Outsiders & Others

Witchy Wednesdays: Motherland Returns, Magicians Retires

The Other Side -

I mentioned all the great TV on now.  Which is good since we are supposed to Shelter In Place here in Chicago-land until April 30. That, and I already finished watching "Tiger King".

Well, it's Wednesday and that means we get new Magicians and new Motherland: Fort Salem.
Sadly it is also the series finale of Magicians tonight and I have no idea how they are going to wrap this all up.

Insert witty and caustic Margo quote here.
I think I am going to have to do stats someday for the Magicians characters.  Either for Cinematic Unisystem or Night Shift.

I am going to miss the Brakebills kids.

How would Alice, Julia, Kady, and Margo fare at Fort Salem?
Would Raelle, Tally, and Abigail do well at Brakebills?

I am pretty sure that Scylla and Marina would get along. Or kill each other.

“For All the Dead Heroes”: Lizzie Borden’s ‘Born in Flames’

We Are the Mutants -

Eve Tushnet / April 1, 2020

In 1983, Lizzie Borden attacked the World Trade Center.

I’m talking about Lizzie Borden the film director, and the bomb that goes off at the top of the Twin Towers is the final image of her punk feminist film Born in Flames. (It’s safe to say that the shock of the ending has not been diminished by the passage of time.) Born in Flames is a loving—or at least, love-hating—tribute to the lower-rent sectors of early ’80s New York, and to the fractious feminist movements that tried to carry ’70s militancy into the era of the “career woman.” It’s beautiful and funny, and the most punk thing about it is that it’s the rare political film that exposes contradictions rather than purporting to solve problems.

The film takes place in a near-future America ruled by democratic socialists. It’s a dystopia! No, that’s a cheap shot—the movie’s point isn’t that socialism is bad, but precisely the opposite: that the better the idea, the more useful it is in the hands of entrenched power. Most things we wish were political solutions turn out to be clown cars from which spill far more political problems than you ever could believe would fit inside. And yet that doesn’t make Born in Flames a cynical movie. It refuses cynicism as wryly and as adamantly as it refuses propaganda.

Even the film’s title suggests that the movie will transform mere political ideology into something stranger and more challenging. It was named after a song by the Red Crayola, which in turn was named after a 1929 Soviet film celebrating the triumphs of the Red Army. With each iteration the words get weirder, as the gasoline smell of propaganda dissipates. The USSR origins of the phrase make it not solely an inspiration to the film’s feminists, but a reference to the professed socialism of the government they’re fighting. Every political statement in the film carries within it at least one contradiction, at least one hint that the future born in these flames won’t be what anyone intended. The things you want done won’t be done the way you want them, partly because they won’t be done by the people you think should do them. The song plays throughout the movie: a jangly, urgent anthem, featuring saxophone by Lora Logic of Essential Logic (and the early X-Ray Spex) and vocals by Gina Birch of the Raincoats. Birch’s voice fits the mood of the film, with its quick shifts from proclaiming to muttering to shrieking; her English accent adds an unexpected touch of displacement, and a feeling that the narrative, in spite of its strong sense of place, reaches far beyond 1983 New York City.

Born in Flames rambunctiously follows several competing women’s movements. There’s the Women’s Army, which chases off would-be rapists and is advised by a radical mentor played by real civil rights lawyer Flo Kennedy. There’s soft-spoken street-level militant Adelaide Norris (Jean Satterfield); the art-punk radio station led by sly Puck-faced agitatrix Isabel (Adele Bertei); her semi-rival at the black radio station, Honey (played by a woman of the same name); and the party-line women of the socialist movement, who dissipate their radicalism in academic arguments (Borden’s friend Kathryn Bigelow plays a journalist with the Socialist Youth Review). Music and violence intertwine as equally invigorating, equally obvious aspects of radical feminism.

An FBI agent surveilling these women notes, “The Women’s Army seems to be dominated by blacks and homosexuals.” These also happen to be the kinds of women Borden’s camera most loves. Born in Flames has the quick cuts and intimacy of a documentary film, and the performers—who were not professional actors—talk as if they’re coming up with these ideas on the fly in response to the real socialist future America they live in. They ramble and grouse and talk over each other. The FBI agents, by contrast, are more stagey. They’re following well-worn roles; they know their lines and their blocking. The women, whether they’re squabbling or orating or kissing, always look like they’re figuring it out as they go.

Perhaps for this reason, the plot peeks only intermittently from the vivid shelter of the dystopian setting. In a New York City of boomboxes and pay phones, catcalling and bralessness, a Women’s Army emerges not only to protect women from rape but to propose a feminist political program. As the FBI tries to catch them in illegal acts, and the socialist President of the United States tries to entice them away from radicalism with concessions like “wages for housework” (a left-wing proposal beyond the dreams of our current politicians), the underground feminists progress from pirate radio to arms dealing to terrorism. They aren’t a unified movement—the FBI notes that “it’s impossible to say” who their leader is. It’s not always easy for the viewer to keep track of the alliances and figure out who’s going rogue. But they’re united against the government, and after the staged jailhouse “suicide” of one of their leaders, there’s no chance they’ll disavow militancy.

This is a passionate movie without the self-righteous certainties of so many passionate movies. Feminists attack the “Rape Rehabilitation Center,” which seems to offer (coopted?) restorative justice to rapists. “There’s no such thing as a bad boy,” a defender of the center says. “These are sick people.” The white cop has a MOM mug and the feminist militant has a pink t-shirt saying GANJA FARMERS UNION.

The satire of hyper-theoretical socialist feminism is still funny but also somewhat expected. Less expected is the depiction of radical feminism as the servant of the corporations—all these women lined up to shake the locked gates of the construction sites are fighting not for profit-sharing or a reorganization of the economy, but for jobs at companies that seem (despite the government’s nominal socialism) indistinguishable from the worker-exploiting companies out here in nonfictional America. “We want a J-O-B so we can E-A-T,” the protesting women chant, right after a terrific montage of all the j-o-b’s a woman can do, from paper-pushing to chicken processing to hairdressing to sex. Another woman complains of spending “three years with no opportunity to move into a managerial position”; some might argue that making management women’s work is not the best form of feminism.

There’s a taking of sides here that’s familiar to contemporary arguments about subsidized day care vs. Canada-style child benefits. The film’s feminists fight for abortion access and child care, the two feminist proposals that make women’s labor more accessible to employers. In the movie’s sketched-out backstory, affirmative action for women has led to a backlash in which men demand preference for male heads of households; the government then offers “wages for housework” as a compromise measure, offering financial independence to homemakers and jobs to men. “Wages for housework,” which really would require a radical reshaping of the economy, is portrayed as an anti-feminist ploy to get women barefoot and pregnant in the kitchen—but how many women would mind, if the alternative is a chicken-processing montage?

In spite of the brief child-care discussion, it’s noticeable that in a science fiction movie about possible political futures, none of the characters has children. This childlessness may even be linked to the movie’s adolescent energy, which is its greatest strength. This is a sexy movie; it captures the thrill of political arguments with pretty women. Borden’s camera shows every character at her most beautiful. (The film’s major aesthetic weakness is the decision to film scenes of paramilitary training in a smeary style I can only call Sand-o-Vision. The grainy color footage of the rest of the film is warm and lived-in; and, you know, intelligible.) The fleeting moment of actual erotic embrace between Norris and her lover is a synecdoche for the intimate connection these women find in solidarity—and, at times, in conflict. The film’s music, especially the title anthem, adds to the feeling of smoldering, unstable dissatisfaction about to burst into gleeful violence. When Norris says, in gorgeous close-up, that violence is “already here. It’s happening,” there’s a hint of resignation but more than a hint of promise. These are women on the verge of a societal breakdown.

When the women become violent, holding television broadcasters at gunpoint so they can send out their own message, a man-socialist explains that their violence is a reaction to “terror of their own may-soh-chism.” After the “jailhouse suicide,” Isabel puts on a music show, indulging in the tambourines and beer of helplessness: “This is for all the dead heroes out there… Yeah.” Isabel promises that their fight “will not end in a nuclear holocaust”—and as she’s writing that particular check, the feminists’ bomb goes off at the World Trade Center. Is this an unhappy ending, a misstep into complicity, an own-goal? Is it desperation turned septic, or the bitter result of the prior peaceful revolution’s betrayal of its promises? Is it just smart tactics? Is it a thrill?

