Outsiders & Others

Bearfaced Horror II

Reviews from R'lyeh -

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

Reviews from R'lyeh -

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

Reviews from R'lyeh -

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

Reviews from R'lyeh -

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.

Unrefined Fear

Reviews from R'lyeh -

The Earth Above is a scenario for the MOTHERSHIP Sci-Fi Horror Roleplaying Game, the roleplaying game of blue collar Science Fiction Horror inspired by films such as Outland, Dark Star, Silent Running, and Event Horizon, as well as Alien and Aliens. Published by Fey Light, it is a short, two or three at most session scenario for a crew of Player Characters who either have their own starship or are travelling aboard one. It comes with a set-up, a setting, a threat (and possibly more), half-a dozen NPCs, two location maps, and of course, several tables to help the Warden run the scenario. It also comes with numerous reasons why the Player Characters might get involved. The primary reason is the ship that they are aboard is low on fuel and the nearest source is the world of Cormeia-9 or ‘Cor-9’. However, the world is under lockdown and there are emergency procedures in effect, so getting to refuel their takes on an extra challenge. Other reasons for their getting involved might be that they are colonists under lockdown; a team sent by a corporation to extract samples of the reason for the lockdown, an invasive alien species known as the Pestilence; a team of troubleshooters sent by the colony’s operating corporation in order to get it up and running again; and others. The result is an easy scenario to set up and drop into a campaign or run as a one shot.

The Earth Above runs to sixteen pages and is very neatly organised. So one double spread covers the background and reasons for the Player Characters getting involved, whilst the next describes the world and gives an overview of the facilities on world. This includes a note pointing out that the planet’s rotation is so short it disrupts a sleeper’s circadian rhythms, so adding to his stress, which is nice environmental effect of increasing a Player Character’s Stress. The next two describe the facilities and the mine in detail, the latter accorded a fully three-dimensional map, which adds a lot of detail and feel, but is still quite simple. Between them, the scenario’s six principal NPCs are given, including where they might be found, what they want, and what they have. Since the scenario is mainly set-up, these six can play a role no matter how the Player Characters get involved, whether it is simply to get fuel, get the mines up and running, or survive as colonists themselves. The last couple of pages are devoted to stats for various NPCs and creatures. Of the creatures, there are four types given and together they all have a very Xenomorph-like feel, a la Alien, Aliens, or even Alien 3. However, they are not exactly that, and in a one-shot, it is perfectly fine to have a creature not dissimilar appear as the threat. And anyway, those films are part of the inspiration for the MOTHERSHIP Sci-Fi Horror Roleplaying Game anyway. Rounding out the scenario are tables of things to be found in the hablocks, supplies, mercenary loadoats, and so on. All useful, as is the advice, which is kept to the point given lack of space, for the Warden to help her run the scenario.

Physically, The Earth Above is well presented, the artwork good, and the layout clean and tidy. All of which is packaged into a slim, but sturdy little booklet.

The Earth Above is a small, but smartly packaged scenario. In truth, its plot and set-up are draw from familiar inspirations, but they are adroitly handled with multiple different set-ups that work with the scenario and the familiarity should lend itself to some classic Sci-Fi horror moments. Easy to prepare and easy to run, The Earth Above is there for when the MOTHERSHIP Sci-Fi Horror Roleplaying Game, the roleplaying game of blue collar Science Fiction Horror Warden wants to serve up some unfussy, unpretentious Sci-Fi horror that is easy to buy into because everyone knows the tropes.

Micro RPG IIIa: Blades & Spells II

Reviews from R'lyeh -

Lâminas & Feitiços or Blades & Spells is a minimalist fantasy roleplaying game from South America. In fact, Blades & Spells is another Bronze Age, Swords & Sorcery minimalist fantasy roleplaying game done in pamphlet form from Brazil. In actuality, Blades & Spells is a series of pamphlets, building from the core rules pamphlet to add optional rules, character archetypes, spells, a setting and its gods, and more, giving it the feel of a ‘plug and play’ toolkit. The Storyteller and her players can play using just the core rules, but beyond that, they are free to choose the pamphlets they want to use and just game with those, ignoring the others. So what is Blades & Spells? It describes itself as “…[A] simple, objective and dynamic minimalist RPG game where the Storyteller challenges the Player and not the character sheet.” It is written to pay homage to the classic Sword & Sorcery literature, uses the Basic Universal System—or ‘B.U.S.’—a simple set of mechanics using two six-sided dice, and in play is intended to challenge the player and his decisions rather than have the player rely upon what is written upon his character sheet. Which, being a minimalist roleplaying game, is not much. So although it eschews what the designer describes as the ‘classic restrictions’ of Class, Race, and Level, and it is very much not a Retroclone, there is no denying that Blades & Spells leans into the Old School Renaissance sensibilities.

