Outsiders & Others

Travelling to Ravenloft

The Other Side -

Traveller. I universe in a 3-Ring Binder.Quick update.  

I was going to spend some time this week going over Traveller. From the Classic Traveller books all the way to the newest editions.  But in my research and reading, I found so much more material out there.  More than I can adequately cover in the time I was giving myself.  So I am continuing my readings, my research, and my analyses. 

There is so much to go through and I don't want to half-ass it.  I owe it to myself really and my love for my original Traveller Book (printed PDF version pictured).

Plus I have this other stack of educational research I need to read over and review for work.  No rest for the wicked right?

ed research

Honestly. I am looking forward to both research tasks ahead of me.

Speaking of wicked.  This came out today.

Van Richten's Guide to Ravenloft

So I have even more reading to do before I can say anything intelligent about it. 

I am certainly going to be using it in my games. Been a Ravenloft fan from the very start.

Ravenloft through the ages
WotC's Ravenloft

I can't say much yet save that it looks like a lot of fun.

My son and I talked about what our plans were for this.

Cthulhu Mythos + Ravenloft

His Ravenloft has an avatar of the King in Yellow. So he is working on his own version of Carcosa. One unrelated to the Geoffrey McKinney version or the Fat Goblin Games version.

I think I am headed back to Black Rose.

Ravenloft + Blue Rose

It's going to be fun.

Monstrous Monday: Marching to Mars

The Other Side -

It's still Sci-Fi month here at the Other Side and I wanted to do a monster today with some solid sci-fi and old-school roots.  I just couldn't get it to jell the way I wanted. 

Essentially I wanted D&D/OSR/Sci-Fi versions of  Edgar Rice Burroughs' Barsoomian Martians. I was going to give them a few twists, give them a Clark Ashton Smith twist or two, and a dash of Jack Vance. 

Here is what I have so far.

Red Martians

Warlike, intelligent. Most "Human-like" of the Martians.  I am even toying with the idea of making them Matriarchal as my homage to the great Dejah Thoris.

Red MartianRed Martian, ePic Character Generator

White Martians

Psychic and the only truly evil Martian race.  Rulers are a caste of priests.  Borrowing heavily from Warhammer 40k, UFO myths, and a little bit of DC Comics.

White MartianWhite Martian, ePic Character Generator

Green Martians

These guys are essentially my Tharks, but also are a noble race. They are violent and will kill you, but they can be reasoned with.  My goal here is not to make them Space Orcs, Space Dothraki, or Martian Klingons.

Green MartianGreen Martian, ePic Character Generator

There might be others.

All are genetically compatible with each other, more or less.  I'd love to work in "War of the Worlds" into this somehow too. 

For my OSR/D&D-style games, this might be a world within Spelljamming distance or even some sort of Astral Travel.  Adding in bits of Dark Sun might help smooth out some of the rough bits.  It would all work great for an Astonishing Swordsmen & Sorcerers of Hyperborea game

For BlackStar I would want the civilization dead and only recently had xeno-archeologists having discovered the ruins of an ancient and vast Martian culture. The horror will come in when they can't figure what it was that killed them all. 

Links to Mars Related Posts

Jonstown Jottings #43: The Howling Tower

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
The Howling Tower is a scenario for use with RuneQuest: Roleplaying in Glorantha. It is based upon a scenario originally written in 1992 for use with RuneQuest III.

It is a thirty-four page, full colour, 35.07 MB PDF.
The layout is clean and tidy, and the artwork bright and colourful, almost cartoonish in places.
Where is it set?
The Howling Tower is set in and around the Upland Marsh in Sartar in Dragon Pass.

Who do you play?
A Lhankor Mhy priest or scholar, especially one with an interest in the Empire of Wyrm’s Friends, will have an interest in events will have an interest in the scenario, whilst any Humakti will relish the opportunity to strike at the undead in the Upland Marsh.

What do you need?
The Howling Tower requires RuneQuest: Roleplaying in Glorantha and the Glorantha Bestiary. In addition, RQ Adventures Fanzine #2 will be useful for an NPC who may be of interest if the Player Characters want more information about the Empire of Wyrm’s Friends. Tales of the Reaching Moon No.19, Wyrm’s Footnotes No.15, and Sartar: Kingdom of Heroes may also be of interest to the Game Master, but are absolutely not necessary to run The Howling Tower. The scenario Duck Tower is also referenced, but again, not necessary to play.
What do you get?The Howling Tower details a location in the Upland Marsh and the journey to get there. The tower is noted by those who venture into the marsh and those who live not far from its edge for the great howls of pain which seem to emanate daily from its walls. The Player Characters will be drawn to the tower after finding a map dating back to the time of the Empire of Wyrm’s Friends which shows its location. The map also has a verse on the back in Auld Wyrmish which suggests that further knowledge or treasure can be found within its walls. The map should ideally belong to a Lhankor Mhy priest or scholar, whether that is a Player Character or an NPC willing to hire the Player Characters as protection. If none of the Player Characters can read Auld Wyrmish and so translate the verse, the scenario suggests two alternative solutions.
Travel to the Upland Marsh is relatively easy, the Player Characters going via Runegate to the village of Two Sisters. There they can pick up rumours and perhaps even hire a guide, Erasthmus Quark, a Humakti Duck, who could easily become a replacement Player Character. The trip into the Upland Marsh will be unpleasant, not only because of it being soggy underfoot and the fetid stench of the marsh, but also because the party is likely to run into insect swarms, snakes, ghouls, zombies, and worse. The journey to the tower will probably take a day or two at the most—the scenario is not clear about the route taken—and the likelihood is that the Player Characters will be relieved to get there. The Upland Marsh is a vile place with numerous environmental hazards as well as creatures.
The Howling Tower itself is a four-storey tower, relatively small, but long abandoned and dilapidated. The tower contains a number of nasty traps, though some of their potency has waned over the years, but only two encounters with monsters. Both are still deadly, and their nature is such that their Armour Points are very high, so unless the Player Characters have Rune magic to back them up, they will find them difficult to defeat. The major foe encountered in the scenario is fairly complex in comparison to most monsters, and the Game Master will need to give its description a very careful read through before having the Player Characters face it. The rewards to find in the Howling Tower may not be obvious, especially for players new to Glorantha, but they are present, and for the most part, they favour users of Sorcery.
The Howling Tower feels a little bit like an ‘Old School’ dungeon crawl, but one for RuneQuest and Glorantha—though a very short one. It is nicely detailed though, with plenty of flavour and a little bit of history to make it interesting as well as potentially deadly. It is easy to add to a campaign, especially if there is a Lhankor Mhy priest or a Humakti warrior in the party. In addition, The Howling Tower includes a description of the village of Two Sisters and five NPCs who might be found there or nearby, who can be used as NPCs or even Player Characters. This includes an adventurous Magisaur!
Is it worth your time?YesThe Howling Tower presents a relatively short excursional and exploration scenario that works well if the party includes a Lhankor Mhy priest or a Humakti warrior, or both amongst their number.NoThe Howling Tower is harder to run if the party does not include a Lhankor Mhy priest or a Humakti warrior, or both amongst its members and perhaps the Game Master does not want to take her campaign into the Upland Marsh.MaybeThe Howling Tower involves messing about in marshes and getting overly involved in dangerous history, and perhaps the Player Characters are not quite ready for that, but the scenario is relatively short, easy-to-prepare, and potentially an introduction to Ducks.

Blue Collar Sci-Fi Horror Zero

Reviews from R'lyeh -

It has been almost thirty years since there has been a roleplaying game set in the universe of the films Alien and Aliens, but that roleplaying game—the Aliens Adventure Game from Leading Edge Games in 1991—is primarily remembered for its complexity and emphasis upon combat over horror. That said, the publisher did produce Aliens, a highly effective treatment of the film which was also one of the earliest co-operative board games. However, Free League Publishing, best known as the publisher of Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, obtained the licence and published Alien: The Roleplaying Game in 2019. Drawing from the films Alien, Aliens, Alien 3, and Prometheus, this explores the future of mankind in the late twenty-second century, where out on the frontiers of space, colonists scratch a living on barely terraformed worlds, starships towing mammoth refineries processing resources leave for the inner worlds with their crew in hibernation, corporations own and run worlds, rivalries between corporations escalate in cold wars and hot wars, and the United States Colonial Marine Corps attempts to keep the peace. Out on the frontier, in the coldness of space there are secrets too, some corporate, others unimaginably ancient, many of which will get you killed or kill you. There are rumours of old ruins, of impossible aliens, of lost colonies, and coverups—and maybe they are more than rumours, perhaps they will get a person killed too. This is the set-up for Alien: The Roleplaying Game, its future one of body horror, survival horror, corporate malfeasance, dark secrets, and worse…

Alien: The Roleplaying Game has three themes and is designed to be played in two different modes, suggests three different campaign models, and uses the Year Zero engine. The three themes are Space Horror and Sci-Fi Action, combined with a Sense of Wonder, whilst the two modes are Cinematic and Campaign. Cinematic mode is designed to emulate the drama of a film set within the Alien universe, and so emphasises high stakes, faster, more brutal play, and will be deadlier, whilst the Campaign mode is for longer, more traditional play, still brutal, if not deadly, but more survivable. Of the two, the Cinematic mode is suited to one-shots, to convention play, and as introductions to the mechanics and setting of Alien: The Roleplaying Game. To date, the only scenarios available for Alien: The Roleplaying GameChariot of the Gods (also found in the Alien Starter Set) and Destroyer of Worlds, are written for the Cinematic mode. The three campaign models are Colonial Marines, essentially military missions like Aliens; Frontier Colonists—miners, prospectors, and settlers trying to survive for a better life on an all but barren planet; and Space Truckers—starship crews hauling goods and resources, as in Alien. The Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days and Tales from the Loop – Roleplaying in the ’80s That Never Was, employ pools of six-sided dice for fast and easy play. Like other roleplaying games, the publisher has released a set of dice for use with Alien: The Roleplaying Game, which add thematically to the game, but are not absolutely necessary to play.

The setting for Alien: The Roleplaying Game is the Frontier, a region of space which begins on the edge of the Outer Veil, runs through the Outer Rim, and out into deep space. Whilst the Outer Rim is extensively colonised, the Outer Veil is not, but is abundantly rich in mineral resources. Governments, corporations, miners, and colonists have all swarmed into the lawless, often harsh region. Colonies are rough places, many established on worlds where atmospheric processors transform the atmosphere into something breathable—for the most part, and their inhabitants do not always get along with their neighbouring colonies. Armed conflicts and rebellions are not unknown, and if corporate security forces cannot deal with an issue, then the United States Colonial Marine Corps are sent to deal with it. The Frontier is dominated by three polities. The most influential is the United Americas, a merger of North, Central, and South America into one nation, which also operates the Colonial Marines and the Colonial Navy. The other two are the Three World Empire, an alliance of the United Kingdom, Japan, and India, said to be in the pocket of the Weyland-Yutani corporation, whilst the Union of Progressive Peoples is a socialist state formed by China and Russia and other states. The Union of Progressive Peoples is resource poor and currently in a cold war with the United Americas. In addition, the Independent Core System Colonies is a loose conglomerate of privately-owned worlds, many of them by corporations, all with their own governments. None of the worlds of the Independent Core System Colonies are trusted by the other powers.

The default year for Alien: The Roleplaying Game is 2183—three years since the destruction of the Hadley’s Hope colony on LV-426, the disappearance of the USS Sulaco, and the closing of the prison and lead works on Fiorina 161. These unexplained events have led to a loss of trust between the United Americas and Weyland-Yutani, with many Frontier colonies caught in the middle. Rumours abound of strange discoveries and things going as result of these events, fuelled by Space Beast, an underground book written by a former convict on Fiorina 161. Meanwhile tensions are rising between the major powers and the corporations, leading to a redeployment of military and security forces which results in colonies being left to defend themselves the possibilities of pirates, hostile lifeforms, or invasion. Meanwhile, resources need to be hauled from the Frontier to the Core Worlds—or at least the Outer Veil, colonists and prospectors need to eke out a living, and United States Colonial Marine Corps needs to protect the peoples of the Frontier…

A Player Character in Alien: The Roleplaying Game is defined by four attributes—Strength, Agility, Wits, and Empathy, each of which has three associated skills, for a total of twelve skills. For example, Heavy Machinery, Stamina, and Close Combat are associated with Strength, whilst Observation, Comtech, and Survival are associated with Wits. All skills also have stunts which come into play when a player rolls two or more successes in an action. For example, Stunts for the Manipulation skill include persuading an opponent to do what you want without them expecting a favour in return, the opponent doing something more than was asked for, such as lending a piece of equipment or extra supplies, or simply impressing an opponent enough that they will help later. Both attributes and skills are rated between zero and five. A Player Character also has one or more Talents, essentially advantages that give him a benefit in addition to his skills, either associated with the Player Character’s career or a general Talent. For example, the Kid Talent of ‘Beneath Notice’ means that the Player Character can often escape horrible situations unscathed, his player being allowed to reroll critical injuries, whilst the general Talent of Nerves of Steel, means that the Player Character can keep a cool head and receives a bonus to Panic Rolls.

