Outsiders & Others

1982: Shadows of Yog-Sothoth

Reviews from R'lyeh -

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

In 1981, Call of Cthulhu would revolutionise the roleplaying hobby, introducing the works of the Lovecraft, if not to the industry, then to the wider hobby; creating horror as a genre; making Player Characters or Investigators mortal and fragile; introducing the concept of Sanity and suffering mental damage; and more. The first supplement for Call of Cthulhu, published the following year, was just as revolutionary. Shadows of Yog-Sothoth: A Global Campaign to Save Mankind was the first campaign for Lovecraftian investigative roleplaying. It introduced the concept of the onionskin campaign. This has the investigators stripping away layers of information like the skin of an onion as the players progress through the campaign, revealing more of the evil cult’s plans and coming closer to the heart of the adventure. There had been campaigns before, such as G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King, D1 Descent into the Depths of the Earth, D3 Vault of the Drow, and Q1 Queen of the Demonweb Pits for Advanced Dungeons & Dragons, First Edition, which were connected and could be run as a campaign. However, each part was available separately and could readily be run independent of the others, whereas each and every chapter of Shadows of Yog-Sothoth was integral to the plot and thus awkward to dismantle and run on their own. It was the first campaign to be set in a historical period and the first campaign to be set in a modern historical period and the first campaign to take its Player Characters around the world. In this way, Shadows of Yog-Sothoth set the blueprint for many the Call of Cthulhu campaigns we have had since, many of which would go on to improve upon the format, but Shadows of Yog-Sothoth was there first.

Shadows of Yog-Sothoth: A Global Campaign to Save Mankind also introduced the first cult to Call of Cthulhu, the Lords of the Silver Twilight, whose members range from centuries old wizards to the undead. It is their aim to force the rise of the sunken city of R’lyeh under the Pacific where Dread Cthulhu has slumbered for aeons and so unleash the Great Old One upon the world and bring about the end of mankind’s dominion over the Earth. The stars though, are not yet right to bring about such a calamitous event and there is a chance that the Lords of the Silver Twilight will fail. When they discover the plans of the Lords of the Silver Twilight have for humanity and the Earth, a group of stalwart Investigators set out to thwart them, an effort which takes them to Boston to New York, then Scotland, California, Maine, and finally Easter Island and the South Pacific. In the process, they will discover dread histories and the darkest of secrets, place both their minds and their bodies in harm’s way again and again, learn things that man was always best not knowing, and ultimately, confront an alien being beyond their comprehension.

Shadows of Yog-Sothoth opens in Boston in 1928. In ‘The Hermetic Order of the Silver Twilight’, the Investigators are invited to join the eponymous and rich, well-to-do, misogynistic fraternity with a reputation for charitable works, not unlike the Freemasons. The order has several ranks though which the Investigators will quickly progress to the point when its reveals to them that in truth, its inner circle is dedicated to worshipping an unearthly god and is awaiting the time when the stars come right, and alien species can reclaim what once was theirs. The location and rituals for The Hermetic Order of the Silver Twilight are all sketched out in some detail and once they are initiated into the upper ranks, there is the constant nagging question of, “When is knowing too much just too much?” Yet as the Investigators are promoted through the ranks and exposed to unspeakable things and expected to commit increasingly despicable acts, they have the chance to learn both what the order knows and what its aims are. This includes sneaking into some of the more secret areas where they will find horrors indeed.

‘The Hermetic Order of the Silver Twilight’, the first chapter of the campaign, is detailed and rife with roleplaying possibilities combined with skulduggery and stealth. As written though it does not support that with any ease, there being no other members described other than the cultists and their acolytes, and similarly there is no real reason for the Investigators to join The Hermetic Order of the Silver Twilight except as a means to begin the plot. This despite the fact that Shadows of Yog-Sothoth is intended for fairly experienced Investigators. Shadows of Yog-Sothoth, Second Edition, published in 2004, addressed some of these issues, but not all. It is easy to be underwhelmed by ‘The Hermetic Order of the Silver Twilight’, but set-up and the plot definitely has possibilities. They just await the hand of a good Keeper to really fillet them out.

After the Investigators have learned all that they dare and fled the headquarters of The Hermetic Order of the Silver Twilight, they receive the first of several letters which will alert them to strange events around the world. This is a device that the campaign will use again and again, typically letters which draw their attention to something which turns out to be connected to the main plot, but does not look like it first. This is one of the major complaints about the campaign, that the use of letters as a narrative device is clumsy and clichéd. In hindsight this is undeniably true, but at the time of publication this was not the case. 

The second scenario, ‘Look to the Future’, is a radical departure from the rest of the campaign, a piece of weird Science Fiction which takes the Investigators to New York where they will infiltrate an odd self-help and self-actualisation organisation. The Investigators are easily able to attend a meeting which is held in an oddly bare bunker-like building. In return for ready donations of money and unaware donations of Power—at this point in Call of Cthulhu’s rules, magic is fuelled by raw Power rather than Magic Points—at regular ceremonies, attendees are rewarded with small items of advanced technology, such as disposable lighters, digital watches, and non-stick frying pans. In addition, there is strange technology in the basement if the Investigators can gain access. Meddle too much and there is the possibility that one or more of their number will be killed, to the point that there is the possibility of all of them being killed. Even if they do not, they should find further links to the activities of the Hermetic Order of the Silver Twilight and its masters, but the scenario leaves a lot for the Keeper to develop if the Investigators want to explore beyond the walls of Look to the Future’s bunker. Curiously, this scenario involves Nyarlathotep, here indicating for the first time the involvement of the Crawling Chaos in the numerous machinations of those involved in the Mythos and other scenarios and campaigns for Call of Cthulhu. This is despite the fact that the campaign is called Shadows of Yog-Sothoth and famously Yog-Sothoth appears nowhere in the campaign. 

More letters direct the Investigators to Scotland to check upon one Henry Hancock, renowned big game hunter and local amateur archaeologist. ‘The Coven of Cannich’ is a sprawling sandbox populated by numerous masters and mistresses of the Mythos as factions from the Lords of the Silver Twilight search for parts of an artefact believed to be buried in an ancient temple on the shores of Loch Mullardoch. These are not the only Mythos forces in the area, and there seems to be a medley of them, most far too powerful for the Investigators to face. The scenario is very much one of who the Investigators can trust from among the NPCs, and the difficulty is that because there are some twenty of them, the Keeper just has too many to handle and make them stand out from each other. There is potential to camp this up a bit a la Hammer Horror, what with the screeching ghost and the accents of the locals, but ‘The Coven of Cannich’ is a difficult scenario to run and prepare, and there is little in the way of advice for the Keeper.  

Back in the U.S.A., the Investigators are hired by a Hollywood movie mogul to investigate a supposedly ‘haunted’ film set out in the Mojave Desert after the film was shut down, the director committed suicide, and the lead actor, all but a vagrant. Again, as a scenario, ‘Devil’s Canyon’, feels unconnected to the campaign as a whole, but again the Investigators will find what also seem like coincidental links. Yet there is some fun investigation to conduct in Hollywood before the Investigators set out the eponymously named Devil’s Canyon. There they find the ruined set of what would have been an epic film. After the bucolic highlands of Scotland and the city streets of Boston and New York, there is a sense of space, sunlit and dry, in this scenario’s desert setting, but even with that feeling of openness the Investigators quickly find themselves trapped and stalked by invisible things. Their invisibility is balanced by their cowardice and if they can harness the technology available, the Investigators might be able to reveal what they are. Where the Mythos and the monsters are overdone in the other scenarios, here they are restrained and creepy, and the scenario really benefits from that. However, the scenario does not add much to the overall campaign, and it comes across as a diversion rather than essential to the plot.