Blades & Spells: An agile, objective and dynamic minimalist RPG provides the core rules to the roleplaying game. They are a simple, straightforward set of mechanics, emphasising a deadly world of adventure in which the heroes wield both weapons and magic. Beyond the core rules, Blades & Spells is fully supported with a series of optional pamphlets which expand upon its basics and turn it into a fully rounded roleplaying game. All together these might be seen as  the equivalent of a ‘Blades & Spells Companion’, although they just as easily could be combined into the one publication.

Blades & Spells: Beasts & Monsters follows the pamphlet format of the core rules and presents a set of twenty-one potential threats and hazards that the Player Characters might face. All have a name, a Challenge Rating, some Hit Points, details of its main characteristics, the latter amounting to no more than a sentence of two, thus giving no more than a thumbnail description of the monster. They include Shedu and Lamassu; the Akhazu, an evil creature which spreads plagues and can only be destroyed when whomever summoned it is killed; the Nommos, the humanoid amphibious ‘fishmen’, complete with tails, scales, and gills who hate the light and who indirectly built and rule the city-state of Nippur; and the Aqrabu, fiercely territorial, cave-dwelling humanoid scorpions created to fight a war between two gods in the distant past. Non-monsters are not ignored and Bandits, Cultists, Pirates, and Sorcerers are included as well. As with Blades & Spells itself, the entries in this pamphlet are inspired by Mesopotamian myths and other Bronze Age mythologies.
Blades & Spells: Characters Archetypes/Compendium of Magic does two things. First, it expands upon each Player Character’s Focus. This is his occupation or something that he is good at, either Fighter, Mystic, Intellectual, Support, or Specialist. The supplement divides some twenty-nine archetypes into these five categories with a simple thumbnail description. So for the Fighter, there is the Brute, the Exotic, and the Spearman; for the Mystic, the Warlock and the Beastmaster; for the Intellectual, the Actor and the Merchant; for the Support, the Artisan and the Musician; and the Specialist, the Deceived and the Pirate. These are again kept short and simple, but suggest some ideas as to what a Player Character is and what he can do, each one, just like the Focus, providing Advantage or Disadvantage, depending on the situation.
The second thing that Blades & Spells: Characters Archetypes/Compendium of Magic does is provide spells for the roleplaying game. Although every Player Character in Blades & Spells is capable of casting spells, the mechanics are objective orientated, but kept freeform. This supplement details some twenty-nine new spells which the Player Characters or NPCs can cast, whether they are doing so as arcane magic or divine magic. Some of these are nicely inventive, such as ‘Viper Venom’, which fills the caster’s mouth with water and after concentrating for a few moments, he can spit it out as a corrosive liquid or a toxic gas; ‘Dead Memory’ allows the caster to see through the eyes of the dead and so learn their secrets they kept in life and the fate that befell them; and ‘Thirty Coins’, an area spell which forces anyone who lies within its effects to vomit thirty pieces of silver that then disappear…

Blades & Spells: Optional Rules expands upon the rules presented in the core Blades & Spells: An agile, objective and dynamic minimalist RPG. They are all optional. They add in turn, rules to create non-Human characters, perhaps pushing Blades & Spells away from its Swords & Sorcery roots, but they give the species two positive physical traits and one negative physical trait. In addition, a Player Character of that species must still have a defect as per usual in addition to the species’ negative physical trait. Tables for ‘Wild Terrain’ cover the weather and ground types, plus random events, whilst the rules for poison are brutally nasty (options are given for less lethal effects as alternatives.) These are followed by rules for drunkenness too, and then insanity. Here a Player Character has ten Sanity Points, which are lost in moments of stress and terror. Once they are reduced to zero, a roll is made on the Insanity table. These rules and their effects are underwritten as not all of the results have a time length and there is no guidance as to what happens afterwards, such as how Sanity Points might be recovered. For the main part, the new rules in Blades & Spells: Optional Rules do what they suggest and cover aspects of play without adding too much in the way of extra complications. The disappointing element here are the rules for insanity, but the Storyteller can adjust as necessary to make them work and fit her setting.