In addition, a Player Character has a buddy and rival from amongst his fellow Player Characters—intended to create tensions and roleplaying opportunities; Personal Agendas—again to create tensions and roleplaying opportunities, but also to earn a player Story Points—which can be spent to gain automatic successes, for his Player Character; and both equipment and consumables. The latter consist primarily of air, food, and water, for whilst there are monsters—inhuman and human, out there on the frontier which will kill you, so will a lack of the right consumables.

Character creation first involves selecting a Career. They include Colonial Marine, Colonial Marshal, Company Agent, Kid, Medic, Officer, Pilot, Roughneck, and Scientist, and each defines a Player Character’s key attributes and skills, and options for Personal Agenda, Appearance, Signature Item, and Gear. It is also possible to play an Android as a Player Character, and whilst they are generally stronger or more intelligent, in game terms they cannot push rolls, do not suffer Stress, and never make Panic Rolls. Damage done to them is more critical and needs to be repaired rather than healed. Fourteen points are divided between the four attributes and ten points amongst the skills. Then the player selects the character’s buddy, rival, Personal Agenda, Appearance, Signature Item, and Gear. The process is relatively easy and quick.

Name: Wilhemina LazarusCareer: Medic
Appearance: Short, tidy hair
Personal Agenda: You are addicted to a strong painkiller. Protect your stash—and your secret.
Signature Item: Last psych evaluation: “All clear at last.”
Gear: Surgical Kit, D6 doses Naproleve

Stress Level: 0
Health: 2

Strength 2
Agility 3
Wits 4
Empathy 5

Talent: Compassion

Skills
Manipulation 1, Medical Aid 3, Mobility 2, Observation 2, Survival 1

Mechanically, Alien: The Roleplaying Game uses the Year Zero engine first seen in Mutant: Year Zero – Roleplaying at the End of Days. The rules are light and fairly quick, with dice rolls primarily intended for dramatic or difficult situations such as combat, hiding from a strange creature bent on doing unspeakable things to you, making repairs in a hurry, and so on. To have a Player Character undertake an action, a player rolls a number of Base dice equal to a combination of attribute and skill (or just attribute if the Player Character lacks the skill), aiming to roll one or more sixes. One result is enough to succeed, whilst extra successes can be used to purchase Stunts, like halving a task’s time or doing extra damage in combat. Although one Player Character can help another, Alien: The Roleplaying Game—just like the films it is based upon—will involve often conflicts between Player Characters as well as NPCs, especially when Personal Agendas clash, and where opposed rolls come into play from such situations, successes rolled by either side cancel each other out. This is particularly the case in the Cinematic mode. If a Player Character fails, or wants to generate more successes, then his player can push the roll. Although this can only be done just the once for each roll, it can generate successes, but it also leads to the core mechanic in Alien: The Roleplaying Game—Stress (and panic)!

Stress in Alien: The Roleplaying Game is designed to build and build over the course of a scenario, particularly in Cinematic mode. It is not gained just for pushing a roll, but also for firing a firearm in fully automatic mode, suffering damage, being attacked by a fellow crewman, when someone is revealed as an android, and so forth. For each level of Stress suffered by a Player Character, whenever that Player Character takes another action that requires dice to be rolled, his player not only rolls the Base dice as usual, he also rolls a Stress die. So, the more levels of Stress suffered by a Player Character, the more dice—Base dice and Stress dice—his player has to roll. This has both advantages and disadvantages. On the plus side, it increases the chances of rolling successes, but on the downside, any ones rolled have negative effects. First, they prevent the roll from being pushed; second, they trigger a Panic Roll. This requires the roll of a six-sided die plus the Player Character’s current Stress level. Results of six and below have no effect, but results of seven and above include a nervous twitch which increases everyone’s Stress level, dropping an item, immediately seeking cover, screaming, fleeing, going berserk, and more. Although rest and recuperation can reduce Stress, for the most part, over the course of a scenario, a Player Character’s Stress is going to grow and grow...
For example, Wilhemina Lazarus is the doctor on a colony world whose colonists have been attacked individually and bloodily murdered. The colony leader has also been attacked, but survived and revealed himself to be an android. Doctor Lazarus’ Stress Level is currently two. When another victim is brought in alive, but unconscious, she gets to work attempting to render medial attention. Her player will roll a total of nine Base dice—five for her Empathy, three for her Medical Aid skill, and one for Surgical Kit, and two Stress dice. Unfortunately, Doctor Lazarus’ roll does not generate any successes, but neither do any of the Stress dice generate any ones. Her player decides to push the roll. This automatically increases her Stress Level to three and adds another Stress die. The situation is proving difficult and again, Doctor Lazarus’ roll does not generate any successes, but neither do any of the Stress dice generate any ones. Normally, a player can only push a roll once, but the Compassion Talent allows a second Push for skills based on Empathy. Again, this automatically increases her Stress Level to four and adds another Stress die. Her player is rolling nine Base dice and four Stress dice. This time, he rolls five successes on the dice, but a one on a single Stress die. This means that Doctor Lazarus saves the colonist’s life, but her player needs to a make a Panic roll. Her player rolls a single six-sided die, and adds her current Stress Level, which is four. The result is seven, and Doctor Lazarus develops a Nervous Twitch, increasing her Stress Level as well as the Stress Level every Player Character nearby.Stress in Alien: The Roleplaying Game represents an ‘adrenalin clock’, one which winds up and up to the point where a Player Character’s ‘flight or fight’ response is triggered. Once that is triggered, the Player Character may driven to take the right course of action and survive, reflected by good rolls, but conversely, bad rolls him being overcome with his own fear and suffering a panic response. The Stress mechanics very nicely model and support the rising sense of tension seen in the films that Alien: The Roleplaying Game is based on, and it is easy enough to take these Stress and Fear rules and map back onto the members of the cast in those films.
Combat in Alien: The Roleplaying Game is designed to be straightforward, but with one or two tweaks to fit the setting. One of these is Stealth Mode, the initial state for any combat situation. This is designed to cover hidden movement by NPCs and other unknown threats, attempts to detect hidden movement and threats, and the like before actual combat occurs. The rules also cover Initiative—handled by draw of a card, rated between one and ten; actions—a Player Character receives a Fast Action and a Slow Action or two Fast Actions per turn; ranged and close combat; damage and critical injuries—the latter suffered when a Player Character’s Health is reduced to zero, some of them deadly; and Overwatch, the ability for trained soldiers to monitor a particular area and be ready to shoot when something happens within it. Other hazards covered in Alien: The Roleplaying Game include starvation and dehydration, the cold vacuum of space, fire, explosions, disease, and more. Not necessarily in a huge amount of detail, but enough to cover most situations.

In terms of background, Alien: The Roleplaying Game presents a range of gear, polities, colonies, and more. The gear covers weapons, including the classic Armat M41A Pulse Rifle; equipment, like the Caterpillar P-5000 Powered Work Loader and M316 Motion Tracker; food and drink—the latter stressing the importance of free coffee on star ships and space stations; and vehicles, including the USCMC UD-4L Cheyenne Dropship. Various spaceships and stations are described, as is life and travel in space, and there are rules for space combat too, these being designed to be short and brutal. They are also supported by a solid example of play. What is emphasised throughout is the Alien universe and so that of Alien: The Roleplaying Game is one of retrofuturism, with the rough and ready nature of living and working in space and on the Frontier, and that technology is built to be rugged and work, rather than all gleaming white and flashing lights. However, technology is constantly breaking down and is becoming difficult to repair, so is regressing on the Frontier. Throughout, there is a wealth of information and small details, which can be used to flavour the setting, such as bottles of purified water being a luxury and that Paul van Leuwen, the Interstellar Commerce Commission representative who revoked Ellen Ripley’s flight status is now investigating alleged alien encounters. Throughout Alien: The Roleplaying Game there are sections entitled ‘Rumour Control’, which examine some of the stories and hearsay, from encounters with aliens to corporate shenanigans, which spread across the Frontier, and which can be used as potential scenario hooks.

For the Game Mother—as the Game Master in Alien: The Roleplaying Game is known—there is further discussion of the roleplaying game’s themes and some advice on running the game, although this is relatively light. In general, despite the relatively light nature of the mechanics,Alien: The Roleplaying Game is not necessarily best suited to be run by an inexperienced Game Mother. The advice on running in Campaign play, although supported by various tables for generating jobs, star systems, colonies, encounters, and scenario hooks, is also fairly light. Novgorod Station, a transfer station located in a mining system is detailed and mapped out as a starting point for a campaign.

And then of course, the alien species of the Alien universe receive their own chapter. These include the Engineers of Prometheus, the Neomorph of Covenant, and the classic Xenomorph of Alien, Aliens, and Alien 3, which receives the most attention of any of the species detailed in the chapter. Of these, the Engineers, whilst discussed, do not receive any game stats, but all of the others do, along with lengthy discussions of their life cycles and capabilities, from egg to face hugger to chestburster to scout to soldier to queen, and more. Every alien species has its own table of attacks, which the Game Mother can select from or roll on, and what they highlight is just how nasty these creatures are, as well preventing any encounter with them from getting stale. Even Colonial Marines, fully equipped with modern weaponry, are going to have a hard time facing many of these aliens, and just like the film, Aliens, that is how it should be. In addition, a number of other species are also detailed, native to other worlds. Overall, this section should fuel numerous scenarios in Cinematic mode and encounters in Campaign mode, although encountering such creatures in Campaign mode should be rare.

Rounding out Alien: The Roleplaying Game is the Cinematic scenario, ‘Hope’s Last Day’. This casts the Player Characters as colonists on the moon LV-426, infamous from Alien and Aliens. Returning back to the colony base after dealing with a maintenance issue, they summoned to an assembly of all the colonists, but the call is interrupted by a scream and a gunshot. What is going on? The Player Characters—five pre-generated ones are provided, each with their own Personal Agendas—are already aware of the one of the colonist being infected with a parasite, so could it be to do with that? As written, it is a sandbox built around the colony, with the Player Characters often being driven to explore it further, or run away from whatever they find. Ultimately, either the Player Characters will all die or some of them will manage to escape via the corporate shuttle which arrived the day before. The scenario is quite short, providing two sessions of play at most, and more likely a single evening’s worth. As an example, Cinematic scenario, it plays well enough and the Personal Agendas do provide the Player Characters with strong motivations, but it is a bit short and does not support the players creating their own characters.

Physically, Alien: The Roleplaying Game is a visually stunning looking book. The layout is clean and open, the text organised into boxes that makes it easy to read and view it on the page. Although it needs an edit in places, the book is well written and there are some enjoyable nods to other sources in keeping with the Alien universe such as the William Gibson script for Alien 3, Philip K. Dick’s Do Androids Dream of Electric Sheep?, and even the film, Outland. However, it is the artwork which truly captures the reader’s attention. It is truly impressive, in turns creepy, scary, majestic, awe inspiring, even mundane, whether it is depicting colonies or core worlds, the men and women of the Frontier, the cold blackness of space, the xenomorphs, or encounters with the strange and the mysterious. Much like Free League Publishing’s Symbaroum, which has its own art book with The Art of Symbaroum, the artwork in Alien: The Roleplaying Game deserves its own artbook. Which is no surprise since they share the same artist.

It is difficult to really find fault with Alien: The Roleplaying Game. One issue may be that its layout involves a lot of blank space—in this case, the blackness of space rather than white space—but the use of space in Alien: The Roleplaying Game gives the content room to breath and standout, actually making it easier to read. Another might be that it does not feel tactical enough when playing Colonial Marines and other military forces, but Alien: The Roleplaying Game is not skirmish roleplaying game and it is not about fighting the Xenomorphs, but surviving an encounter with them. More of an issue is that the layout with its washed-out colour palette may not be easy to read for everyone. Perhaps the main issue is that it is difficult to know what a game of Alien: The Roleplaying Game played in the Campaign mode is like. There are tools for providing story hooks and plenty of setting material on the rulebook, but with just its single scenario of ‘Hope’s Last Day’ and both Chariot of the Gods and Destroyer of Worlds being the only scenarios available, and all three written for the Cinematic mode, we are yet to see what the Campaign mode is really like.

Alien: The Roleplaying Game is not just a roleplaying based on the Alien universe. It is also an excellent introduction and overview of the setting, which when combined with the superb artwork, should please any fan of the Alien universe. As a roleplaying game, Alien: The Roleplaying Game provides everything that a Game Mother needs to run a game in the Alien universe, bringing together the straightforward, fast-playing mechanics of the Year Zero engine, a very well done treatment of the background, and an entertainingly fearsome Stress and Panic mechanic which captures the feel of the source material, all beautifully packaged, to present a nasty, brutal, and often forgiving space horror roleplaying game. Roleplayers have long wanted a good treatment of the Alien universe, and in Alien: The Roleplaying Game Free League Publishing has not only given them that, but given us a scarily playable retrofuture, a great Blue Collar Sci-Fi Horror roleplaying game, and an outstanding adaptation of the source material.

Sword & Sorcery & Cinema: Galaxy of Terror (1981)

The Other Side -

Something a little different tonight, an 80s sci-fi horror movie with a solid Sword & Sorcery feel to it. It's from Roger Corman, so I guess that is not a huge surprise.

