Outsiders & Others

Command Service

Reviews from R'lyeh -

The Captain’s Table is a scenario for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost Starship. The first Science Fiction roleplaying game and the first post-apocalypse roleplaying game, Metamorphosis Alpha is set aboard the Starship Warden, a generation spaceship which has suffered an unknown catastrophic event which killed the crew and most of the million or so colonists and left the ship irradiated and many of the survivors and the flora and fauna aboard mutated. Some three centuries later, as Humans, Mutated Humans, Mutated Animals, and Mutated Plants, the Player Characters, knowing nothing of their captive universe, would leave their village to explore strange realm around them, wielding fantastic mutant powers and discovering how to wield fantastic devices of the gods and the ancients that is technology, ultimately learn of their enclosed world. Originally published in 1976, it would go on to influence a whole genre of roleplaying games, starting with Gamma World, right down to Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic from Goodman Games. And it would be Goodman Games which brought the roleplaying game back with the stunning Metamorphosis Alpha Collector’s Edition in 2016, and support the forty-year old roleplaying game with a number of supplements, many which would be collected in the ‘Metamorphosis Alpha Treasure Chest’.

The Captain’s Table is written by the designer of Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic and uses the spiritual beliefs of the Player Characters to draw them into adventure. Their spiritual belief system involves not just ancestor worship, but worship of the original officers who commanded the Starship Warden. Essentially, they have come to form a pantheon of their own for the tribe, so when the Player Characters come upon a holo-egg which unexpectedly projects a larger-than-life vision of Captain Jameson—one of the five original captains of the Warden—they are not only surprised, they almost struck down in religious awe! Further, when he asks for their aid in recovering a storage crate with materials essential to his plans, they realise that he is giving them a holy quest! Surely something that the Player Characters should undertake in order to prove their worthiness to both the ancients and the Great Officers? So begins the quest to The Captain’s Table.

The Captain’s Table is a relatively short scenario, consisting of three parts which should take a session or two to play through—if the Player Characters stick to their quest, that is. In the first part, they are given directions as to where to go and what they need to progress further, including an opening scene in which the Captain actually informs them where they are. That is, on a giant spaceship! Thus the Game Master may want to run this scenario a few sessions into her campaign after the characters have already learned this themselves rather it being revealed to them via a dose of exposition. Not only does the Captain give away information, he directs them to an armband which will allow access to certain parts of the ship. This includes the Cargo Deck, the scene for the second part of the scenario. Here is the main stage for the scenario, a single vast level thirty-our miles long and sixteen miles wide consisting of hundreds of mile-long cargo bays. One of these is the Player Characters’ destination, but they will need to make the trek there using the clues given by the hologram of Captain Jameson, negotiate (or possibly fight) with other scavengers for possession of what they have been sent to collect before taking it to Captain Jameson himself.

Despite its brevity, there is a lot of detail and flavour to the scenario. There are monsters and other creatures to be found, from Wolfoids and Felenoids—the latter with a penchant for fashion, to Space Weevils and intelligent Oozes, a whole Level of mostly unopened cargo crates to open, and of course, getting to have dinner literally at the Captain’s Table. Some of the encounters are designed to be combat encounters, but others involve roleplaying and the Game Master has some fun NPCs to roleplay. Although the scenario is relatively short, providing no more than a session or two’s worth of play, the Player Characters are free to go explore the whole of the Cargo Level, perhaps cracking open cargo bays and crates as they go, or the Cargo Level is somewhere that they can come back to again and again after the events of The Captain’s Table, looking for further supplies or devices that will help them in their exploration of the Starship Warden or just help their tribe survive. Either way, tables of encounters and cargo bay contents support both options.

If there is a problem with The Captain’s Table, it is the finale. As written, it is fine, it makes sense, and it is amusing, but some players may feel slightly cheated when they and their characters discover what has been going on. Consequently, players do need a sense humour when playing this scenario and not to be too po-faced about its revelations. Plus, ultimately, their characters are rewarded for their efforts and do learn more about the Starship Warden. For the Game Master there are some fun references too, most notably The Wizard of Oz, Red Dwarf, and Terminator 2, but these are handled with some subtlety. Plus in the long term, the Game Master can have the Player Characters return to the Cargo Deck as and when it suits the plot and ‘Captain Jameson’ hologram could become a recurring NPC. If there is an issue to the scenario, it is that the clues do need to be carefully presented if the players are to take advantage of them.

Physically, The Captain’s Table is engagingly written and nicely illustrated. The maps are well done, often illustrating events as much as locations within the adventure. The handouts are decent too, though the Game Master may need to be more direct in making their use by the players a little easier.

Both the plotting and the staging of The Captain’s Table are quite tightly tied to Metamorphosis Alpha and the Starship Warden. However, with a little bit of effort and teasing apart of its individual parts, both plot and the locations—especially the Cargo Deck, which could simply become an enormous warehouse—could be reworked into other post-apocalyptic settings. In general, the drier or less gonzo the setting, the more adaptation effort required, but the scenario would work with Mutant Crawl Classics, Gamma World, and even Mutant: Year Zero.

The Captain’s Table is a short, entertaining scenario which makes good use of its inspirations and provides content which the Game Master can return to. It is easy to add to any Metamorphosis Alpha campaign and should provide a session or two’s worth of play (and potentially more).

Review: The Runewild Campaign Setting

The Other Side -

Putting the Hex into hex crawls.

A while back I mentioned the Runewild Campaign Setting Kickstarter. I was quite excited about it and happily backed it.   I got my books and my PDFs, but it was in the middle of my Covid-19 fueled busy summer last year. The book has been sitting on my desk, mostly ignored since then.

That is a damn shame.

With all the fun I have been having with Van Richten Guide to Ravenloft lately I wanted to revisit this book and see what I can add to it from this book.  The short answer? A lot.  So much in fact that while there are some great ideas in this book for Ravenloft, there is a TON more for my War of the Witch Queens campaign for Basic-era (B/X, BECMI, OSE) D&D. 

So for this review, I am going to refer to both the Softcover print and the PDF.

The Runewild Campaign Setting

Published by Sneak Attack Press, written by William Fischer, art by Joyce Maureira, and Cartography by Toy Fayen.  306 pages. Full-color covers and interior art. Available in PDF, Hardcover, and Softcover versions. For 5th Edition, recommended levels are 1 to 10.  Available on DriveThruRPG and at your FLGS.

The PDF is fully bookmarked with hyperlinked Table of Contents. 

The Runewild Campaign Setting (Runewild) is overtly a "Dark Fantasy fairy tale" campaign sandbox guide and a hex crawl in one volume.  That is it in a nutshell but does not really do it justice.  Best to break it up a little more.  

From the introduction,

This book includes:
  • A history of the Runewild and its surrounding settlements
  • 150 detailed encounter areas for player characters to explore 
  • 8 new Backgrounds and a new Feat: Fey-Touched 
  • 21 unique magic items (like witch embers and the staff of clarity and confusion) 
  • 32 new monsters (including clockwork dwarves, fey lions, giant forest sloths, and the terrifyingly beautiful Golden Bodach) 
  • Detailed descriptions of the histories, motivations, and weaknesses of the witches of the Runewild, including the Whitebone Sisters; Missus Switch, the swine hag; Korthsuva, the Witch of Hours; and the Hag Queen Griselda, Mother of Ogres 
  • New optional rules for exploration and resting 
  • Advice for running a sandbox campaign 
  • Dozens of random tables designed to help GMs make a Runewild campaign their own

That is quite a lot. Frankly, I was just happy getting the material on the Witches of the Runewild, the rest is gravy for me.  I turn the page and suddenly my "gravy" turns into another dessert course when I am introduced to the "Witch Wars."  Oh. This will be fun.

The book is split into four sections, Running the Runewild, Magic of the Runewild, A Runewild Gazeteer, A Runewild Bestiary.

Runewild Magic

Running the Runewild: This section covers what the Runewild is and a bit of its history.  It also introduces the idea of a Sandbox Campaign.  While many gamers of a certain age will already be familiar with the idea of a sandbox (and even where the term comes from) this might be new to the majority of younger D&D players.  No inditement of their experience; everyone learns something new at different times. This is a good overview of this style of play for the newer generation of players.  

The advice given about Sandboxes vs. Adventure Path is solid and there is even something here that warms the cockles of my old-school heart.  To quote page 10, "e of the greatest difficulties in running a sandbox-style campaign is balancing encounters. In short, there are no balanced encounters in the Runewild."  Players and Characters need to get used to the idea of running away. 

While this might be a shift for some 5e players, it is not a hard or difficult one.  In fact, it is presented in the light of the characters have the ultimate freedom to do what they want.  It is wonderful really and to quote Darkseid from the Synder Cut of Justice League, "we will use the old ways."

The Old Ways describes Runewild to a tee. 

Among the "old ways" are plenty of Random Encounter tables with brief descriptions of what is encountered.  Adventure Hook tables, Scenery tables, Fey prank tables, general Runewild strangeness, random animals, random NPCs, and more.  For new schoolers, this will make the area feel vibrant and alive. For new schoolers, this will feel strangely homelike. Note at this point, 30 pages in, there has been very, very little in the way of stats. An encounter with a Skeleton is listed for example, but where you look up your skeleton is up to you.