The campaign then takes a turn for the worse for the Investigators in ‘The Worm that Walks’. They are offered further clues, even patronage and respite, by one Christopher Edwin, but in following them up, they face increasingly nasty dangers—a family of cannibalistic backwoodsmen, an attack by a shoggoth whilst they are aboard their new patron’s yacht, and then when one of them is poisoned, stalked by something in the hospital. By the time it gets to that point, the likelihood is that the Investigators do not trust him—even if they ever did given the typical player sense of paranoia—and they have every reason not to. Edwin is out to kill them as part of the Lords of the Silver Twilight’s revenge upon the Investigators, and whilst that is understandable, to come at a point so late in the campaign when there is the possibility again of all the Investigators being killed, in what is already a campaign a deadly campaign designed for experienced Investigators, is well, overkill. 

Penultimately, the campaign switches from reactive mode to proactive mode as it nears its climax. Up until now the Investigators have been reacting to letters received, but now they have the chance to begin moving against the cult, in ‘The Watchers of Easter Island’ and then in ‘Rise of R’lyeh’, the last two parts of the campaign. In the first, ‘The Watchers of Easter Island’, they travel to Easter Island, which during the period when Shadows of Yog-Sothoth is set, is a colony of Chile and under military rule. If the Investigators can make contact with the indigenous islanders and the survivors of an archaeological team, all of whom have suffered attacks and disappearances. There is something strange going on and the island is under martial law, the local commandant curious as to the reason for the Investigators’ visit and wanting to be kept aware of their activities. The indigenous islanders will guide the Investigators to a local, elderly priest who can advise and suggest the cause, and even equip them to fight the fearsome figure responsible for the disappearances. Getting to both priest and threat is physically gruelling and the end confrontation is challenging. ‘The Watchers of Easter Island’ does feel superfluous to the campaign itself. If they fail, the Investigators will be attacked on their voyage to R’lyeh at the beginning of the next chapter, but otherwise, the Investigators’ success or failure in preventing the final preparations being conducted by a Lord of the Silver Twilight have little effect on the campaign’s climax.

At last, in ‘The Rise of R’lyeh’, the efforts of the Lords of the Silver Twilight and their acolytes come to fruition and the island of R’lyeh rises out of the south Pacific, and they attempt to call Dread Cthulhu from his slumber. By this time, the Investigators should be armed with the artefacts they found during their investigations in the previous scenarios, and have the means to reverse the ritual that the Lords of the Silver Twilight want to perform, and so sink the island. It is a very short scenario, but a fitting one, as the Investigators race across the island to find a non-Euclidean vantage point from which to perform their reverse ritual. There is that moment of course, when they will have to witness Great Cthulhu easing himself out of his tomb and wading through the flotilla of boats carrying his worshippers, a moment worthy of legend that will tear at the Investigators’ sanity, after which the survivors must flee back across the island to their boat, and hopefully get away in safety. As momentous as this actually is, it does feel as if the Investigators are doing everything from the wings of the stage and so slightly anti-climactic. 

In addition, Shadows of Yog-Sothoth includes two extra scenarios. The first, ‘People of the Monolith’ is based on the short story, ‘The Black Stone’ by Robert E. Howard and reads more like a short story than a scenario. The Investigators are hired by a publisher to travel to Hungary to look into the circumstances behind a piece of poetry and the poet’s subsequent suicide. The scenario is short and very little actually happens, although it is not without its strangeness. Written as a beginning scenario, it is suited to less action-orientated Investigators, and it works with fewer Investigators rather than more. 

The second scenario is ‘The Warren’. This takes place in Boston and focuses upon the Boucher estate, long abandoned and now purchased for demolition and redevelopment. When the demolition expert goes missing the Investigators are hired to look into what has happened at the estate. What they discover inside the house is that the Boucher family never died out, but rather degenerated and became inbred, worshipping the Great Old Ones. Despite there being a decent bit of research to do beforehand, ‘The Warren’ all too soon descends into a location-based, dungeon style adventure. Nowhere near as bad as scenarios which would appear in the pages of the anthologies, The Asylum & Other Tales and Curse of the Chthonians: Four Odysseys Into Deadly Intrigue, but not something that would be done today or indeed since they were published. Despite the investigative efforts made before exploring the Boucher estate, the Investigators are unlikely to full prepared for the true threat at the heart of the scenario and the choice of the Great Old One feels ill-suited to the role here just as much as this type of scenario, whilst Lovecraftian, feels ill-suited to Lovecraftian investigative roleplaying. 

Physically, Shadows of Yog-Sothoth is well presented and actually decently written for a campaign published in 1982. The organisation of the material leaves a lot to be desired and a lot for the potential Keeper to work through and prepare. The cover is a glorious depiction of R’lyeh and the pen and ink illustrations, all by Tom Sullivan, are all suitably dark and oppressive, and the maps have a certain charm. By the modern standards, the handouts are plain, but they are serviceable. 

—oOo— 

Following its publication in 1982, Shadows of Yog-Sothoth was reviewed in Space Gamer Number 60 (February 1983) in the ‘Capsule Reviews’ section by William A. Barton, the designer of Cthulhu by Gaslight. He identified that several of the scenarios are “almost too deadly”, but concluded that, “Overall, though, SHADOWS OF YOG-SOTHOTH should provide some exciting CoC play for even the most experienced investigators (despite the odd fact that Yog-Sothoth never makes an appearance, title or not), and I recommend it to all Lovecraftians.” 

Shadows of Yog-Sothoth was reviewed not once, but twice in Dragon magazine. First, in Dragon #81 (Vol. VIII, No. 7, January 1984) in ‘Gaming without heroes: Horror role-playing gets its vigor from victims’ by Ken Rolston. From the start he highlighted issues with the campaign: “In design, each of the seven linked scenarios is a mystery, complete with clues, NPCs, and settings. However, for smooth presentation, considerable study and preparation by the GM will be necessary. The scenarios lack strict linear narratives. Though this avoids arbitrary limits on player freedom, it forces the GM to structure the adventures in response to the actions of the players — a difficult job even for experienced gamemasters. The-tactics of the antagonists are not adequately detailed, and will need to be improvised or planned ahead.” Ultimately, he was far more positive in his conclusion, saying that, “Yog-Sothoth requires much labor and study on the part of the GM; it is not usable after a single reading. The GM will have to provide most of the narrative structure for the campaign, since the players have much freedom to choose their own approach to solving problems. The writing and editing are generally superior. Player materials are provided in ample quantity and the text is adequately organized for GM reference. The adventures are unusual and the atmosphere exotic and terrifying. Yog-Sothoth is a classic example of role-playing horror, with awesome monsters, desperate victims, and an atmosphere of mystery and menace. Since it provides enough material for a campaign of several months’ duration, it is an excellent value for the $10 purchase.” 

The campaign was then reviewed six years later in Dragon #81 (Vol. XV, No. 1, June 1990) in ‘Role-playing Reviews: A losing war against the forces of darkness’ by Jim Bambra. This was as part of the Cthulhu Classics anthology, which reprinted Shadows of Yog-Sothoth along with ‘The Warren’, but not ‘People of the Monolith’, alongside ‘The Pits of Bendal-Dolum’ and ‘The Temple of the Moon’ from Terror from the Stars; ‘Dark Carnival’ from Curse of the Chthonians; and ‘The Secret of Castrenegro’ from Cthulhu Companion. Bambra was positive in his summation, stating, “The horror elements are well presented, and the adventures span a wide variety of locations and investigative approaches. Opportunities for role-playing, investigation, and combat abound with nameless horrors and the depraved cultists who worship the creatures of darkness.”

Ian Bailey reviewed Shadows of Yog-Sothoth in ‘Open Box’ in White Dwarf #44 (August, 1983). Before awarding it ten out of ten, he said, “All in all the Shadows of Yog-Sothoth is an excellent and masterly campaign that demands a high standard of play throughout. It is well presented (one feature is five pages of player-information which can be photocopied or pulled out to save the Keeper time) and carefully managed throughout, and it provides, I believe, the most exciting and satisfying adventure available on the market to date. It might seem expensive but it is worth every penny.” 