Galaxy of Terror (1981)

This movie has everything! My favorite Martian Ray Walston, Erin "Joanie" Moran, Grace Zabriskie, Sid Haig, pre-Freddie (and really young looking!) Robert Englund, a space witch, tentacle rape monsters! Wait. What was that last bit again? Another Roger Corman offering. I have to admit the cast is something else really. 

The movie starts with the crew of our spaceship, the Quest, headed to planet Morganthus by the order of some mysterious dude called "The Planet Master." We never see his face due to the glowy red energy around it. He is playing some game with our Space Witch. Our pilot, Captain Trantor (Zabriskie) was the only survivor of some famous disaster that has left her a little worse for the wear.  We learn Alluma (Moran) is a psychic sensitive and she detects no life on the planet they all but crash land on.

The Quest crew investigates a crashed ship, the Remus, where all the crew seems to be dead. Soon the first crew member, Cos, is killed by some sort of monster with claws.  The crew looks for more survivors and finds a really creepy ass pyramid.  The mission Commander, Ivar, is lowered into the pyramid but he gets attacked by some blood-sucking tentacles.  Quuhod (Haig) is killed by one of his own crystal throwing stars.  Dameia (played by Taaffe O'Connell), in one of the most controversial bits in the movie, is attacked by a giant maggot/worm/tentacle beast who manages to get all her clothes off before it rapes/eats her.  

We find out that Core, the cook (Walston) is some sort of spy. He had been in the disaster the Captain had been in.  She seems to be hallucinating an attack.  We next see her trying to leave the ship but she bursts into flames.   The remaining crew regroup and head back to the pyramid.  They get separated, of course, and picked off one by one until only Kore and Cabren remain. We learn that Kore is really the Planet Master and this pyramid is part of a game. Cabren manages to kill Kore, but becomes the Planet Master in his place.

I'll give the writers credit, there is some background going on here.  I am not sure that it all translates well on the screen though. I like the idea of the pyramid causing fear, but there is no reason why The Master/Kore would actually be interested in it. 

The movie has a solid Alien (1979) and Aliens (1986) feel to it. No surprise really, James Cameron served as Production Designer and Second Unit Director on the film would five years later direct Aliens. 

But, and let's be honest here, the movie is not good. I am not sure why we never saw it then but Erin Moran is terrible in this. Taaffe O'Connell is in it only so she can take off her clothes.  Even mainstays like Robert Englund and Sid Haig are wasted here.  Ray Walston and Grace Zabriskie were obviously here for the paycheck.

Gaming Content

The idea of entering an ancient and abandoned pyramid is as old as...well, the Pyramids.  This one just happens to have a sci-fi horror feel to it.  There are a lot of ideas I could steal for BlackStar. Watching this after reviewing Stars Without Number I am more convinced now that my BlackStar game must have psionics. 

--

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

Review: Space Opera, 2nd Edition (1982)

The Other Side -

Space Opera, 2nd Edition, 2nd coverSpace Opera has always been one of those games that I have wanted for years but never tried. Anytime I thought about the game it was usually out of print and the prices were a bit high.  Then I'd forget about it again.  Reading through all my old Dragons, especially in the 1980-1983 time frame, there was an ad for it every issue.

Since this is SciFi month I figure I should go back to this one.  Thankfully for me, it is now available as a PDF from DriveThruRPG.

Space Opera (1982)

Space Opera, 1st Edition, was released in 1980 which makes it one of the first competitions to the Classic Traveller RPG.  The 2nd Edition version, which is what DriveThruRPG has, was released in 1982.  I can't really speak to the differences.  According to a post over at Wayne Books, there are not really many differences between the 1st Ed "Blue" box vs. the 2nd Ed. "Black" box save for the art. 

There also seems to be a slight difference between the two black box 2nd edition covers.

Space Opera was written by Edward E. Simbalist, A. Mark Ratner, and Phil McGregor and published by Fantasy Games Unlimited. 

The PDF from DriveThruRPG is 200 pages split into to two volumes. There are two color pages of the box art and the rest is a very old-school style b/w text with some minimal art.   While this sounds like a drawback the game is very much a sandbox-style game. So the "Art" that would be here is from whatever your favorite sci-fi property is.  Space Opera tries to be all things to everyone and ... well we will see how well it does at this. The PDF is a scanned image, then OCR'ed.  There is no bookmarking.

Out of the box we learn that Space Opera is exactly that. A game to emulate your favorite Space Opera fiction.  This is not the hard science of Traveller or the weird science of Gamma World/Metamophasis Alpha.  This is Star Wars, Battlestar Galactica, Buck Rogers. I have heard it described as "not drama, but melodrama."

The sections are numbered like many old-school war games. 1.0 is "Space Opera" 1.1 is "Required Materials & Equipment" and so on. There are four major sections of Vol. 1, the player's book, 1. Space Opera, the introduction, 2. Character classes, 3. PC Career Experience and 4. PC Knowledge and Skills.  Vol. 2 is the "Star Master's" section.  Yes they are indeed called Star Masters.  Here we have sections 5 to 18. 5. General Equipment Lists, 6. Personal Weapons, 7. Heavy Weapons, 8. Ground Combat,  9. StarShips, 10. StarShip Combat, 11 StarShip Economics & Interstellar Comerce, 12. World Creation, 13. Cultural Contacts (aka Aliens), 14. Directory Design of Planets, 15. Habitable Planets, 16. NPC Races, 17. Beasts, and finally 18. Personal Living Expenses.

If it looks like the game is heavy on weapons and combat then yes, it is.  It is also so wonderful old school with bunches of different systems and sub systems. 

Instead of completely reviewing a 40+ year old game let through out some caveats and some points.

First, while this game was certainly an attractive alternative to Traveller at the time, we have many more games out now that do this all better and with clearer rules.

Second, if you are a fan of older games or a fan of Sci-Fi games then really is a must have for your collection.  The PDF is nice and cheap compare to the $100+ to $300 range I see copies go for online.  For $10.00 it is worth your while if you are curious about the game, the history of RPGs or Sci-Fi games.

Now some points. Or how to get the most out of the 10 bucks I just asked you to spend.

Section 1.2 covers units of measurement, all metric focused.  Many games do not have these, this is useful for anyone working in three-dimensions or needs a good idea what a cubic meter is.

Section 1.4 has good advice on dicing rolling in any game.  Don't roll unless the outcome is in question or it serves the drama. There are lots of time to roll the dice, it doesn't need to be done all the time. 

Section 2.0 covers classes. They boil down to Fighting, Tech, Science, Medical and Specialist.  We will see these in one form or another time and time again in nearly every other Sci-Fi RPG from Stars Without Number, The Expanse, to Starfinder and even Star Wars and Star Trek.

Section 2.2 is a nice overview and random tables of Planet of Birth.  They are all d20 rolls and should work with every other system out there. My back of the napkin math even tells me it would work great in such games like White Star.

Section 2.3 character races has great guidelines for just about every sci-fi race out there.  Humans, future humans, evolved apes, cats, dogs, bears, birds, lizards. All here. Again guidelines so cut and paste into what other Sci-Fi game you have going on. No giant insects though. 

Section 3.1 on covers some great guidelines on Mercenary service.  I can't vouch that the economics will transfer from game to game though. 

Section 4 has so many skills. I prefer a simpler skill system these days, but this would help you define some specialized ones. 

Section 4.10 has a lot of Psionic skills as well. Might work with Stars Without Number. This is also how you get "The Force" without pissing off Lucasfilm/Disney.

Also if your Sci-Fi RPG does not have at least one David Bowie tribute then you are doing it wrong.

David Bowie

Section 5. So. Much. Equipment!

Section 15. Great toolkit for habitable planets. 

Section 16. NPCs and sample Alien races.

I said above it tries to be everything to everyone. It does this by taking every sci-fi trope there is and giving it a home here.  Does it work?  Well...it ends up being very long, very complicated and somewhat unattractive, but I can't tell if I am judging it by today's standards, my standards for game design or the standards of the time.   This is a toolkit game with 1000s of options and you only need to choose the ones that work best for you.  

This is not the Granddaddy of Sci-Fi RPGs. That would be Traveller.  This is however the Great Uncle. He still has some good ideas and since he has no kids of his own he can spoil the grandkids as much as he likes. 

I am sure that there are groups out there still today that would LOVE this game.  Me I prefer something a little more streamlined.  That all being said, I am glad I bought the PDF of this as opposed to spending $100s on eBay for it.  

An Onslaught of Options

Reviews from R'lyeh -

One of the great features—amongst many—of 13th Age is how it handles characters, making each Player Character unique, emphasising narrative gameplay elements, and upping the action. Published by Pelgrane Press, a wide range of character Classes were presented in both 13th Age and 13 True Ways, but one of the aspects of 13th Age is that Player Characters can only advance to Tenth Level. What this means is that campaigns are relatively short and new campaigns can be begun relatively easily and relatively regularly, so having a wider range in terms of character choice is always useful. Now whilst presenting new Player Character Classes has not been the focus of titles from Pelgrane Press, it does mean that there is scope for other publishers to provide a Game Master and her players with such options. This is exactly what Kinoko Games has done with Dark Pacts & Ancient Secrets, which added the monstrous Abomination, the destiny-shaping Fateweaver, the mind-bending Psion, the berserking Savage, the dashing Swordmage and the dark-souled Warlock to 13th Age.

Dark Alleys & Twisted Paths, the second supplement from Kinoko Games also expands the number of options available in 13th Age. However, unlike Dark Pacts & Ancient Secrets, it does not add any new Classes. Instead, it goes back to the fifteen Classes presented in 13th Age and 13 True Ways—the Barbarian, Bard, Chaos Mage, Cleric, Commander, Druid, Fighter, Monk, Necromancer, Occultist, Paladin, Ranger, Rogue, Sorcerer, and Wizard—and adds to them, sending each of the Classes in new directions. Essentially each comes with a host of new Talents and Class-specific features, but that is not all to be found in the pages of Dark Alleys & Twisted Paths. The supplement also includes new rules variants, new Races, and a whole new starting point for any 13th Age campaign, all of which will work with 13th Age, 13 True Ways, Dark Pacts & Ancient Secrets, and of course, Dark Alleys & Twisted Paths.

Dark Alleys & Twisted Paths starts with a host of new rules, clarifications, and variants. The new rules include Advantage and Disadvantage, exploding dice (rolling and adding again when the highest number on a die is rolled), and increasing or decreasing dice step-by-step, and to be honest, none of these rules are new if you are aware of Dungeons & Dragons, Fifth Edition, Dungeon Crawl Classics, and the Old School Renaissance in general. However, they are new to 13th Age and the new Class options in Dark Alleys & Twisted Paths makes use of them. The variant rules provide an alternative means of players rolling the abilities for their characters, suggests granting a single ability increase at every Level rather increases to three every few Levels, using Icon relationships as a bonus in skill checks, and amusingly, ‘The Plushie Rule’, in which a player who brings a stuffed toy to the table to represent his character’s familiar, receives a bonus from the Class’ usual list. Lastly, ‘Taking Risks’ allows a player to double down after failing a roll. Instead of opting to accept the consequences of the failed roll, but still succeed and thus ‘Fail Forward’, a player can ‘Take a Risk’. If he succeeds, then there are no consequences, but if he fails the roll, the consequences are bad—bad! This might be Lasting Pain which causes disadvantage on all Saving Throws; a Hand Injury, which causes disadvantage on all Melee and Ranged attacks; and so on… For the most part, this means that ‘Taking a Risk’ is a more personal option for a player and his character and a player can avoid the party-affecting consequences of the usual Fail Forward option.

Dark Alleys & Twisted Paths provides thirteen new Races—Elemental Souls, Half-Ogres, Leomars, Nyama, Orcs, Pixies, Ratkin, Shadowborn, Star Children, and the Vorhai. Elemental Souls are the descendants of followers of the Four Elemental Lords who were defeated by chromatic dragons in a past Age and infused their remaining power into them so there are Elemental Souls of Air, Earth, Fire, and Water. Half-Ogres are simply Brutal and can attack at Disadvantage to inflict double damage; the feline and proud Leomar have a greater resistance to fear; Nyama are shapeshifters, able to change into wild animals; Orcs are full-blood Orcs, dangerous because they have a greater chance of inflicting a critical strike, at least initially in a battle; and Pixies can fly, their weapons do poison damage, and they can shrink any one normal-sized object down to Pixie-size. Ratkin are rodent-like humanoids, known for their love of family, and their Stench which is strong enough to daze anyone nearby; the Shadowborn are humanoids native to the Underworld, able to slip into the shadows to escape a fight; a Star Child has come down from the stars and is simply blessed, able to freely choose a single at-will spell to cast, typically once per day; and the Vorhai or Greyskin are a race of magically created warriors from a past Age, who possess a single Adventurer-Tier Talent from the Fighter Class. Not all of these new Races are going to interest a Game Master or her players, but they do lend themselves to some interesting possibilities. How about an all Orc, Half-Orc, and Half-Ogre campaign built around serving the Orc Lord? Or an Elf, Gnome, Half-Elf, and Pixie focused campaign built around the Elf Queen or the High Druid? That said, simply throwing these thirteen into the mix with those from 13th Age and 13 True Ways is likely to dilute their abilities and those of the other Races. Perhaps it might be better to mix and match, build a campaign around them, and so on?