It’s a taste of power. And Born in Flames is among the rare political films that doesn’t yell at you about whether that makes it right.

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

BlackStar: Ghost Ship

The Other Side -

A while back I posted this about my "Ghost Ship" adventure:

Ghost Ship.  The PCs find a derelict adrift in space and it is full of the ghosts of the dead crew.  Originally this was going to be the Enterprise B when I ran it as a pure Trek game. (The Haunting of Hill House, Dreams of the Witch House, the Flying Dutchman)

Some of my ideas I had scribbled down for this, WAYYYY in the early 90s at the Corner Diner in Carbondale, IL (it's closed sadly). Back then this was the Enterprise B before there was a Generations movie and when all I knew it was an Excelsior-class ship.

The trouble I am running into is that I am stealing ideas from this for The Ghost Station of Inverness Five.

I would like to keep this as the crew discovers a ship, preferably one that has significance to them, floating adrift and full of ghosts.  So there would be elements of Event Horizon as well.

The big question I have now is this.  Should the "ghosts" on the Ghost Ship be really dead or some sort of weird temporal/dimensional accident?  I think I have my choice made for me really.
This is BlackStar, not just Star Trek.  The crew of the Ghost Ship really are all dead.

Flying Dutchman from the Time-LIFE Water Spirits book.  The genesis of the Ghost Ship Adventure
The Ghost Ship adventure will be a simple haunted house adventure with a twist; the twist is that the "house" is a star ship.

There is a "Star Trek: Ghost Ship" fan film out there from the "Avalon Universe".  What I like about this is that it feels like a nice mix of the TOS style and the Abrams/Kelvin Universe style.
It is a fan film, so don't judge it too harshly, instead, take it in the spirit it was made; the love of Trek.

I will say that Victoria Fox, the Producer, Lt. and then later Commander Amanda Beck, is pretty good. she would later go on to produce, direct, write, and star in Star Trek Demons.  Her Trek-street cred is solid.  I also think that Victoria Archer (Lt. Cmdr Jamie Archer) must be at least 6' tall (ok she is only 5'9", must be the "go-go" boots).

Part 1:



Part 2:




Of course, no Ghost Ship posting is complete without a nod to the Rime of the Ancient Mariner.



Or the woman still waiting for him on the shores.


Ghost Ship Adventure Related Postings

“Twenty Years of Crawling”: Kenny Rogers’ ‘Coward of the County’ and the Vietnam Syndrome

We Are the Mutants -

Jesse Walker / March 31, 2020

I can tell you the day the so-called Vietnam syndrome started to die. On November 12, 1979, four and a half years after the last American troops fled Saigon, a new single was shipped to record stores and radio stations, a ballad by the fellow who’d had a smash hit a year before with “The Gambler.” Kenny Rogers’ new song was “Coward of the County,” written by Roger Bowling and Billy Edd Wheeler. I remember the first time I heard it that November, listening to the radio in the car with my mom on our way to the supermarket.

He was only 10 years old when his daddy died in prison
I looked after Tommy, ’cause he was my brother’s son
I still recall the final words my brother said to Tommy
‘Son, my life is over, but yours has just begun

‘Promise me, Son, not to do the things I’ve done
‘Walk away from trouble if you can
‘Now it won’t mean you’re weak if you turn the other cheek
‘I hope you’re old enough to understand
‘Son, you don’t have to fight to be a man’

We arrived before the song was over, but she kept the motor running in our parking spot so we could hear how the story ended.

I can’t say I understood all the cultural context that surrounded that record on the radio. I was vaguely aware that there had been a war in Vietnam, that the US had lost, and that a lot of people, including most of the grown-ups I’d heard talking about such things, didn’t want to get drawn into a war like that again. I didn’t know that this reluctance to fight was upsetting a large swath of the foreign policy establishment, or that those mandarins of empire had begun to call this war-wariness the “Vietnam syndrome.” I was nine years old. There was a lot I didn’t know.

There’s someone for everyone, and Tommy’s love was Becky
In her arms he didn’t have to prove he was a man
One day while he was working, the Gatlin boys came calling
And they took turns at Becky, and there was three of them

I didn’t know, for example, what “they took turns at Becky” meant. Perhaps I thought they had been making fun of her. If you are of a certain age, you may have had a holy-shit moment at some point in your teens or later—a day a DJ played that song you used to sing along to as a kid, and you suddenly realized it had a gang rape in it.

The Gatlin boys just laughed at him when he walked into the barroom
One of them got up and met him halfway across the floor
When Tommy turned around they said, ‘Hey look, old Yellow’s leaving’
But you could’ve heard a pin drop when Tommy stopped and locked the door

Twenty years of crawling was bottled up inside him
He wasn’t holding nothin’ back, he let ’em have it all
When Tommy left the barroom, not a Gatlin boy was standing
He said ‘This one’s for Becky’ as he watched the last one fall

When I heard that as a boy, I assumed that Tommy had beaten up the Gatlins. But the lyrics are Delphic, and they could easily describe a man methodically firing a gun. Either way, I got the intended moral of the tale even before I heard Tommy spell it out a moment later:

I promised you, Dad, not to do the things you’ve done
I walk away from trouble when I can
Now please don’t think I’m weak, I didn’t turn the other cheek
And Papa, I sure hope you understand
Sometimes you gotta fight when you’re a man

* * *

In August 1980, Ronald Reagan spoke to a Chicago gathering of the Veterans of Foreign Wars. “For too long, we have lived with the Vietnam syndrome,” the presidential candidate said. “As the years dragged on, we were told that peace would come if we would simply stop interfering and go home. It is time we recognized that ours was, in truth, a noble cause. A small country newly free from colonial rule sought our help in establishing self-rule and the means of self-defense against a totalitarian neighbor bent on conquest.”

As a history of how the Vietnam War began, it was nonsense. But as a familiar tale of good and evil, it had resonance—the kind of resonance that will take you to #1 on the Billboard country chart and #3 in the pop top 10. “Sometimes you gotta fight,” the candidate could have added. Maybe in the barroom, where the Gatlin boys were jeering. Maybe in Nicaragua, which had a leftist revolution four months before “Coward” shipped to stores. Maybe in El Salvador, which was less than a month into a 12-year civil war the first time “Coward” aired on the radio. Maybe Angola. Or Grenada. Or Kuwait. All sorts of countries cycled through the news from 1975 to 1991. They had different names, but for a certain sort of speechwriter they all were Becky, surrounded by those Gatlin boys bent on conquest.

I’m not saying that Bowling or Wheeler had Vietnam in mind when they wrote “Coward.” Maybe they did; maybe they didn’t. Songs about sexual violence and bloody revenge are as old as country music—older!—and you could have penned something a lot like this song in 1929 as easily as in 1979. You didn’t have to be thinking about the war to want to buy the record either. It had a well-told story and an infectious chorus, and it might have been a hit a decade earlier too.

But it wasn’t the hit Kenny Rogers had a decade earlier. His most successful song of 1969 had been a rather different record, a cover of Mel Tillis’ haunting “Ruby, Don’t Take Your Love to Town.” That one’s a gothic tale about a veteran, paralyzed in a “crazy Asian war,” who sits unable to do anything but plead while his wife dolls herself up for a night with her lover. He has violent urges bottled up inside him too, just like Tommy. Really ugly urges: “If I could move,” he tells us, “I’d get my gun and put her in the ground.” But he’s “not the man I used to be,” and so he’s helpless. Now there’s a grotesque twist on “Sometimes you gotta fight when you’re a man.”

Ten years later, Tommy would be manly enough by the code of these songs to take his revenge, and he’d have enough moral grounding to direct his violence at a trio of thugs rather than his mate. And two years after that, when the song became a TV movie, his violence would find another outlet. After beating the Gatlin boys in a wild bar fight, young Tommy marries Becky and enlists to fight in World War II—“because I have so much here to stand up for and protect.”