We do get into Runewild Backgrounds which are 5e backgrounds.  For 5e they are great really, lots of great information here, and none of them feel overpowering (they grant a skill and a tool proficiency and usually a language) for other games, you can use the native skill system (Trained would be the equivalent in 3e, free Proficiency in AD&D 1.5) or wing it. One of my favorites is a Polymorphed Animal.  You used to be a normal animal and now thanks to strange magic you are human-ish.  Really fun stuff.

Magic of Runewild: This section covers some more game-specific information such as some new feats, curses, and new magic items (lots of these).  But the star attraction of this section has to be the Goblin Market.  There is so much here and frankly, they could have published this on its own and it would have been a great seller.  There are random tables of trinkets, goblin charms, treasures, and of course a list of vendors and encounters.  

Goblin market“We must not look at goblin men, We must not buy their fruits:
Who knows upon what soil they fed Their hungry thirsty roots?”

One thing that I felt was missing from this section? Spells.  There are no new spells here.

A Runewild Gazetteer. This starts out with the hex maps of the Runewild. Numbered just like all old-school hex maps too! The hex encounters are then detailed throughout the chapter with a corresponding Challenge Rating. An improvement from older Hex crawls to be sure.  So yeah the party of first-level characters can enter a CR 0 hex with no problem and come out ok. They can also enter into a CR 10 hex with the same level of difficulty (that is, none at all) but they are not going to leave it as easily!  That's a hex crawl. There are no signs saying "You Must Be Level 5 or higher to Enter" if the player goes there, then their characters will pay the price.

Each hex of course has different levels of detail, but they are all given some quick bullet points to help the DM out.   For example:

2. The Last Tower (CR 4)

  • A ghost haunts the tower 
  • Ten giant rats feast on bandit corpses in the tower’s basement 
  • The bandits carried stolen treasure

Then more details follow.  NPCs are noted ad are monsters. There are maps where needed (even a player's map in a few cases!) and yes more random tables. There are 150 such encounter areas and it covers a little over 200 pages. Some encounters are a paragraph or so, others are multiple pages. 

A Runewild Bestiary: Now you know I love this section.  There are over 30 new monsters, monster variants, and (and this is my favorite) listings of  The Witches of Runewild. This includes a bunch of various witches (mostly hags), new types of hags, and the two major and one minor covens.  Again, if they had sold this separately I would have scooped it up the moment it hit DriveThru.   

Here is an example of one of the witches.

Goodie Sharktooth

There is no Witch Class.  Part of me is disappointed, but another part is happy since I can now do what I want with them. 

The chapter and book ends with Monster Variants. 

The art in this book is quite great and helps give the proper mood for this dark fairy tale land.

Using this with Basic-Era D&D

The book feels like a BECMI Gazeteer.   I could set this outside of Glantri and it would feel right. There are 5e stats, but not a lot.  Most of the monsters have an analog in other games.  For example, if you run this with say, Old School Essentials, just swap out the monsters.  BTW this would work FANTASTIC with the Dolemwood products

Runewild OSE

This is a wonderful book and resource and I am very pleased with it. My only regret with it is I wish I had picked up the Hardbound version instead!

More Mystoerth

The Other Side -

While I was driving on vacation, I get a message from Matthew Fenn, AKA "Matteus," on Facebook. It was his new version of the Mystoerth map.   Now I likely saw it right as I was getting ready to leave and responded back with a "wow, that is cool!" and then I sadly promptly forgot about it.  In my defense, it was 900 miles later when I actually sat down to look at social media again.

The map he sent to me is fantastic.  Click for a larger version.

Mystoerth

It is based on the James Mishler and Chatdemon map I love so much.

This would have been reason enough for me to talk about it today, but there is more! 

There is a discussion about this map on Facebook,

And at the Piazza Message Boards.  I even dusted off my old Piazza account to join in on the posts.

I am going to add some of these links to my Mystoerth page.   I also went to Map to Globe to get a globe of the world rendered.

Mystoerth globe in space

I also uploaded the huge TimeLine my co-DM from the 1980s and early 90s compiled to cover the combined Mystara-Greyhawk world.

While writing this I was chatting with Matthew and he is getting the map printed on cloth.  This made me think of my own Victorian London map I had printed by Banners on the Cheap.  I am going to check that out in a bit.  Though, maybe not as big as the one I have now.

London Map from Banners on the Cheap

So. Where does that leave me?

Well, it was not that long ago when I was talking about using the Orignal Known World for War of the Witch Queens.  

My problem is I love maps.  Every map is a new world to explore.  I have been using Old-School Essentials for my system of choice for WotWQ and I just got my OSE-Advanced Fantasy books and will be using those going forward.  Since OSE-AF is a nice mix of Basic and Advanced versions of the D&D game, why not use a world that is a nix mix of the Basic and Advanced worlds?

Ugh. I hate having to choose! Why can't I use both?  Right. Time. 

Maybe I can cheat. Make my Mystoerth hollow (I do love a Hollow Earth!) and use the Moldvay/Schick Known World map as the interior of my Mystoerth.  Hmm. I do like that idea.  It would help explain some similar names on the maps.  Though it gives me some problems with the Underdark.  The Moldvay/Schick map is much smaller, implying a smaller surface area.  It's been decades since I took calculus to figure out the interior surface area of a sphere. I could compare the outer surface vs. the inner surface and then work out the "depth" between the two worlds.  The crazy Hollow Earth book I have here assumes a "thickness" of 8 miles. I forget what the Rules Cyclopedia assumes. 

Sounds like time to do some math!

Mail Call: Old-School Essentials Advanced Fantasy

The Other Side -

I am back at work today after vacation and buried in emails and work.  I am also buried in physical mail too, but among the bills and junk mail, there was a nice little treat.  My Old-School Essentials Advanced Fantasy books came. 

Old-School Essentials Kickstarter

These books live up to the hype of the OSE Core rules.

I opted for the "limited edition" covers as I did for the first Kickstarter.

Old-School Essentials Kickstarter Books

The Reference Booklet and the Carcass Crawler zine fit into the box, but the adventures do not. Not due to shape or size, just because the box is full!

Old-School Essentials Reference bookOld-School Essentials books and box

I have not delved into the books yet, but I am already very happy with them. 

As I have mentioned with Advanced Labyrinth Lord and Basic Fantasy, these books do not represent the D&D we bought back then, but more likely the D&D we played back then.   An odd mixture of AD&D and D&D. 

Currently, this is the ruleset I am using for my War of the Witch Queens campaign. So for me the rules are just right. 

I got my Swords & Wizardry Complete Boxed Set just two weeks ago but due to vacation, I have not really read through it all that much yet.

Swords & Wizardry  and Old-School Essentials boxed sets

I am going to need to go through them both and compare and contrast them.

Both seek to scratch that old-school itch, but in different ways. So this could be a lot of fun.

Boxed Sets

They do all look nice together.

Rise of the Smog God: Ecological Apocalypse in ‘Godzilla vs. Hedorah’

We Are the Mutants -

Alex Adams / June 15, 2021

Godzilla is one of the boldest visual metaphors in cinematic history, widely recognized as a phantasmagorical embodiment of the nuclear destruction inflicted on Japan by the US at the end of the Second World War. But perhaps less well known are the many spectacular creatures that he has battled with over the almost seventy years of his bombastic gladiatorial career. Western audiences may well be familiar with smash-hit headliners like King Ghidorah, Mothra, and Mechagodzilla, titans that our radioactive lizard lord has confronted time and again over the years. But ask a non-fan to describe deep-cut back-catalog obscurities like Megalon, Gigan, Titanosaurus, or King Caesar, and you will be met with incredulity—or, more likely, a straightforward and very definite lack of interest. 

This is a terrible shame, because some of the creatures from Godzilla’s Shōwa era (1954-1975) are tremendously evocative and great fun. Consider, for instance, the screeching lobster colossus Ebirah who chirps and squeals through a surf-movie showdown with Godzilla; the mutant Ankylosaur Anguirus who often comes to Godzilla’s aid in his hour of need; or the oversize praying mantises Kamacuras (known as “Gimantis” in the English dub of Son of Godzilla) who cruelly wallop boulders at Godzilla’s helpless offspring Minilla. Despite the widespread critical dismissal of Godzilla’s many sequels as increasingly childish and redundant, many of the fifteen Shōwa films are rich with social commentary and formal and stylistic innovations. Perhaps the boldest of them all—and perhaps the most unfairly maligned—is 1971’s psychedelic eco-horror Godzilla vs. Hedorah

Hedorah is an alien lifeform that feeds on filth and thrives on pollution. Falling to Earth and landing in Japanese waters, it quickly grows to enormous proportions, feasting greedily on the omnipresent slurry and sludge to be found in Japan’s once-green environment until it is the size of Godzilla. After the turning point of 1964’s Ghidorah, the Three-Headed Monster, in which Godzilla teamed up with Mothra and Rodan to defeat the golden space-hydra King Ghidorah, Godzilla would remain a hero, and it would be his godlike opponents who in their turn would represent mankind’s imminent doom. The black-green reptile-god was no longer an uncontrollable force of judgment; now, he was a family-friendly crusader for justice. By pitting him against Hedorah, Kaiju maverick Yoshimitsu Banno made a bold statement about climate change, the Anthropocene, and pollution that was years ahead of its time.