Dark Alleys & Twisted Paths also provides rules for mixed Race Player Characters and a selections of new Feats—both General and Racial. The former include ‘Bribery’, ‘Heirloom’, and ‘Icon Lore’, whilst the latter include ‘Ancient Grudges’ for the Dwarf, ‘Human Ingenuity’ for the Human, and ‘Pixie Dust’ for the Pixie. There are a lot of feats here and certainly the Racial feats could have been listed by Race rather than alphabetically, as they would have been easier to choose from. The bulk of Dark Alleys & Twisted Paths though, is devoted to the new Talents and features for the original fifteen Classes. Each one comes with some suggestions as to the play style that each new set of Class options offers. For example, ‘Bouncer’ provides a Barbarian brawler with a series of wrestling moves, Bulwark enables him to fight with a shield and sword like a Viking or Saxon warrior, ‘Giant Blood’ lets him be a classic two-handed sword wielding barbarian, whilst ‘Primal War Dance’ turns his battle rage into a defensive dance and ‘Raging Storm’ unleashes lightning damage upon an opponent with every melee attack! For the Cleric, there are over thirty new Domains, from ‘Air/Storm/Thunder’, ‘Animal/Beast’, and ‘Archery/Hunting’ to ‘War/Leadership’, ‘Water/Sea/River’, and ‘Winter/Ice’, each with accompanying Feats and spells, whilst the Druid undergoes a revision. It takes the six Druid Talents from 13 True Ways and replaces them with circles—Circles of Decay, the Fang, Feysong, the Land, Life, the Moon, and War—each of which has its own Talents, spells, powers, or flexible attacks. For example, the Blighted Stench Talent means that the Druid is followed everywhere by the smell of decay, and is granted a bonus Necromancer spell and the Blighted Stench spell, which inflicts poison damage on two nearby enemies. Combine this with other Talents like ‘Festering Maggot Aspect’ or ‘Life Leech’, and spells such as Summon Giant Bug or Creeping Thorn Ivy, and what you have is whole new way of playing the Druid Class, one that is just a little weird and definitely creepy, almost a Class unto itself—and that is just one of the six circles, each of which different in character and tone. This revision of the Druid is possibly one of the more complex options in Dark Alleys & Twisted Paths, but nevertheless, delightfully thematic.

The Fighter has always been a Class to make interesting, and whilst far from uninteresting in 13th Age, in Dark Alleys & Twisted Paths the Class has even more options to make it interesting and flavoursome. ‘Air of Authority’, for example, enables a Fighter to hush a room or a mob, ‘Lock & Load’ turns a Fighter into a fast shot with a crossbow, and ‘Ultimate Combat Reflexes’ enables a Fighter to act any time in a round! The Class is accompanied by a list of new Manoeuvres, like ‘Get a Read’ which grants the Fighter’s player a question about his opponent and ‘Staredown’ which sends the Fighter into the face-off with an opponent, which either can lose. Similarly, the Necromancer is given a host of Talents and spells, such as ‘Bloodseeker’ which turns the Necromancer’s origins into vampiric, and enables him to detect heartbeats of the living, heal by drinking a cup of blood, and empower his next spell with double damage, whilst his ‘Disgusting Display of Depravity’ Talent can strike fear into his opponents! Perhaps the most fun spell will be Zombombie, which summons a zombie which can detonate with a putrid explosion! Elsewhere the Chaos Mage gets entertainingly silly spells such as Frogsplosion, which creates two exploding frogs, and Princessification, which turns a target into an Elven princess, whilst the Wizard goes back to the classic version of the Class with its magic and its many, many spells being built around the eight schools of magic—Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. However, there are only spells for seven of the schools, Necromancy being the province of the Lich King and a whole other Class. Every Class has options upon options, multiple ways to play them like this.

Penultimately, Dark Alleys & Twisted Paths presents the ‘Novice Tier’. This is a means of exploring the Player Characters’ adventures before their careers really begin, essentially taking them from Level Zero through the three mini-steps of the ‘Novice Tier’ up to First Level, and covering everything from Backgrounds and One Unique Thing to Levelling Up and Encounter Design for Novice Characters. The latter feels somewhat short, and it would be nice to see some adventures written for this mini-Level. Lastly, the new magical items consist of new musical instruments for the Bard, and does include some silly items like the Battle Didgeridoo and Lightning Kazoo.

Physically, Dark Alleys & Twisted Paths is tidily presented. The book is decently written, but the artwork does vary in quality. Much of the artwork is decent, but the black and white artwork is rarely as good. Some of the colour artwork does veer slightly towards the ‘Chainmail Bikini’ school of art, but only a few pieces.

13th Age is a roleplaying game with plenty of options in terms of character choices, and that only grows with the addition of 13 True Ways. Essentially, thirteen different Classes, each with direct ways to play them. Dark Pacts & Ancient Secrets, the previous supplement from Kinoko Games, only added to that with six new Classes. Which of course, is no bad thing, because having options—and having more options—is always good. Dark Alleys & Twisted Paths is a whole book of new options, one that returns back to the official character Classes. With just ten Levels of play in 13th Age, the choices in the core rules and 13 True Ways may not necessarily stand up to too much repeat play, but a supplement like Dark Alleys & Twisted Paths, incredibly rich in character options, provides the means to invigorate an existing campaign or build a new one.

Review: Stars Without Number, Revised Edition (2017)

The Other Side -

 Revised EditionA few years back I reviewed Kevin Crawford's Stars Without Number.  At the time I said: The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it. The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller. So much of what made both of those games so great is here.

Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.

Recently I went back over the game and still found it to be nearly perfect. But I had not played it all that much since then.

So on a whim really I picked up the newest Stars Without Number: Revised Edition and I figured I would grab the Print on Demand as well.  I just go it in the main this past week.

Wow.

That is really the only way to describe it.  Any of the reservations I had about the previous edition evaporated with this edition.  

I am considering the PDF and the full-color Print on Demand version. 

Written by Kevin Crawford, art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz, Tan Ho Sim. And what fantastic art it is too!  All pages are full color and each one is evocative and eyecatching.   324 pages. 

Character Creation art

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or sci-fi fans new to the Classic 6 Attributes and level/class systems. The feel here is solid old-school and SWN:RE wears its old-school and OSR cred proudly.  BUT they are also a new game with new design sensibilities.  For example, character creation is broken down into easy steps.

Stars Without Number PC SheetYou can determine your character's skills (and these can be from a number of sources).

There are background packages that can be added to classes to give your character more depth and determine some of their skills.  There are also training packages to further define your character.

The classes are the three "archetypes" that you can find in other games, The Expert, The Psychic, and The Warrior. This edition also has The Adventurer which does a little bit of all the above. 

Character creation is a breeze and no one seems to die while doing it. There is even a quick character creation method on pages 26-27.

Chapter 2 covers Psionics.  Psionics are rather central to the background fiction of the SWN:RE universe, so they get special placement.  There are quite a lot of psionic powers detailed here.  So first thing, if psionics are something you must have in your sci-fi game then please check this game out first.  Psionic points always give the powers a different feel for me than magic, so this is another plus really.  These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.

Chapter 3 is the Systems chapter.  It includes the expected combat, but also a new twist on the skill checks with Target Numbers.  Useful if you are using the skills as described here, but its real utility comes in how flexible it can be.  I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see its use in a variety of situations.  What I like about these skills is they are a 2d6 roll resolution system and not a d20.  Sure makes it feel a little like Traveller. TRhis chapter also covers all sorts of actions, like combat (regular d20 vs AC here) and Saving Throws; Physical, Evasive, and Mental. Hacking also dealt with here since it is most similar to a skill check.

This also covers Character advancement.

Chapter 4 details all the equipment you will need including the Technology Level of the equipment.  D&D would be tech level 1 (or so) while we are at TL 3.  The game is set at TL 5 with some artifacts at TL 6.  Time Lords are hanging out at 7 or 8 I would say.  D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.

The standard batch of weapons and armor from sticks and stones all the way up to energy weapons are discussed.  AC is now ascending.  What is really nice about this game is in addition to lasers, energy swords, and computers it also includes Cyberware, Drones, Vehicles, and "pre-Silence" artifacts. 

Chapter 5 gives us Starships. Everything on size, type, and costs to ship-to-ship combat.  

Starship art
 Chapter 6 covers the History of Space of the default campaign setting.  Even if you don't use it there are some great ideas here. 

Chapter 7 is Sector Creation which is just FULL of material for any game.  While this game has a lot going for it, this is the real gem in my mind. This chapter is long, detailed and honestly, it makes me want to create worlds.

Chapter 8 covers Adventure Creation. You have characters, you have created all these worlds. Let's get them together. 

Chapter 9 is the Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how to make alien beasts and then a listing of several samples.  Given the old-school nature of this game you could grab ANY old-school monster book for ideas.  Yeah...doing Space Orcs could be boring, but Warhammer 40k has been doing them for so long and if you wanted to do them here, well the rules won't stop you. This chapter also covers the creation of alien species. First, the hows and whys of aliens are discussed; what to use, where, and why to use them.  Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens. 

Factions art

Chapter 10, Factions.  Factions are important groups.  Say a group of allied pirates or smugglers, a government or a band of plucky rebels.   Several key factors when creating a faction are given and there is a huge list of sample factions.

Chapter 11 is Game Master Resources. It talks about character death and when to roll for skills. How to build a galaxy and conversions from First Edition Star Without Number.

Game Master Resources

Chapter 12 covers newer material, namely Transhuman stories.  Or what I call the Altered Carbon chapter.  The ability to move on to new bodies.

Chapter 13 has my undivided attention since it is Space Magic. That's right magic and wizards in space. Not psionics, but real arcane magic. 

Chapter 14 covers heroic characters.  These are not your Traveller grunts or even characters from Star Frontiers, these are your Luke Skywalkers, your Buck Rogers, and more. 

Chapter 15 is True Artificial Intelligence. 

Chapter 16 covers Societies.

Chapter 17 gives us Mechs. 

There is a fantastic Index (sadly lacking in many books).

SWN:RE ups the game in every possible way over SWN:1st Ed.  

Print on Demand

I said this book was gorgeous and I meant it.  The print-on-demand copy I got is sturdy and heavy.  It is also the closest thing I have seen to offset printing in a POD product.  You would have to look hard to tell difference. 

I described the previous version as "nearly perfect." Reading through this version I am only left to say that is one pretty much is perfect.  It does everything a sci-fi game should. I mentally slot different sci-fi stories, tropes, and ideas in while reading through it and I could not find something that didn't have a fit somewhere.

I have read a lot of sci-fi games this month, but this is one of the best.  

Worriment on the Wirral

Reviews from R'lyeh -

The once prosperous town of Thorston has fallen on bad times. Located on the Dee Estuary on the south side of the Wirral in the north-west of England, industrialisation and trade has passed the former fishing port by as the estuary silted up and merchant shipping favoured the city of Liverpool opposite the north side of the Wirral. Roads degraded, leaving only muddy tracks leading into the town, the railway station was torn down, and so the town was left isolated, at first declining, then mouldering and dilapidated, more and more of its sodden buildings abandoned. Apart from the few remaining inhabitants, Thorston has in more recent times become a haven for vagrants, drifters, criminals, and other ne’er do wells looking for refuge away from the authorities in the nearby cities of Chester and Liverpool. Whether locals or incomers, all of the inhabitants have learned to lock their doors at night or barricade themselves in, for it is not safe to be on the streets of the port after nightfall. As rumours grow of missing students and missing hikers on the nearby Heswall Dales and a missing church minister, the inhabitants of elsewhere on the Wirral shun Thorston more and more, claiming that there is a sign across the road into the town which reads, “Condemned. Stay clear for safety.” And so Thorston’s decline continues…

This is the state of Thorston, a town with history which goes all the way back to the Vikings, as detailed in Thorston, the Shunned Town on the Dee, which brings the Mythos to the northwest of England. Published by Stygian Fox Publishing for use with Call of Cthulhu, Seventh EditionThorston, the Shunned Town on the Dee is a combination of setting and scenario intended for use with the Hudson & Brand, Inquiry Agents of the Obscure campaign framework, but which would also work as part of a general Cthulhu by Gaslight campaign. It presents a location and  reason to enter what is known as ‘Fox Country’, essentially Stygian Fox Publishing’s equivalent to Lovecraft Country, but with a longer sense of history. To that end, Thorston is the equivalent of dread Innsmouth, yet despite it being a fishing port, it is not home to a mixture of Deep Ones and their hybrids, but rather a variation upon another Mythos race which has long co-existed with mankind, whilst the nearby Roman city of Chester as its answer to Arkham (although there is no obvious equivalent to Miskatonic University).