* * *

We heard that phrase “Vietnam syndrome” a lot in the ’80s, as pro-war intellectuals fretted that Americans weren’t willing to fight anymore. “Our communications on Nicaragua have been a failure,” President Reagan grumbled in his diary in 1985. “90% of the people know it is a communist country but almost as many don’t want us to give the Contras $14 mil. for weapons. I have to believe it is the old Vietnam syndrome. They are afraid we’re going to get involved with troops.”

The more hawkish Reaganites directed this ire not just at gun-shy civilians but at quagmire-wary members of the military. Some of Reagan’s appointees even directed it at each other. When Defense Secretary Caspar Weinberger laid out the so-called Weinberger Doctrine in 1984—a set of six principles he thought should limit the use of American combat troops—Secretary of State George Shultz seethed: “This was the Vietnam syndrome in spades, carried to an absurd level,” he later wrote.

The hawks hailed Washington’s quick victory in the 1991 Gulf War as the end of the affliction. “By God, we’ve kicked this Vietnam syndrome,” President George H.W. Bush crowed to the American Legislative Exchange Council. It hadn’t been 20 years of crawling—hell, they hadn’t been crawling at all—but for a certain sort of Washington functionary, any constraint on their ability to project power feels like a humiliation.

But war-wariness, and war-weariness, aren’t so easy to extinguish. The Vietnam-specific version of the syndrome may have died, but Americans still had rational reasons to want to avoid quagmires abroad; the next war in the Gulf region would remind the country just how much damage a march into battle can do. As public opinion started to turn against war, the phrase “Iraq syndrome” didn’t become as popular as its Southeast Asian predecessor; but it did start to float around certain D.C. circles. (Others fell back on their old vocabulary. Norman Podhoretz, the first-generation neoconservative who once had worried that even Reagan’s foreign policy evinced “the sickly inhibitions against the use of military force,” wrote in 2007 that the media’s coverage of the second Iraq war had proved “the Vietnam syndrome was alive and well.”)

If the syndrome was still alive, so was the tale pundits told to extinguish it. In 2014, when President Barack Obama sent troops to the Middle East to fight ISIS, New York Times columnist David Brooks celebrated with a familiar story. Exaggerating Obama’s reluctance to use the military, Brooks wrote:

History is full of reluctant leaders… President Obama is the most recent. He recently gave a speech on the need to move away from military force. He has tried to pivot away from the Middle East. He tried desperately to avoid the Syrian civil war. But as he said in his Nobel Peace Prize lecture, “Evil does exist in the world.” No American president could allow a barbaric caliphate to establish itself in the middle of the Middle East.

Obama is compelled as a matter of responsibility to override his inclinations. He’s obligated to use force… Everybody is weighing in on the strengths and weaknesses of the Obama strategy. But the strategy will change. The crucial factor is the man.

It’s the clunkiest remake you’ll ever hear of “Coward of the County.” But it probably won’t be the last one.

Jesse Walker is books editor of Reason and the author, most recently, of The United States of Paranoia: A Conspiracy Theory (HarperCollins).

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Monstrous Mondays: More Monster Book Reviews

The Other Side -

Been kinda busy the last few days.  Today is my last day of vacation, so back to work tomorrow. We set up a pro Role20 account this past week and we are going to try that out.  Maybe I'll even run a game or two online.

I went looking for a monster today for something I am working on.  About a couple hours into my search of PDFs it dawned on me.  I have a lot of monster books.  I mean an obscene amount.
One of the problems I run into is not finding a monster but finding the monster and 4 or 5 different versions.


These books are my big "go-to" books for monsters.  Even though they have significant overlap each one offers me something new and fun.

Adventures Dark and Deep Bestiary
PDF and Hardcover, 457 pages. B&W Interior.
If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.
I love monster books. I have said so many, many times. But I also hold them to a high standard.  While I Will gladly buy any monster book, few get my high praise.  Adventures Dark and Deep Bestiary is one of those few.
Let be honest upfront.  We have seen most if not all the monsters in this book somewhere else before.
Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters.  This is still a great book.
At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in.  So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes.  But I am getting ahead of myself.
The book begins with two monster spell casters, the Shaman and the Witch Doctor.  Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day.  Heck I once tried a Wemic Shaman in early 2e days myself.  Maybe I'll see if I can do that here.  The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions.
Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not a score but an adjustment.  Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules.  Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt.  Each monster then gets a couple of paragraphs of text.  Many are illustrated thanks to the highly successful Kickstarter for this (more on that later).  The illustrations are great too as you can see here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries.  Some have paragraphs, others just a few lines.  This is good since I think we would have something like 1000+ pages.  I think I read there are 1100 monsters in this book. Maybe 900.  Anyway it's a lot.  I spot checked a few monsters I thought might not be there, but sure enough they were.  Ok so the ones that are Closed via the OGL are not here, but I was not expecting those.  There are some alternates and stand ins if you really, really need them though.
The book sections are:
Wilderness and Dungeon, aka Most of the Monsters
Underwater and Waterborne, larger than expected, but not surprised given the material in the core books.
Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals.
Extra Planar Monsters, your Outsiders.
Appendix A details creating your own monsters.
Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes.
Appendix C covers random creatures from the Lower Planes.  This is the first "Gygaxian" touch I have noticed in this book.  Reminds me of a really old Dragon magazine article from years ago..
Appendix D is magic resistance table
and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well this is not only no exception but it is the new benchmark.  Joe ended his kickstarter and then got printed books out to people 6 months early.  Let that sink in for a moment.  In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months, Joe and BRW are out there, turning out product and getting it to people early.
You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes.  If you need monsters for your oldschool game then yes.  If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.

Lots of good reasons to get in my book.  It is also the best book in his line. Kudos to Joseph Bloch.

Amazing Adventures! Manual of Monsters
PDF and Hardcover, 95 Pages. B&W interior art.
The Amazing Adventures Manual of Monsters manages to give me monsters I have seen before, but with a whole new take. I mean a mummy is a mummy right? Well...your old monster book won't tell you how it reacts when you fire your .38 into it. But beyond that, this book also has a lot of new monsters. Enough to make it worthwhile in my opinion.
Also as an added bonus feature is an appendix of monsters from different countries. So fight that Kelpie on its native soil. Or tangle with the machinations of the Greys.
If you play Amazing Adventures or Castles & Crusades then you need this book.

Castles & Crusades Monsters & Treasure
PDF and Hardcover 178 Pages. B&W interior art.
This is the main monster and treasure book for C&C. Here you will find what I call the "classic" monsters from the great Monster Manual. If you are familiar with 3.x then these are all the monsters from the SRD in C&C's format. There is plenty of new text here though to make this more than just another SRD-derived book. Like all the C&C books the art and layout is great. I have the physical book, the pdf and a printout of the PDF and all read great.
The Castles & Crusades Monster stat block is a nice combination of Basic's simplicity, 1st AD&D's comprehensiveness, and some 3.x style rules. Saves are simple (Physical, Mental or both), AC is ascending and there is a "Challenge Rating" stat and XP all factored in. Honestly, it really is a synthesis of the best of D&D. Grabbing a monster from another source and converting it on the fly really could not be easier.
This book though is more than just a monster book, all the treasure and magic items (normally found in a Game Master's book) are here. This is a nice feature really. One place to have your encounter information.
This really is a must-have book for any C&C fan. 178 pages and full of everything you need.

Swords and Wizardry Monstrosities
PDF 544 Pages. B&W interior art.
Some of these monsters we have seen before either in the SRD or other books.  That though does not detract from its value as this is a 540+ page book. In addition to all that there are some new monsters.  The cover is very evocative of the old-school (pre-1980) covers.
There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, descriptions and a plot hook.  While ToH used some recycled art, this all seems to be new art.  Even Orcus (which we now have 3 listings for) is new.  Actually, the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art.
Honestly, there is so much great stuff in this book that even with the occasional repeat monster this is still a top-notch collection. If you play S&W then this is a great monster book to have.
I am even going as far as to say it is a must-have for any serious S&W GM.

