a little dark and a lighter look might have suited the tone of the scenario better.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a thematically fun one-off, working best when players and Judge alike embrace and play up to its themes. It is good for that end of year palette cleanser, a change of pace and tone between campaigns or breaks in campaigns.

Titanic Tales

Reviews from R'lyeh -

The gods have always fought against the generations of gods that came before them. In Greek myth, the Olympians—the gods with which we are most familiar from Greek and Roman mythology—fought a decade-long battle to see who would have dominion over the world. This is the ‘Titanomachy’, or War of the Titans. It is this war and this intergenerational conflict of young gods rebelling against and ultimately defeating their parents which is a major influence for Scion, the roleplaying game in which players roleplay the mortal descendants of gods—or Scions—who grow to become both the agents and the active presence of their parents in The World, the mortal realms as we know them. Of course, such tales of intergenerational godly conflict are not confined to Greek and Roman mythology, and neither are the Scions. Thus, in Scion: Origin and Scion: Hero, they include not just the Theoi or Greco-Roman pantheon, but also the Aesir or Norse Gods, the Manitou or Algonquian pantheon, Netjer or Egyptian pantheon, the Kami or Japanese Gods, the Tuatha Dé Danann or Irish Gods, the Óríshá or Yórúba pantheon, the Devá or Gods of South Asia, the Shén or Chinese pantheon, and Teōtl or Aztec pantheon. And each pantheon has its own set of Titans, older deities more archetypal embodiments of a particular purview whose pursuit of their primal urges tend to have destructive effects, especially on the mortal realms. Consequently, the Gods, many of them children of the Titans, imprisoned the Titans, who have rattled their chains ever since, more recently weakening them and allowing their more monstrous offspring to enter The World and threaten humanity. However, the relationships between the Gods and their Titans varies from one Pantheon to the next, and it is these relationships which are explored in Titanomachy, a supplement for both Scion: Origin and Scion: Hero which brings the second War against the Gods one step closer.

Published by Onyx Path PublishingTitanomachy can be divided into three large chapters. The first of these is devoted to ‘The Titans’ and details the various Titans of Scion’s ten pantheons—or rather it does not. In each case, the Titan is fully detailed, including aliases, callings and purviews, relationships and agendas, view of other pantheons, and current priorities. There are typically three or four entries per pantheon, plus the Birthrights for the Scions of the Titans of that pantheon. These include creatures, followers, guides, and relics.

For example, the Titans for the Aesir are Jörð, Nidhoggr, Surtur, and Ymir. Jörð is described as the most beautiful of Aesir, an Earth Mother and creator of the Dwarves, whose father was killed by Asgardians and who was in turn abandoned by Odin, and ultimately, their son, Thor. Although she misses her son, her heart has grown bitter at the treatment by both him and his father. Jörð’s Callings are Guardian, Lover, and Primaeval,  and her Purviews are Beauty, Earth, Epic Stamina, Fertility, and Passion (Love). Her relationships and agendas primarily involve looking for companionship beyond the confines of the Pantheon, having grown bored of their repetitive behaviour, but as intelligent and skilled as she is, her own behaviour is often smothering and repetitive. Jörð holds the other Aesir in contempt, but is beginning beyond its confines for ideas and companionship, and her current priorities include protecting endangered species, and protecting and loving those Scions she creates—and of course, expecting much love in return. Automatically, Jörð makes for a great—or is that terrible mother figure?—especially if the Scion Player Character is related to Thor or Odin, or even simply red-headed. She could even be supporting radical eco-activists in their efforts to protect endangered species.