Thorston, the Shunned Town on the Dee can be broadly divided into four sections. The first explores Thorston, its history, its inhabitants, and its secrets. The second presents the nearby city of Chester, essentially a jumping off point for anyone investigating the Wirral and Thorston, whilst the third is the supplement’s scenario, ‘Supping with the Devil’. The fourth explains the mythology key to ‘Supping with the Devil’ and the town. With less than a hundred inhabitants, the supplement focuses on just a handful of locations and NPCs. These are primarily The Ship & Bowl, the town’s only inn and its proprietor, Maud, and Harris & Sons, and its proprietor, Daniel Harris, and what remains of the town’s only church, St. Hilda’s. Notably both possess and are connected by ‘Rows’, an architectural feature also found in nearby Chester, which consists of a covered pedestrian, but otherwise open walkway on the first floor, giving access to shops and other premises on the first floor, with other shops and other premises on the ground floor below. 

The description of Chester is relatively short, enough for Investigators passing through, but not staying for any length of time, and enough for the Keeper to flavour her portrayal of local NPCs. The NPCs in Thorston itself are actually all decently done, whilst the Mythos forces involved in the town and scenario nicely draw upon British and Celtic myth. Several hooks are provided to get any Investigators to Thorston, mostly revolving around missing persons. The scenario in the book though, ‘Supping with the Devil’, has them employed by Joshua Armitage, a wealthy Liverpudlian merchant who wants to develop Thorston into a seaside resort, complete with pier and promenade. He sends them into the blighted town to ascertain its condition and to get a feel for the place, having them stay a single night. The investigators will find the few inhabitants cold of manner and ill-disposed to talk, their rooms at The Ship & Bowl dank and unpleasant, and their sleep interrupted by door handles rattling and scratches at the window. During the day there are few people on the street, and strangely for a seaside town, an absence of seagulls. ‘Supping with the Devil’ is, in the main, an exploration scenario, the Investigators examining the few remaining buildings in the town, hopefully driven to examine more and more until some of its secrets are revealed—or at least hinted at, and the town’s dark side can react… Up until that point, the scenario is player-driven, but then the NPCs may come to drive the Investigators, perhaps necessary if the players and their Investigators simply decide that the best course of action is to flee. The Keeper may want to create a few more NPCs, in particular some of the vagrants, drifters, criminals, and other ne’er do wells who have taken refuge in Thorston. These can at least populate some of the seemingly abandoned buildings—which will also benefit from some window dressing too—and add colour, as well as their perhaps hinting at some of the mysteries and secrets in the town, falling prey to the evil present, perhaps foreshadowing events which might befall the Investigators…

Physically, Thorston, the Shunned Town on the Dee is engagingly presented. Done in full colour throughout, the cartography and illustrations are in general, well done throughout. Some of the maps are a little small, whilst others do not work as double-page spreads, and there are differences between the two maps of the town. However, Thorston, the Shunned Town on the Dee is let down by the writing—or rather by the editing. Parts of the text are overwritten and repetitive, and whilst there is an editor listed in the credits, there are no signs that Thorston, the Shunned Town on the Dee has actually been edited.

Thorston, the Shunned Town on the Dee is essentially Innsmouth and the scenario, ‘Supping with the Devil’, its equivalent of H.P. Lovecraft’s The Shadow Over Innsmouth. As inspiration goes, that is no bad thing, but neither are they direct copies, for the differences in tone and scale—the town of Thorston and its inhabitants being smaller in scale give them a flavour and feel of their own. As does setting in the Purple Decade of Cthulhu by Gaslight. Plus, there is a sense of English squalor to Thorston and environs. Despite the disappointing lack of editing, there is a lot to like about Thorston, the Shunned Town on the Dee. It wears its inspirations on its sleeve, but in entwining them with local myth to create an atmosphere that is both monstrous and English, Thorston, the Shunned Town on the Dee serves as an enjoyably rotten introduction to Fox Country.

Review: Mutant Future (2010)

The Other Side -

Mutant Future coverI reviewed 1st Edition Gamma World which got me thinking about Mutant Future. I was surprised to discover I had not written a review for Mutant Future. Well, today seems like a good time to do that. This review will cover the PDF and the POD versions from DriveThruRPG.

Mutant Future (2010)

Not to start with, Mutant Future is not really a Retro-clone, near clone, or anything like that.  The closest game it is like is Gamma World.  Set in a post-apocalyptic world, Gamma World has its roots in the dawn of the RPG age and D&D in particular. Filled with mutant animals, plants, and humans of all sorts.

While Gamma World has its own near-D&D system it is not 100% compatible.  Maybe 95%.  Mutant Future doesn't have that issue. It is the exact same rules as its sister game Labyrinth Lord. Plus Mutant Future is not trying to emulate Gamma World exactly.  Mutant Future then is a new game that feels like an old game that never really existed.  Mutant Future does have some differences from Labyrinth Lord. The game is set in a post-apocalyptic Earth much like Gamma World. 

Section 1: Introduction

This covers the basics. What this game is and what to do with it.  A brief overview of dice and common abbreviations is covered.  This largely the same as what we see in many games and in Labyrinth Lord in particular.  Mind this is not a drawback to this game. There is a strong implication here that anything made or written for Labyrinth Lord is also good for Mutant Future. 

Section 2: Characters

Again, there is familiarity here, and that works to Mutant Future's advantage.  The ability scores are the same as Labyrinth Lord/D&D and are generated the same way. The various species or types you can play are also here. Characters can be an Android (basic, synthetic, or replicant), mutant animals, mutant plant, mutant human, or the rare pure human, also like Gamma World. Abilities can go as high as 21 and there are a different set of saving throws, but the basic rules are the same as Labyrinth Lord.  The types also list what HD each character has and how many mutations you have.  

This section also covers gear. It uses a coin system much like D&D and Labyrinth Lord as opposed to the barter system of Gamma World. Either works fine.

Section 3: Mutations

This covers all the mutations that all characters, NPCs, and creatures can have. In true old-school fashion, these are all random tables. 

Section 4: Adventuring Rules

This covers the rules of the game and what characters are likely to do.  Again these are replicated (but not cut and pasted) from Labyrinth Lord.  Mutant Future sticks with feet and Basic movement as opposed to Gamma World's metric and more AD&D-like movement. 

Section 5: Encounters and Combat

Combat and weapons of all sorts are covered. Also covered are damage from stun, paralysis,  diseases, radiation, poisons, and more.  This is one of the bigger departures from the Labyrinth Lord core, the saving throws are keyed for Mutant Future damage types. There is also a mental attack matrix here much like Gamma World.

Section 6: Monsters

This section covers all the sorts of creatures you can encounter. It is fairly expansive and since the format is the same as Labyrinth Lord creatures can be used in one or the other or both.  40+ pages of monsters is a good amount. There are also plenty of detailed encounter tables. 

Section 7: Technological Artifacts

This would be the "Treasure" section in a fantasy game, but this is highly appropriate since the world of Mutant Future is supposed to be littered with the technology of past ages.  This includes non-playable robot types, vehicles and things as mundane as protein bars.

Section 8: Mutant Lord Lore

This covers how to run a Mutant Future game. Not just how to run their own but how to build your world.  Unlike Gamma World which has a sort of baked-in setting, Mutant Future is more open. The Mutant Lord (and I think an opportunity was missed in not calling them Mutant Masters) gets to decide how the world is the way it is.   Advice is given on how to run adventures and a sample setting is provided. 

Section 9: Mutants & Mazes

While it might not really be needed, this section discusses using Mutant Future and Labyrinth Lord together.  The rules are remarkably similar, like 99%, so there are only minor pieces to consider. Though this section does expand mutations to the standard D&D tropes of race/class.

All in all this a fine game. It is not exactly like Gamma World, more was it trying to be. It does however give that Gamma World feel in an OSR ruleset.

Print on Demand

The PoD version of this book is a sturdy hardcover that compares well to my Labyrinth Lord books.



Between Mushroom Cloud and Monastery: Douglas Coupland’s ‘Generation X: Tales for an Accelerated Culture’

We Are the Mutants -

Eve Tushnet / May 12, 2021

I came to Douglas Coupland’s novel Generation X: Tales for an Accelerated Culture, thirty years after its 1991 publication date, expecting sharp sociocultural observation and maybe some economic critique. After all, Coupland, who said that his generation was “sick of stupid labels,” inadvertently coined the self-effacing generational moniker under which my cohort has labored.

But Generation X is something stranger than a novel of social observation. It is a scrappy, almost zinelike collage of images, marginal text, and patchwork narratives, making it feel like a back issue of a magazine that never quite existed. It’s full of incisive nouvelle slang: “McJob: A low-pay, low-prestige, low-dignity, low-benefit, no-future job in the service sector. Frequently considered a satisfying career choice by people who have never held one.” Coupland provides all the expected pleasures: lostness, drifting, downward mobility, a surfeit of irony and anti-politics; and over it all the fading shadow of global thermonuclear war, which still haunts the imaginations of this last generation of Cold War kids.

But Coupland’s characters long more for sublimity than for 1950s-style industrial and familial stability. They’re haunted not just by the mushroom cloud but by the monastery. Reading Coupland’s debut novel, you’ll be reminded that seminal Gen X lit includes not just Jay McInerney’s moral tales but Donna Tartt’s 1992 divine-madness pulp masterpiece The Secret History.

Generation X is about three friends, Andy, Dagmar (a man), and Claire. Their platonic cuddling and aggressively retro aesthetic create an odd, lightly ironized, closety vibe. A novelist more concerned with our moral life would explain this atmosphere: perhaps through parental divorce, which played such a huge role in the national psyche of the ’80s and ’90s. Divorce defines the cultural landscape of Generation X. As one of the marginal comics by Paul Rivoche puts it: “Don’t worry, mother… If the marriage doesn’t work out, we can always get divorced.” The atmosphere of divorce, its ever present possibility, shapes these characters’ contingent and uncommitted life—but it doesn’t define their psychological backgrounds. Unlike in much Gen X fiction (including McInerney’s Story of My Life and The Secret History), our hero’s parents are still married.

In 2019, the divorce rate hit a record low, as did the marriage rate and the childbirth rate. Divorce and the experiences of “children of divorce,” which shaped so many books and movies in the 1980s and 1990s, play a much smaller role in our cultural landscape now that nobody’s getting married or having children in the first place. This shift has not exactly reduced the ambient level of instability and precarity. The covert intensity with which Andy and his friends cling to one another, the mingled hope and guardedness in their promise-free love, is if anything even more striking in our current relationship moonscape.

The place of gay people and gay longings has shifted in a far more significant way since 1991, and here Generation X does feel even more retro than it’s trying to be. But although there are clues to the narrator’s sexuality for those who would like clues (it’s no coincidence that Claire’s awful boyfriend calls him “Candy”), Coupland doesn’t pathologize the unspoken quality of Andy’s sexual longings. Andy’s reliance on dreams and hints suggests an extended adolescence; that’s part of the experience of the closet, but it’s also something he can share with his friends, opening him to them as well as limiting him.

Andy and his friends are bracingly aware that they won’t do as well as their parents. I remember answering the phone when I was in middle school and finding myself in a poll: “Do you expect to have the same level of financial security as your parents, or greater, or less?” I said, “Less,” of course, with a suppressed duh. Doesn’t everyone expect less? And yet Andy and his friends live in their own bungalows, right next to one another. (Andy’s from Portland but fled to tend bar in Palm Springs with Dag; Claire sells Chanel at a luxury department store.) They don’t need housemates. They have pets! Who do you know, who isn’t rich, who can afford their own rental and a pet? There’s a chapter in here titled “Quit Your Job.” I enjoyed that slogan, but thirty years on, in the middle of the gig pandemic, I also thought, Gosh, remember when people had “jobs”? Andy and his friends come from the middle class or higher, true; they’re also part of a generation that could feel the floor tilting under them—even if they hadn’t yet slid all the way off. They’re able to choose between the service industry and a soul-crushing job with health benefits. We should all be so lucky!

The most powerful image of the precarity of these characters is not their withdrawal from romance or their bartending jobs. It’s nuclear war. When the novel was released, in March 1991, the Soviet Union still existed. It’s set in 1990, the year after the Berlin Wall fell. The old game of brinksmanship was rapidly changing its rules, and nobody knew how it would end. Dag is obsessed with the mushroom cloud; he accidentally covers Claire’s bungalow with radioactive rocks; he closes one of his many “end of the world stories” with “the silent rush of hot wind, like the opening of a trillion oven doors that you’ve been imagining since you were six.” Nuclear war is an ever present memento mori: a reminder that you’re a target, that political forces you can’t hope to affect may turn you and everybody you know into glass. 

But nuclear war also offers the promise of a totally different future. Maybe things won’t just keep going the way they have been. Maybe apocalypse will bring revelation. Dag’s vision of the mushroom cloud ends in communion and a kind of confession. His nuclear fantasies express deep-rooted fears, but also a longing for the ecstatic shattering of the self. Nuclear war would not just crack open the self-protective carapace of irony: the persona. It would not only be the ultimate shared experience in an atomized and alienated world (“We Will All Go Together When We Go,” as Tom Lehrer reminds us). It also represents the white-hot moment when loss becomes total. And it’s in this loss, a kind of mutually-assured asceticism, that Coupland’s characters hope to discover some form of transcendence. That’s vague, and it’s vague in the novel; maybe it has to be vague, because, having left the ornament and doctrine of religions behind, Andy and Dag and Claire have little idea what other shape transcendence might take.