Tome of Horrors Complete (S&W)
PDF 688 Pages. B&W interior art.
What can be said about this product? The original Tomes of Horrors were all great products that featured and number of "old school" monsters from previous editions of the game all under the OGL. It even had a breif "tutorial" on how to add these beasties to your own products. Now those very same monsters are back in one huge book "updated" to Swords & Wizardry stats. Nearly 700 monsters, all ready for your game. In addition to art and stat blocks for every monster there is also an adventure hook for each one. The monsters have been "scaled down" to fit the S&W rules better. One minor nit-pick. The original art is used (which I am happy about) but in their efforts to redo the layout sometimes that art is reduced in size (making it hard to see) and other times the art is placed over some text. Not often mind you and not enough for me to downgrade this product.
Now what I would like to have is one "Ultimate Tome of Horrors" that has the Pathfinder and S&W stats together with the plot hooks.

I have a few more I like.  I'll have to post about them the next time I run out of monster ideas!

Jonstown Jottings #13: The Duel at Dangerford

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 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 Duel at Dangerford is a scenario for RuneQuest: Roleplaying in Glorantha, a confrontation between Sartarite heroes and a vengeful Lunar army.

It is a thirty-seven page, full colour, 5.11 MB PDF.

The Duel at Dangerford is well presented,  decently written, and illustrated with publicly sourced artwork. It needs an edit in places.

Where is it set?
As the title suggests, The Duel at Dangerford is set in Dangerford—specifically on the Isle Dangerous—as well on the road to Runegate. In the official canon of Glorantha, this takes place in the Storm Season of 1625, but due to the vagaries of the author’s campaign and ‘Your Glorantha Will Vary’, in The Duel at Dangerford it takes pace in the Storm Season of 1626.

Who do you play?
The player characters should ideally be heroes of Sartar. The scenario works particularly well if one of the player characters is a Humakti.

What do you need?
The Duel at Dangerford requires RuneQuest: Roleplaying in Glorantha and the RuneQuest Gamemaster Screen Pack to play. To get the most out of The Duel at Dangerford, the Game Master will need access to The Coming Storm: The Red Cow Volume IThe Eleven Lights: The Red Cow Volume II, and The Glorantha SourcebookTo get the utmost out of The Duel at Dangerford, the Game Master will also need access to Wyrm’s Footnotes #12, Wyrm’s Footnotes #15the Dragon Pass board game, the Argan Argar Atlas, King of SartarArcane Lore, and Troll Gods—although the last seven are really only of note or use if you are dedicated Gloranthaphile and have copies in your library.

In terms of the narrative, the player characters will also require an outspoken rival, ideally set up beforehand. If The Duel at Dangerford is run as part of the scenarios included in RuneQuest Gamemaster Screen Pack, this could be someone at the court of Queen Leika in Clearwine or if the Game Master has run ‘Cattle Raid’, then this could be a member of the Malani tribe.

What do you get?
The Duel at Dangerford is a simple scenario at its core. Divided into three acts, it begins in media res with the player characters on the road to Runegate with the Colymar Tribal Host, having answered the call to war in the face of an imminent invasion by a Tarshite Provincial Army. Following a council of war, the player characters are sidelined to Dangerford in order to protect the flank of  the Colymar Tribal Host of the Sartarite Army. As they make their way there, they spot both a second column of Tarshite soldiery heading towards to Dangerford, no doubt to cross the river there and conduct a flanking manouevre as was feared, and the fact that the column is led by no less a figure than General Fazzur Wideread, one of the greatest figures of the age. The player characters must therefore rush to Dangerford and find a way of stopping the advancing Tarshite forces, and it just so happens that the Isle Dangerous is a legendary duelling ground, where the Humakti rules of duelling are upheld by an ancient hero.

Unfortunately, as simple a scenario as The Duel at Dangerford is, it could have been a whole lot more simple. The problem is that it is overwritten, the author dwelling just a little too much on details and information that is not really pertinent to the scenario, either in the scenario’s extensive footnotes or annoyingly, in the text itself. So in a lot of cases, it is more hard work for the Game Master than it should be to prepare and run The Duel at Dangerford, but then it is underwritten else where, in particular not really giving information on how the the player characters go about performing a certain ritual on the Isle Dangerous. What is happening here is that the author is showing his love and knowledge of Glorantha, and whilst much of that information is interesting and whilst there is a certain joy to the writing, it is fundamentally just a little too much—certainly for anyone without that same degree of love and knowledge. Especially since the scenario suffers in places as a consequence.

In addition, The Duel at Dangerford comes with four appendices. The first contains a poem that the the author wants the Game Master to read out during the scenario, the second the author’s feedback on the scenario, ‘The Smoking Ruin’—all ten pages of it, some suggestions for expanding the scenario, ‘The Dragon of Thunder Hills’ from the RuneQuest Gamemaster Screen Pack; and some stats for any Tarshite militia the player characters might encounter during the scenario. To be fair, this is all interesting content, but it is not useful content as far as The Duel at Dangerford is concerned—except the stats for the soldiery. The poem is optional, the author’s feedback on the scenario, ‘The Smoking Ruin’ is lengthy and not relevant, and the notes on expanding the scenario, ‘The Dragon of Thunder Hills’ are very much optional. Now if the Game Master is planning to run ‘The Smoking Ruin’ or has not yet run ‘The Dragon of Thunder Hills’, then both feedback and notes are useful, but they do feel as if they should be in a fanzine rather than here.

Is it worth your time?
Yes. The Duel at Dangerford presents a fantastic opportunity for the player characters to be heroic—especially if one of them is a Humakti. 
No. Either because your campaign is not set in Sartar or you have already run the Battle of Dangerford. 
Maybe. The Tarshites and their Lunar allies are sure to launch another invasion of Sartar—at least in your campaign—and The Duel at Dangerford could be adjusted to fit, just as the author adjusted his to fit.

Short, Sharp Cthulhu

Reviews from R'lyeh -

Collections of short scenarios for Call of Cthulhu are nothing new—there was the 1997 anthology Minions, but that was for Call of Cthulhu, Fifth Edition. That though was a simple collection of short scenarios, whereas Gateways to Terror: Three Evenings of Horror is both a collection of short scenarios and something different. Published by Chaosium, Inc. for use with either Call of Cthulhu, Seventh Edition or the Call of Cthulhu Starter Set, it is a trio of very short scenarios—scenarios designed to be played in an hour, designed to introduce players to Call of Cthulhu, and designed to demonstrate Call of Cthulhu. All three have scope to be expanded to last longer than an hour, come with pre-generated investigators as well as numerous handouts, and designed to be played by four players—though guidance is given as to which investigators to use with less than four players for each scenario, right down to just a single player and the Keeper. All three are set in different years and locations, but each is set in a single location, each is played against the clock—whether they are played in an hour or two hours—before a monster appears, and each showcases the classic elements of a Call of Cthulhu scenario. So the players and their investigators are presented with a mystery, then an investigation in which they hunt for and interpret clues, and lastly, they are forced into a Sanity-depleting confrontation with a monster.

Gateways to Terror: Three Evenings of Horror starts out though with an extensive introduction—or reintroduction—to the core rules of Call of Cthulhu, Seventh Edition. This is to help the Keeper introduce the rules herself to her fellow players, whether sat round the table at home, playing online, or at a convention. In turn it discusses the investigator sheet, using Luck, skill rolls, bonus and penalty dice, combat, and of course, Sanity. Included here are references to both the Call of Cthulhu: Keeper Rulebook and the Call of Cthulhu Starter Set with pertinent points marked. The only thing not included here that perhaps might have been useful is a list of these references, possibly at the end of the section. Otherwise this is all very useful, if not as a reminder, then at least as a means of the Keeper having to avoid flipping through another book.