Blades & Spells: An agile, objective and dynamic minimalist RPG is a simple, straightforward set of mechanics, but whilst that means that it is easy to play, it also means that it is easy to expand and add optional rules and extras to. Which is what these three supplements do. Not always effectively in places, but others, such as the Blades & Spells: Characters Archetypes/Compendium of Magic and Blades & Spells: Beasts & Monsters add a lot in terms of flavour and feel, but without without adding a lot of complications. Consequently, they are worth adding to have the options for both play and whatever setting the Storyteller wants to create.
So that really is it to . Or at least the core rules. It fits on two sides of a single sheet of paper. It is cleanly laid out, although it does need an edit in places to account for the translation from Portuguese to English. It has a decent piece of artwork on the front. It is also perfectly playable barring a couple of issues. One is that it does leave the Storyteller to wonder what sort of complications a failure of a dice roll might add to the plot and it does not state what the difficulty number is for hitting a Player Character in combat.

Blades & Spells but there are numerous optional pamphlets which expand upon its core rules and turn Blades & Spells into a fully rounded roleplaying game rather than just a core set of mechanics. Nevertheless, Blades & Spells: An agile, objective and dynamic minimalist RPG is a solid, serviceable, easy to learn and play, minimalist roleplaying game.

Blue Rose: Who is Admiral Celeste Vorcolio?

The Other Side -

Admiral Celeste VorcolioOften, very often, the NPCs I will put into a game or adventure will be drawn from either someone I know or a previous character of mine.  St. Johan Werper in the Guidebook to the Duchy of Valnwall Special Edition is/was my first ever D&D character. Nearly every non-player character in my Night Worlds "Generation HEX" and "Ordinary World" in NIGHT SHIFT were characters in my long-running Chill/Buffy/Ghosts of Albion games.  The Editor in "Weirdly World News" in the Night Companion was based on the director for the play "The Front Page" I was in several lifetimes ago. 

But who is  Admiral Celeste Vorcolio of Six of Cups?

The folk hero of Garnet in Aldis, in the World of Aldea, is not based on any real person nor character of my past.

Since I was modeling the City of Garnet after my childhood memories of Alton, Illinois I took it a step further and thought about the stories I was reading then. While the Tall Tales of Paul Bunyan or Pecos Bill wouldn't really be appropriate for what I wanted, there was another one.  I remembered reading, the stories of a giant sailor named Stormalong

After reading mythology, I followed up with the American equivalent, the Tall Tale. While I liked the tales of Pecos Bill and Paul Bunyan it was A. B. Stormalong that would actually feel like an adventure.  Pecos Bill was essentially a drunk cowboy soon to be upstaged in his antics by his younger, dumb brother "Florida Man." Paul Bunyan was a giant, but all he ever did was cut down trees. Stormalong, well he fought the Kraken! The idea that he boarded a ship and signed his name "Stormalong, A.B.," which would go on to mean "able-bodied sailor," stuck with me decades later.

I knew I wanted an admiral in the Aldean Navy.  I knew I wanted Garnet to be the heart of that Navy. So someone from Garnet needed to be the one that made the Navy into what it is today. 

I started with the idea of Stormalong, someone young and ready for adventure, jumping onto a ship and doing whatever they needed to do to be on that ship and rise up through the ranks.  The idea jelled for me when I thought about Star Trek The Next Generation.  Gene Rodenberry had described the characters of Picard, Riker, and Wesley Crusher as all being different parts of Horatio Hornblower.  Though originally "Wesley Crusher" was going to be "Leslie Crusher." Which gave me the idea of instead of Horatio Hornblower, why not Honor Harrington

If her adult form was Honor, then who was she as a (very) precocious child?  I mean, like annoyingly precocious. I saw her jumping on the ship and announcing to the crew that she was "Vorcolio, A.B. the greatest sailor in the world! And you will all be taking orders from me soon!"  Who from my readings would fit this mold? Easy. Pipi Longstalking.  Very soon a picture began to emerge.