We see this in their stories. One of the unexpected delights of Generation X is the way it turns the postmodern obsession with narratology into a game. The three friends constantly tell each other “bedtime stories,” with various rules and conventions. This is part of their self-protective irony (it’s not me, it’s not my heart). It’s part of the zine aesthetic of the novel, and it fits the characters’ directionless lives; no individual plotline can be sustained for very long. But Coupland makes this shared storytelling feel loving and genuinely communal. It’s a sincere statement that they may view their own lives as pointless and meaningless, but they want to hear their friends’ stories. There’s an uncynical lightness to the storytelling, which lets these characters reveal their secret desires as if at a slumber party, flashlights under their chins.

And so we get Claire’s fairy tale of the spaceman who persuades a girl stuck on the backwater planet of “Texlahoma” to give her life so he can get back to Earth. He’ll revive her, he promises. Her sisters know it’s a lie. But they still let her go to her ecstatic death: “And together the two sisters sat into the night, silhouetted by the luminescing earth, having a contest with each other to see who could swing their swing the highest.” This is a tale of deadly romance, appropriate for the sex-kills era. It’s a tale of economic marginality. But it’s also suffused with longing for the unknown, even if the journey into that black, star-studded expanse will kill you. And it’s a hint that death, at least symbolic death, may be necessary in order to touch the stars.

Claire is also the one who tells the most direct parable of asceticism. She tells this story soon after her sketchy grifter friend, nicknamed Elvissa, runs off to be “a gardener at a nunnery.” Dag says, “I don’t buy it”; but Claire retorts, “It’s not something you buy.” Generation X, in Generation X, shelters neither in the certainties of the ’60s revolt nor in the post-Great Recession certainties of the millennials, but in irony and delay. Elvissa’s flight suggests an unsheltered alternative. Not the convent—that’s too much certainty or the wrong kind—but something convent-like: some ascesis, some mystery, some intelligible loss and unintelligible gain.

Right after Elvissa leaves, Claire tells a story called “Leave Your Body,” about “this poor little rich girl named Linda.” Linda’s parents break up when she’s a kid; she becomes a “charmed but targetless” woman, restless and unhappy. And then in the Himalayas she learns about “a religious sect of monks and nuns… who had achieved a state of saintliness—ecstasy—release.” Linda accepts the sect’s strict rules (though it’s important to the generational portrait that they’re not the rules of kashrut or the catechism) and begins seven years of fasting and meditation. She misunderstands. She makes what is literally a fatal error, due to her ignorance of the Himalayan discipline. And yet that doesn’t mean she fails. The ultra-American’s quest ends not in humiliation but in mystery: even in her folly, she found the doorway.

This is Coupland’s attitude toward all his characters’ longings. He lavishes attention on their bright and curlicued foolishness, but he never holds their hopes in contempt. He suggests that they may someday find whatever it is they’re seeking, even if they never understand it. This is an unfinished book; it defined a generation by our unfinishedness.

Eve Tushnet is the author of two novels, Amends and Punishment: A Love Story, as well as the nonfiction Gay and Catholic: Accepting My Sexuality, Finding Community, Living My Faith. She lives in Washington, DC and writes and speaks on topics ranging from medieval covenants of friendship to underrated vampire films. Her hobbies include sin, confession, and ecstasy.Patreon Button

Review: Star Frontiers, Alpha Dawn and Knight Hawks

The Other Side -

Star Frontiers, First EditionGamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphasis Alpha non-withstanding), but it was not their biggest.  While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity.  It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.

Certainly, in terms of fans, Star Frontiers has Alternity beat.  But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick.  Knight Hawks was designed primarily by Douglas Niles.  The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier.  Keith Parkinson would go on to do some other covers in line as well.  

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps.  The Print on Demand versions put all the files together into an attractive soft-cover book for each game.  The maps are published in the back, but you will want to print them out for use. 

Star Frontiers, Print on Demand
Both books are easy to read and really nice.  They have been some of my favorite Print on Demand purchases ever.
Let's look into both games.

 Alpha DawnStar Frontiers: Alpha Dawn

Alpha Dawn is the original Star Frontiers game.  The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.  The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue.  Go figure.

The Basic Game is a 16-page book/pdf that gives you the very basics of character creation.  There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership.  These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70.  Higher is better. These can be adjusted by species and each individual score can also be changed or shifted. 

The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks.  I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor. 

We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters. 

The basics of combat, movement, and some equipment are given.  There is enough here to keep you going for bit honestly, but certainly, you will want to do more.  We move on then to the Expanded rules.

The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar.  Simple ability checks are covered, roll d% against an ability and match it or roll under.

Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that.  Skills are attached to abilities so now you roll against an ability/skill to accomplish something.  Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social. 

Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here. 

There are two combat sections, personal and vehicle.  These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns. 

There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.

The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like.  While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).  

This book also includes the adventure SF-0: Crash on Volturnus.

When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.  

 Knight HawksStar Frontiers: Knight Hawks

Ah. Now this game.  Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections.  There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come. 

The PDF version splits all this into four files for ease of printing or reading.  The Print on Demand book is gorgeous really.  Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat.  By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space. 

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.  

Ships are largely built and there is a character creation feel to this.  Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission.  Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both.  I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar.  It really had kind of a "Wild West" meets the "Age of Sail" feel to it. 

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios. 

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space.  Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games.  They have such untapped potential.

The price for these books is perfect.  Grab the PDF and POD combo.  Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic.  Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules.  Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.

Star Frontiers on the Web

There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.  

For these fans and sites, Star Frontiers never went away.

Classic Adventures Revisited: S3 Expedition to the Barrier Peaks

The Other Side -

Cover to S3 Expedition to the Barrier PeaksOne of the first adventures I ever bought via mail-order was S3 The Expedition to the Barrier Peaks. I had already latched onto the idea that the S series of adventures were going to be mine to run in our extended group of players that crossed many DMs and groups.  I grabbed it without really knowing a lot about it.  I knew there was crashed spaceship central to the adventure and I knew that it was a larger adventure.  Since I was spending my limited paper route money on my new D&D addiction I had to make every dollar count.   S3 had two booklets, at 32 pages each, and color inserts. There were two covers with maps. So even my young mind all of this was more valuable than a simple adventure that only had half that material.

I got it in the mail one summer and took with me on a family trip to the fish fry my parents loved to go to every year.  It was hot, and July and all I wanted to do was sit in our van and read my adventure.  This was also the first time that I encountered what I would later call the "Gary Gygax" effect. This would be the "E.G.G." on the map of Level II.  I remember not liking it at the time because if this was a real spaceship then why was that there.  But more details on that later.

Sci-Fi gaming was not new to me. I had picked up Traveller and I knew about Gamma World. I also had learned that Gamma World and S3 had a shared parentage in Metamorphasis Alpha, though I will admit I wasn't 100% clear on what that meant at the time.   Without knowing much about the size of the Warden (MA) we always assumed this was the Warden.  Given the shape of the ship that landed on Greyhawk and it's size this was more obviously some sort of smaller scout ship with a prison or brig.  One thing everyone in my groups agreed on was this is how Mind Flayers came to Greyhawk.

S3 Expedition to the Barrier Peaks

For this review, I am considering my printed copy from 1982 or so (not my original sadly, lost that one years ago) and the PDF from DriveThruRPG.  This adventure was written by Gary Gygax himself and was the official Advanced Dungeons & Dragons Tournament scenario at Origins II in 1976.  The adventure was updated and published in 1980. Cover art and art book art by Erol Otus, interior art by Jeff Dee, David "Diesel" LaForce, Jim Roslof, David Sutherland III, Gregory Flemming, and Erol Otus.

The adventure comes in two 32-page black and white booklets. The first covers the adventure and the second covers all the weird animals, plants, and gadgets found on the ship.  There is also four pages in the center of book two with full-color art of the animals.  I have one copy where they are glossy and another where they are matte. I have no detail on what the differences mean.  

Glossy vs. Matte art in S3 Book 2

Book 1 covers the adventure.  The preface sets up what this adventure is about and gives some background on how this adventure came to be.  The rest sets up the adventure, placed in the Grandy Duchy of Geoff in the World of Greyhawk.   There is a bit of explaining the nature of this "dungeon," really a crashlanded ship, and how to read the maps. 

While one could call this a funhouse dungeon it is a bit different than the other Gygax funhouse, Tomb of Horrors.  There are a lot of new and weird monsters here and some older ones (like the Mind Flayer) that are given a new life so to speak.  What is most interesting to us, and to the players, were the new tech provided.  The tech items were designed not really to be functional, but to confuse the players as much as possible.  There really seemed to be a fear that D&D characters would run around with laser rifles.  Of course the design makes no sense from a human perspective, so we tried to figure out how they might been created.  One idea was that these make sense if you are a Mind Flayer. 

The adventure itself is a pure dungeon crawl into an unknown structure. 

Book 2 covers all the visual aids for this adventure.

The adventure is a must-have really to say you have had the complete D&D experience.  My oldest hated it though, saying he hates mixing sci-fi with his D&D.  My youngest loved and wanted lasers for everyone.

Classic Modules Today & Revisited

There are 5th edition updates via Classic Modules Today by Todd Bergman and the 5e Conversion by Michael "solomani" Mifsud. Each goes for $1.00.

Goodman Games also offers their massive Expedition to the Barrier Peaks, with introductions and background details from author Michael Curtis, Tony DiTerlizzi, Erol Otus (with some new art too!), and an interview with Diesel LaForce by Tim Wadzinski.

Two versions of the classic adventure are given to represent the seven different printings the adventure went through. These are covered on page 21 and largely deal with the various TSR logos used. Given this information, my copies seem to be later printings.  Corrections to errors found are presented in the 5th edition version of the adventure. 

In the last pages, Appendix G, covers the relationship between Metamophasis Alpha and Expedition to the Barrier Peaks.  IF they had included Gamma World then the trinity would be complete.  Goodman Games still publishes some material for Metamorphasis Alpha.

Goodman Games and TSR's respective Barrier Peaks adventures

The Warden Campaign

I can see an entire campaign built around this crashed spaceship and the mutants it has let loose in the area.  A great way to introduce the ideas of Gamma World or even Mutant Future or Mutant Crawl Classics to your game.  You can expand it with ideas from Mark Taormino's Secret Machines of the Star Spawn.  It could even lead to a Spelljamming campaign.

Astonishing Swordsmen & Sorcerers of Hyperborea

AS&SH already has things from the stars and even lost technology, so adding this adventure to it is not just a no-brainer, I have a hard time justifying why you shouldn't give it a try. 

BECMI/Mystara

While the Barrier Peaks is firmly rooted in the realm of Greyhawk, there is no reason why it can't be moved to Mystara.  There is already a solid history of magic and technology in Mystara. Not just from the Shadow Elves or Blackmoor, but also the curious connections between these two maps.

Here is Mystara's North and West hemisphere.


Here is Gamma World


Rotate the top map by about 45 degrees counter-clockwise and you get the map below.  No shock since both maps are based on North America.

What happened to cause the world of map 1 to become the world of map 2?

Maybe the reactor of the crashed spaceship went critical, blew up, shifted the world axis (something that did happen in Mystara), and created a bunch of weird mutants.  Unless of course the characters can go on an expedition to some mountains and stop it from happening. 

Review: Gamma World, 1st Edition (1978)

The Other Side -

I had not planned this, but DriveThruRPG is having a Sci-Fi sale now.  I had mentioned that May had a 
"soft-theme" of Sci-Fi.  It is very likely I knew this in the back of my mind.  So while their sale is going on I want to look at various Sci-fi games in my life-long quest to find the perfect one for me. 

I am going to start with some that I have played and see where these reviews take me.

Gamma World 1st EdThere is an important piece of my 40+ years of D&D anniversary that I have neglected and I thought I must rectify that as soon as I can.  

1981 was a banner year for D&D.  I FINALLY got my real copy of the game, the Moldvay D&D Basic Set which I have talked about ad nauseam here for years.  Within that "Gateway to Adventure" catalog there was another game that I knew a little about and would also soon be part of my ever-growing desire for a good sci-fi game.  That game was TSR's own Gamma World.

Over the next few years, I'd spend time with this game and other editions of it, but it was this first edition that really grabbed me like no other.

I am going to review Gamma World here and talk a little about what I did with it and what I will do in the future.  For this, I am considering my original Gamma World book (the box and dice are long gone), the Print on Demand version, and PDFs from DriveThruRPG.

Gamma World (1978, 1981)

Living thru the Nuclear Scare was an interesting time.  I vividly recall having conversations with kids my own age about how they saw no future because the Russians were growing to blow us all up any day.  Regan was president and I was convinced he was going to do something stupid to get us all nuked. Instead, he just destroyed the middle-class.  But the threat was there all the time.  The news, the movies, even all the music videos, to quote Frank Zappa, used all the same cheesy atom bomb explosions.  Yup we were going to all die and the world become a nuclear wasteland where people drove around Mad-Max style in supercars and fought for the remaining resources. 