Anders Swenson reviewed the campaign in ‘Game Reviews’ in Different Worlds Issue 34 (May/June 1984). He highlighted the deadliness of the campaign saying that, “…[M]any  of the scenarios would seem to work better with relatively well-equipped adventurers who have gotten access to heavy military weapons…” as well its organisation, complaining that, “Then there is the organization. Each scenario does contain the material needed to run the adventure, but finding it and having it handy is another question. Many of the scenarios have a lot of nonplayer characters, situations, maps, etc., and the tendency of the layout people was to string them together without enough introductory, transitional, and connective next to make everything findable.” As with other reviewers, he ended on a positive note with, “Overall, though, this is an excellent collection of first-rate Call Of Cthulhu scenarios. All keepers (gamemasters) should get Shadows of Yog-Sothoth.” 

—oOo— 

When it was first published in 1982, Shadows of Yog-Sothoth was like nothing that had come before. It was a whole campaign, consisting of several linked parts, each integral to the whole and the flow of the campaign’s story. It was set in a modern age and it was a first horror campaign, and it pitted the Investigators against H.P. Lovecraft’s signature creature, the Great Old One, Cthulhu himself. That is one thing that no campaign has done since. It is this version that would be reprinted as part of the Call of Cthulhu Classic Kickstarter campaign to celebrate the fortieth anniversary of Call of Cthulhu. It is also this version which would be reprinted as part of Cthulhu Classics in 1989.

Yet for all its scope and grandeur, Shadows of Yog-Sothoth suffers, by modern standards, numerous flaws—and those flaws are well known. They include an underwhelming set-up which challenges the Keeper to involve her players and their Investigators in the campaign. The links between the chapters are flimsy, awkward, and repetitive, and the constant use of the letter as a plot device is wearisome. ‘The Worm that Walks’, the fifth scenario, has a well-deserved reputation as a killer, an intentional method of murdering one Investigator after another at a point in the campaign when their knowledge and experience are needed for the last two scenarios. The campaign also lacks advice for the Keeper and having been written by different hands, it has a rough, incohesive feel. 

It is possible that some or all of these issues could have been addressed by the planned development of a longer, more extensive, and greater world-spanning version of the campaign which would have been edited by Scott David Aniolowski. This would have included far more of locations visited in Lovecraft’s ‘The Call of Cthulhu’, the story which directly inspired Shadows of Yog-Sothoth, including Greenland, China, Germany, New Orleans, Kingsport, Saudi Arabia, Irem, San Francisco, and Xoth. Unfortunately, due to time constraints, this expanded version of the campaign was cancelled and Shadows of Yog-Sothoth, Second Edition was published instead. It should be noted that some of content of ‘The Call of Cthulhu’ has been presented for Call of Cthulhu, Seventh Edition in Cults of Cthulhu.

Some of these problems were addressed in Shadows of Yog-Sothoth, Second Edition, published in 2004. They included reasons and motivations for the Investigators to join the Hermetic Order of the Silver Twilight in ‘The Hermetic Order of the Silver Twilight’, as well as NPCs beyond the Cultists which they could interact with. The links between the chapters were listed and made more obvious and some advice was provided for the Keeper, although all too often, not enough. Whether the version from 1982 or 2004, Shadows of Yog-Sothoth cannot fail to show its age and whilst as it should, it presents a huge challenge to the players and their Investigators, it also presents an enormous challenge to the Keeper who wants to run the campaign. There is so much to prepare in the campaign and Shadows of Yog-Sothoth never makes it easy. Certainly, within two years, there would be campaigns from Chaosium, Inc, beginning with The Fungi from Yuggoth and Masks of Nyarlathotep, the latter often regarded as the greatest roleplaying campaign ever published, which made incredible strides in campaign design and presentation. There is no denying that Shadows of Yog-Sothoth needs a rewrite and even a redesign and hopefully its third edition will be the rewrite and the redesign it needs and addresses its issues.

Shadows of Yog-Sothoth: A Global Campaign to Save Mankind broke new ground in so many ways, but it is no masterpiece. It is flawed and often incoherent, and it remains a daunting prospect for any Keeper who sets out to run it for her players. Yet it has many fine moments of horror and creepiness, and above all, it has ambition, and it has a grandeur and it does something no other campaign has done since, which is have the Investigators face Cthulhu himself.

Grim & Perilous Lite

Reviews from R'lyeh -

In the Long Sixteenth Century all that stands between chaos and disorder is the Empire. The Empire is the bastion of law and order, but it is a law for those who can afford it and an order which keeps the citizenry in its place. Chaos comes in the form of all that would disrupt this law and order. Plague wends its way back and forth across the land. Feudalism has been displaced by the rise of the burghers and the wealthy middle class and the role of mercenaries on the battlefield, which have made the role of the knight irrelevant. Religion has become more than a matter of just faith with the schism the church. Adhering to one faith and not the other can get you butchered, letting getting caught up on the battlefield, whether as conscript or mercenary. The poor, the labouring classes, and the craftsmen all look to the Empire for stability and their safety, but yearn for something better knowing they are unlikely ever to truly gain it and so change their lot in life. The Empire wants them kept in their place, their labour making the rich even richer, their taxes filling the crown’s coffers, and their bodies, willing or unwilling, ready to be thrown into the quagmire of war against the enemy which threatens from without… Yet there is no great Chaos. Instead, there are the men and women who stand up and decide that theirs is not a life as dictated by the Empire. They seek lives of adventure and change, wanting to make difference in their lives first, but perhaps the lives of others too. As much as their agency can lead to their being employed by the wealthy, they can become a threat to the natural order. This is the setting for Kriegsmesser, a roleplaying game best described as Troika! meets Warhammer Fantasy Roleplay.
Kriegsmesser is written and published by Gregor Vuga following a successful Kickstarter campaign as part of ZineQuest #3. It offers a range of character types with a light set of mechanics predicated on degrees of failure, solid advice on running the game, and a very much implied setting. That setting is one akin to Mittel Europe, roughly at the time of the Thirty Years War, so akin to that of the Empire and the Old World of Warhammer Fantasy Roleplay. Although there is no specific setting, where Kriegsmesser differs from the original roleplaying game of ‘grim and perilous adventure’ is that it is humanocentric—there are no rules for playing anything other than Humans, there is no such thing as Corruption or supernatural Chaos, and so no bestiary of supernatural creatures. This is because the Player Characters are the chaos, though if the Game Master wants to include it, there are rules for Corruption which have a corrosive effect upon a Player Character, all too likely driving him into the clutches of Chaos.

A Player Character in Kriegsmesser is defined by a Career, four or five skills and some possessions. He also has ten points of Toughness and six points of Luck. To create a character, a player rolls ‘d66’ and notes the details of the character down. He then chooses a name. The options include the Street Rat, the Starving Artist, the Labourer, the Charlatan, the Revolting Peasant, the Vermin Snatcher, the Clueless Noble, and more. Each one of the Careers given in Kriegsmesser is accompanied by a short, but engaging piece of flavour text.

Helena Perun
Career: Slayer
Skills: Read Signs (Demonic) 3, Notice 3, Fight (Monsters) 2, Gossip 1, Track 1
Toughness: 10
Luck: 6
Possessions: Kickass Hat, Holy Water, Silver Knife

Mechanically, Kriegsmesser uses its own dice pool mechanics rather than those of Troika! Whenever a player wants his character to do something and the character has the relevant skill, he rolls a number of six-sided dice equal to the skill and looks for the highest result. If the highest result is a six, then the character succeeds without incurring any trouble. If the result is a five or four, then the character succeeds, but incurs some trouble. A roll of three or less is a failure. What form the trouble takes when a player rolls a four or five, can be anything from a weaker or partial result to bowing out gracefully or a complication. The Game Master is encouraged to present the player with a couple of options and essentially bargain with him as the possible trouble his character suffers. If a character does not have an appropriate skill, then his player can spend points of Luck to have dice to make the skill test. Luck can be recovered through rest, through prayer, or through some festive or merrymaking activities. Luck then forms an important resource and something that a player needs to expand with a care. Of course, every roll in Kriegsmesser should be important, but when or where, Luck is even more important.