Hedorah: Anthropocene, Apocalypse, Appetite 

The contested term “Anthropocene” refers to the current geological epoch that we inhabit here on Earth, an epoch characterized by alarming increases in temperature caused by the organized human destruction of our natural habitat. That is, whereas previous epochs such as the Pliocene and Oligocene were characterized by natural and long-term evolutionary, climatic, and environmental changes (such as the diversification of vertebrates, the development of weather patterns, or the formation of ocean currents), the Anthropocene is a state of ecological emergency precipitated by the drastic effects of man-made climate change. Though the term is relatively recent—popularized by Paul Crutzen only 21 years ago, in 2000—and though its beginning is sometimes located in or around 1950, the processes that have contributed most to its emergence have a longer history. Admittedly, this history is chicken feed in geological time, but the Anthropocene has dawned over the last few centuries and is roughly contemporaneous with the environmentally annihilatory rampages of capitalist globalization.

For capitalism has always thrived amid shattering environmental catastrophe. In his book Slave Empire, historian Padraic X Scanlan describes how plantation agriculture at the height of the British Empire in the 17th and 18th centuries turned the Caribbean into “a creeping frontier of money, human suffering, dispossession and ecological mayhem.” Sweeping deforestation, monoculture, and industrialization permanently changed the weather systems of the Caribbean, to say nothing of the environmental ravages of the more or less constant colonial warfare between the multiple slave economies of the time. And this is only one example. From the disastrous spread of disease and the wanton destruction of biodiversity, through the sustained ruination caused by multiple forms of mining, drilling, and fracking, to the generation and release of the toxic waste that devastates precious and irreplaceable habitats the world over, industrialized international capitalism has always been at war with the natural world—plundering, polluting, and poisoning it for profit. 

By the 1970s, Japan had been politically rehabilitated after the devastation of the war, welcomed back into the West as a full participant in international capitalism, and Japanese corporations (like their American and British counterparts) had wasted no time getting rich quick and dirty. Industrial endeavors including mining, smelting, petroleum production, chemical refinement, city construction, and more led to near-catastrophic deforestation, contamination of air and water, and at least three man-made diseases: Itai-itai disease, named onomatopoetically after the screams of those who suffered from it, was a debilitatingly painful result of cadmium poisoning; Minamata disease, acquired by eating fish contaminated with mercury, attacked the central nervous system, sometimes causing insanity and death; and the city of Yokkaichi, a center of petroleum refinement, experienced skyrocketing levels of a specific form of chronic bronchitis caused by the release of untreated sulphur dioxide into the atmosphere. By the time filmmaker Yoshimitsu Banno came to create his debut Kaiju picture, Japan was choking on smog. 

Hedorah, Banno’s monster, the name derived from the Japanese word meaning sludge, polluted mud, or chemical slurry, is the embodiment of a uniquely Anthropocene apocalypse. So foul is our treatment of our precious planet that a scum-loving alien considers our once-beautiful home a delightfully appetizing smorgasbord, and now that it is here it certainly does not intend to stop eating. One of the strengths of the Kaiju genre is its obligation to forego subtlety; the films’ characteristic exaggeration, caricature, and hyperbole enable them to treat their subject matter with both knockabout playfulness and polemic intensity. In their scholarly volume Japan’s Green Monsters, Sean Rhoads and Brooke McCorkle describe Godzilla vs. Hedorah as an “environmental call-to action”, and “a protest film of a different order.” Banno’s only Kaiju movie is a bold, flamboyantly weird parable about mankind’s responsibility for the murder of the Earth.  

Trouble at Toho

Though it may be uniquely uncompromising—even preachy—in its prioritization of eco-doom-mongering, Godzilla vs. Hedorah is by no means the only Kaiju movie with an environmentalist message. The theme features in many a Shōwa movie, and would resurface in the later Heisei series too (in particular Godzilla vs. Biollante [1989] and Godzilla vs. Mothra [1992]). 2016’s Shin Godzilla, which deals with the environmental and political fallout of the Fukushima nuclear disaster, is another vivid example of this preoccupation. Many Toho films end with a character looking into the sunset and delivering a didactic epithet about humanity’s responsibility to live in greater harmony with nature. 

And yet, although it is perhaps the boldest expression of Toho’s major theme, Godzilla vs. Hedorah remains a divisive oddity in the Shōwa series, 80 pulsating minutes stuffed with bizarre aesthetic choices and jarring narrative turns. Critics at the time tended towards the dismissive, a trend that was consolidated into an orthodoxy when Harry Medved lambasted the film in his 1978 book The Fifty Worst Films of All Time. Perhaps this was because the film explicitly withholds the pleasures that audiences had come to associate with Toho’s work. Rather than the stomping, triumphant orchestral score familiar to fans, the film has a soundtrack peppered with rock’n’roll, Moog electronica, and jazz—including an introductory musical number with swirling lava lamp visuals that wouldn’t have been out of place in a Bond movie. Formally, it experiments with delirious hippie psychedelia, including the insertions of some baffling (yet oddly beautiful) animated sequences. None of the familiar faces from previous films—such as Akira Takarada, Akihiko Hirata, or Yoshio Tsuchiya, stars of many of the most popular Kaiju movies of the 1960s—appear in the cast, which instead features a young child protagonist and a group of dropout longhairs partying on Mount Fuji. Moments of humor and warmth rub up against scenes of striking horror; dry sequences of “scientific” exposition sit awkwardly alongside sequences of luminous, hallucinatory surrealism. Memorably, one of Godzilla’s early clashes with Hedorah is intercut with vivid scenes of fish-headed young people dancing frantically in a go-go bar.

The result is a singularly strange mix of arthouse avant-gardism, early music video aesthetics, children’s dreams, and special effects-led genre pugilism—in short, a tonal miasma that some audiences (especially overseas audiences, who lacked the cultural context provided by the many poisoning scandals in Japan) found almost unwatchably dissonant. “Even for a movie about a big anthropomorphic fire breathing reptile fighting a giant pollution eating monster that looks like a big pile of blackened teriyaki chicken,” writes Kaiju fan site Stomp Tokyo, “Godzilla Vs. Hedorah is a weird movie.” Another reviewer writes that they’ve never “seen such an intractable tangle of the laugh-out-loud stupid and the chills-up-the-spine disturbing in one movie,” in part because of the way that the film features some of the franchise’s most goofily comic moments—such as Godzilla’s atomic-breath-fueled flight—and some of its most openly horrific set pieces, such as the famous sequences in which the noxious fumes Hedorah exudes dissolve human flesh. “Sometimes,” writes yet another reviewer, “the grim and the giddy are mixed in the same sequence.” 

But such criticisms overstate the strangeness of the film. It is weird, but in a spirit of experimentation and adventure, rather than gloomy or pretentious incoherence; it is dark and audacious, even somber in some places, but so are the best entries in the Godzilla canon. Quite apart from its many peculiarities, perhaps the most noticeable departure that Godzilla vs. Hedorah makes from its predecessors is the visible cheapness and roughness of the movie. In the 1970s, the Japanese film industry struggled with slashed budgets; the dramatic rise in the popularity of television corresponded with a precipitous dive in cinema ticket sales that hit Toho in the wallet, hard. Banno had to shoot the whole movie with only one crew, on a drastically reduced timescale and with half the money that the studio would usually spend on a Godzilla movie. 

Banno himself is an interesting figure with a complicated, unfortunate story. Former assistant director to the legendary Akira Kurosawa, he was offered the directorial role on the new Godzilla feature after he impressed Toho by completing a documentary on behalf of special effects maestro Eiji Tsuburaya, who fell ill during production. Toho was looking to expand its pool of regular Godzilla directors, and Banno’s strong credentials and valuable experience placed him first in line. Immediately upon accepting the job, Banno knew that he wanted to make a serious and powerful statement about pollution, which he called “the most notorious thing in current society.” Despite the severe budgetary and time constraints, he was able to realize and deliver a singular, extraordinary piece of work. 

But the film quickly made enemies in high places. Tomoyuki Tanaka, one of the most senior figures at Toho, hated Banno’s film so unreservedly that he swore never to allow Banno anywhere near another Godzilla picture. And Tanaka got his wish: even though Banno teased a sequel at the close of Godzilla vs. Hedorah, he was never to work on another Godzilla production for Toho, and Hedorah would never be heard from again apart from one blink-and-you’ll-miss-it cameo in 2004’s Godzilla: Final Wars. Banno’s enthusiasm for Godzilla, though, remained undiminished to the end of his life in 2017, and, despite his creative exile, he would later become a key figure in the development and production of Legendary’s 21st century Godzilla movies. For Banno, the spectacular success of 2021’s Godzilla vs. Kong is an extraordinary posthumous vindication: Toho’s anarchic outsider belatedly bringing Godzilla to his widest ever audience.