I suppose then given that environment a game like Gamma World was inevitable.  Gamma World was our world, but very different. It is always interesting to read an older game describe how the world of their future and our present would turn out.  Gamma World paints a nice picture of the early 21st century as a time when we stopped polluting the Earth and taking resources from it.  Science Fiction indeed.  With that, let's delve into this book.

Gamma World original print vs new PoD

Introduction

There is a lot of interesting thing going on here. We know this is a (maybe even THE) Post-Apocalyptic game.  This said apocalypse began in 2309 going to 2322.  We get some world-building here with various wars leading up to the attack against a group known as The Apocalypse by what remained of the various governments and groups and The Apocalypse fought back. While it is not said to be a nuclear disaster, that is certainly how it feels.  We know that due to this event that some life-forms were completely wiped out and others were mutated into new and strange forms. It is stated that many of the weapons were biological in nature too.  So we have a heady stew of alchemical death raining from the skies.  The year is now 2471 (450 years from now). There are humans and other things here and that is where our adventures begin.  I can't help but draw parallels between this and the Buck Rogers in the 25th Century TV series which came out at the same time.  Gamma World predates the TV show, but not Buck Rogers. The TV series takes place in 2491, so 20 years after GW. With TSR's later dangerous flirtation with Buck Rogers, I wonder if any attempt was made to bring the two lines together?  I certainly would have tried if I had been into GW as much as I was into D&D.

How to Use This Book & Designing Gamma World

An overview of what this book is about and how to use it.  If you ever played an RPG then you know what is here. If you ever played AD&D then you might even have this section memorized. Gamma World uses the same dice as D&D.

The designing part covers what you are likely to encounter in a typical Gamma World setting. It is a broad overview meant only to introduce the players. Details will come later.

Creating Characters

If you can create a D&D character then you can create a Gamma World character; they are largely the same and makes you wonder why there was no unified game system used at TSR.  Well...I have my guesses. You have three "races" Pure Strain Humans, Humanoids, and Mutated Animals. Your attributes are Mental Strength, Intelligence, Dexterity, Charisma, Constitution, and Physical Strength.  I am sure these are recognizable. Pure Strain Humans are just that, but Humanoids and Mutated Animals can have mutations. These are rolled randomly of course and some are beneficial others are defects. You can have a physical and/or a mental mutation.  Mental ones can even include psionic abilities. Plants can also have mutations.  This covers quite a bit of the book, but that is not really a surprise I suppose.

Since the tables in the game are based on various ability scores they are more important in normal play than they are in (A)D&D.  Levels and experience points use does not even come up until page 42.

Play of the Game

This covers the rules of the Gamma World game. We start out with what happened a lot in GW; moving from place to place and searching for things.  Combat is the next section with weapons from clubs all the way to fusion rifles. We get some combat matrices that look like they were cribbed from D&D Basic. This is a good thing.  There is even something here that I always an improvement, the Mental Attack Matrix. I mean this could have, should have, been ported back to AD&D and been better than the psionics system used there.

Encounters

Gamma World is a Gygaxian fun-house dungeon writ large.  That doesn't mean everything you encounter will try to kill you, but that is a good assumption.  The creatures are not as evocative as say the creatures from the Monster Manual but they are compatible with each other so if your really want an orc in Gamma World game it is easy.

Also presented are various alliances. These are the groups, factions and tribes you can encounter. Only a few are presented here and the Game Master is encouraged to make more.

Artifacts and Equipment

Maybe more so than D&D there is a good reason for all these "treasures" to be laying around.  But there is always the chance that something will fail. Gamma World takes the device flow charts from Expedition to Barrier Peaks (it's "cousin" adventure in AD&D) and dials it up to 11. 


This section also covers trade, the value of goods, and robots. I wonder how many Gamma World games changed the importance of robots after the Terminator movies came out?

The last few pages cover an example of play and there are some charts (random encounters) and hex grids that can be removed for use.  They look right at home next to my D&D charts of the same period.

Print on Demand

The Print on Demand version might be one of the best ones yet.  Yes, the maps from the box set have to be printed out, but that is not a big deal.  The new PoD is clear and easy to read.

Nothing is lost in the translation.  Plus the new pod uses the box art for the front and back covers so everything is here.  All that is missing is dice.

Jonstown Jottings #42: QAD: Family Histories – 101 Sartarite Character Backgrounds

Reviews from R'lyeh -

 Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
QAD: Family Histories – 101 Sartarite Character Backgrounds presents one-hundred-and-one backgrounds for characters from Sartar created using the character creation rules found in RuneQuest: Roleplaying in Glorantha.

It is a one-hundred-and-ten page, full colour, 4.78 MB PDF.
The layout is clean and tidy, and whilst the only illustration, ‘Ons voorgeslacht in zijn dagelyksch leven geschilderd’, is on the front cover, it is appropriate.
Where is it set?
QAD: Family Histories – 101 Sartarite Character Backgrounds is set in Sartar in Dragon Pass.

Who do you play?
No specific character types are required to use QAD: Family Histories – 101 Sartarite Character Backgrounds. Instead, QAD: Family Histories – 101 Sartarite Character Backgrounds can supply a background for whatever the type of character is being created.

What do you need?
QAD: Family Histories – 101 Sartarite Character Backgrounds requires RuneQuest: Roleplaying in Glorantha only, although HeroQuest: Sartar-Kingdom of Heroes may be useful when refering to the twenty-four classic tribes used in QAD: Family Histories – 101 Sartarite Character Backgrounds.
What do you get?One of the features of RuneQuest: Roleplaying in Glorantha is that the process of character creation results in nicely detailed characters with both personal and family background. However, as much as the end result is nicely detailed, the process is a lengthy one and if the process is followed through on the complete family history, then a great number of different names is required to fill out all of the family relationships. There is of course a quick method provided in RuneQuest: Roleplaying in Glorantha, but the results are not as involved or interesting.
QAD: Family Histories – 101 Sartarite Character Backgrounds—the ‘QAD’ short of ‘Quick And Dirty’ is a potential solution to this problem. At least for Sartarite characters, other homelands being covered by other entries in the QAD: Family Histories series. The supplement provides one-hundred-and-one pre-generated family histories, each with a potted history, list of family and extended family members, starting passions, and effects upon the character from the history, such as skill increases, reputation increases, boons, heirlooms, and so on. All of which had been generated using the ‘Step 2: Family History’ of the character creation process in RuneQuest: Roleplaying in Glorantha.
Each entry fits on a single page and is organised into five sections. The Heritage section lists the homeland, tribe, clan, lineage, and family trade, and the Ancestral Focus section the character’s favoured family members—grandparents, parents, and so on, who will appeared the Potted History which lists the events they were involved in, including the character, from 1582 to 1625. The History Effect lists the effects that the history has on the character’s Passions, Skills, extra money, and so on. Lastly, the Family Relations section provides the names and dates of the character’s grandparents—maternal and paternal, both parents and their siblings, and then the character and his or her siblings and their dates. These are all arranged neatly into separate boxes—the Family Relations almost like a family tree, and so are easy to read.
QAD: Family Histories – 101 Sartarite Character Backgrounds explains each of its sections and some of the choices made by the author in a very clear manner. In particular, the does differ slightly from the process given in ‘Step 2: Family History’ of the character creation process in RuneQuest: Roleplaying in Glorantha. To counter the high possibility of a character’s predecessors all dying during the process of Family History generation, it allows for guardians and other relatives to play a role in the Family History. It also addresses some of the issues with the ‘Step 2: Family History’, such as possessing both a Hate and a Loyalty to the same individual; family trades which seem incongruous, for example, Grazelander fishers; and the distinction between the passions, Hate (Lunars) and Hate (Lunar Empire). For the most part, QAD: Family Histories – 101 Sartarite Character Backgrounds—as do the other titles in the series—that the player and the Game Master be inventive when addressing these issues and explore the possibilities they suggest. For the passions, Hate (Lunars) and Hate (Lunar Empire), QAD: Family Histories – 101 Sartarite Character Backgrounds assumes that the two passions are different and that Hate (Lunars) refers to specifically to Lunar Tarsh as ‘Lunars’ and Hate (Lunar Empire) to the Empire itself. Should there be a clash, it is suggested that a possible alternative be taken, like Hate (Chaos), or substitute Hate (Lunar) with Hate (Lunar Empire). 
Using an entry from QAD: Family Histories – 101 Sartarite Character Backgrounds negates the need to work through ‘Step 2: Family History’ of the character creation process in RuneQuest: Roleplaying in Glorantha which lends itself to multiple applications. First, it can be used to make a Player Character quicker and more easily, whether a player needs a replacement character following the death or retirement of his previous one. Second, if a player does need a replacement character following the death or retirement of his previous one, it can be used to flesh out an NPC already in play which the player can take over as his Player Character, either temporarily or permanently, rather than find some way of introducing a wholly new Player Character at a moment’s notice. Third, it can be used to help create Player Characters quicker and more easily if a playing group is planning a quick session of RuneQuest: Roleplaying in Glorantha. Fourth, it can be used to flesh out NPCs quickly and easily, including during play, whether that is to determine their history or whether the Player Characters want to see if they have anything in common with the NPC, especially in terms of their histories. Fifth, it can be used to round out part of a Player Character’s or NPC’s background. For example, in presenting various family members in the Family Relations section, QAD: Family Histories – 101 Sartarite Character Backgrounds is also providing lists of names which can be used to fill out details about the Player Character’s or NPC’s own family.
Is it worth your time?YesQAD: Family Histories – 101 Sartarite Character Backgrounds takes all of the hard effort of the dice rolling and note taking of character creation in RuneQuest: Roleplaying in Glorantha and reduces its most involved step to a single roll. Simple, easy, and quick, whether you need an NPC detailed or a new Player Character ready to go.NoQAD: Family Histories – 101 Sartarite Character Backgrounds takes all of the fun and the inspiration out of the most interesting step of character creation, and simply mechanises it. Plus RuneQuest: Roleplaying in Glorantha already has a quick method. Further, your campaign may not be in Sartar or involve Sartarites at all.MaybeQAD: Family Histories – 101 Sartarite Character Backgrounds is a potentially useful tool, but is definitely not vital to playing or creating either NPCs or Player Characters in RuneQuest: Roleplaying in Glorantha.

Cthulhu Classics IX

Reviews from R'lyeh -

From one week to the next, Reviews from R’lyeh writes reviews of new games and supplements with an emphasis on Call of Cthulhu and other games of Lovecraftian investigative horror. This series concentrates on Call of Cthulhu and other games of Lovecraftian investigative horror, but not those recently released, but those of the past. There have been innumerable titles published over the years and this is an opportunity to appraise them anew, often decades after they were first released.