Combat in Kriegsmesser is intended to be nasty and brutal, favouring characters—Player Characters and NPCs—who are combat trained. Otherwise, a Player Character has to rely upon his Luck and an NPC, a single die. Often, it is enough to draw a sword to persuade an NPC or possibly a Player Character to back down in the face of potential violence. Kriegsmesser does give more optional rules if the Game Master and her players want a less narrative influenced combat system. These cover initiative, armour (which reduces damage), various weapon types (from warhammer to pistol), mighty blows (bonuses to the base damage if sixes are rolled in an attack), and vantage (having a higher vantage grants a bonus die). Once a Player Character loses all of his Toughness, the next blow will probably kill him, but another option allows for Terrible Injuries, like losing multiple toes to one foot, a blow to the fleshy soft bits which forces the Player Character to double over in pain and vomit, or a strike which smashes the skull and damaging the brain, leaving him to collapse to the floor, dead. (No head flying off several feet in a random direction, sadly.)

For the Game Master, there is advice on the running the game, in particular, making the world real and the lives of the Player Characters exciting, being generous with information, and imagining and conveying a darkly humorously dark tone. There is advice too on how to interpret rolls, in particular, various forms of trouble if a Player Character does not roll a complete success. There are quick and dirty rules too to create and run NPCs, as well establishing relationships between them, as well as creating scenarios around towns. These tables are fairly short and are likely to be used up quickly. Six sample NPCs are included as potential encounters, which are nicely done. Rounding out Kriegsmesser is a discussion of the period in which it is set and ideas as to where it be set outside of a Holy Roman Empire-like setting. The latter is perhaps the least interesting or useful section in Kriegsmesser, but the inclusion of a decent bibliography makes up for it.

Physically, Kriegsmesser is decently presented, making good use of period woodcut artwork. The fanzine is general well written, but could have done with a slightly better organisation in places.

Kriegsmesser is Troika! meets Warhammer Fantasy Roleplay, in terms of its simplicity and stripped-down style of play. Yet whilst it is by design set in a world similar to that of Warhammer Fantasy Roleplay, it shifts its window upon that world. Traditionally, the Player Characters are caught between being in society of the Empire and not, but by not having an ‘other’—typically Chaos in one form or another—Kriegsmesser pushes them into being that ‘other’ and as a consequence the roleplaying game echoes the politics of Warhammer Fantasy Roleplay, First Edition (if not its setting and history). If there is an issue with this, it is that without a setting of its own, Kriegsmesser never gets to show this off properly.

If the Game Master can provide a setting, then there is plenty of scope in Kriegsmesser to provide an engagingly light and simple option for grim and perilous adventure.

Cannibal Cults in the Clouds

Reviews from R'lyeh -

Eat the Rich takes place one hundred-and-fifty years from now in a horrible future in which the Earth has been overrun by flesh-eating humans who have fallen victim to ‘The Hunger’, an unknown apocalyptic-plague of unknown origins. Amongst the Ravenous, there are a few survivors who have proven to have an immunity to the virus and a few who have managed to get by without being bitten or infected. There are others who have managed to escape it all, the genetically and cybernetically-enhanced ruling class, who reside in a majestic cloud-piercing levitating spire from where they can look down upon the survivors grubbing away in the mud below. Many when they look up, they see the home of the Gods and wonder what life might be like above their squalid existence. Now a Cult wants someone to ascend to the Godspire and capture a God. The Assembly, the leader of the Cult, knows that survivors of ‘The Hunger’ assume the properties and memories of anyone they eat—dead or alive. If they can consume the flesh of a God, what glorious memories and abilities will they gain? Will they include the  knowledge they will help humanity restore the Ravaged Earth of this terrible future?

In Eat the Rich, the Player Characters will put aboard a lift-spacecraft which will take them to the Godspire. There they will explore its heights and its secrets, discover what has come of the Gods, and ultimately, find themselves threatened by something which will prove to be a danger to the whole of the world below. It is designed to be played by a small group of players. Four pre-generated Player Characters are provided, but there are guidelines too for generating them. This includes starting equipment, background, talents, and motivations. What will the Player Characters make of this strange, new, and vertical world? What will they discover and what secrets will they reveal? How will the Gods react to intruders from the Earth below?

As with other scenarios from Games OmnivorousEat the Rich is a system agnostic scenario, but it does not fit the genres of the previous entries in the line. Both The Feast on Titanhead, and The Seed are fantasy scenarios, but Cabin Risotto Fever and Mouth Brood are modern-set affairs, although they call all be easily adapted to other time periods. Mouth Brood though, can be shifted into the Science Fiction genre, whereas Eat the Rich sits firmly in that genre as well as the Post Apocalypse genre. Which means that it could be run using the rules for Metamorphosis Alpha: Fantastic Role-Playing Game of Science Fiction Adventures on a Lost StarshipGamma World, or Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, for example. Similarly, it is easy to adapt to any number of modern or Science Fiction roleplaying games. These include Call of Cthulhu, Seventh Edition or Chill, third Edition, as well as Alien: The Roleplaying GameTraveller, and MOTHERSHIP Sci-Fi Horror Roleplaying Game. It would also really work well with Numenera. Of course, if Eat the Rich is run using any of the systems suggested, the scenario need not be set on Earth. Its set-up is simple, flexible, and easy for the Game Master to adjust as necessary. However, just like The Feast on TitanheadThe SeedCabin Risotto Fever, and Mouth Brood before it, Eat the Rich adheres to the ‘Manifestus Omnivorous’, the ten points of which are:

  1. All books are adventures.
  2. The adventures must be system agnostic.
  3. The adventures must take place on Earth.
  4. The adventures can only have one location.
  5. The adventures can only have one monster.
  6. The adventures must include saprophagy or osteophagy.
  7. The adventures must include a voracious eater.
  8. The adventures must have less than 6,666 words.
  9. The adventures can only be in two colours.
  10. The adventures cannot have good taste. (This is the lost rule.)

As we have come to expect for scenarios from Games Omnivorous, Eat the Rich adheres to all ten rules. It is an adventure, it is system agnostic, it takes place on Earth (although technically, it takes place above the Earth), it has one location, it has the one monster, it includes both Saprophagy—the obtaining of nutrients through the consumption of decomposing dead plant or animal biomass—and Osteophagy—the practice of animals, usually herbivores, consuming bones, it involves a voracious eater, the word count is not high—the scenario only runs to twenty-four pages, and it is presented in two colours—in this case, a dark red and silver on white. Lastly, where previous entries in the series have exhibited Rule #10, it is debatable whether or or not Eat the Rich fails to exhibit good taste—though perhaps that may ultimately be up to how the players and their characters react to it.

The scenario is self-contained, the location amounting to just eight locations and six out of the twenty-four pages that make up Eat the Rich. The Godspire is an odd mix of aesthetic and the technical, a luxury enclave beyond the comprehension of the Player Characters where the line between sufficiently advanced technology blends into magic. Some of the technology is described along with the handful of locations aboard the Godspire, as is the main threat aboard the floating spindle.

Eat the Rich is primarily a setting, a small environment awaiting the intrusion of the Player Characters, the inhabitants—the the ‘Gods’ of legend, the Technology Priests, and the scenario’s ‘monster’—reacting to their invasive presence. It requires a fair deal of preparation upon the part of the Game Master, primarily in terms of creating the stats for the various NPCs, monsters, and more. She is though supported by a pair of tables of random encounters and random inhabitants aboard the Godspire. She will also need to provide guidance for her players if they want to create characters of their own, or adapt the four pre-generated Player Characters to the system of her choice.

