Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Alternate History. Show all posts
Showing posts with label Alternate History. Show all posts

Sunday, 21 December 2014

Steampunk Soldiery Spotter's Guide

Posted on 03:45 by Anthony Carold
After the Great Meteor Shower of 1862, the world would never be the same. For the meteorites contained a substance that turned out to be an incredible energy source—Hephaestium. Its discovery and refinement would lead to unprecedented technological development and innovation, each of the Great Powers harnessing both Hephaestium and the technological advances to their own ends. In particular, to protecting their empires! Thus Great Britain enhanced its railway network with the Ulster Bridge and Shetland Run, built the first circumnavigation cruisers, and of course, strengthened her Royal Navy. Bismark fielded first Prussia’s and then Germany’s new armoured Sturmtruppen and Kaiser-class armoured infantry in a lightening series of wars that saw him cow Denmark and then in turn defeat each of the little Germanic kingdoms, princedoms, duchies, and so on. While her domestic armies were often mutinous, France had great success in her colonies, for example, the Peugeot-built steam-powered exoskeleton-equipped Foreign Legion units lived up to their ‘March or die!’ motto in driving the Chinese out of Indochina in a counterattack that would be followed by an invasion of China in 1876. Russia experimented with both the chemical properties of Hephaestium and submarines, the Ottoman Empire with automatons derived from German designs, the Austro-Hungarian Empire lured Nicolai Tesla back to develop a variety of Hephaestium-powered electro-weapons, while Italy, with no access to the precious meteorite, became Europe’s rogue state. Its intelligence services have stolen blue prints and prototypes, sabotaged others, and kidnapped scientists—they may be perfidious, but they are extremely capable. Perhaps the most radically changed country is the USA where at the height of its Civil War, General Lee’s land ironclads forced back the Union forces and held them to a stalemate until hostilities ceased in 1869. Thus North America has remained divided between the USA, the Confederate States of America, and Canada ever since…

This is the background against which the forgotten British artist, Miles Vandercroft travelled the sketching and painting the soldiery of the age. This artwork has been rediscovered and brought together in a handsome book published by Osprey Books under its Osprey Adventures line, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam. It purports to be a guide to the vivid and striking uniforms worn by the armies and the steam-powered weaponry and equipment fielded by these armies in the years between the fall of the meteors and the Great War of the Worlds. The descriptions of these uniforms, the arms and armour, and the units and the battles they fought, do much to capture some of the period’s pageantry and both honour and dishonour!

Of course, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam is anything but this. It is not a pictorial guide to the past, but a past that never was. A Steampunk Age of fantastic invention, intrigue, and warfare that is captured in this collection of gorgeous colour plates each accompanied by an intriguing description. For example, where did the 24th Regiment of Foot disappear to from Portsmouth in 1886? What brought Austria and France to war in which the French 6th Engineers used steam-powered drills to break into the supposedly impregnable Austrian castle of Hochosterwitz? There are hints and mentions of events like this throughout the book.

In places the authors have their tongues firmly ensconced in cheeks. For example, the be-kilted Highlander Battlesuits worn by the members of The Black Watch not only comes with a claymore sword, but automatic bagpipes that play Scotland the Brave! One interesting aside about the artwork in Steampunk Soldiers is that it has a certain familiarity to it. Many of the art is posed in a similar fashion to pieces used in a range of other Osprey Books.

There is an undoubted pleasure to be had in reading through the pages of Steampunk Soldiers, but its intriguing nature irks as much as it delights. For the reader is very much left wanting more; if not necessarily more images and more descriptions, but very much more background, more backstory, more detail. The implied background of this new Age of Steam begs for a second book, one with more explicit history. For what Steampunk Soldiers begs for is something that can be gamed—either as roleplaying or a wargaming setting. Naturally, there is nothing to stop a gamer from building such a setting from the material and background included, but it will take no little effort. (Of course, it is a pity that no suggestions are given as what games might be used to this end, but that would break conceit at the heart of Steampunk Soldiers.)