“Green pastures exist only in our hearts now” 

To return once more to Banno’s creature itself: Hedorah is interesting primarily because of its near-indestructibility. Our prehistoric hero’s atomic breath and powerful physical brawling have little to no effect upon Hedorah’s viscous, semi-solid body, and neither can human weapons damage Hedorah. Bullets and Kaiju fists simply pass harmlessly through the evanescent sludge. Like the flesh-eating snot-monster in classic US sci-fi The Blob (1958), Hedorah is uniquely adapted for pure, unthinking consumption, and the very simplicity of its anatomy—an uncomplicated embodiment of sheer appetite—is what makes it virtually impossible to stop. 

Hedorah is also the first of Toho’s monsters to metamorphosize through a range of physical embodiments. It begins life as a species of microscopic organisms, a dispersed collective of hungry tadpole-spores from outer space; after gorging on the plentiful industrial slime encountered in Japanese waters, they meld into one solid organism, growing, absorbing and mutating, constituting itself in a series of increasingly threatening forms. First it appears as a mean, amorphous marine creature; second, a crawling, slug-like amphibian; third, as a sort of flying disc of malevolent ooze; and finally, after repeatedly frustrating Godzilla in battle and guzzling more goo, it achieves its final incarnation as a semi-anthropomorphic titan. Such an evolution would recur with Godzilla’s later foes Biollante—the product of weapons-grade bioengineering, half Godzilla, half haunted rose; Destoroyah—a hostile crustacean life form created by the Oxygen Destroyer, a weapon of environmental annihilation used to kill the very first Godzilla back in 1954; and, with time, Godzilla himself, as he grows from a sea-beast, to an enormous worm, to a murderous ambulatory nightmare over the course of Shin Godzilla

Each of these movies feature monsters that embody some form of ecological disaster, and this dynamic metamorphic principle is key to their meaning. Ever-changing, ever-growing, unfixable, slippery, unkillable, given ever more power by humanity’s hubristic efforts to defeat them, Hedorah and his later analogues embody this most central and confounding aspect of climate disaster. It is not only that we humans are responsible for the desecration of the Earth, but also that the problem we have created is so nightmarishly flexible and generative that anything we do to tackle it simply makes it worse. In the face of this doom-laden iconography, Godzilla represents not merely justice or virtue: he represents hope itself.  

However, even though child protagonist Ken calls Godzilla “a superman” at the start of the movie, the film is unrelentingly pessimistic about the possibility of ever defeating Hedorah for good. For most of the film, Godzilla is simply unable to wound Hedorah, and the beast is only (ambiguously) banished through Godzilla’s cooperation with the military. State institutions are powerless to stop Hedorah, and the counterculture youth who attempt a mass mobilization against the smog monster are unable to imagine any form of resistance to it apart from throwing a party and playing vacuous protest songs. “Why complain about it?” asks the guitar player. “Green pastures exist only in our hearts now. Let’s sing! Let’s dance!” 

This muted hope is, in the final analysis, what makes Godzilla vs. Hedorah really compelling. The previous entries in the series, notably 1968’s Destroy All Monsters and 1969’s All Monsters Attack, were lighthearted, triumphant, and easygoing—and all the more enjoyable and relatable for it. Yoshimitsu Banno, though, knew how to take the Godzilla films back to their shocking, politically urgent origins. Decadent, sour, and an idiosyncratic gem, Godzilla vs. Hedorah is one of the most striking entries in that most idiosyncratic and freewheeling of cinematic cycles—the Shōwa series of Godzilla movies.

Alex Adams is a cultural critic and writer based in North East England. His most recent book, How to Justify Torture, was published by Repeater Books in 2019. He loves dogs.

Patreon Button

Monstrous Mondays: Boo Hag

The Other Side -

Back at it!  I was on vacation all last week. I was down visiting my in-laws in South Carolina. It was fun, but the South is not for me.  I am happy to be back home in Chicago.

But while I was down there I looked into any monsters, cryptids, and urban legends they had.  There are a few, like all places, and many are familiar at least to readers of this blog.  There are lizardmen, bigfoot, and the usual variety of ghosts.  One of the creatures, from the Gullah descendants of African slaves, is the Boo Hag.

Boo Hag by AshereThe Boo Hag by AshereBoo Hag
Medium Fey (Aquatic)

Frequency: Very Rare
Number Appearing: 1 (1 or 3 covey)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Swim  150' (50') [15"]
Armor Class: 4 [15]
Hit Dice: 6d8+6*** (33 hp)
THAC0: 12 (+7)
Attacks: 2 claws, 1 bite or special
Damage: 1d6+1 x2, 1d4+1, special
Special: Constitution drain, fear, gaseous form, sleep, witch spells
Save: Witch 6
Morale: 10 (12)
Treasure Hoard Class: U (VI)
XP: 1,250 (OSE) 1,280 (LL)

Str: 15 (+1) Dex: 17 (+2) Con: 13 (+1) Int: 14 (+1) Wis: 17 (+2) Cha: 4 (-2)

Boo hags are semi-amphibious hags without skin of their own. In their natural form, they appear as hunched humanoids with no skin and exposed musculature, stringy white hair, yellow bulging eyes, and grimacing mouths of jagged teeth.  They live in swamps.

The sight of a boo hag without its skin forces a creature to make a save or become frightened. A boo hag lives within a swamp but makes sure there are human or demi-human settlements nearby. At night, they venture from their swamp, find a lonely cabin or farmstead, and take gaseous form to enter the house.

They then pick a strong, male victim and sit on his chest, stealing away their breath and life energy. A hag squatting on a person inflicts one level of Constitution damage per 5 minutes. Every 5 minutes, the victim may attempt a new saving throw to awaken.  Victims killed by a boo hag are skinned. The skin is used as a disguise. While it is inside a person’s skin, the boo hag is affected as per the change self spell.

Boo hags can be distracted for 1d6 x10 minutes by brooms, the straws of which they are compelled to stop and count. If attacked while counting straws, the hags flee with their brooms, that they may count the straws at their leisure in a safe place.   Victims of a boo hag are recommended to keep a broom by their bed.  When the boo hag returns they will count the straws in the broom and not attack.  If morning comes they will flee back to their lairs. 

Boo Hags have a weaker spellcasting ability than most hags, only able to cast as a 4th level witch.

Boo Hags hate swamp hags, maybe more so than other forms of the hag.  Boo hags turn their anger onto the River Hags, who they see as a lesser type of hag. They avoid either kind whenever they can unless they form a covey with them.  A common covey with a swamp and boo hags includes a green or river hag.  A boo hag adds the powers of Gaseous Form to the covey once per day.

There is some relationship between the boo hag and the Soucouyant.  Some believe that the victims of the boo hag will become a soucouyant when they die.  Others believe that that soucouyant is an undead form of the boo hag.  The general consensus is on they are undead versions of the boo hag, but nothing definitive is known. 

--

Looking to expand the entries to all the hags I have. 

Miskatonic Monday #65: Tales From Ye Dusty Olde Crap Shoppe

Reviews from R'lyeh -

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


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


—oOo—

Name: Tales From Ye Dusty Olde Crap Shoppe
Publisher: Chaosium, Inc.
Author: James Thompson

Setting: Modern Day
Product: Hunt & Chase Scenario
What You Get: Eighty page, 32.46 MB Full Colour PDF
Elevator Pitch: Sometimes the shelves hold scares as well as books... and the book hunters become the hunted.Plot Hook: Lost books, lost customers, just how far back do these shelves go?Plot Support: Six plots or hooks, location description, two optional encounters, eleven maps, nineteen handouts, nine NPC statistics and illustrations, three monster statistics and illustrations, six pre-generated Investigators, and staging advice.Production Values: Good.
Pros
# Superbly disquieting book illustrations# Multiple, easy-to-combine plots and hooks# Straightforward plotting for all six plots# Potential introductory scenario or one-shot# Excellent artwork throughout# Delightfully dreary location# Entertainingly weird cast of NPCs for the Keeper to roleplay# Potential, unknowing entrance to the Great Library of Celaeno
# Potential introduction to The Yellow King # Could be adapted to The Yellow King Roleplaying Game# Could be adapted to Bookhounds of London
# Fourteen Weird Book Covers to Alarm Your Investigators# Squinty Crumpet
Cons
# Using some plots or hooks, may preclude a return visit to the location and scenario reuse
# Pre-generated Investigators not illustrated# Straightforward plotting for all six plots# Terrible title# Squinty Crumpet
Conclusion
# Superbly disquieting book illustrations# Multiple, easy-to-combine plots and hooks# Terrible title# Fourteen Weird Book Covers to Alarm Your Investigators# Squinty Crumpet