Physically, as with the other titles in the ‘Manifestus Omnivorous’ series, Eat the Rich is very nicely presented. The cover is of sturdy card, whilst the pages are of a thick paper stock, giving the book a lovely feel in the hand. The scenario is decently written and quite detailed in terms of its locations. The artwork has an odd feel to it, a strangeness which reflects the weirdness of the setting.

A combination of the television series, The Walking Dead and the films, Zardoz and Elysium, Eat the Rich is a strange mix of fragility and the unknown with the Player Characters being hunted up and down the Godspire. The setting and its strangeness do make Eat the Rich the most difficult of the ‘Manifestus Omnivorous’ series to add to a campaign, but easy to run as a one-shot.

Bearfaced Horror II

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For fans of Vaesen – Nordic Horror Roleplaying, the roleplaying game of investigative folklore horror set in nineteenth century Scandinavia, based on Vaesen: Spirits and Monsters of Scandinavian Folklore as collected and illustrated by Johan Egerkrans, there is just the one supplement supporting it—for the moment. However, for Vaesen and other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, but ultimately provide something which the Game Master can bring to the table and engage her players with. Such is the case with Midnight Hunt.

Midnight Hunt is written by one half of the hosts of the podcast, What Would Smart Party Do?—the other half designed King of Dungeons and presents an engaging and entertaining mystery with a dilemma or two. It could easily be played in a single session, perhaps two at most, and would make a good option for a convention scenario just as it would for the Game Master’s own campaign. It is the author’s second scenario for Vaesen after Unbearable.

In Vasen, the Player Characters are members of the Society, which is based in Castle Gyllencreutz in the city of Upsala and which is dedicated to the study and understanding of the vaesen. Thus its members look for opportunities to investigate signs of Vaesen activity, but in Midnight Hunt, that sign comes to the Player Characters in the form of a message delivered by carrier pigeon. It comes from Ingvar Kransvik, the village elder of Snorum, who is concerned that members of a local family as well as the village priest have gone missing, as the beasts in the nearby forest are acting oddly, and the other villagers are thinking turning back to the Old Ways, the faiths their ancestors followed before Christianity was adopted.

Midnight Hunt is—like Unbearable before it—a classic ‘village in peril’ scenario, one which again involves bears, but unlike Unbearable, there is less of the cliché to it. Snorum is a quiet place (which leaves you wonder if the name itself is meant to be a sleepy joke), its inhabitants mostly friendly, if a little wary, and for the most part, co-operative. The place appears to be mouldering, even rotting in places, and there is a sense of impending degeneration to this settlement in eastern Sweden. This is present not just in the buildings, but also in a number of NPCs, most notably Ingvar Kransvik. The Player Characters’ efforts are hampered by the presence of the also elderly Algot Lindberg, a renowned hunter determined to take as trophies from the supernatural creatures he believes to be the cause of the problems in the village. Since their enquiries are likely to cross over, Algot Lindberg will seem to be hunting the Investigators as much as he is the Vaesen. The Investigators must also contend with Birgitta Blomqvist, a recently arrived spiritualist who is holding ceremonies dedicated to the Old Ways and tempting many of the villagers to attend.

The scenario details just seven locations, complete with clues and challenges. The former are all open to interpretation and there is no one real solution. This is played out against not one, but three countdowns and potential catastrophes. These are nicely detailed, as are the three potential confrontations. There are several parts of a puzzle that the Game Master will need to seed the scenario with, which can be done as part of her preparation or placed as necessary through play.

Ultimately, the Player Characters will have a showdown with the supernatural cause of the problems and deaths in Snorum, hopefully with their having acquired clues and puzzle pieces sufficient to deal with the Vaesen, as well as the more human issues. Various solutions are offered and discussed with combat not necessarily being the obvious one. There is plenty of investigation to be done in the early part of the scenario, but there are opportunities to use other skills as well.

Physically, Midnight Hunt is decently presented. The artwork, which includes some nicely done thumbnail portraits of the NPCs, is decent and the maps clear and simple. It would have been useful though, if the map of the village had been included in the main body of the scenario along with the other maps. The scenario is not as well written as it could be, and a much stronger and much needed edit could have solved that issue.

Midnight Hunt is a nicely presented,  accessible, and self-contained scenario with a decent nature versus man plot and plenty of NPCs to interact with and clues to find. It is also easy to move to another location—though that location should have bears!—and easy to add to an ongoing campaign. The latter is probably easier than running it as a one-shot as it does feel busy in places. Overall, Midnight Hunt is a solid scenario for Vaesen which delivers some potentially savage horror in a moldering bucolic backwater.

Friday Filler: The Fighting Fantasy Science Fiction Co-op IV

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Escape the Dark Sector: The Game of Deep Space Adventure brought the brutality of the Fighting Fantasy solo adventure books of the eighties to both Science Fiction and co-operative game play for up to four players in which their characters begin incarcerated in the detention block of a vast space station and must work together to ensure their escape. Published by Themeborne, with its multiple encounters, traps, aliens, robots, objects, and more as well as a different end of game Boss every time, Escape the Dark Sector offered a high replay value, especially as a game never lasted longer than thirty minutes. Now, like its predecessor, Escape the Dark Castle: The Game of Atmospheric Adventure, the game has not one, but three expansions! Funded via a Kickstarter campaign, each of the three expansions—Escape the Dark Sector – Mission Pack 1: Twisted TechEscape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift—adds a new Boss, new Chapters, new Items, and more, taking the path of the escapees off in a new direction to face new encounters and new dangers. Each expansion can be played on its own with the base game, or mixed and matched to add one, two, or three mission packs that increase the replay value of the core game.
Escape the Dark Sector – Mission Pack 3: Quantum Rift differs from the previous two Mission Packs that it does not expose the escapees to the further secrets of the Dark Sector, but rather to secrets beyond its limits in terms of both time and space. The ‘quantum rift’ of the title is a strange anomaly which opens up a gateway in the fabric of time-space through which can pass inadvertent travellers caught in its field and malevolent forces taking advantage of the opening. As with Escape the Dark Sector – Mission Pack 1: Twisted Tech and Escape the Dark Sector – Mission Pack 2: Mutant Syndrome before it, Escape the Dark Sector – Mission Pack 3: Quantum Rift includes twelve new Chapter cards which represent the encounters the escapees will have as they flee. Some of the new Chapter cards have black backgrounds. These are Rift Chapters and indicate that the escapees have been caught up in the Rift and thrown into the past where they might run into a pair of Roman legionnaires barking commands at them in a language they do not understand, a drunken guard in a castle wondering who they are, a gunslinger at the end of a dusty street ready to draw and shoot you, a treasure chest on a sandy shore under the watchful gaze of the crew of a pirate ship. Surviving each Rift Chapters though, is not the only danger as every time the escapees find themselves cast into the Rift, the players must roll the Rift die. Although they might pass through the Rift safely, the other possibilities are they lose Hit Points, lose Hit Points and an item, or even suffer Rift Disruption! When this happens, all of the players must swap their items!
More than half of the new Chapter cards are Rift encounters and add a fun mix of time periods which the escapees must survive, including a pleasing crossover with Escape the Dark Castle. The other Chapter cards do not throw the escapes through the time and space, but they are no less weird. For example, they might run into an old woman who visits prisoners scheduled for execution, but might read the escapees’ last rites, or find themselves under the gaze of some incomprehensible being which casts it judgement upon them... Lastly, of course, there is the end-of-game Boss card, the ‘Araknochron’, the arachnid-like alien being whose ability to control time can temporarily prevent the escapees from acting, completely replace their weapons and gear, and of course, inflict deadly damage!

Other mission packs added new Items, but not Escape the Dark Sector – Mission Pack 3: Quantum Rift. Instead it gives Artefacts to be found. For example, it might be a Roman shield or javelin, a bundle of dynamite or bottle of grog, or a ration tin or a samurai sword. These enforce the sense of times and places that the escapees can visit with the various Rift chapters.