Each of the three scenarios is tightly structured and follows the same format. This starts with advice on the scenario’s structure, specifically the timings if the Keeper is running it as a one-hour game. Then it discusses each of the four investigators for the scenario, including their notable traits and roleplaying hooks, what to do if there are fewer than four players, and what if there are more than four, before delving into the meat of the scenario itself. All three are very nicely presented, clear and easy to read off the page in terms of what skill rolls are needed and what the investigators learn from them. As well as really good maps—for both players and Keeper, but it has to be said that the maps for the Keeper are thoroughly impressive—which depict the different locations of the three scenarios in three dimensional perspective, each scenario comes with a sheaf of handouts, suggestions as to how each of its four investigators react when they go insane, and lastly, four investigator sheets. What is notable about these is that they are not done on the standard investigator sheet for Call of Cthulhu. This does feel off brand, but presented as straight text, the information that a player would want, or need is easy to find and easy to read.

So to the scenarios themselves. They open with Leigh Carr’s ‘The Necropolis’. Set in 1924 in Egypt this is a classic set-up, four members of an archaeological expedition excavating a tomb in the Valley of the Kings when the worst happens—they are entombed themselves! The quartet are driven to explore and discover as much as they are to escape, but the latter becomes more important when something appears to be inside the tomb with them! First though, they need to stop whatever is in the tomb with them because it seems very, very hungry… Of the three scenarios in the anthology, this has the largest area for the investigators to explore, consisting of five rooms rather than the single rooms of the other two. It is also probably the pulpiest in tone and style, and if the solution for dealing with the monster is a cliché, it is entirely in keeping with the genre. More of a locked room horror mystery than the other two, veteran players will enjoy the links to both Call of Cthulhu and Lovecraftian lore.

‘What’s in the Cellar?’ by Jon Hook switches to upstate New York in 1929. Arthur Blackwood, a respected local attorney is on trial for the bloody murder of his wife in the cellar of his family’s ancestral holiday cabin and is likely to go to the electric chair. He claims to be innocent, that his family is cursed, that there is a genie in the cellar who murdered his wife. Blackwood’s business and his defence team are desperate to keep him from being given a death sentence, so ask friends, family, a private investigator, and a psychiatrist—the latter to help prove that Blackwood is not deranged—to investigative. Although the opening scene takes place in New York, this is essentially a one-room scenario—the cellar. Here the shelves that line its walls are stocked with clues amidst the tools and bric-à-brac you would expect to find in a rural cellar. Again, there is a race again time—although neither players nor their investigators will be aware of it—before something goes wrong and the investigators find themselves trapped with something nasty in the cellar.

Lastly, Todd Gardiner’s ‘The Dead Boarder’ takes place in Providence, Rhode Island at the start of the Great Depression in an utterly mundane location—a single room at Ma Shanks’ Boarding House. All four of its investigators have rooms here and all four are worried about a neighbour of theirs. Apart from the late-night prayers, he was always nice and quiet, but has not been heard from for a couple of days. So being neighbourly, they gather to check on him, they are aghast to discover when the door to his room is unlocked, him lying on the floor in a bloody mess. Since no one has been seen entering or leaving his room—and everyone would know if they did—what happened to him? Of all the three scenarios in the anthology, this is the most detailed and the richest in terms of its play. All four of the pre-generated investigators have different motives for entering and examining the room, sometimes motives which will clash, so the investigators have more personal drives other than the need to survive. Where in the other the scenarios the investigators do not have an obvious time limit on their actions, here they do, as the police have been called and will arrive within the hour. So this will also drive the investigators to act. Overall ‘The Dead Boarder’ nicely brings the horror home, or at least to the room down the hall.

If perhaps there is an issue with Gateways to Terror: Three Evenings of Horror, it is with the monsters. Now they are not all the same, but they are the same in terms of being unstoppable, appearing from nowhere, and so on. This though comes from the format of the three scenarios and its built-in time limit, and really this would only be a downside were a group to play all three in quick succession. The monsters are also not drawn from Call of Cthulhu canon, so any player expecting them to be might be disappointed, but there is no need for them to be and there are plenty of other scenarios and campaigns where they appear anyway.

Physically, Gateways to Terror: Three Evenings of Horror is very presented, the choice of photographs is decent, the maps are good, and a great deal of the artwork can be used to show the players during play. In terms of design, the trio are also multi-function scenarios. They can be used as demonstration scenarios, though they are not long enough for the traditional four-slot of a convention game. They can be used as one-shots, as written or expanded in terms of game length by ignoring the suggested timings. They can be added to an existing campaign, but with each being written for their set of pre-generated investigators, this will take some adjustment upon the part of the Keeper. They can be used to introduce investigators, perhaps as flashbacks or prequels, and to explore their first encounter with the Mythos, rather than say, all of them having been run through ‘Alone Against the Flames’ or ‘Paper Chase’ from the Call of Cthulhu Starter Set. Lastly, they can be used to introduce players to Call of Cthulhu and how it is played. Each of the three scenarios in Gateways to Terror: Three Evenings of Horror is flexible enough to support these functions and if not in terms of place, could also easily be adjusted in terms of date.

It would be fantastic to see more scenarios written to the format of Gateways to Terror: Three Evenings of Horror, whether as more demonstration games, one-shots, longer convention games, or investigator introductions to the Mythos. Overall, Gateways to Terror: Three Evenings of Horror delivers three, short doses of horror and does so in an engaging, well designed, and multi-functional fashion.

Brave New Mutant: Year Zero

Reviews from R'lyeh -

At the end of the fourth and most recent campaign and campaign set in Free League Publishing’s Mutant: Year Zero post-apocalyptic future, there remained one big question, “What happens next?” Since 2014, the publisher has been exploring the place of mutants with Mutant: Year Zero – Roleplaying at the End of Days, anthropomorphic animals with Mutant: Genlab Alpha, robots with Mechatron – Rise of the Robots Roleplaying, and Mutant: Year Zero – Elysium, and by with each release revealing a bit more the world and the disaster which brought it to its current state. Each release also saw the four different groups encountering one or more of the other groups for the first time, if only fleetingly, in the wake of the events which played out in Mutant: Year Zero – Elysium, all four groups are together and interacting with each other. This is the new world of Mutant: Year Zero presented in a mini-campaign for setting, Mutant: Year Zero – The Gray Death.

Mutant: Year Zero – The Gray Death takes place in the Zone, the region first explored in Mutant: Year Zero – Roleplaying at the End of Days. The default Zone is The Big Smoke—essentially bombed out, flattened, and ravaged London—but it can easily be moved to the Game Master’s own Zone. All that it requires is a long body of water which boats can easily travel up and down. Advice is given on how to run it as a stand-alone adventure, but really Mutant: Year Zero – The Gray Death is designed to be run as part of campaign, specifically after Mutant: Year Zero – Elysium, and ideally after Mutant: Year Zero – Roleplaying at the End of Days, Mutant: Genlab Alpha, and Mechatron – Rise of the Robots Roleplaying. In addition, to get the best out of Mutant: Year Zero – The Gray Death, the Game Master should also have run Mutant: Year Zero Zone Compendium 5: Hotel Imperator. Since the campaign takes place after the events of Mutant: Year Zero – Elysium, there no restrictions on what type of characters the players can roleplay—be mutants, animals, robots, or humans. This is one of the features of the brave new Mutant: Year Zero world.

As Mutant: Year Zero – The Gray Death opens, the world has changed. There is more trade and interaction between the different groups, there are more boats on the river, and so on, but there are ominous signs. In the depths of a snowy winter, there are disappearances around the Ark, including of people important to the Player Characters, and there are shadows in the sky—vehicles which float in the air and move fast. The Player Characters come across a Zone Rider—one of the couriers who carry messages back and forth across the Zone—under attack by a band of orderly and well-equipped soldiers. If they come to the Zone Rider’s rescue, or from a contact later on if they decide not to intervene, they learn of a mysterious new organisation known as the Army of the Dawn. It has recently taken over a wretched junktown to the west and renamed it Dawnville. The Player Characters are tasked with travelling to Dawnville, which is shortly to stage a wrestling tournament, to find out more information. To prepare themselves for that, it is suggested that the Player Characters visit two other places to conduct some investigation and learn what they can about the Army of Dawn. The first is a trading post run by Oscar Battenburg, an enclave Human from Elysium I known to trade slaves to the Army of Dawn, the second is the Showboat Saga, which travels up and the river putting on entertainments and which recently visited the Dawnville.