Ultimately, this is one book whose content is something that you want to a read a little more about. Easy to dip into and peruse for ideas, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam is a charming and engaging book that begs for a sequel or more information.
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Posted in Alternate History, Dark Osprey, Fate Core, FATE System, Generic, Horror, Opsrey Adventures, Osprey Publishing, Savage Worlds, Systemless Book, Victoriana | No comments

Monday, 27 October 2014

2004: Dogs in the Vineyard

Posted on 12:47 by Anthony Carold
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, will releasing 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 to be reviewed. 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-

Picking titles from one anniversary to the next has proved to be easier for some years than others. 1984 was a particularly fruitful year, offering plenty of choices, but the subsequent anniversaries—1994 and 2004—in terms of RPGs and board games have been more challenging. 1994 is difficult because it was at the height of the Magic the Gathering boom, it was before Settlers of Catan would initiate the popularity in board games that we see today, and it was at a time when RPGs were tending towards generic rules. By 2004,  board games were truly on their rise to popularity that we know today, whilst RPGs tended to be dominated by their use of the d20 System, the mechanics derived from Dungeons & Dragons, Third Edition. That though was in mainstream roleplaying…

By 2004, a publishing movement had arisen that if not in opposition to mainstream RPGs, were certainly outside it and definitely broke the model of how RPGs were played and what they focused on. Firstly, the games were self-published, self-promoted, and often, self-distributed; secondly, they focused not on broad settings with the GM serving as the ‘sole’ gatekeeper for the game, but instead concentrated on single genres, set-ups, and stories. They focused on character and story, often telling morally and emotionally wrought tales in which during the telling, the players had greater narrative input than in the traditional RPG. Their play was collaborative, not just between the players, but also between the players and the GM—and sometimes they dispensed with the GM all together.

By 2014—a decade later—it should be noted that whilst the ‘Indie Roleplaying Game’ movement is not dead, much of its design ethos and intent has been absorbed by the mainstream, most notably in the form of Evil Hat Design’s FATE RPG and the more recent Firefly Role-Playing Game from Margaret Weis Productions. No ‘Indie Roleplaying Game’ would win an Origins Award—the industry’s premier award, though Bully Pulpit Games’ Fiasco would be nominated in 2010.  A number of Indie style RPGs have won the Diana Jones Award, arguably a critically more prestigious award. They include Paul Czege’s My Life with Master, Ron Edward’s Sorcerer, and both Jason Morningstar’s Grey Ranks and the aforementioned Fiasco, the latter remaining to this day, the best known title to have come out of the Indie movement. The first games though, to offer this style of play are arguably Hogshead Publishing’s New Style series—The Extraordinary Adventures of Baron Münchhausen, Puppetland/Powerkill (Puppetland has just been relaunched on Kickstarter), and Pantheon and other Roleplaying Games being notable entries—but they predate the movement and they were not self-published.

In 2004, the most well-known were My life with Master and Dogs in the Vineyard. It is the latter, published in 2004, which is that year’s entry for the anniversary series of reviews. At first glance, Dogs in the Vineyard: A Role-Playing Game looks to be a Western RPG. It is set in Western United States, the indigenous population is not necessarily to be trusted, and the characters ride the land dispensing justice. This to an extent is true, but Dogs in the Vineyard is not as simplistic as that. The setting is the Western United States, specifically the Deseret Territory of pre-statehood Utah in the middle of the 19th century, isolated and wary of the Territorial Authority; the Mountain People may not be trusted, but they are to be brought into the Faithful; and the player characters are members of the ‘Order Set Apart to the Preservation of the Faith and the Faithful’, who ride from town to town, preaching and performing ceremonies—baptisms, weddings, funerals, and so on, keeping the peace, protecting the Faithful, ferreting out and punishing sinners, and bringing not only the word of The Faith of All Things in the King of Life, Reborn to the people, but also messages and the mail. They are the King’s Watchdogs, or ‘Dogs’, and are known for their finely embroidered coats that is their badge of office.