Escape the Dark Sector – Mission Pack 3: Quantum Rift also adds three new escapees. Lieutenants Gorn, Voki, and Taloch all have ‘split doubles’ as new symbols on their dice. These have two different symbols, and when rolled, generate doubles of both. However, a player can only use one set of these. Otherwise, the double symbol works as normal.
Physically, Escape the Dark Sector – Mission Pack 3: Quantum Rift is as well produced as the core game. The new Chapter card and Boss card are large and in general easy to read and understand. Each one is illustrated in Black and White, in a style which echoes that of the Fighting Fantasy series and Warhammer 40K last seen in the nineteen eighties. The Artefact cards are also easy to use and the dice are clear and simple. The rule book requires a careful read, if only to grasp how the different new mechanics work.

Escape the Dark Sector – Mission Pack 3: Quantum Rift does not so much add new subsystems, as add an even greater degree of randomness to fit the randomness of its theme. It is a fun theme and one that easily expandable with yet more Rift cards which will take the escapees across time and space. As with the other Mission Packs for Escape the Dark Sector, this third one easily mixes with the others, perhaps even more so given its random nature. Escape the Dark Sector – Mission Pack 3: Quantum Rift is an entertaining addition to Escape the Dark Sector: The Game of Deep Space Adventure, pushing its Sci-Fi theme to an even more random height.

Miskatonic Monday #125: Overdue

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

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

—oOo—
Name: OverduePublisher: Chaosium, Inc.
Author: Nathan Pidde

Setting: Modern Day MassachusettsProduct: Scenario
What You Get: Fifteen page, 1.29 MB Full Colour PDF
Elevator Pitch: Hell hath no fury like a librarian scornedPlot Hook: A missing boy leads to a missing book leads to a...
Plot Support: Staging advice, five handouts, four pre-generated teenage Investigators, three NPCs, and one Mythos monster. Production Values: Decent.
Pros# One night one-shot# Enclosed space, focused scenario# Decently detailed handouts# Rats in the Library# Entertaining NPC for the Keeper to portray# Potential for an NPC to become an ‘Investigator’# Inspired by H.P. Lovecraft’s ‘The Dreams in the Witch House’
Cons# Needs a slight edit# NPC switch could have been better developed# Primary NPC has to be very persuasive# Artwork not always appropriate# Slightly clichéd pre-generated Investigators# No floorplans
Conclusion# Short, focused booked-based investigation inspired by H.P. Lovecraft’s ‘The Dreams in the Witch House’ which delivers an entertaining single session of horror.

Over the Edge Again. Again.

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Ever hear of Al Amarja? Yes, that Al Amarja. The island in the middle of the Mediterranean that everyone denies exists, ruled by president-for-life, Her Exaltedness Monique D’Aubainne, Historic Liberator and Current Shepherdess of Al Amarja? There is no way you would go there. After all, the state health care is mandatory, especially under Doctor Nusbaum’s experimental treatment programme, as is voting. Plus it is a brutal place with state control and overwatch, whether it is the seemingly ever-present members of Peace Force and their guard baboons (and if the baboons are not in Peace Force, they are everywhere), the nationalised state Total Taxis, and more. Sure, it is unrelentingly violent. There are fights on the streets and even organised in the middle of Roller Derby League matches, but nobody is allowed guns, and you really, really do not want to see what goes on in the ice skating—or maybe you do! (Since it is a full contact sport, baby, do I mean contact...) Then there are the public hangings as well as the Festival of Fate, the highlight of which is prisoners submitting themselves to Sister Cheryl’s Wheel of Fate at Temple of Divine Experience, the result of which possibly leads to the commuting of their sentence, but more likely death or torture and death. Of course, it is a commercial, trade, and scientific free-for-all, unfettered by all the regulation we have to suffer. So go to Broken Wings District for the best parties—whether to be seen amongst the elites or disrupt the event; Flowers District to party on the streets or experience that latest in Avant Garde artwork; spend time away from the island’s weirdness in the Sunken District with a fellow exile; and so much more… And there are supposed to be sorcerers and psychics on the island, Organ Grinders harvesting for their dead god, aliens, oh so many aliens, secret world bettering technologies which the corporations are hiding because they can and the same goes for cancer treatments, and more. Yes, that Al Amarja, which does not exist and never did because it is all some damned roleplaying game, Over the Edge: the Role-playing Game of Surreal Danger from back in the nineties, put out by some weirdly progressive little gaming company in Minnesota, Atlas Games. So, none of it is real.

Except it is.

Al Amarja is real. You can get there if you know how. Plus, if you are American, the state language is English and everyone takes dollars. They will take every other currency too, because it gets exchanged into the state currency, zlotys. So if it is real, where is it? Well, not where it was in the nineties. Now it is in the Mediterranean, but rather in the Atlantic. Freedom is still valued above all, but the government monitors everything—for your safety of course. Weapons are outlawed—especially firearms, but everyone carries something. Medical care is free at the point of delivery, but so is medical malpractice and there are no laws against that. Drugs are totally illegal, but the barista will add a shot of something to your coffee. In the teensies and the twenties, you will need look harder though, as Al Amarja slipped down a parallel time stream where Donald Trump got elected president and he let Nazis walk the streets of America again. Which means that it is different from back in the nineties, but the same, right? So if you have been before, you still need to get ready for the heady rush of unreality, because this is a whole other unreality even if bits still look familiar. And the reason for Over the Edge: the Role-playing Game of Surreal Danger? Call it the ultimate in disinformation sponsored by the government of the Ultimate Democratic Republic of Al Amarja. And if a piece of propaganda worked the first time, why not do it again? After all you are never going there, you were never going there, and you never will go there—and Al Amarja was and is fake, is it really there?

Over the Edge Third Edition: the Role-playing Game of Surreal Danger is real though. Funded via a Kickstarter campaignis no mere update. Instead, this is a re-envisioning of Over the Edge with everything old, but new. It is still a roleplaying game of counter-culture conspiracy, weird science, and urban danger combining conspiratorial factions, strange fringe abilities, cutting-edge technology, and cross-reality incursions all under the watchful eye of an all-powerful anarchic State. The revision also includes the rules and the mechanics, which forgoes the complexities of the original WaRP system, in favour of a more luck-based system designed to drive the story with extra twists—good and bad. There is nothing to stop a Game Master from running Over the Edge Third Edition: the Role-playing Game of Surreal Danger using the original WaRP system, but it is not designed with that in mind. It should be noted that Over the Edge has always been cited as one of the progenitors of the storytelling movement in roleplaying and this latest edition very much draws from that movement. The result makes demands of both the Game Master and her players. It uses simple character creation that calls for strong conceptualisation and scope for storytelling over the course of one or more story arcs. It asks the players to be ready for said characters to encounter and accept random twists—both for good or ill—to the outcomes of their actions, whilst the Game Master has to be on her toes ready to create and suggest those twists. Lastly, the players are required to commit their dice to Over the Edge and no other campaign roleplaying game. (Fortunately, Over the Edge only uses a pair of six-sided dice each.)

A Player Character in Over the Edge can almost be anything, which includes paranormal and magical gifts. This excludes plot wrecking powers such as invincibility, invisibility, flying, phasing, mind reading, shape-changing, and others. So an ex-MMA fighter turned vigilante, a doctor searching for the cure to cancer, a burned out ex-FSB agent, a conspiracy theory seeking the truth, an extreme tourist, a would-be sorcerer with an intelligent rat sidekick, and more. A Player Character though, is always human, adheres to ‘Hollywood’ reality and tenacity of the everyman, described in broad details, fits in and interacts with the setting, and is new to the island. He is described in four features—a Main Trait, a Side Trait, a Trouble, and a Question Mark. The Main Trait is what the Player Character is or does, whilst the Side Trait is something that he can do in addition to the Main Trait. The Trouble is whatever will draw or force the Player Character to act in ways that are probably unsafe, if not dangerous, to him, but will always be interesting. The Question Mark is an aspect of the Player Character about which he is uncertain or he will break or he will transgress. For example, ‘Hard-Hearted-?’, ‘Friendly-?’, or ‘Fearless-?’. He also has a name, but this is chosen last and the other players can suggest ideas for it too.