The Player Characters are also given a deadline—the wrestling tournament takes place in a week. To get them across the Zone in time, the Player Characters are lent a big-wheeled all-terrain robot vehicle and given some equipment. It is also likely that they will have been able to scavenge the guns and the armour of the Army of Dawn soldiers who attacked the Zone Rider—in particular, the tin helms which give the Army of Dawn soldiers the look of Great War soldiers. In comparison to a normal Mutant: Year Zero campaign, the Player Characters will be able to zip across the Zone, and with initially three locations—or as Mutant: Year Zero terms them, ‘Special Zone Sectors’—there is scope for the Game Master to run random encounters and ‘Special Zone Sectors’ of her own in between these three.

Mutant: Year Zero – The Gray Death actually consists of five ‘Special Zone Sectors’, not three, although the first three can be run in any order, followed by the fourth and fifth in that order. Each of these locations is nicely detailed and includes full stats for each of the NPCs, clear maps—both full illustrations of the locations and floorplans where needed, and events which play out when the Player Characters visit them. The five ‘Special Zone Sectors’ are all different in scope and theme. So ‘The Showboat Saga’ has a certain extravagance to it with its comparatively lavish performances and restaurant which becomes a mini-murder mystery, whilst ‘Dawnville’ is essentially ‘Bartertown’ from Mad Max Beyond Thunderdome—complete with the equivalent of its own ‘Thunderdome’, which of course is where the wrestling tournament takes place. For the most part, the encounters involve a fair degree of stealth and subterfuge as well as combat. Certainly, the wrestling tournament will appeal to characters and players who like physical combat.

So what is going on in Mutant: Year Zero – The Gray Death? Well, its events do stem from what happened at the end of Mutant: Year Zero – Elysium and the fact that it involves an army—the ‘Army of Dawn’—points towards a new force wanting to conquer the whole of the Zone. This is a genre staple, a new military arising to threaten the fledgling communities working to survive in the weird world order of the post-apocalyptic planet, but it well handled in Mutant: Year Zero – The Gray Death

Now Mutant: Year Zero – The Gray Death describes itself as a campaign, but at best it is a mini-campaign. With just five ‘Special Zone Sectors’, this is really more of scenario than a campaign and the first few, ‘The Showboat Saga’ and ‘Battenburg’s Trading Post’ in particular, are short, playable in a single session, two at the very most. The later ‘Special Zone Sectors’ are longer and more involved, and it will probably run to two or three sessions. Fortunately, the fact that the first few ‘Special Zone Sectors’ can be run in any order provides the Game Master with room to add her own content and perhaps bulk up Mutant: Year Zero – The Gray Death a little.

Physically, Mutant: Year Zero – The Gray Death is well written, nicely presented in full colour with excellent cinematic-style artwork. Some of the illustrations show scenes that can happen in the campaign and the likelihood is that the Game Master will really want them to happen—such as a gunfight aboard an airship—because they look fun! However, it does need an edit in places and some of the artwork still has Swedish signs and writing on it. The campaign also comes with some good handouts, including newspapers and event posters, both a sign of the growing new civilisation of Mutant: Year Zero. These handouts though, are not collated at the end of the book.

As a campaign—or really a scenario—Mutant: Year Zero – The Gray Death begins to show what the new world of Mutant: Year Zero is like, the beginnings of new civilisations.  It returns to the openness of Mutant: Year Zero – Roleplaying at the End of Days after the closed and confined worlds of Mutant: Genlab Alpha, Mechatron – Rise of the Robots Roleplaying, and Mutant: Year Zero – Elysium, and of course, it brings each of the inhabitants of the four campaign settings together much post-apocalyptic roleplaying games of old, such as Gamma World.  In fact, with the new set-up, a Game Master with access to those old post-apocalyptic scenarios written in the early 1980s could actually adapt them to the world of Mutant: Year Zero. Overall, Mutant: Year Zero – The Gray Death shows us what the new world of Mutant: Year Zero is like and has the Player Characters confront the first threat to it in an action-packed scenario. It is though, just the next chapter. 

Kickstart Your Weekend: Tarot Witch of the Black Rose: Origins TPB

The Other Side -

Stuck inside What we all need are comics and games, so here is a Kickstarter from my friends Jim and Holly.

Tarot Witch of the Black Rose: Origins TPB



https://www.kickstarter.com/projects/jimbalent/tarot-witch-of-the-black-rose-origins-tpb?ref=theotherside

I can't sell this any better than Jim himself, so here are his words.
Hello and Welcome to the Tarot: Witch of the Black Rose ORIGINS trade paperback Kickstarter!  20 years ago, Holly and I  had this idea to start a Comic Company (BROADSWORD COMICS)and to publish an ongoing series. I always loved sword and sorcery comics as well as the superhero comics. I combined the two and created Tarot: Witch of the Black Rose.

            I based the Art and Stories on myself, people I knew and my Imagination.
            I was told, by the so called experts, that Tarot wouldn’t last past 3 issues . As of the writing of this letter Tarot#121 is being published.

            So to celebrate that first year of Tarot , we have gathered the first 5  sold out issues that launch this adventure series!  In these issues you will find the FIRST APPEARANCE of Tarot, Raven Hex, Jon Webb the Skeleton Man , Crypt Chick, and Mor Meb Dred the Dragon Witch! For those of you just discovering Tarot, welcome to the adventures of this voluptuous Redheaded Witch who is the Swordmaiden to the Goddess and charged with keeping the balance between man and Magick! This is where it all started!

               Holly and I started BROADSWORD COMICS 20 years ago, so come and join the celebration and with your help we can make this Magickal tome happen.

Jim Balent There you go.  There are a ton of great stretch goals full of some great Jim and Holly art. I hope you check it out!

Friday Filler: D-Day Dice

Reviews from R'lyeh -

D-Day was a momentous event at the end of War World 2, marking the major assault by the Allies on a Europe which has been under occupation by the Nazis for four years. This single combined forces action has been the subject of numerous books and memoirs over the years, as well as films such as D-Day and Saving Private Ryan, television series like Band of Brothers, and boardgames such as D-Day and Axis & Allies: D-Day, both from Avalon Hill Games, Inc. Many of the board games which explore D-Day are simulations, typically hex and counter wargames. This means that they will only appeal to a certain type of gamer, the wargamer, and typically, they can only be played by two participants, each of whom commands numerous units, which depending upon the game can be squads, platoons, squadrons, battalions, regiments, and more. Yet modern gaming can and often does approach its subject matters with different mechanics and ways of playing. So it is with D-Day Dice, which combines co-operative play, dice mechanics, and a timing mechanism, all played against the board rather than another player. Originally published by Valley Games, Inc. in 2012 following a successful Kickstarter campaign, in 2019, Word Forge Games published D-Day Dice, Second Edition, again following a successful Kickstarter campaign.

Designed to be played by between one and four players, aged fourteen and over, D-Day Dice, Second Edition can be played in roughly forty-five minutes, or less once the players get used to the mechanics or lose. In the game, each player controls a Unit of soldiers assaulting one of the beaches fortified by the Nazis as part of their Atlantic Wall. These Units come from one of four Allied nations—the USA, the United Kingdom, France, and Canada—and will be represented by a single die on the map and supported by a Reference Card and a Resource Tracker. Each turn the players will roll dice to generate resources and use to be able to survive on the battlefield whilst supporting each other and building up a force strong enough to get up the beach and breach the bunker. All this is against the clock and difficult odds. To win, every Unit must assault the bunker and survive—that is, have at least one soldier alive at the end, but if all of the soldiers in a Unit are killed or a Unit cannot advance up the beach before time runs out, then everyone loses and the Nazis win!

Open up the box for D-Day Dice, Second Edition and you will find an eighteen-page rulebook and a twenty-page scenario book; four Reference Cards and four Resource Trackers—one for each nation; six double-sided map boards providing twelve different scenarios; over one hundred cards, representing Specialist soldiers, items, vehicles, and award; thirty tokens; and thirty-two dice. Each of the map board represents a particular historical target, starting with Exercise Tiger, the Allied rehearsal for D-Day, through Omaha Beach and Pointe Du Hoc, up to Pegasus Bridge. Divided into various Sectors, they are marked with obstacles such as land mines and barriers. Many have certain conditions, such as Sectors where there is just room for a single Unit, have requirements to enter, and certain loses which need to be met—for example a Specialist or an Item—before they can be entered. Matching these conditions and maintaining enough Soldiers to keep going will challenge the players throughout D-Day Dice.