Having looked at the releases from Games Workshop, culminating with Green and Pleasant Land: The British 1920s-30s Cthulhu Source Pack, Reviews from R’lyeh now moves on to another early licensee for Chaosium, Inc. This is T.O.M.E. or Theatre of the Mind Enterprises, a publisher best known for the titles it released for use with Call of Cthulhu and Gardasiyal: Adventures in Tékumel, the 1990s roleplaying game set in the world of Tékumel: Empire of the Petal Throne. Between 1983 and 1984, T.O.M.E. would publish five collections of scenarios—The Arkham Evil, Death In Dunwich, Pursuit To Kadath, Whispers From The Abyss And Other Tales, and Glozel Est Authentique!—for use with Call of Cthulhu, Second Edition. It is the third of these titles, Pursuit to Kadath,  which is the subject of this review.
Pursuit to Kadath consists of two separate scenarios. The longer of the two is the titular ‘Pursuit to Kadath’, whilst the bonus, much shorter scenario is ‘The All-Seeing Eye of the Alskali’, which can be run after ‘Pursuit to Kadath’. From the outset, the title itself suggests the Dreamlands and H.P. Lovecraft’s The Dream-Quest of Unknown Kadath, if not the city located either north or below, the plateau of Leng. However, Pursuit to Kadath has nothing do with Kadath, the title here referring to a fictional location in Turkey. The use of the title then, is symptomatic of many of the early campaigns and anthologies for Call of Cthulhu, which would include Lovecraftian references in their titles, but not make use of them in their actual content. That said, apart from Horror on the Orient Express, the two scenarios found in the pages of Pursuit to Kadath are some of the very few to be actually set in Turkey. Title issues aside, the very good news is that Pursuit to Kadath is very much a huge improvement over the first two titles from the publisher. Both The Arkham Evil and Death in Dunwich have deservedly poor reputations because essentially, they are early attempts at writing scenarios for Call of Cthulhu, which simply do not work. Or at least, require a great deal of effort to make work and even then, not necessarily work to the greatest of effects. In comparison, Pursuit to Kadath is a huge improvement because it has a plot which makes sense. It is far from a perfect plot, but it makes sense. It also has an intriguing beginning and it also comes with a lot of historical background and information. However, like its forebears, Pursuit to Kadath is not without its issues. 
Set in 1923, Pursuit to Kadath casts the Investigators as students at Miskatonic University, who are also members of The Sunday Group, a prestigious social club. They may be rich enough to be members, but if not, they may have been sponsored for membership on academic merit. The scenario opens with the Investigators in the library when Darryl Stewart, a fellow member, shows then a weird photograph which has appeared on the front page of a newspaper. The caption on the photograph reads, “FLYING ARM!” and purports to show a bloodied arm which seems to have been brutally ripped from the shoulder of a policeman who subsequently died and is now floating the air. Several witnesses, including the photographer, have sworn that this is what they saw, but both Darryl and the Investigators can see another figure in the photograph and instead the arm floating in the air, it is firmly in the grasp of this figure, a figure which looks awfully like Nils Lindstrom, fellow student and Sunday Club member, and son of a Chicago senator. Further, in the photograph, Lindstrom is holding a bag used by 1st National Bank to transport money and there is a separate report of a bank robbery on the front page. So did the normally shy, mild-mannered Lindstrom rob the bank and if so why? And what drove him to commit such an act of sheer bloody violence? And why can the Investigators see him in the photograph and not others?
In addition, as fellow members of the Sunday Club, the Investigators have attended the same social events as Lindstrom, including a party at which they will recall strange events took place. Many of the attendees, including Lindstrom and the Player Characters, were hypnotised, and Lindstrom had a strange reaction. This was followed by a seance. Could this account for his now apparently even stranger behaviour? As they look into his strange behaviour and track his activities, the Investigators will find themselves following his trail from Boston to New York, where he seems to be inveigling himself into local high society and perhaps courting a young lady his family regards as a suitable match. Mundane help comes in the form of Lindstrom’s father who also wants to know what his son is doing, whilst Mythos help—or at least advice—comes from a strange dream with the Serpent Man who previously appeared in The Arkham Evil. Ultimately, Lindstrom does not tarry in New York for long, setting sail across the Atlantic towards the Belgian Congo with the Investigators on his tail. The Investigators are expected to follow, but towards the end of the crossing, the captain of Lindstrom’s vessel urgently broadcasts a message warning that he has been forced to divert to Turkey.
When the Investigators reach Turkey, they encounter one of the great set pieces in ‘Pursuit to Kadath’. This is the fishing port of Selefko, located on Turkey’s southern coast, Lindstrom’s vessel beached and broken on the shore, the town seemingly abandoned, but with the sound of the call to prayer emanating from the town’s mosque. The only inhabitant is Ahmed Mohammed Mohammed, a mighty, Anglophobic, scimitar- and musket-wielding warrior, who has been sent to deal with the devils who came ashore in Selefko and began preying upon the town’s inhabitants. He will brook no interference from the Investigators, but potentially, could become an ally, if only temporarily, in tracking down the source of the threat which befell Selefko. Ultimately, the Investigators will climb up Alacadaq Mountain on Lindstrom’s trail and descend into the mountain to face him before he can bring about final plans.
At its heart, ‘Pursuit to Kadath’ is a chase scenario. The Investigators start the scenario on Lindstrom’s trail and follow it all the way to Turkey, only catching up with the oddly behaving student in the scenario’s final scene inside Alacadaq Mountain. And what a richly detailed trail it is! Strange behaviour, a bank robbery, missing memories, bloody murder after bloody murder, an odd artefact, a diplomatic incident, and a vampire showdown on the streets of Selefko! Which makes for a very heavily plotted scenario. In fact, Pursuit to Kadath is not only a very heavily plotted scenario, but a scenario which is heavily plotted twice—and heavily pre-plotted at that! 
The issue is that the first half of the scenario is devoted to explaining both plot and background, along with any necessary stats, and so is much of the second half—though to a lesser extent. Further, a fair degree of the beginning investigation is done as a flashback, which involves a fair degree of exposition. What the Keeper is meant to do is follow the plot in the second half, but draw heavily from the first, but what it does instead, is effectively double the effort required to run Pursuit to Kadath. Especially in its preparation.
The heavy double-plotting of ‘Pursuit to Kadath’ is not the scenario’s only problem. The second is getting the Player Characters involved. There are no hooks except, ‘a fellow member of the society you belong to, is acting oddly, so why not for the good of the society, investigate?’ Which is essentially asking the Investigators to investigate because there is a plot there. Later on in the scenario though, NPCs contact the Investigators directly to ask them to continue their enquiries, at which point they have much more motivation. 
Third, in terms of plotting, the scenario’s denouement is severely underwritten with no explanation as to exactly what the Investigators are expected to do to thwart Lindstrom’s plans. A strange artefact would also appear to play a role in the scenario, but no proper explanation of what that role is given, certainly as far as the denouement is concerned. At best, it would appear that the Investigators are expected to rush in, all guns blazing, which feels more Pulp action than Lovecraftian.
The fourth problem is the poor handling of the Mythos in ‘Pursuit to Kadath’. The primary entity involved is Yig and his servants, a set of eleven Dragon Warriors that the Father of Serpents created to fight the other gods. Lindstrom has been possessed by one of these Dragon Warriors—who also appear on the artefact—and cuts a bloody trail from Boston to New York and then onto Turkey in an attempt to prepare himself to summon his master in an underground temple. With the benefit of hindsight and numerous scenarios for Call of Cthulhu and other roleplaying games of Lovecraftian investigative horror, this does not feel like any depiction of Yig and his servants seen anywhere else. Even at the time of the publication of Pursuit to Kadath though, it was noted how much the depiction of the Mythos and its entities differed from that seen in the source fiction and in Call of Cthulhu itself. Elsewhere the inclusion of a Serpent Man makes sense, but a scene involving both Ghouls and a Nightgaunt feels just too much, whilst the creation of vampires feels more Hammer horror than Lovecraftian.
That said, the scenario is very well supported. There is a quick guide to creating students at Miskatonic University, very basic, but years before 1995’s Miskatonic University: The University Guidebook and 2005’s Miskatonic University. This is accompanied by a list of the degree requirements for numerous academic courses at the university, which whilst interesting, is difficult to bring into play and looks wholly arcane to anyone who has not been to an American university. There is a good mix of handouts, some very plain, others made to look like period documents. Some of them though, like a local railway timetable feel superfluous. In addition, there is a sensible guide to hypnotism and what was widely believed about it in the nineteen twenties, a guide to handling languages, and a guide to Turkey in the early nineteen twenties. Overall, lots of useful and interesting material.
Despite these faults, ‘Pursuit to Kadath’ is a big improvement upon the earlier The Arkham Evil and Death in Dunwich. The plot is almost coherent—twice, and the background material is solid and useful. It could be run today, but only with some effort. Not because it is necessarily bad, but because the two plots need to be deconstructed and put back together as ‘a’ plot to provide some much-needed clarity. The Keeper might also want to rework the elements of Mythos, again to add clarity, and then perhaps decide what to do about the vampires. One option would be to push the Pulp elements of the scenario, perhaps enough to use it with Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos. It would require no little effort upon the part of the Keeper, and it is debatable whether that effort is worth it, but ‘Pursuit to Kadath’ is probably the first scenario from T.O.M.E. which has the potential to be worth it.
The bonus scenario in Pursuit to Kadath is ‘The All-Seeing Eye of the Alskali’ by E.S. Erkes. Much shorter than ‘Pursuit to Kadath’, it is again set in 1923 and where ‘Pursuit to Kadath’ ends in Turkey, ‘The All-Seeing Eye of the Alskali’ begins in Turkey. Thus, it could be run as a sequel to ‘Pursuit to Kadath’. The Investigators are hired by Ghazi Mustapha Kemal, the leader of Turkey—he would only add Ataturk to his name in 1934–to locate a missing British archaeologist, Quentin Halward. Halward is an expert on Troy and the Turkish government fears that word of his disappearance will cause it undue embarrassment. Halward was last seen in the company of two Russians. This should push the Investigators to make enquiries amongst the Russian community in Istanbul, which quickly involves them in a web of intrigue between the White Russian emigres and the official and unofficial Soviet personal in the city, as well as a strange Islamic sect with a reputation for having worshipped demons. Ultimately, the Investigators’ enquiries should lead them from Troy to the Crimea and Halward’s whereabouts.
‘The All-Seeing Eye of the Alskali’ is shorter and more direct than ‘Pursuit to Kadath’. It is also very much better written and would be easy to run today, just as it would have been at the time of publication. Its use of the Mythos is better, if only because it is greatly reduced. Really all it does is add a new Mythos race, one which was the basis for the Cyclops legend. Unfortunately, ‘The All-Seeing Eye of the Alskali’ does end in a fight, which is not particularly interesting. However, all of the running around and intrigue in Istanbul with the Russians should be fun to roleplay.
Physically, Pursuit to Kadath is decent enough, or decent enough for 1983. The cover is uninspiring, but the artwork inside—apart from the random skulls used to separate sections, is not too bad. Similarly, some of the handouts are not too bad either, and whilst the maps merely okay, they at least clearly depict what was intended. The use of period maps adds an element of verisimilitude, but are either too small or too dark to really make use of effectively.
—oOo—
Reviews of Pursuit to Kadath at the time of its release, were surprisingly positive. Writing in Fantasy Gamer Number 4 (Feb/Mar 1984), Warren Spector said, “Pursuit to Kadath gets an almost-unqualified rave. TOME has offered so much background material, you don’t even have to play Pursuit to Kadath to get your money’s worth – you can just incorporate all the background information into your own campaign. And they’ve even included a second – albeit brief – scenario in the back. You just can’t ask much more in an RPG module.”
However, when reviewing ‘Pursuit to Kadath’ in particular in White Dwarf 54 (June 1984), Nic Grecas wrote that, “There is one other aspect of this scenario which caused me some disquiet — the background mythos which is presented in this scenario in respect of a certain deity (to say which one would, of course, spoil a rather large amount of the scenario’s mystery) seems to me to be at odds with Lovecraft’s own writings and also with some of the information in the main rules. Fortunately this forms a part of the background for the keeper only and with very little work can be reconciled with Lovecraft and Chaosium. This was a regrettable lapse on the part of TOME, but in a game system which was written as a ‘labour of love’ by a group of people who strove to recapture the atmosphere of brooding terror found in  Lovecraft’s work, it is fortunate that these misconceptions do not intrude into the body of the scenario.” He concluded though, that “These points apart, Pursuit to Kadath is a fine scenario which, if well managed, can produce and excellent ‘crescendo of terror’, but beware; the final scene could be a terminal experience for many of the investigators!”. He was equally as positive about ‘The All-Seeing Eye of the Alskali’ and of Pursuit to Kadath in general that, “All in all, both scenarios are most creditable.” before awarding it eight out of ten.
Similarly, William A. Barton would highlight the differences between the Mythos of Pursuit to Kadath and its portrayal elsewhere, when he reviewed all five of the Call of Cthulhu titles from T.O.M.E. in Space Gamer #71 (Nov/Dec 1984) with ‘Whispers of Things Lovecraftian: TOME’s Cthulhu Modules’. In providing an overview of the line published to date before reviewing, the fourth release from T.O.M.E., Whispers from the Abyss and Other Tales, he wrote, “TOME’s offerings are all intended for CoC, though, in some instances, the Cthulhoid connection has been tenuous at the best. … This is a tendency for which TOME has received some criticism.” before continuing with, “Pursuit to Kadath was TOME’s worst offender in this regard. While the main scenario and shorter bonus, The All-Seeing Eye of the Alskali, did have more Cthulhian references than their predecessor — including Nyarlathotep, the Al-Azif, Yig, Father of Serpents, and a new Cthulhoid race, the Alskali (one-eyed giant cyclops) —  the mix of non-Mythos occult materials were even more pronounced. Yig, in particular, was distorted beyond almost beyond recognition as far as any past references. The greatest criticism that can be leveled against this scenario, however, is its name: In the stories of Lovecraft and his imitators, Kadath was the mythical land of dreams — or a blasted plateau in the cold waste — as noted in The Dream-Quest of Unknown Kadath. Yet in Pursuit, the Kadath of the title is a town in Turkey, not the Lovecraftian Kadath at all. According to Rawlings,*TOME felt that a scenario set in the surreal Kadath of the Mythos would be too difficult to do right, so they opted for the more concrete setting of the “real” Kadath. The title was not an intentional deception.”
* Presumably Steve Rawling, who provided extra content for Pursuit to Kadath.
Pursuit to Kadath was awarded three out of four stars by Steve List in Different Worlds issue 38 (Jan/Feb 1985), who wrote, “In Pursuit To Kadath, TOME has produced an excellent package of material for Cthulhu players and added some interesting lore to the ‘things Man was not meant to know.’ It is well worth acquiring.”
—oOo—
It is surprising that Pursuit to Kadath received so much praise at the time of its publication. Perhaps we have become spoiled by the quality of the content which is being written for Call of Cthulhu, and has been written for Call of Cthulhu over the years. Even so, better content was being written than Pursuit to Kadath in 1983. Of the two scenarios in this volume,  ‘The All-Seeing Eye of the Alskali’ is merely okay, but ‘Pursuit to Kadath’ is a double-stranded suety mess that is overly plotted, suffers from a Mythos mélange, and is underdeveloped where it counts. And yet, Pursuit to Kadath is not irredeemably terrible, just not irredeemably bad enough that its potential can still be seen and that you wish it could have been better.

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