The other Titans of the Aesir—and of course, those of the other pantheons, are given a similar treatment. Thus for the rest of the Aesir, Nidhoggr is either the ‘Corpse-Chewer’ or ‘The Pretender’, who might be the serpent who gnaws the roots of Yggdrasil, the World Tree, or who might be the nemesis or simply a trick of Niõhöggr, who also gnaws the roots of Yggdrasil. It is intentionally confusing, but Scions of either are bent on the destruction of the other. As for Surtur, he is only concerned with his duty—fiery destruction and causing natural disasters for regrowth, and lastly, Ymir, the father-of-himself and all of the Aesir, plots to take Asgard as is his right, but his head-in-clouds mind and drive to micro-manage his fellow Titans and his own Scions means that he is rarely successful.

In terms of Birthrights, the Scions of the Titans of the Aesir might have access to creatures such as the cows sacred to Ymir, which he uses to send messages—whether in the slaughterhouse house or on the dairy farm, whilst Jörð uses her Followers the Dvergar, as her Messengers and Guides. An unaligned Guide and Messenger is Ratatoskr, the squirrel of the World Tree, who when not annoying Nidhoggr (or Niõhöggr) carries news and spreads lies, surely a great role model for a scurrilous gossip mongering Titan Scion! Then for relics, the ‘Brains in a Bottle’ provides a means of very limited communication with Ymir, ‘Jörð’s Bracelets’ allow the wearer to draw power directly from earth, ‘Nidhoggr’s Tooth’ is a dagger carved from a tooth capable of piercing any armour and holding any poison, and ‘Ymir’s Skull Fragment’ enables the user to view anywhere visible from the sky.

Titanomachy does this in turn for each of the Titans for almost all of the Pantheons, giving the Storyguide a wide range of options and foes to bring into her campaign. Where this diversity gets really interesting though, is how each of the various pantheons relates to its Titans. The Devá or Gods of South Asia loathe not only their own Titans, but those of other pantheons and take exception to pantheons who are more forgiving of them. The Titans and the Kami or Japanese Gods simply hate each other over a betrayal which happened centuries before, whilst those of the Manitou or Algonquian pantheon are simply seen as troublesome members of the same family. Similarly, the Titans of the Netjer or Egyptian pantheon are also accepted, but more as a balancing counterparts to their corresponding gods who defeat them over and over. The Titans facing the Shén of the Chinese pantheon are mired and quantified into the celestial bureaucracy, whilst those of the Teōtl or Aztec pantheon work to destroy the world completely, just as they have four times before. Of course, the gods of the Theoi or Greco-Roman pantheon hate their Titans, whilst the Tuatha Dé Domnann are only Titans because they lost their battle against the Tuatha Dé Danann or Irish Gods. Lastly, the exceptions are the gods of the Óríshá or Yórúba pantheon, which lacks Titans and dismisses the concept, fundamentally because of the divisive and delegitimizing nature of the categorisation.

Having presented the Storyguide with such a diverse range of mythological creatures, would be gods, former gods, and more, the second chapter to Titanomachy delves into ‘Storyguiding’. This highlights the questions a Storyguide needs to address before bringing Titans into her campaign—how big a role, which pantheons, has the Cold War between the gods and the Titans turned ‘hot’, and so on. What level are the Player Characters involved in the war—hot or cold—at street level, globetrotting across The World, or delving in and out of Terra Incognita, increasing the mythic stakes at each level? Along with numerous plot hooks covering numerous Titans presented in the previous chapter, there is also good advice on how to use the Titans. As NPCs, they might range free, come to the Player Characters for help (or vice versa), languish in prison (which is traditional) and thus requiring a visit, and even serve as allies. One interesting option covered is as Titan Scions, that is as Player Characters, having a Titan Calling instead of a Scion Calling. This lends itself to some great roleplaying challenges and storytelling possibilities as Titans are often prone to inhuman behaviour due to their parentage (whether actual or adopted). However, this may not be welcome in every playing group, and the authors suggest that for this reason, the inclusion of Titan Scions as Player Characters be discussed first.