Elevator Straight From Hell

Reviews from R'lyeh -

Destroyer of Worlds is a scenario for Alien: The Roleplaying Game. Like Chariot of the Gods—also available in the Alien: The Roleplaying Game Starter Set, it shares the same mode of play, but differs in terms of its campaign model. Thus, it is written for the roleplaying game’s Cinematic mode, and so is designed to emulate the drama of a film set within the Alien universe, emphasising high stakes situations, faster, more brutal play, and deadly encounters. However, where the campaign model for Chariot of the Gods is that of Space Truckers—star ship crews hauling goods and resources, as in Alien, the campaign model for Destroyer of Worlds is that of Colonial Marines, essentially military missions like Aliens. In Destroyer of Worlds then, the Player Characters get to face off against Xenomorphs as armed and dangerous marines, as they engage in a deadly manhunt on a near-abandoned colony world rife with intrigue and insurrection, just as war breaks out in orbit above. As the situation deteriorates around them, the Player Characters will find themselves the unfortunate victims of corporate, military, and interstellar politics, as something worse than their nightmares chases them off world…

The background for Destroyer of Worlds is the Oil Wars between the United Americas (UA), the Three World Empire, and the Union of Progressive Peoples (UPP), the race to locate fresh sources of petroleum which would keep their respective industries and militaries supplied. Thus, the strategic importance of petroleum-rich worlds has grown and grown over the years, with those close to national borders also creating severe tensions. One such world is the Ariarcus colony on Kruger 60 AEM. Located in the Outer Veil in United Americas space close to the border with the Union of Progressive Peoples, for decades the Ariarcus colony has proven its worth as a strategic source of oil, such that when the colonists were found selling oil to the UPP, the colony was seized as an asset and militarised, with units from both the United States Colonial Marine Corps and the Colonial Navy being stationed on and above the planet at Fort Nebraska. The colony has all but collapsed, with barely two thousand colonists left, most wanting to get off world, an insurrection which wants to be free of what its members see as the UA yoke and is ready to defect to the UPP, and as military forces are diverted to deal with a UPP attack on the neighbouring the Cygni 61 system and LV-038 colony, both the military and colonial administration declares an evacuation of the colony, the insurrection seizes the opportunity to reach out to the UPP. At the same time, a squad of Colonial Marines from Fort Nebraska’s Special Operations ‘Sin Eaters’ marine unit decide it is the moment to go AWOL…

Into this set-up are thrown a team of marines drawn from the forces left after the strike force has left for Cygni 61 system and LV-038 colony, including members of an assault team, a Chemical Biological Radiological and Nuclear (CBRN) Defence Specialist, a Combat Technician/Hospital Corpsman Android, and two riflemen and drivers, led by a ‘Sin Eater’ commander. Their task is to locate the squad of Colonial Marines who have gone AWOL and prevent both them and any intelligence they possess from falling into the hands of the UPP. Each has his or her agenda—some have their own secrets too—that will come into play as their mission progresses, and over the course of a single few hours, they will track down the missing Colonial Marines, confront the Insurrectionists, get caught up in the outbreak of war, come under horrifying chemical attack, deal with rival factions desperate to make alliances, and as the order to evacuate is issued, face monster after monster the like of which they will have never encountered before, and ultimately, literally climb up out of Kruger 60 AEM’s gravity well. All of which takes place in the Antarctic environment of Ariarcus, a moon of the gas giant, Oblivion, under the never more than twilight gaze of the ever-watchful and oppressive Eye of Oblivion—an 11,000-kilometer-wide blue storm raging in the gas giant’s atmosphere.

Destroyer of Worlds is designed for three to five players, but includes a total of seven pre-generated Player Characters to form tthe ramshackle unit drawn together and assigned what will turn out to be a brutally nasty disaster of a mission. Essentially, those Colonial Marines initially appearing in the unit as NPCs are intended as replacement Player Characters, for make no mistake, this is a deadly scenario in which a ‘Total Party Kill’ is a distinct possibility. In fact, it might actually be worth the Game Mother preparing some of the other NPCs as replacement Player Characters, so deadly is the scenario in places. Potentially though, this would lead to a shift in the ‘party dynamics’ as NPCs from other factions become Player Characters and have their own agendas. Ultimately though, everyone’s agenda is to get off world, whatever the consequences.

Destroyer of Worlds is structured over three acts. In Act I, the Player Characters get their assignment and begin their investigation, tracking the missing Colonial Marines down across the Ariarcus colony, dealing with the last remnants of the colony infrastructure and administration, confronting the Insurrectionists, potentially encountering both corporate and UPP operatives with their own agendas, Xenomorphs, and more. As the Player Characters begin putting things together, Act II begins with a bang. Open conflict begins in orbit above between the UA and the UPP, the colony is hit with EMP attacks, bringing spacecraft and attack ships crashing down on the colony, and worse, an unknown ship showers the colony with the transformative Black Goo seen in Prometheus. The latter leads to some horrifying scenes as the remaining colonists are radically mutated or ripped apart. Combined with an order to evacuate the colony, this will drive the Player Characters to get off world, but the effect of the EMP attacks mean that the colony’s space elevator is not working. In Act III, this will force the Player Characters to delve into Fort Nebraska’s sublevels to get the power working again, and in the process, discover some of the darker secrets about just what has been going on at the base…

Destroyer of Worlds is big, bold, and brassy, an epic adventure from start to finish, and yet… As much as it captures the cinematic feel of Aliens and the later films, it is not an easy adventure to run and it is guilty of over-egging the pudding. The problems with the adventure are fourfold. First, there is a lot going on in the adventure, with multiple factions and multiple agendas, not including those of the Player Characters. Combined with events there is a lot for the Game Mother to keep to track off throughout the adventure, and this can be compounded later on in the second and third acts if the Player Characters are joined by NPCs—both innocent bystanders and members of other factions, who are equally as desperate to get off world. Second, the adventure does not just throw one Xenomorph element at the Player Characters, but all of them. So not just the Black Goo and the Anathema it creates, but also species Xenomorph XX121 from Alien and Aliens—from Egg to Queen, and subspecies. There is often little to no subtlety to this, and it is compounded by the third problem—the sheer number of Xenomorphs that the Player Characters will encounter throughout the adventure, especially in Act III. Consequently, their exploration of Fort Nebraska’s sublevels do take on a dungeon-like aspect, but with guns and grenades and Xenomorphs, instead of swords, spells, and Orcs, such that it feels as if everyone should be playing an Aliens boardgame rather than Alien: The Roleplaying Game. Fourth, because it is an adventure for Cinematic mode, Destroyer of Worlds is heavily plotted, in some cases for the Player Characters as much as the story itself, including one of the Player Characters beginning infected, their drive eventually being to locate a cure, which as the scenario plays out, they will hopefully discover exists. So it feels heavy-handed in places, but given that Destroyer of Worlds is a Cinematic one-shot, this is not as much of an issue as it could have been. Fifth, there is quite a lot going on off-camera in terms of the story that is never really explained, such as who exactly drops the Black Goo on the colony (it is intimated that this this is Engineers from Prometheus, just to further over-egg the pudding), why the Player Characters are selected, and so on. Yet, in the face of the unrelenting pace at which Destroyer of Worlds is telling its story, it almost does not matter. Certainly not for the Player Characters, but perhaps for the Game Mother?

Physically, Destroyer of Worlds comes as a boxed set, much like the Alien: The Roleplaying Game Starter Set—and almost as richly appointed. Open up the box and the purchaser is confronted with decks of cards, poster maps, character sheets, and the scenario book itself. The two decks of cards consist of twenty-one Personal Agendas, six Vehicle cards, two Weapon cards, nine NPC cards, and six Story cards. The Personal Agenda cards are given to the appropriate Player Characters at the beginning of each act and define their aims for that act, their being rewarded with Story Points based on how well their players roleplayed them. The Story cards are similar to the Personal Agenda cards, but reveal secret aspects of their particular Player Characters which again will affect their motivations. The other cards are a mix of the old and the new, some having appeared in the Alien: The Roleplaying Game Starter Set. These include a United States Colonial Marine Corps heavy tank (which the Player Characters can potentially commandeer), a pair of UUP vehicles, and the AK-4047, the UPP equivalent of the Pulse Rifle.

The main map is a thirty-four by twenty-two inches poster which depicts Ariaricus colony on one side and the interior of Fort Nebraska on the other. This is in addition to the two A3-sized maps which show individual locations. Of the three, the smaller maps are a lot easier to handle and sue at the table, but like all of the maps, they are done in the green-on-green blueprint style seen in the Alien universe. The seven Player Character sheets are easy to read, as is the scenario booklet, which is cleanly laid out in the style seen in Alien: The Roleplaying Game, the Alien: The Roleplaying Game Starter Set, and Chariot of the Gods. It is lightly illustrated with pieces taken from Alien: The Roleplaying Game, but the light layout makes up for that. Notably, the scenario book includes four appendices, one for all of the types of the Xenomorphs which appear in Destroyer of Worlds, one for the Talents which appear in the scenario, one for all of the stats for the gear and vehicles, and one for vehicle combat. The appendices of Talents and Xenomorphs do reprint material from Alien: The Roleplaying Game, but they are included for anyone running Destroyer of Worlds using just the  rather than Alien: The Roleplaying Game.