Of the thirty-two dice in D-Day Dice, Second Edition, four are black and are rolled when German weapons inflict damage on a Unit. Four are Unit Markers, used to track each Unit’s movement on the map and how much time the Unit has before it must move—either to an adjacent Sector or forward into a Sector closer to the bunker. These is a Unit Marker for each of the Units in the game. The other twenty-four—six per Unit and player—are ‘RWB’ or ‘Red-White-Blue’ dice and lie at the heart of the game. These dice are red, white, and blue, and each player has two of each colour. Each die is marked with six symbols that represent the resources in the game. Star symbols are used to Rally Specialists to a player’s Unit; Soldier symbols—single and double—add Soldiers to a Unit; medal or Courage symbols are used to draw Awards which grant various bonuses or to advance a Unit up the map; and Tool symbols generate Item Points with which to purchase Items. Lastly, Skull symbols cancel other die results if they appear in a player’s Final Tally.

On a turn, each player will roll his six ‘RWB’ dice. He must keep and lock two of them, but can reroll or keep as many of the other dice as he wishes. After the second roll, he must keep and lock another two, but can keep more if he wishes. After the third roll, all of his dice are locked. This is his Final Tally used to generate the resources for that Turn, which are recorded on the Resource Tracker—which requires a little assembly before first game—and spent in that same Turn. Resources are not kept from Turn to Turn.

This is simple enough, but D-Day Dice adds a couple of twists to the dice mechanic. One is that is if a player rolls a ‘Straight’—one of each symbol on every die, he earns a free Award rather than purchasing it with multiple Award symbols. The other is if he rolls three identical symbols on different dice, so the same symbol on a Red, a White, and a Blue die. This grants a ‘RWB’ bonus. So three Skulls or ‘Dead Man’s Gift’ has a player’s Unit finds equipment on a dead soldier’s gear bag; three single Soldiers grants ‘Reinforcements’ which join a Unit; and three Medals or ‘Battle Cry’ inspires a Unit to go above and beyond the call of duty. Now it is not merely a matter of each triple combination granting a ‘RWB’ bonus, because the actual bonus is different for each nation. So for ‘Battle Cry’ for the USA either grants two Stars or enables a Unit to advance into a new Sector without meeting its requirement, but for the United Kingdom, it grants three Soldiers or it enables a Unit to advance into a new Sector without meeting its requirement. These little variations add flavour and variation to each of the Units.

A Turn consists of six phases. In Phase One, the players roll the dice and then do the Upkeep—recording resources generated in Phase Two. In Phase Three, they adjust Unit Markers, turning the die each Turn until the fifth face shows an arrow indicating that the Unit must move in the next phase. In Phase Four, each player can Rally a Specialist, Find an Item, or Draw an Award, depending the results of the ‘RWB’ dice that Turn. A Specialist adds an ability to a Unit, such a Runner which enables a player to give another Unit resources and Items no matter where they are on the map—otherwise they need to be in the Sector to either give or trade resources. Specialists are also important in the game because some maps require them to be sacrificed in order for a Unit to be able to advance. Such Specialists cannot be rallied again, that is, there are no replacements. Items are single-use items of equipment like the Flamethrower which reduces the Defence value of the bunker or the Despatch Case which lets a player copy the Final Tally of another Unit. Awards are again one-use cards and add a great effect to play, for example, the Bronze Star enables a Unit to stay in a Sector for one Turn longer, whilst the amazing Victoria Cross enables a player to determine every player’s Final Tally that Turn.

In Phase Five, each Unit which wants or to Move must do so. This is to a new Sector—either to the side or forward. A Unit cannot retreat or revisit a Sector. In Phase Six, Combat, each Unit takes damage according to the Defense value of the Sector it is in. Damage reduces the number of Soldiers a Unit has and if reduced to zero means that the Allies have lost. If a Unit can get into the Bunker, it will take a lot of damage, so a Unit will need to find Items which reduce its Defense value sufficiently for the Unit to survive assaulting it and so help win the game. This does not have to be done simultaneously, one Unit can successfully assault the Bunker and its player wait for the others to arrive. Once every Unit has attacked and held the Bunker, then the game is won. 

Physically, D-Day Dice, Second Edition is very well produced. Everything is done in full colour, the card stock is good, everything is readable in the Rule Book and the Scenario Book, and the dice feel good in the hand. Perhaps the map boards are a little small and they do not quite sit as flat as they should, but really, these are minor niggles. A better explanation of how the Bunker is assaulted might have been useful for less experienced players.

The rulebook for D-Day Dice, Second Edition also includes notes for solo play as well as adding Victory Points to the game. It ends with some advice on how to play too. The Scenario Book comes with three training missions on Tiger Beach as well as the other eleven maps. Pleasingly, each scenario comes with a dedication to the men and units who fought there along with the specific details about the map.

The twelve map boards and the four different nationalities—and then the addition of the Victory Point rules—give D-Day Dice, Second Edition a lot of replay value. As does its short playing time. It is also easy to set up again, so if one game is lost, it is not difficult to set up another and start again. Whether playing solo with a single Unit or multiple Units—which will take longer to play, but does keep the game’s co-operative element, D-Day Dice, Second Edition is tense and challenging to play. This is especially so on the later maps as you would expect, but it is not just because the players are relying on random dice rolls to determine how they plan and what they can do.

Throughout the game, the players are forced to think ahead and plan what they need on the route they are going to take up the beach, but this changes from map to map. Get that wrong and the game will be lost. So having learned one set of conditions to advance on one map, the players have to learn to prepare for a whole new set of conditions on another map. This is in addition to the game’s co-operative element which will often force Units to congregate in order to swap the game’s various resources. This may be an issue for the more casual player, but not for the experienced board or wargame player.

The ‘RWB’ dice and mechanics are not only clever, they also add some pleasing theme and variation to the different nationalities, though sometimes you wish that there was a little more of this national flavour and theme. That said, they form the foundation upon which a narrative can be told as D-Day Dice is played, as Specialists are Rallied, Vehicles and Items found, and Awards won, and a Unit makes its assault on the Bunker.

D-Day Dice, Second Edition is a clever implementation of modern game mechanics—dice rolling, co-operative play, timed play, and against the clock—to explore an old theme in a new way. 

Pieter Huys (1519 - 1584)

Monster Brains -

Pieter Huys - Inferno, 1570Inferno, 1570

37.262The Last Judgement, 1555-60

Pieter Huys - The Temptation of Saint Anthony, 1577The Temptation of Saint Anthony, 1577

15.133Attributed to Pieter Huys - The Temptation of Saint Anthony

Pieter Huys - The Temptation of Saint Anthony, 1547The Temptation of Saint Anthony, 1547

Pieter Huys - The Temptation of Saint Anthony, Circa 1520 - 1584The Temptation of Saint Anthony, Circa 1520 - 1584

Attributed to Pieter Huys - The Descent into Limbo , 16th CAttributed to Pieter Huys - The Descent into Limbo , 16th Century

Pieter Huys or Follower of Huys - Saint Christopher Carrying the Christ Child through a Sinful World, 1550-1600Pieter Huys or Follower of Huys - Saint Christopher Carrying the Christ Child through a Sinful World, 1550-1600

Pieter Huys or Jan Mandijn - The Temptation of Saint Anthony, 16th CenturyPieter Huys or Jan Mandijn - The Temptation of Saint Anthony, 16th Century

Attributed to Pieter Huys - Saint Christopher, 1584Attributed to Pieter Huys - Saint Christopher, 1584

Circle of Pieter Huys - The Temptation of Saint Anthony, 16th CCircle of Pieter Huys - The Temptation of Saint Anthony, 16th Century

Attributed to Jan Mandijn or Pieter Huys - The Mocking of Job, 1550Attributed to Jan Mandijn or Pieter Huys - The Mocking of Job, 1550

Image sources include - The Metropolitan Museum of Art, Sothebys and Wikipedia

This Old Dragon: Issue #45

The Other Side -

Wow. Has it really been more than a year since I did one of these?  Well, let''s grab a REALLY old one.  Not the oldest to be sure, but one of the oldest ones I have (I do have issue #43 waiting in the wings).  Plus we are all stuck at home, so let's sit back and see what Issue #45 of This Old Dragon!