Celeste, at age 12 runs away from home and jumps onto a ship to be a sailor. The laws at the time said she had to be 16 to join up, but she lied (her first lesson) to get on board.  She quickly proved that while she was a lot of talk, she was also willing to work hard. She took any and every job on the ship no matter how menial or difficult. She would whistle to herself and tell the crew that she wanted to know how to do everything on a ship so she could be a good captain.  When it was discovered that she lied about her age they were already too far out at sea.  The punishment for this was 10 lashes (it was a while back) she admitted she had lied and submitted herself to her punishment. All her other crewmates moved by her work and her willingness to stick to the rules, offered themselves up instead. In the end, the Captian agreed to not give her the lashes until a later date, but she had to learn the job of every crewman on the ship and be able to do it as good as they could.  She remained on that ship for years and when the time came to give her her punishment the Captain instead made her his first officer claiming that would be punishment enough.

She would later go on to have adventures of her own, find her Rhy-fen companion Jarry the Dolphin,  enroll in the Naval Academy where she would butt heads against other officers, fight giant sea monsters and pirates, battle with other Navies, and generally lived her life on the deck of on ship or another.

I don't know how she died.  I don't know when she started a family. I am inclined to say that in her later years she adopted a child and raised them as her own. I think that like many sailors, before and after, her only true love was the sea. 

There are no character stats for Celeste. When you get to Garnet she will have been dead a hundred years, unless you believe the talk of old sailors and they say she is still on the deck of her ship, The Stormalong, sailing the clouds of the storms.  If you listen close you can hear her shouting orders to her crew and laughing at the thunder and lightning.

Welcome to Garnet

Green Ronin currently is taking pre-orders for print of Six of Cups.  Order now and get $5 off AND for just $5 more (so retail price) you also get the PDF right now!  That is a hell of a deal.

https://greenroninstore.com/collections/blue-rose/products/blue-rose-six-of-cups

New Release Tuesday: Blue Rose Six of Cups

The Other Side -

I have been waiting a bit to share this one with you all.  I have an adventure in the newest Blue Rose RPG book, Six of Cups!

 Six of Cups

Yes, that is my name at the bottom. 

I am quite excited about this really. There are a lot of great adventures here from a lot of great authors/designers.  Working with Green Ronin was a joy really. I am honored to have been able to contribute even just a small part to the World of Aldea.

My adventure, appropriately named "Witching Weather" deals with the birth of five children all of who have some sort of magical power and the forces of darkness that are closing in around them.

In addition to the adventure, I was given the privilege to add a bit more detail to the City of Garnet. 

I have seen the world of Blue Rose described as "fantasy Seatle" which may or may not be true, but Garnet as I have written it is "Fantasy Alton, IL."  Alton is a blue-collar riverside town with some great history, some unexpectedly good restaurants, and the shadow of the Piasa Bird everywhere you go.  Vyon Bloodwing, one of the adversaries of the adventure, is my homage to the Piasa Bird.  

So grab this book. It has my adventure in it and a bunch of other great adventures and guides to lesser-traveled places in Aldea.  When you are walking along the "Riverwalk" or "Restaurant Row" in Garnet please don't forget to raise your drink, be it a hearty stout or an equally strong tea, to both the Sovereign and the famous Admiral Celeste Vorcolio. Both the pride and joy of Garnet.  

Monstrous Mondays: Basic Bestiary Movement (& updates)

The Other Side -

Basic BestiaryIt has not only been a while (nearly a year) since I last talked about the Basic Bestiary, it has been a while since I have actually worked on it.  That is too bad really because while I have been sitting on my thumbs and doing whatever the hell else I have been doing others (at least three I can think of) have gotten their monster books out or into Kickstarter. And there is a lot of overlap in monsters here.  

Frankly, I could not be happier!

I love monster books. I have said this here a thousand times. And more monster books are always welcome. I'll spend some time with these other books later this week.

But I still want to get my own book out.