Destroyer of Worlds is a fantastic scenario, but not a perfect one. It has too many moving parts and too many Xenomorphs and too much going on that it needs careful handling and preparation upon the part of the Game Mother to run well. Yet it is big, it is bruising, it is over-the-top, and it delivers the pulsating combat action of Aliens and an eighties action movie. It has some great set pieces just like an eighties action movie and an Aliens horror movie should—the rain of Black Goo, assaulting the Insurrectionists’ compounds, getting back into Fort Nebraska, sneaking about in the sublevels of the base and the final confrontation on the space elevator… Ultimately, Destroyer of Worlds is a popcorn munching, shoot ‘em up horror movie of a scenario. Essentially, put on the Aliens soundtrack and expect the Player Characters to blast their way through it, get the bejuzus scared of them, get infected, confront Xenomorph after Xenomorph, probably die, and maybe, just maybe, survive.

Partying The Party RPG

Reviews from R'lyeh -

When the party is confronted with bush with golden, sparkling leaves, seeming to dance to a rhythm only it can hear and it implores with a booming voice for one of their number to dance because it has lost its magic and needs to be once again enthused with the ‘power o’ dance’ to get his jive, and the Game Master turns to her players and says that one of them must dance a dance of her choice in complete silence, and the other must guess what it is, then you know that this is no ordinary adventure, and no ordinary roleplaying game. When a Dorse—a mutant hybrid of a Horse and a Dragon—demands that everyone play ‘Naughty Imitation’ and impersonate a famous film star doing something naughty, then you know that this is no ordinary adventure, and no ordinary roleplaying game. When the party must create and perform a song or rhyme to open an emotionally needy chest, then you know that this is no ordinary adventure, and no ordinary roleplaying game. All of these sound like party games, which they are, and not like a roleplaying game at all, but these really are challenges presented in a roleplaying game which combines a classic fantasy quest to save the world with the type of games which will be familiar to a wider audience. This, when combined with simple, light rules, a straightforward plot, accessible presentation, and sense of humour, makes this roleplaying game almost the perfect means to introduce those unfamiliar to the concepts of roleplaying to their first actual roleplaying game.
The roleplaying game in question is The Party RPG: The Rise of Burden Bluggerbuckle, published by The Party RPG. Designed to be played by between three and six players, including a Game Master, it presents a Dungeons & Dragons-style fantasy adventure, played as a one-shot over multiple sessions, but with very light rules, a physical component—the players are encouraged to dress up as their characters if they want and there are plenty of physical challenges and games throughout the quest, and a presentation intended for the scenario for the game to be played from the page. There is also scope for the players to share the role of Game Master, swapping from playing to refereeing for a scene, and then back again, so that in a game of five players, everyone could have a go at being a Game Master several times. Although it can be played round the table like a traditional roleplaying game—or these days over Zoom—it does not have to be and could easily be run in the lounge over the coffee table.

The setting for The Party RPG: The Rise of Burden Bluggerbuckle is the Great Plains. Phosphorian, known for both his great villainy and his glowing member, has died. Upon hearing this tragic news, Burden Bluggerbuckle, his Orc boyfriend waiting at home in a floral apron, swears a mighty vengeance and sets out to cast the Enchantment of Unrelenting Rage which will rent the Great Plains in twain—at the very least! To save the Great Plains, a Squad—as opposed to a party which would confuse everyone in and out of The Party RPG: The Rise of Burden Bluggerbuckle—of doughty adventurers who undertake Main Quests and Side Quests. Main Quests to acquire the six pieces of the Counter Enchantment which will break the Enchantment of Unrelenting Rage and Side Quests to enhance their abilities and gain gear that will help them on their grand quest. Over the course of sixteen scenes and locations, the Player Characters will encounter an exploding goat (he gets better), shout to reveal hidden items, find a way over a broken bridge, hunt for buried treasure, impersonate pigs, run into belligerent chickens, and a whole lot more.

In The Party RPG, the players are free to create characters that are whatever they want. A Unicorn with a sense of adventure? A brave warrior who rolls into battle in her wheelchair? A lizardry, wizardy gecko? A pilfering Chameleon? A middle-aged accountant fighting evil in his pipe and slippers? All possible and perfectly acceptable. A character is very simply defined. He has five Skills—Stealth, Awareness, Strength, Intelligence, and Speed—rated between one and ten. A player simply assigns five points between these, buys some basic equipment for his character, describes who and what he is, and thus he is ready to play. Fantastically, everything that a player needs is laid out on the character sheet. So on the front, there are the five skills, plus a tracker for the character’s Hit Points, Level, and Experience Points, and places to record his weapons and shield, plus items and armour. On the back is a step-by-step guide to character creation and an explanation of what all of the terms are in The Party RPG. The character sheet is very nicely done.

Frau Blücher is a no-nonsense housekeeper who has no truck with the end of the Great Plains. Otherwise, where else is her G.O.A.T. goat, Heidi, going to graze and headbutt anyone she does not like?

Name: Frau Blücher
Skills
Stealth 1
Awareness 2
Strength 0
Intelligence 1
Speed 1

Equipment: Simple Wand, Basic Leather Armour, Soap

Mechanically, The Party RPG is very simple, although it uses two resolution systems. The first is when the Player Characters are acting against the environment, such as climbing a tree or fording a fast-flowing stream, or when they are engaged in combat. This requires the player to roll three six-sided dice and add any bonuses from his character’s Skills and items of equipment. The aim is to roll high, with possible results including Pivotal Successes, Successes, Fails, and Epic Fails. For example, a task set at Moderate has a Pivotal Success threshold of fourteen or more, Success threshold of eleven and up, a Fail threshold of ten and below, and an Epic Fail threshold of seven or less. It is as simple as that. In general, Pivotal Successes, Successes, Fails, and Epic Fails will be set by the Game Master, though weapons and shields have their values, which will be better for the items purchased or found later in the quest. Damage is dependent on a Player Character’s Level—either one, two, or three six-sided dice, armour detracts from inflicted damage, and shields can totally deflect or partially block damage, and even break! A Pivotal Success result on an attack roll ignores the effects of armour.

The other resolution system, which is for Player Character versus NPCs, is dependent upon the Level of a Player Character or NPC—again one, two, or three six-sided dice. These are rolled and added together with the appropriate Skill Levels of both the Player Character and the NPC, and the highest result wins. Although simple enough, in fact, both mechanics are simple enough, it feels a little odd to have two separate, quite different systems for a game that is aiming to be as easy as it is.

The ease of play for The Party RPG is facilitated by its layout. Every location is broken down into a series of sections. The first section always sets out the objectives the Player Characters have to complete and instructions for the Game Master. This is followed by sections which set the scene, give handy tips, and always ends with one giving the suggested Experience Point awards depending on how well the Game Master thinks her players and their characters performed in the location. This ranges from ‘Abysmal’ and ‘10XP’ to ‘Terrific’ and ‘80XP’. A total of one hundred Experience Points are required for a Player Character to go up a Level—so will typically occur at every other location and grant a bonus Skill level, plus Hit Points, and enable a Player Character to use better equipment. Throughout the location, boxes in bold colours highlight what the Game Master needs to act upon—so red for combat or active actions like sneaking past some Goblins; blue for treasures to be rewarded to the Player Characters; purple for a physical out of game action, such as singing or dancing; green for ending a scene. The layout and these boxes further make The Party RPG easy to run from the page.

However, running The Party RPG does require some page flipping when it comes to combat and shopping—all of the stats for the NPCs and the equipment that the Player Characters can obtain through visiting shops or being rewarded are at the back of the book. A bookmark or two, should offset this issue to some extent.

Physically, The Party RPG is cleanly and tidily laid out. The writing varies depending upon the subject matter. It does tend towards bullet points in its style for a lot of the rules explanations. This is not an issue for the experienced Game Master, but anyone coming to the game anew will not find it as easy as it could have been. In comparison, the writing of the quest is more expansive and humorous and entertaining, so more engaging to read. The book’s artwork is excellent, but really too small for the Game Master to enjoy or use to add colour to the running of the game. It would have been great if the artwork had been larger and thus could have been shown to the players as their characters progressed onwards as part of their quest, and thus helped them envision the world their characters are exploring. One other effect of the writing and the simplicity is that The Party RPG is easy to prepare. An experienced Game Master will be able to read and grasp what is all going on the page from a simple readthrough. 
However, as clever and as fun and as silly as The Party RPG: The Rise of Burden Bluggerbuckle is, it is not without its issues. The first one is the tone, which is adult in nature—though not explicit—and as written, The Party RPG is not suited for play by younger audiences, which is a pity given the simplicity and physicality of the roleplaying game. Of course, the Game Master can tone down or remove the adult humour during play, but perhaps the inclusion of alternative text better suited for younger and family audiences would have widened the accessibility of The Party RPG Second, the rules are simply not as well explained as they could be. This is not a matter of discounting their simplicity, but rather that they are more clearly explained for the Game Master than her players. Now there are examples of the three types of mechanics—Player Character versus the environment, versus NPCs, and combat—in The Party RPG, and they help, but there is no clear explanation otherwise. Third, once play is underway, there is no guidance from situation to situation as to the suggested scores for Pivotal Successes, Successes, Fails, and Epic Fails for the challenges the Player Characters will face. For the experienced Game Master, setting these suggested scores is not really going to be all that difficult, but anyone new to this type of game, it will be challenging, and makes The Party RPG not quite as readily suited for new Game Masters as the designers intended.