The various levels of play—street level, globetrotting around The World, and into Terra Incognita are supported with three extended scenario outlines, each three acts long and accompanied by stats for the Storyguide characters. The street level scenario is  ‘Diaspora’, a locked room type mystery where the room is actually a whole airport in which the Scion must find some stolen relics, uncover imposters, solve a murder, and survive an apocalyptic boss fight in the course of an afternoon. The World scenario, ‘Lunar New Year’ is more open and can either start a campaign or be dropped into it as the Scions investigate the disruptive activities of a chaotic Titan Scion in New York. ‘Bring Forth a Greater Thunder’ is the Terra Incognito scenario and is far more open in its structure, consisting of key scenes and various subplots. All three scenarios involve the three areas of play intrinsic to Storypath games—action-adventure, intrigue, and procedural, and all nicely show what a Scion scenario can involve.

Lastly, the chapter on ‘Storyguiding’ discusses another type of entity key to many pantheons and mythologies—dragons! Dragons claim to have existed before the creation of The World and to have been the first in The World, which many Titans find objectionable. This is exacerbated by there being some overlap between Titans and Dragons, so that there may be two beings of the same name, but be different all together and be the same at the same time. As with the earlier Nidhoggr (or Niõhöggr), this is intended to be slightly confusing. Potentially though, Dragons represent a threat that Scions and Titans can both agree on.

The third and final chapter in Titanomachy consists of ‘Antagonists’, a wide range of enemies, potential allies, and other Storyguide characters. There is a guide to adjusting adversaries up and down to match the Scions and building archetypes adding Qualities and Flairs like ‘Bringing the House Down’, ‘Entrap’, and ‘Miasma’ to  base Spawn or Titanic minions, before listing over eighty examples. These include the familiar creatures of myth and legend, from Banshee, Fomorians, Gremlins to Internet Trolls (Lesser and Greater), Phouka, and Wendigo, alongside the unfamiliar and the individual. The former are drawn from mythologies less familiar to a Western audience, for example, the Harionago, female monsters who stalk the streets strangling with their hair anyone who returns their smiles or the Tikoloshe, creatures of polluted water and spite born to make the lives of others miserable. The latter are individual Titan Scions, such as Ed and Edie Jackson, sweet old pensioners adopted by Prometheus who setting fire to buildings and even Timothy Allgood, a tireless advocate for the release of Titans everywhere, who may be simply a good talk show guest or an actual Titan Scion.

Lastly, an appendix provides a raft of new rules. These include Collateral, a means of handling damage or events  to the environment around them when the Scions face Titan Scions or creatures of legendary size, and numerous Birthrights, from Cyclops, Dragon Secretary, and Grigori Rasputin to Cursed Copper Goods, Silk Spider Shawls, and Sinister Hands. The appendix is rounded off with a wide selection of Knacks that any Storyguide character or Player Character Titan Scion can have, depending upon their Titan Calling.

Physically, Titanomachy is well written and well presented. The artwork varies a little in quality, but otherwise, this is a decent looking book.

Titanomachy could simply have just been a book of monsters and their stats. Fortunately, it is much more than that. Many of the Titans and creatures and Titan Scions are monsters and are likely to serve as enemies to the Player Character Scions, but Titanomachy provides and discusses options to make them much more—frenemies, potential and/or temporary allies, and thus more interesting. In doing so, it builds on the thoroughly enjoyable descriptions of the Titans given for each of the pantheons that in turn lend themselves to great story hooks, interesting relationships with the Player Character Scions, and good roleplaying. All that and the descriptions also serve as more great introductions to the stories and myths of each pantheon such that the reader wants to find out more. Plus there are the detailed scenario outlines and plot hooks and actual monster, creature, and Titan Scion descriptions and stats which all together almost feel like a bonus!

Titanomachy is not just a great read for the Storyguide, but an indispensable guide to both the obvious foes of the Player Character Scions and how to turn a few of them into something more than just foes. Once the Storyguide has her Player Character Scions on their paths to divinity, Titanomachy is a next-step purchase for both Scion: Origin and Scion: Hero.