This first issue of 1981 gives us what could be a thief and his mark on a bridge. OR someone trying to get a toll from a beggar. 

There some are cool ads for Ral Partha's Witch's Caldron and ICE. This predates my purchasing of Dragon so likely not an ad that influenced me.

There is an editorial from Jake Jaquet.  Here he welcomes two new employees, Debbie Chiusano and Marilyn Mays.  He also welcomes to more familiar names to full-time positions, Roger Moore and Ed Greenwood.  He also mentions changes to Dragon such as updated typeface and more pages.

Kim Mohan follows with Cover to Cover to let us know what is happening in this issue.

Ad for Fantasy Modeling magazine featuring a Vallejo scantily clad woman with two lizard/dragon monsters.

Out on A Limb gives us some letters.  One guy complains about all the new D&D groups springing up but no one plays it like "the old days" (which in his mind was 2.5 years ago).    Another one wants Dragon to stop writing so much about D&D and focus instead on AD&D.  There is no making people happy is there?

Our first article, Gas ‘em Up and Smoke ‘em Out is by Robert Plamondon.  It is actually really useful.  The article covers how smoke, gases and magical clouds move and fill up space.  Granted, modern systems simplify this, but someone out there would it very useful.  This followed up by Dungeon ventilation clears the air by the same author.   How can you breathe in the dungeon depths?   Again, really useful.   Robert Plamondon is kinda an interesting guy. Author, farmer and has some game design credits.  He can be found at http://www.plamondon.com/

Roger E. Moore is up for his fir "full time" paid articles and they are big ones.  NPCs For Hire: One who predicts... ...And One Who Seeks the Perfect Mix. This gives us two NPC classes, the Astrologer and the Alchemist.   The Astrologer is a pure NPC class, no XP or level advancement. It is a type of sage that can be used to predict the future.  The Alchemist, written with Georgia Moore, is a bit more detailed.

Philip Meyers has an article on distributing magic-items to NPC groups in Magic Items for Everyman. Obviously great for OSR/Old-school games, it might also scale right to new games, though new games tend to have less magic items.

Up On A Soapbox gives us two articles about Role-Playing.  Be a creative game-player by Kristan Wheaton discusses ways players should think more about their games and game playing style. This includes creative uses of levitate and fly.   Ways to handle high-level headaches by Lewis Pulsipher is on the other side of the table with how DMs can deal with high-level characters.

Bazaar of the Bizzare is up. This had always been one of my favorite old Dragon features.  This one gives us some subtle reminders that the 70s were not that far behind.  Among the items are Pet Rocks from Roger Moore.  There two kinds, normal and cursed.  They look like rocks and seem very close to a Stone of Commanding Earth Elementals.  On a command word they will attack an opponent.  Damage is like throwing a rock, that is, if the rock was +3 to hit and did 2d6 points of damage.
There is one though that is pretty interesting. A Ring of Oak, which will allow a dryad to move away from her tree.  Ruby Slippers do exactly what you think they do. I wish I had thought of these.  Bell of Pavlov makes you drool.

Ah. Now here is a good one.  Robert Plamondon is back with The Right Write Way to Get Published.  It is a very solid read with timeless advice.  English at this time was not my favorite subject and if you had told me in 1981 that I would be spending not just 90% of professional life writing, but most of my "free" time doing the same, I would have laughed.  So naturally, I ignored articles like this back then.  My mistake.  In fact, this article has such solid advice I am tempted to keep it.  Well...I'll print it out from my Dragon CD-ROM, the copy I have here is so mildewy it is taking me a lot longer to get through it.   Anyway, this article really is timeless advice especially when it comes to the second draft.  Some of the advice is no longer needed. For example how to space in for margins on a typewriter or the merits of a hand-written vs. typed manuscript. Also, and sadly, the magazines he suggests submitting to are all gone.

Merle M. Rasmussen is next with his The Rasmussen Files.  He has a set of Top Secret reactions and rule additions.  The growing interest in computers is visible here with the new Technical Bureau.  These days it is hard to imagine any sort of clandestine espionage without the back of data, technology and computers. Not to mention drones and satellites.  But this is 1981 and all that stuff, while not really new, was getting more and more public notice.

The article is split by an ad that makes me both happy and a little sad.


At least 10 of those addresses are within reasonable driving distances from me now.  One is within walking distance, and none of them are open today. Don't get me wrong, I am really spoiled with the game stores I have by me now including Games Plus, which would not get on to this list till 1982.
Shameless Plug:  If there is something you need and you don't have a local game store Games Plus is taking orders and shipping all over the world.

Len Lakofka's Leomund's Tiny Hut covers Missle Fire and the Archer sub-class.  I have always liked archers and outside of the ranger I never found a good one.  This article has some good adjustments to missile fire and the size of the target; something that has been incorporated into D&D since 3rd edition.  Again, Len treats us to a full class here that can be used as an NPC class or a PC one.   Looking it over I am thoughtful of the new Pathfinder 2nd version of the Fighter and Ranger that both have an Archer option.  Not identical obviously, but likely drawn from the same sources of inspiration.  I will say it is enough to have me reading the PF2 rules a lot this past week.

Next, we get to the big feature of this issue, The Dragon Dungeon Design Kit.
Much to my chagrin, the cardboard pages that were in this issue are gone.  Checking them out on my CD-ROM pdfs I see they are essential Dungeon Tiles.  They even look like 5' squares in most cases.
Kinda wish I had these. I could use them in a game now and my kids would get all excited about using some "real old school material."   Maybe I'll print them out.

We get an installment of the Minarian Legends from Glenn Rahman for the Divine Right game.  This time covering The History of Dwarves.  Divine Right pre-dates my involvement in the hobby, though I do know about it.  I had a chance to pick up a copy cheap, but never did it.  If I find one I might grab it just to see what it was all about.  This history could be used in any game to be honest, but it feels tied to the world it is from to be of use to me.  Still, maybe I'll come back to this if I need to add on to my dwarfs a bit.

Some ads. A Squad Leader scenario. More ads.
Con Calendar.

Electronic Eye from Mark Herro has some dice rolling programs for programable calculators and the new "mini" computers, the Sinclair ZX-80 and the Radio Shack’s “Pocket” TRS-80.  If you are reading this post on your phone, then congratulations, you are in a future that Mark Herro dreamed about.

Daniel Maxfield has more tips for Bunnies & Burrows in Hop, Hop, Hooray!

In what I think is a rarity for ANY era of Dragon, Roger Moore (busy guy this edition) has an article on the advantages of playing evil in How to have a good time being evil.

Reviews for Bloodtree Rebellion, Space Marines, and Grail Quest follow.

Letters from Out on a Limb continue with someone complaining that the last adventure was too "childish."  I guess something do never change.

Ah..now here is some fun stuff.  Dragon's Bestiary covers some new monsters. The Skyzorr’n, a race of humanoid insect beings. Sand Lizard, a desert lizard (I can use these now!). The Dust Devil, a combined earth and air elemental (also could use this) and all three have art by the great Bill Willingham.

Some comics in Dragon's Mirth.   There is an installment of Finneous Fingers. Plus The Story of Jasmine from Darlene, better known as the artist that gave us the World of Greyhawk map.  I know nothing of this series and have no idea if it kept going or not, but it was very different than the fare at the time. I just checked my Issue #43 and there is an entry there as well.  A bit more research has turned up quite bit more. It ran for 12 issues starting in #37. Now I am curious, maybe I'll do a special This Old Dragon Feature on it!

A fun trip down memory lane again.  I some respects quite literal, since in the process of working on this I drove by some of the places advertised as having been game stores and are now gone.

Hopefully, I can do some more of these.

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