So is The Party RPG: The Rise of Burden Bluggerbuckle actually a roleplaying game? The answer to that is both yes and no. Yes, because the players are rolling up and creating characters and having go away on adventures just like Dungeons & Dragons—or in the case of Dungeons & Dragons meets Toon or Dungeons & Dragons meets Tails of Equestria – The Storytelling Game. But no, because there are no means or advice to create anything other than a playthrough of ‘The Rise of Burden Bluggerbuckle’, and as a roleplaying game, The Party RPG is very much tied to that story line. So, it is more of a one-shot or a mini-campaign, but still a roleplaying game.
Throughout The Party RPG: The Rise of Burden Bluggerbuckle, both Game Master and players, but especially the players, are encouraged to be inventive and creative, not just in terms of creating their characters, but also in terms of how they approach different situations. In return, the Game Master is encouraged to take these ideas on merit, to give them a chance to work, no matter how preposterous, and so support an inventive, slightly over-the-top, even a little silly style of play. Throughout, The Party RPG: The Rise of Burden Bluggerbuckle never gets away from the fact that its play should be fun. Which also includes the physical elements that are likely to be more acceptable to a wider, more family audience than necessarily to a roleplaying audience, and that means that The Party RPG: The Rise of Burden Bluggerbuckle could actually work as an introduction to roleplaying games (though it is not quite as suitable for new Game Masters as it could have been). Although it might not be for everyone, but for anyone ready to embrace its silliness, its simplicity, its scope for inventiveness, and its physicality, The Party RPG: The Rise of Burden Bluggerbuckle has the potential to be huge fun.

#FollowFriday Ravenloft Giveaway!

The Other Side -

I can't believe it is Friday AND the Friday before my Birthday.

So let's do something fun.

I am really enjoying the new Van Richten's Guide to Ravenloft. A lot.

I played through the first Ravenloft module on my birthday so many years ago and now I want others to have the same joy.

So I want to give away a copy, shipped by me anywhere in the contiguous United States.  Sorry Europe and the rest of the world, but I need to work out the logistics of that first.

So here are the rules.

I am going to share this post on Twitter.  

To enter I need you to do the following:

  1. Like the Tweet. 
  2. Retweet it. In the Retweet tell me your favorite villain/big bad from any edition of D&D.
  3. Follow me on Twitter.
  4. (Bonus) Follow me on Instagram and Facebook for extra chances.

Do those three things (or four!) and I'll put your Twitter ID into a spreadsheet and pick a winner.

I will also pick two runners up who will each get one of my witch books of their own choice.

Winners agree to send me their mailing address to ship the book.  I'll send out one of the standard covers as pictured above.

I am going to be out over the weekend but I will pick the winner Sunday, June 13th before 11:00pm Central Time.

So let me know on Twitter and GOOD LUCK!

Friday Fantasy: Lumberlands – Wampus Country Travel Guide I

Reviews from R'lyeh -

Out on the borders of the far Northwest lies a forest without end. Here doughty Lumberjacks and Lumberjills leap from tree to tree, felling and cutting the mighty pines for shipping back to civilisation. In the deeper parts of the forest, the great hairy hulks known as Sasquatches roam freely, feared by some as monsters, simply misunderstood say others, but unknown to all. If the exact nature of the Sasquatches remains unknown, then the secrets of the Squirrels are kept hidden—and they like that. For within their secluded city republic of Baudekin, sapient Squirrels and other members of the Sciuridae family from across the dimensions protect it secrets, most notably the Secret Gnawledge those contained within the roots of the Library Trees. For anyone wanting to set out into the forest, the place to start is Squeamish, a ‘nice, clean, company town’. Squeamish is a boomtown, a frontier town built by the Red Bear Lumber Company, and the many Lumberjacks and Lumberjills that work the forest work for a felling gang employed by the Red Bear Lumber Company. They work for the Red Bear Lumber Company, they live on the Red Bear Lumber Company property, they eat Red Bear Lumber Company food, and they have a long line of credit with the Red Bear Lumber Company. Perhaps though, one of those many Lumberjacks and Lumberjills—whether a Lumber-Fighter, Lumber-Cleric, Lumber-Thief, or Lumber-Wizard—will strike it lucky on a side hustle or with an independent gang and bring back that one rare botanical specimen which will set them up for life—or at least ensure they can pay off their credit. There are always Wizards and Alchemists willing to pay for such items. Adventurers come to Squeamish too, perhaps for those same rare botanical specimens, or to hunt for Sasquatch or rescue innocents kidnapped by the brutish creatures, or to enter a Lumberjack competition, or… Whatever the reason, they will need a guide—and there are plenty of those to go around. Perhaps hire a Gunkey—a cross between a goat and a jackass, and twice as stupid/foppish/lecherous as you would expect, rent out a half-useful, only half-tested device from Half-Mad Leach MacCleod, or simply feast on tasty street food from Odd Jacob—the ‘Salty Weasel Bites’ are a best seller!

This is the set-up for Lumberlands – Wampus Country Travel Guide I, a systemless, rules-agnostic fantasy roleplaying setting by the creator of Wampus Country. Published by Lost Pages, best known for the entertaining Genial Jack and the Burgs & Baillifs series, this is a comedy-style setting based on the Pacific Northwest—although it could be Vermont too, although mostly the Pacific Northwest because Portland—which is easy to adapt to the setting of the Game Master’s choice, whether that is Dungeons & Dragons, Fifth Edition, Savage Worlds, or Old School Essentials. So as a setting, right from the start, it is full of flannel (shirts), axes, bearded men, axes, maple syrup, axes, and weirdness, which sort of has a Twins Peaks feel to it.

Lumberlands is offered as a place to visit, rather than as a place to be from. Numerous reasons are given why, such as questing for the legendary Squirrel City, engaging in logging company intrigues, or even attempting to hire a family of Giant Beavers to gnaw you that perfect home. Lumberjack and Lumberjill culture is highlighted, how they are plain-dealing, strong, self-reliant, egalitarian (mostly), and so on, before suggesting what Lumber-versions of the four core character Classes might look like. So Lumber-Fighters prefer axes, wear flannel and dungarees, possess stunning beards, big stompin’ boots, and enjoy public displays of prowess, whilst the Lumber-Thief sports a smaller, often oiled beard, wears flannel ironically (?), is agile as a weasel, has canvas boots with good luck symbols, lumbergang tattoos, and pirate-style earrings. Not really enough to equate to an actual Class in terms of Dungeons & Dragons, more a set of pointers in the right direction, whether the Game Master simply wants to use the use the classic Dungeons & Dragons Classes as written with Lumberlands flannel, or actually create Lumberlands versions of those Classes. Lumberjacks and Lumberjills can worship any gods, but have their own too, like Timmerton, the demigod of the Lumberlands, a bare-chested mountain of a man with maple syrup dripping from his mighty beard, and the Cult of the Beaver, whose members are very fond of hard work and clean teeth.

Lumberjack and Lumberjill equipment includes the Lucky Flannel, which when combined with dungarees, counts as leather armour, and axes of all sorts—and custom-fitted axes for all sorts of situations. The list of possible customisations is only the first of several tables in Lumberlands – Wampus Country Travel Guide I. The next gives options adding a personality to your Gunkey, whilst there are several subtitles to the supplement’s quite detailed encounter table. Once out of Squeamish, having detailed the Red Bear Lumber Company and several of the town’s peoples and places, the supplement runs off into the woods, with all of its gear strapped atop a Gunkey of course, and begins to expose some of the secrets of Lumberland. This includes just who and what the Sasquatches are and they really are not what you think; a discussion of Squirrel politics, which might or might not be a parody of US state politics, less members of the rodent family of course; and somewhere—since there are no maps of the Lumberlands, ‘Portal-Land’, a dimensionally unstable triangle where easy access to other worlds can be gained (and vice versa), and time and gravity can shift, and is inhabited by the False Ones, strange humanoids with perfectly smiling porcelain masks, hypnotically pleasant lines in banter, horribly matching sweaters, and a willingness to invite adventurers to dinner…

Rounding out Lumberlands – Wampus Country Travel Guide I is a lengthy set of encounter tables, which are broken down by type, so Deadly Plant, Things of Nightmare, and Natural Wonders, and more. Each of the categories includes six detailed entries. Penultimately, there is a list of Lumberland familiars, including an ‘Enchanted Salmon of Wisdom’, which looks good on a wooden plaque and dispenses wisdom in song, and an ‘Animated Tattered Flannel, which could have been a shirt or a baby’s blanket, but which will happily wrap around the owner’s shoulder, but leaps to cover his nose and eyes in the event of a gas or powder attack! Lastly, there is final list, this one of potential Henchbeings, including one eyebrow-raising Marmot!