Sword & Sorcery & Cinema: Excalibur (1981)

The Other Side -

Excalibur (1981)Let's be honest. Few tales grab the epic feel of Fantasy RPG as well as the tale of King Authur, and few retellings of King Arthur's tale are as epic as John Boorman's Excalibur

Excalibur (1981)

Ok. So it's not perfect in its retelling of King Authur's tale, nor is it a great representation of say Dark Ages, post-Roman-Britain arms, and armor.  But it is still a fun movie with some seriously epic scenes and moments.

First, let's take a moment to appreciate this cast;  Nigel Terry as King Arthur, Nicol Williamson as Merlin, Nicholas Clay as Lancelot, Cherie Lunghi as Guenevere, Helen Mirren as Morgana, Liam Neeson as Gawain, Gabriel Byrne as Uther Pendragon, Corin Redgrave as Gorlois, Duke of Cornwall, and Patrick Stewart as Leondegrance.  Seriously.  It would have been enough for me just to have Helen Mirren as Morgana. Everything else is just gravy. 

Rewatching it now, after a lifetime of reading and rereading various tales of King Authur, I am pleased with how well this one holds up.  I do recall there being a bit of gore, but it was more than even I remembered. 

Watching this now makes me want to do a "King Authur" film fest.  There are a few really great ones and a few terrible ones. But all the same, it would be fun.

The tale is largely what we all know, but that doesn't make it less fun.  On the contrary, it makes even more enjoyable at times because you are expecting certain things. 

I think Nicol Williamson might very well be one of the best cinematic Merlin's ever.  Not just in the look and manner, but pretty much everything he does. Equal parts wizard and fool. Perfect as the advisor to a King. 

Authur: No riddles Merlin, a simple "yes." That really frightens me. 

The exchange between Merlin and Morgana at Authur's and Guenevere's wedding imprinted so deep on my unconsciousness that I don't doubt that my fascination with pagan witches wasn't intensified 100 fold here. Also, my enduring love for Helen Mirren certainly began here.  

Helen MirrenCan you really blame me?

Ultimately King Authur, like most Celtic stories, is a tragedy.  The betrayal of Lancelot, the birth of Modred, the Quest for the Grail. 

Merlin: A dream to some. A nightmare to others!

While the first half is much better than the latter half, the return of Lancelot to Authur's side is one of the great and saddest cinematic moments in Authur's tale. 

Yes.  An Authurian filmfest is in order.

Gaming Content

Again, are you serious? 

One of the best bits, for me, was the Charm of Making, spoken in old Irish (sorta).

Anál nathrach,
orth’ bháis's bethad,
do chél dénmha

or

Serpent's breath,
charm of death and life,
thy omen of making.

Great stuff really.

Substitute Souls

Reviews from R'lyeh -

In comparison to Tales from the Loop, there is relatively little support for its sequel, Things from the Flood. Both share a setting in Mälaröarna, the islands of Lake Mälaren, east of Stockholm, first in the 1980s and then in 1990s, the site of the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi. Both are settings drawn from Simon Stålenhag’s artwork, Tales from the Loop contrasting an almost pastoral idyll against a hi-tech world of the Loop, robots, and skies filled with ‘magnetrine vessels’, freighters and slow liners whose engines repel against the Earth’s magnetic field, an effect only possible in northern latitudes. In Things from the Flood, the pastoral idyll has been spoiled, the lands around the Loop spoiled by a hot, brown liquid bubbling up out of the ground, Riksenergi being shut down and the Loop being sold off, robots suffering from a strange cancer, and the resulting economic crisis would lead to depression, personality changes, divorces, gambling disorders, and more… Where Tales from the Loop is positive in tone and has a fascination with technology, Things from the Flood is darker and has a fear of technology.

Thankfully for fans of Things from the Flood—and other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, and perhaps even surprise us. So it is with Somethings are Better Left Unsaid.