I am NOT going to do a Kickstarter for it. Nothing against it, but I don't want want to go there yet. So that means the art will be what I can buy when I can buy it with money from my other books. So that means it will be a bit longer.

I also believe that my monster book will be a value add to all the other monster books out there.  There are a lot of great monsters and monster books out there. Mine will be influenced by what I have read and played over the last decades. 

Also, instead of saying mine is "Labyrinth Lord" or "Swords & Wizardry" compatible or even the very popular "Old-School Essentials" compatible, I am sticking with my own "Basic-Era Compatible."  That might end up costing me some sales or promotions, but my stat block here is not something that is pure for any one system. In truth, I could very well put "Advanced-Era Compatible" on these books as well since I am designing the stat block to cover both systems, even if the style esthetic is going to be Basic-era.  I talked a bit about this in my "Detailing a 'Universal' Stat-block" post and that is where I want to go today.  All based on the question "how many miles per hour is that?"

Movement

One of the things that always tripped me up moving from Holmes Basic to Moldvay Basic and then to AD&D was movement rates.  Let's go back to my universal stat block breakdown and look at the movement rates for the Orc.

Holmes: 90 feet
Moldvay: 120' (40')
Mentzer/BECMI/RC: 120' (40')
AD&D 1st ed: 9"
AD&D 2nd ed: 9 (12)
D&D 3: 30 feet (6 squares)
D&D 4: 6 (8 while charging)
D&D 5: 30 feet

These speeds all are "per round" though what a round is can differ.  Holmes' speed is more in line with AD&D. D&D 3 to 5 are all the same despite different notation.

In my Basic Bestiary I note it like this:

Movement: 120' (40') [12"]  

With "AD&D" notation in the brackets. Note that my orcs then look faster. Rounds in Basic are 10 seconds and rounds in AD&D/D&D3-5 are all 6 seconds.  This means that my 120' movement rate orc in Basic has a different "Real-time" speed in AD&D.  My converted orc moves at 12" and not the 9" listed.  Is this a problem?  Actually, no. I don't feel that it is.

According to the Labyrinth Lord RPG book, 120' is the exploring speed per turn and 40' is the combat speed per round and 120' is the full running speed per round. So my question. How fast is this in MPH?

120' per round is 120 feet per 10 seconds or 720 per minute or 43,200 per hour or 8.18 repeating.  I opt to make the miles an easier 5400* feet to get 8 miles per hour.  So an orc can run full-on at 8 miles per hour. 
(*5400 is divisible by 2 and 3 so it gives me better numbers to work with.)

This brings up an interesting notion.  How fast can a particular monster move?

I looked at my entry for Archangel and see they fly at 360', which translates into 24 MPH. Not very fast from our point of view, but fast when compared to a mundane horse.  Maybe they have a Haste at-will spell and can fly at 48 MPH?  If it is a "Greater Haste" say at x3 then 72 MPH feels a little more respectable. Fantasy creatures don't always translate well into the real world.

Ideas like this have been helping drive my design philosophy.  When working on a monster I often ask "how do they relate to the PCs?" or "what sort of situations will this monster be in with the PCs?" since the Player Characters are the focus of all adventures.  Now I do also ask "How does this monster relate to Normal Humans?" and this has shifted my view on many creatures, in particular the undead.  There are consequences to both of these.

On the PC-centric side, we get the Succubus/Whispering Demon issue I mentioned a while back when I covered the BECMI Immortal Rules.  To quote:

A Succubus in AD&D is a 6+6 HD creature (average hp 33), her physical attacks are not great, but her kiss drains 2 life energy levels. In BECMI a Whispering Demon has 15* HD and 70 hp! Oh and her AC is -6.

A 6 HD creature is more than enough of a challenge for normal humans, it is also a pretty good (and scary) challenge for low-level characters. But a 15 HD succubus? That is a challenge for many!  But I do notice that in nearly every movie or tale about a succubus the demon is defeated in the end.

6 HD is what you get when you aim for Normal Humans.  15 HD is what you get when you aim for PCs.

The Basic Bestiaries will take on the point of view of Normal Humans for the most part. So my succubi (I have a couple) will be more along the lines of 6 HD.  My Archangels however will likely be flying at 72 MPH.

Pages

Subscribe to Orc.One aggregator - Outsiders & Others