Physically, Lumberlands – Wampus Country Travel Guide I is neatly presented, although the text is a little fuzzy in places. The artwork is of course cartoonish, which suits the supplement perfectly.

Lumberlands – Wampus Country Travel Guide I is funny and engaging and inventive, but for all that, its tongue-in-cheek tone and subject matter is unlikely to be for everyone or every campaign. Both tone and subject matter mean that Lumberlands – Wampus Country Travel Guide I needs a higher degree of buy-in from the players as much as the Referee for everyone to enjoy it. The other issue is where to use it, as there are likely to be few campaigns or settings in which are going to be natural fits for its content. It means that the Referee should really consider if this supplement is going to be suitable for her campaign even before thinking about the work necessary to adapt it to the rules being used. That aside, Lumberlands – Wampus Country Travel Guide I is a delightfully silly satire upon the Pacific Northwest (or Vermont or Canada), its peoples and its politics, and its wildlife, and let us hope that there will be a Wampus Country Travel Guide II.
—oOo—
A full unboxing of Lumberlands – Wampus Country Travel Guide I is available to view on Unboxing in the Nook.

OneBookShelf / DriveThruRPG Price changes

The Other Side -

Quick one here.

One Book Shelf

So last week I got a note from OneBookShelf about changes in their prices.  This will not go into effect until July, but I wanted to make you all aware.

This means that some prices might be changing for some of my books.

No idea which ones yet.  My inclination is to leave the prices of older titles the same and take the hit on the increase, but I need to figure out how much that is.  

Also, while I am still picking away at my High Witchcraft book as the last of my "Basic Era" witch books, I have also been mulling the idea of a "Complete Witch" for the new Swords & Wizardry boxed set.

It would be for Swords & Wizardry. 1-20+ levels and contain all the material from all my S&W books. I would put a big disclaimer on it to let people know what they are getting. It would be the class, all the traditions and spells, and magic items.  No monsters unless they are needed (like for a spell).  Same digest size as the S&W boxed set.  Maybe, maybe, some new content.

Thoughts?


 

Van Richten's Guide to Ravenloft, Part 4. Do You Wanna Build a Darklord II?

The Other Side -

Demon Eyed ElsaI am going for this

Nothing exists in a vacuum. RPGs are no exception to this rule. While Van Richten's Guide to Ravenloft is a great tool for a DM wanting to add horror to a D&D game and it is the tool to use to run a D&D 5e Ravenloft game, it is by no means the only tool.  

I have so many horror RPGs that I have tools for just about any type of horror game I ever want to run.  I have not even gotten into doing things like adding WitchCraft's Book of Hod to Ravenloft (and I have been doing it for years) or even getting into the material from World of Darkness or Call of Cthulhu RPGs.  

WitchCraft, World of Darkness, and Call of Cthulhu are all fantastic games.  Each one has a different approach to their own types of horror.  If I am fighting against the cosmic horrors then CoC is my game.  If I want to explore the horrors of existence within myself as a monster tr something that is no longer truly human then WoD.  If I want a mixture of the two with a grounding in philosophies of the world as all being true then WitchCraft/Armageddon is my game of choice.  This is only three games. I can grab from Chill, Kult, Little Fears, and more.   All are great. All are fun. Not every one of them is great for a Ravenloft game.

So. Let's build another Darklord like I did last week with Darlessa. I am not going to go into the same level of detail as I did with her.  Instead, I am going to use some other horror sources to do my heavy lifting.  NOW to be sure, I don't NEED to add anything to Ravenloft for me to use it.  Everything I am doing here I could do from scratch from the material in Chapter 2 of VRGtR. I happen to also have all these other books with great ideas. 

I have this thing that happens with all my campaigns.  I collect a lot of data, materials, products whatever for a campaign. I pick, I choose, I write, I rewrite and in the end, I get something that is often not at all exactly like what I wanted, but that is great really. But I also have this stack of other "Stuff" that I didn't use but is still compelling to me.  My campaign "Ogre Battle" grew out of my old "Shadow War" for example.  I ran this huge war that worked as a prequel to this big AD&D campaign.  The Second Campaign grew right out of Come Endless Darkness.  Right now my big campaign taking a lot of my creative energy is War of the Witch Queens.  I have barely got into it (characters are 3rd level) and I already have leftovers and plot threads that have grown larger than the campaign can handle.

Before I pull that into this conversation let me shift gears and talk about Pathfinder.

Pathfinder is the biggest alternative to D&D out there.  They gained a lot of traction in the 3e days and boomed in the 4e days as the go-to choice for D&D-like games.  I have a lot of really cool, really well-written Pathfinder books. None of them are currently in use because I am not currently playing Pathfinder.

For Ravenloft, the best Pathfinder book you can get is Pathfinder Horror Adventures.  I reviewed this book a while back and there is a lot overlap between what this book does and what Ravenloft does. The Pathfinder book is more "Domain agnostic" so it has more room for things like new classes and spells.  The Pathfinder book also covers sanity, fear, and madness.  I mentioned in my overview of Ravenloft that I usually don't like how most games do "madness." What they do here works well, for Pathfinder, I am not sure how it would work for D&D 5.   I do like Pathfinder's approach to Darklords in their Dread Lords. I am going to keep this in mind for the next bit.

Note: The Horrific Inspirations on pages 252 to 253 in Horror Adventures covers movies, television, and print for the same types of Horror Genres found in Van Richten's Guide to Ravenloft. 

Land of the Ice and Snow

Pathfinder forever gets a special place in my heart because it gave me Irrisen, the land of the Witch Queens. Home to the Daughters of Baba Yaga and has included such notables as Tasha/Tashana/Iggwilv. I have a bunch of material from the Winter Witch Queen adventure path from Pathfinder and other books.   I love the idea of Winter Witches, both in fiction and history.   If I am going to pull in some Pathfinder bits from various books then why not build a Dark Domain that is Pathfinder based.

So. Let's do this.  Irrisen is a land ruled by a Witch Queen and she gets 100 years to rule until Baba Yaga comes in a pulls her out. There have been a few that rebelled and try to go longer and there is always a rivalry between the various Daughters of Baba Yaga over who will get to rule. Queen Elvanna is a good example. There is a lot of potential her then for someone to be a little more pissed off and try to kill her rivals. Now. That in of itself is not a good enough reason to drag someone into the mists. In fact, Baba Yaga encourages such machinations to guarantee the strongest one will rule. It's hard to imagine then what a Witch Queen would need to do to get the mists' attention.  One would have to assume a crime or act so vile that mists have to take notice.

Building a Pathfinder / Ravenloft Domain

Let's take an easy example.  I'll start with Elvanna, but I don't have to.  Let's just say any Winter Witch Queen.  We don't know what happens to these queens when Baba Yaga is done with them.  Tashanna is the only we do know about, but she has been banned from returning to Golarion.  We can assume that Grandmother Bony Legs doesn't let them retire to a beach home in Florida.

When Elvanna was defeated let's say she came up with a plan, if she could not rule Irrisen then no one could.  She whips up a ritual to destroy the whole land in a winter that even the inhabitants of Irrisen would fear.  She started her ritual managed to wipe out a village or two, the key here is that people important to Baba Yaga have been killed. Either the mists open up to grab her OR maybe Baba Yaga has the power to summon them. One thing is for certain.  She killed her own sister, who was going to be the next Queen. Her name likely ends in "-anna."

I would steal some ideas from the 4e adventure Winter of the Witch.  I could even use Koliada the Winter Witch. I did 5e stats for her, but I really don't need stats.  I also have access to the Snow Queen a Winter Fey creature from Kobold Press' Tome of Beasts for 5e.

Snow Queen

If it looks like I am going for evil Elsa, then you would be right. Well. Elsa actually was evil before Disney got to her.

The idea with this Domain is to use the rules presented in Pathfinder Horror Adventures to get my ideas and then the rules from Ravenloft Chapter 2  to detail them. 

I do admit, I am likely to steal some ideas from the old Domain of Vorostokov from the 2nd Ed Darklords book.  The Darklord of that land, Zolnik, was not all that interesting as a Darklord, but the land was.

Think of a landlocked in an endless deadly winter.  Everyone is poor, miserable, cold and the only source of food is what the hunters can bring in.  I would call it Ikkesen.  Combining the Norwegian word for "not" (Ikke) and Irrisen. 

The Dark Domain (5e) / Realm (Pathfinder) is one of Dark Fantasy, but it is also really Survival Horror and just enough Folk Horror to keep you on your toes. Ikkesen rarely gets above sub-zero temps and never above freezing.  It is a dark land of endless winter.  Wolves of the worst sort roam the woods. There are skinwalkers, wendigos, undead and worst things. It is what happens if Ragnarök occurred and the Frost Giants won. 

I will detail this one some more, but I am also waiting to see what I have leftover from War of the Witch Queens.  

Pages

Subscribe to Orc.One aggregator - Outsiders & Others