Somethings are Better Left Unsaid is a scenario for Things from the Flood, and whilst it does involve things, it does not involve either floods, Loops, or even Sweden. It is still set in the 1990s though, but Australia, rather than Sweden, and the Teens are still teenagers. It is the second in a series of adventures—the first being Shakespeare’s Monkeys—involving the efforts of the research company, Northstar R&D, led by its founding CEO, Jeremy Longstaff, which wants to bring some of the technological and scientific benefits, in particular, the magic of magnetite, from the Loops in Sweden and Boulder City, Nevada, to the Southern Hemisphere. It is a short, one or two session scenario set in the lakeside town of Jindabyne, a small tourist resort in the Snowy Mountains of New South Wales, Australia.

Despite sharing the same location and being set in Australia, Somethings are Better Left Unsaid is a little different in comparison to Shakespeare’s Monkeys. In a way, it feels less Australian because it does not involve an intelligent creature a la the series, Skippy the Bush Kangaroo (which in Shakespeare’s Monkeys manages to feel simultaneously appropriate and inappropriate). However, because it forgoes this obvious potential for parody, it allows the authors to bring in something which is genuinely Australian and so brings colour into the scenario which was not present in Shakespeare’s Monkeys. This is Behind the News, a long-running news programme broadcast on Australia’s ABC TV and aimed at upper primary and lower secondary students to help them understand issues and events outside their own lives. Show the players an episode of this—especially those from the nineties and perhaps worked into scenes earlier in Shakespeare’s Monkeys and that would go towards adding colour to the four scenarios.

The other difference between the two scenarios is that Somethings are Better Left Unsaid brings the threat at its heart closer to home—or at least closer to school. The Teens of Jindabyne begin to have the weirder feelings than the norm—that they almost know what others are thinking and of floating just above their bodies as they fall asleep at night, just as radios keep squawking static and the sound of voices begging. Could these be connected? The one day at school, just as they are about to watch the latest episode of Behind the News, their science teacher, along with a fellow student,  faints in class. If they go to check on either of them in hospital the next day, they discover that the local doctors are both perplexed and worried, but a strange old man, accompanied by bodyguards no less, seems to be taking an interest in them. Things take a really weird turn the next day when the substitute the science teacher who is sick, Doctor Matianov, is actually the strange old man who was seen at the hospital the day before. This is not just weird, for it gets worse when it becomes obvious that Doctor Matianov is actually a terrible teacher! Just what is going on and just what does it have to do with Doctor Matianov? Is he really a teacher? Has he joined the staff at the school for reasons of his own?

Somethings are Better Left Unsaid is creepy and weird and ties into our fears—and those of the Teens—of conspiracies (Doctor Matianov is actually Russian), loss (in particular of important mentors and friends), and the supernatural (the weird voices heard over the radio, at the very least). It is darker in tone than the earlier Shakespeare’s Monkeys and is more focused and confined to just the school and the hospital, rather than being more open in terms of its play area. The result is that Somethings are Better Left Unsaid is shorter and more likely to played through in a single, intense session (though it could stretch to two). Similarly, just as with Shakespeare’s Monkeys, the decently explained plot is easily adapted to other settings—even back to Mälaröarna or Boulder City! There is however one issue with Somethings are Better Left Unsaid which it shared with Shakespeare’s Monkeys. It leaves the connections to Northstar R&D undeveloped and unexplored, and perhaps it would have been better for this scenario and the previous one to have dropped some hints or foreshadowed at the corporation’s involvement.

Physically, Somethings are Better Left Unsaid is a decently laid out document and follows the format for Things from the Flood. Some of the artwork is decent too, and the maps are nicely done. The darker turn of Somethings are Better Left Unsaid is not unwelcome scenario in what is another likeable enough affair that offers the chance to explore the world of Things from the Flood from a different perspective. It feels as if it is laying the foundation for something larger, but not telling the Game Master what it is yet, and that really needs to come through in the next scenarios to be released.

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