Cheyanne Lovecraft
An ex-stripper turned sorcerer’s apprentice [Main Trait] who is Intuitive-? [Question Mark] and has a talking rat mentor [Side Trait].
Trouble: Cannot resist a sob story

In addition, a Player Character has a Level. In fact, everything in Over the Edge Third Edition has a Level, ranging from first to seventh. So this is not just a Player Character’s capabilities, but also locations, backgrounds, opponents, and story arcs. What the Level does is set the degree of challenge that a Player Character will face in comparison to his own capabilities, and a Player character will typically match that. So a First Level Story Arc is about ordinary people in over their heads, a Third Level Story Arc is about notable experts in their fields, even powerful, who can get into trouble as much as they can out, whilst a Fifth Level Story Arc is about characters beyond human. Sixth and Seventh Levels are godlike and out of reach of a Player Character. Typically, the default in Over the Edge Third Edition lies at the lower end of the scale. Opponents, or Game Master Characters, are on a similar scale as Player Characters, whilst locations and backgrounds get progressively weirder the higher up they are on the scale. Where a Player Character sits on that scale with regard to the world of Al Amarja around him has an influence on the mechanics of Over the Edge Third Edition.

Mechanically, in Over the Edge Third Edition, a player does not so much roll dice as ‘cast lots’, and lots are cast only when the outcome matters and then really to encompass everything in what the Player Character is attempting to do. Thus, sneak into a warehouse to obtain a sample of Voo, the drug that makes temporarily forget everything or get away from the Charters, the independent band of pirates that predates the United States and only men can join (so technically women are men in the Charters), that is one roll. If the roll is a success, then fine. If a failure, then maybe other rolls are called for. What a player needs to do in either situation is cast his lots and aim to get seven or eight, or more. That is a success.

If a Player Character is of a higher Level than the Game Master Character, location, or background, his player gets rerolls and he rerolls one or more dice, but must keep the result. If a Player Character is of a lower Level than the Game Master Character, location, or background, the Game Master gets rerolls that the player must make and keep the result. If the Levels are equal, then there are no rerolls. Casting lots also generates twists. Each three rolled when casting lots, generates a bad twist, whilst each four generates a good twist. So it is possible to roll one good twist or one bad twist; a ‘Lightning Bolt’ or two threes, which can a two bad twists or a double-bad twist; a ‘Twist Tie’, meaning a good twist and a bad twist’; or a ‘Crazy Eight’ and two good twists or a double-good twist. It is also possible to fail a casting of the lots and still have a good twist or succeed and cast lost with a bad twist. Whatever the nature of the twist, the Game Master brings something new and interesting into play, this perhaps being the capacity that the Game Master can have when running Over the Edge Third Edition: the Role-playing Game of Surreal Danger. In addition, the players can have access to Karma which is shared between them and also allows a reroll. Together they can only share one use of Karama, but since it can be regained whenever doubles are rolled, it is always better to use it than not.

Combat uses the same casting lots mechanic. The primary outcome of a bad twist in combat is damage. Three strikes and a Player Character is possibly dying, and unless it comes from a strange, alien, or paranormal source, healing is slow. Depending upon their status and potency, Game Master characters can have one or more Saves, Game Master fiats which enables them to shrug off damage.

A good third of Over the Edge Third Edition: the Role-playing Game of Surreal Danger is dedicated to Al Amarja. This covers Al Amarja and the outside world, the presence and role of the state, culture media and media, and more. Every district is detailed, including why somebody might go there and what can be seen there, before the book details the gangs, groups, organisations, and more. Each one comes with an expanded explanation and advice for the Game Master as to how they can be used because ultimately, the Game Master is free to use them as she chooses, to pick and discard them as needed, and in the process, make Al Amarja hers and thus different to that of another Game Master. On the downside, this does mean that the island and its weirdness is densely presented, but on the plus side, the Game Master can in part tailor the island, its conspiracies, and its weirdness to the Player Characters and what is driving them.

For the Game Master there is further advice on running the new edition of Over the Edge, this in addition to the advice that appears throughout the book, as well as on engaging the Player Characters, creating Game Master Characters, to what degree she should be preparing her game, and advice in general. Like much of the rest of the book, it is accompanied by commentaries from both of the authors and there is also a full scenario, ‘The Sun Queen Must Die’. It is designed as an introductory one-shot, in which the players should create characters coming to Al Amarja in search of a reclusive guru. Their chance to meet him takes place at Sad Mary’s Bar & Grill, known for its girl fights and radical arts performances, at the height of an unsurprisingly adult Passover celebration. Events outpace them though and potentially take a darkly weird turn…

Physically, Over the Edge Third Edition: the Role-playing Game of Surreal Danger brightly and colourfully presented. The artwork is excellent, the layout a little busy in places, and the index is great. However, it takes a while for the roleplaying game as written to click. The issue is that the first fifth of the book is devoted to rules which feel out of context and difficult to quite grasp until you get to the selling point of Over the Edge Third Edition: the Role-playing Game of Surreal Danger and that is Al Amarja, its setting and its weirdness.

Over the Edge Third Edition: the Role-playing Game of Surreal Danger is weird and weird. It is weird because of what the setting is and what it is made up of, but it is weird because its resolution mechanic, which is designed as much to throw something else, a good twist or a bad twist, into the mix as much as can resolve any one situation. It forces players to fall back upon roleplaying and their character’s story and motivation rather than whatever stats or numbers a Player Character would normally have to rely upon. The lack of stats and numbers do make character creation incredibly simple, but incredibly challenging in making a player create a character with story potential. There are examples, all of them fully worked out, but a page or two of ready-to-play Player Characters would have been a useful inclusion. Further the designers push the weirdness further than might be found in another roleplaying game by having the Game Master reveal interior elements of that weirdness to the players which their characters would not be aware of. Thus, the play of the game takes on extra-narrative elements, an artifice that enforces the sense of unreality on Al Marja.

Over the Edge Third Edition: the Role-playing Game of Surreal Danger is a darker, faster-playing, even more improbable random return to the unreality of Al Amarja. Its even more storytelling-focus and ultra-light mechanics make demands of both the Game Master and her players and consequently the degree of buy-in, whether because of those rules or the unreality of the setting, is greater than might be expected. Still, what it comes down to is that just like Over the Edge: the Role-playing Game of Surreal Danger back in 1992, what stands out in Over the Edge Third Edition: the Role-playing Game of Surreal Danger is Al Amarja, and that is worth overcoming whatever reservations you might have about the mechanics.

Escape from Cleveland

Reviews from R'lyeh -

If you want to get some idea of what Extraction From Demon-Fucked Cleveland 1996 is like, take the soundtracks to two John Carpenter films—Escape from New York and Prince of Darkness—and crush them together, and you pretty much have the whole thing in a nutshell. Since nineteen seventy-four, the Ohio-state city has been under quarantine. Inside the closed off walls, the city environs have been a literal hell hole which has been the personal fiefdom of a demon queen. There is even a ceasefire declared between the United States of America and what is now enemy occupied territory. That was twenty-two and three hours ago. Three hours ago, the plane carrying the President of the United States of America was shot down over Cleveland airspace. The President is implanted with a biometric scanner which shows his life signs as well as approximate location. The Player Characters’ team is to enter the Cleveland Demonic Zone via Lake Erie to the northwest, make its way to the Demon Queen’s Moon Citadel. There they are to secure the President and escort him to the extraction point on the eastern of edge of the zone. There is no possibility of failure. If the team cannot extract the President, it is not getting out either… There will be no extraction for the team without the President.

The set-up for Extraction From Demon-Fucked Cleveland 1996 is simple and obvious. Replace gangs with demons and what you have is the plot to John Carpenter’s Escape from New York in this adventure from MegaCorp Games, nominated for the 2022 Ennie Award for Best Adventure. The sense of urgency is built into its plot, each area within the zone taking thirty minutes to cross and each encounter, combat or otherwise, takes fifteen minutes to complete. The environment is literally on fire and the ambient temperature is incredibly hot. Plus there are demons, none of which are going to be happy with an incursion by humans. Fortunately, maximum firepower is authorised in order to execute the mission.
The Player Characters are free to explore the Cleveland Demonic Zone as they want and very much if they have the time. Although not immediately obvious, there are advantages to doing so. Perhaps there will be opportunities to find out more about the Demon Queen’s activities in the zone or finding an easier way out of the Cleveland Demonic Zone. The Game Master is given a countdown clock to track the progress of the Player Character across the zone, descriptions of the various areas in the zone, details of the hostiles that they will probably face, and a table of possible encounters. And that pretty much is it. There are some redacted details in the scenario and everything for Extraction From Demon-Fucked Cleveland 1996 fits on two sides of a single sheet of paper. That is because it is a pamphlet adventure. It is also systemless.

Extraction From Demon-Fucked Cleveland 1996 can be played with any ruleset which can do an alternate nineties in which demons roam the earth—or at least Cleveland—and have done so since nineteen seventy-four. Savage Worlds would work, as would Modern AGE or the Cypher System. Depending upon the choice of system and the tone that the Game Master is aiming for the scenario can run as a grim and gritty mission or it can be run in a more Pulp style. All the Game Master has to do is create the demons following the descriptions given and perhaps some pre-generated Player Characters. These can be as clichéd as the Game Master wants depending on the type of game she wants to run. Once done, the Game Master has everything necessary to run a horror-tinged action-packed thriller.

Physically, Extraction From Demon-Fucked Cleveland 1996 is tidily presented. It needs an edit in place for clarity as the format means the author is being a little too concise in his writing.
However, is it any good? Is it good value for money? Is it even original? The answers to all those questions is a yes and a no. Yes, it is original because it presents a fun twist upon a familiar plot, but definitely no because that plot is lifted wholesale from a film. Yes, it is good value for money because it supplies a set-up and plot to which all the Game Master has to do is provide the necessary stats, but no because of the lack of originality. Yes, it is good because its tone is fun and the players are likely to enjoy the action and stealth affair to which this lends itself, but no, because of the lack of originality. Ultimately, it comes down to whether or not the players can overcome the lack of originality in Extraction From Demon-Fucked Cleveland 1996. If they can put it aside and buy into the action and tone of Extraction From Demon-Fucked Cleveland 1996, then the players are going to have a blast with this popcorn-powered, cheese covered horror thriller cover of John Carpenter’s Escape from New York.

Befouled & Bamboozled

Reviews from R'lyeh -

Unless the Keeper wants a scenario set in the United Kingdom early in World War II for Call of Cthulhu, Seventh Edition, there is simply no other reason for her to purchase or even want to run The Foulness Island Vanishings: A Corrupting Infiltration in a Time of War. The scenario has the potential to be adequate and provide an evening or two’s worth of reasonable horror roleplaying, nothing more, nothing less. However, such pretensions to adequacy are completely betrayed by the complete lack of editing, wayward development, and fixation upon high production values. High production values which are not always achieved. Yet if the Keeper is running a campaign set during World War II and is willing to overlook the scenario’s annoyingly silly failings and do the development necessary to get its to fit her campaign, then there is potential in The Foulness Island Vanishings: A Corrupting Infiltration in a Time of War. Until then, she should go and find a better scenario. There are plenty of those to find.

The Foulness Island Vanishings: A Corrupting Infiltration ina Time of War does not start well. Published by Stygian Fox, it cannot decide where Foulness Island actually is—is it on the northeast, east, or southeast coast of England? Its set-up is a relative gone missing, so beloved of Call of Cthulhuscenarios—and that is fine, but it adds another missing person’s case, as well as other set-up options, but never really develops these other options. It adds map after map to the point where you really can say that there are too many maps. Whilst the floorplans are all fine, there is not a single good map of the island itself. There are maps of one village, but not the other, and the map of the one village does not quite match the description given in the text, and arguably neither the numbered map for the Keeper or the unnumbered one for the players need to be as large. Then again, does the scenario really warrant a global map of the territories held by the Axis and Allied powers in 1941, let alone two copies of it? There are period photographs included of one the missing persons, but arguably they do nothing to add to the scenario. Then almost immediately as the scenario starts, it refers to an NPC that the Keeper is not told about and does not appear until a fifth of the way into the scenario. The writing all too often descends into travelogue as if describing where the Investigators are going, rather than providing simple descriptions of places that they can explore, and the Keeper can easily relate to her players. Further, for a scenario set in England in World War II, there are elements missing which would have added to its verisimilitude, in particular rationing and the presence of the army or the Home Guard. The scenario is set on an island and there is an image of a pill box included in the scenario, even if only one a mile away on the mainland. So why no army or Home Guard? Surely, they would have been stationed on the island in case of invasion. Lastly, there is a swastika used on the inside front cover, but the Nazis play absolutely no role in the scenario, so why is it there?

The Foulness Island Vanishings: A Corrupting Infiltration in a Time of War is set on Foulness Island, off the coast of Essex during 1941. Conscription has been imposed for the first time and it is suggested that the Investigators be above the age limit. One of the Investigators receives a letter from his aunt Lidia, who is staying on Foulness Island, but then hears no more. So he makes the journey out to the island to find out if she is okay. Other options include a private detective hired to locate one Harold Frazier-Snipe, who is also missing, or a holidaymaker or an ornithologist or an archaeologist. These options are relatively undeveloped, but potentially could be developed into pre-generated Investigators complete with motivations to be visiting the island. Foulness Island itself is flat, exposed to the sea, with marsh along the coast. It is notable for the Broomway, a low-lying path that connects the island to the mainland, but parallels the island for much of its length and is submerged at high tide. The inhabitants are in the main friendly and helpful where possible, and there is plenty of scope for the Investigators to explore the island. Perhaps following up on other disappearances, a dark legend, or visiting the standing stones at Foulness Point on the north end of the island. An appearance by a strange pig—along with other clues—points to the other end of the island and here the Investigators will encounter even stranger things going on. Ultimately, the Investigators will have a showdown with the antagonists behind it all, which can lead to their being captured, dealing with another very helpful if alien fellow prisoner, or an out and out free-for-all.

Physically, The Foulness Island Vanishings is very much hit and miss. The hits are some good handouts and reasonable artwork, as well as some decent floor plans. The misses include some poorly handled artwork and the plethora of unnecessary maps. Then of course, there is the writing and the layout… The former shows no indication of having seen sign of an editor, whilst the latter suffers from a lack of attention.

The Foulness Island Vanishings is a relatively short scenario, one which can be played in one or two sessions. There is pleasing sense of bucolic isolation and fear of invasion during time of war, and the scenario does add a local legend into the mix fairly easily. With the base plot in hand, once she has taken the time to understand what is going on—it is simple, but the book does not make that easy—the Keeper can easily do the development to turn into something more interesting. As a one-shot, develop the possible set-ups for the Investigators from those suggested, add some details about life under wartime, draw a better map of the island, and so on. Then again, why should she? Surely, this should have been done for her.

A recent review of a scenario from the Miskatonic Repository was criticised because it used the word ‘bamboozled’ to describe how the reviewer felt in discovering what was under its very fine cover. It is hard not to feel exactly the same way with The Foulness Island Vanishings: A Corrupting Infiltration in a Time of War. The outwardly high production values of the scenario will bamboozle the potential purchaser and Keeper, only for her to find it befouled by its lack of editing and development. It would not have taken much effort to develop into a reasonable scenario, but as presented, The Foulness Island Vanishings: A Corrupting Infiltration in a Time of War is inexcusably inadequate.

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