There is a certain historicity to this set-up. Parallels may be drawn with antebellum Utah—the Utah of the 1840s and 1850s, the mistrusted authority of the USA and Washington, DC, and of course, with the Mormon faith. On its first page, the author states that Dogs in the Vineyard is a fantasy inspired by the history, and although other options suggest elsewhere and elsewhen the game/mechanics can be set should anyone object to its depiction of Mormonism, Dogs in the Vineyard treats the religion with respect. Indeed, although it gives certain specific details, and that mainly for flavour and feel, it mainly presents the Faith as a moral code, which makes the mechanics and tone of Dogs in the Vineyard not only more easy to translate to other times and settings, it makes it much less offensive.

Each session involves the player characters, or ‘Dogs’, riding into town and interacting with the townsfolk as they carry out their duties. In doing so, they discover that someone in the town has fallen prey to the sin of Pride at a perceived injustice, which left unchecked has escalated to false doctrine and false priesthood. With the growth of sin in a town, the King of Life is likely to withdraw his protection and thus allow demons into the town. Their presence, left unchecked, will eventually result in sorcery and murder… The duty of the Dogs is thus to root out the cause, judge the sinners, and dispense mercy and punishment according to the tenets of the Faith. Then they ride out, leaving in their wake, a townspeople that may be shattered by their experience—several of them may be dead, and the town may be in flames. The Dogs may have suffered also, depending on the choices made and the relationships ruined. Between towns, they ride the beautiful Deseret Territory, reflecting upon their actions, readying themselves for the next town, or to retire as a Dog, their duty done.

A Dog is defined by several dice pools, the size of which are determined by the type of character, whether that is Well-Rounded, Complicated History, Strong Community, and so on. This sets the number of dice to assign to a character’s Stats—Acuity, Body, Heart, and Will; Traits—freeform aspects of the character such as ‘My Grandfather’s Hunting Knife 1d6’ or ‘I have a honey’d tongue 2d4’; and Relationships—ties to places and people, like ‘My brother Ned, who always seemed to pull me from the fire 2d6’ or ‘Under the green shade of the woods 1d8’. Lastly a player decides on his Dog’s equipment, generally a horse, guns (it should be noted that guns of this period are black powder, percussion cap, single-action weapons), perhaps a knife, and the coat that is his Dog’s badge of office. Lastly, each Dog undertakes an initiation rite whilst training to be a Dog. It is different for each character and serves as a means to introduce the mechanics of Dogs in the Vineyard. There is plenty of flexibility in character design and capacity for player input, but such freedoms back in 2004 were just a little daunting...

Our sample character is Sister Temperance Deakins, the adopted elder daughter of a family of undertakers. A foundling of the Mountain People, she was exactly what her mother wanted until her sister Prudence was born, all blonde curls and skin like milk. Temperance still had a place in the home and was put to the household chores or went with her mother to bring succour to the folk who had recently been bereaved. Only her Grandfather accepted her fully and never favoured Prudence over her. Prudence remains jealous that Temperance became a Watchdog and not her.

Name: Sister Temperance Deakins
Background: Complicated History

—Stats— {15d6 dice}
Acuity: 4d6 Body: 3d6 Heart: 4d6 Will: 4d6

—Traits— {4d4, 2d6, 2d10 dice}
Measured shot 1d4
I am God’s Watchdog 1d6
I am an uneasy rider 1d6
There is always women’s work to be done, 3d4
I know the ways of Grief 2d10
I overcame my fear of guns 1d6

—Relationships— 5d6, 2d8 dice {Available: 2d6, 1d8 }
Blood 1d6
My pretty sister Prudence, jealous that I am a Dog, 1d8
My adopted Grandfather, who accepted me, 2d6

—Belongings—
Colt Paterson revolver, 1d6+1d4
Big old nag, 1d8+1d4
Watchdog’s Coat 2d6 (Green with red piping and the Tree of Life embroidered in gold on the back).

Mechanically, Dogs in the Vineyard also departed from traditional RPGs in that its focus is entirely upon conflicts, including conflicts between the Dogs and between the Dogs and the townsfolk that they are passing judgement upon. Essentially with mundane tasks and mundane knowledge, it is accepted that a Dog either knows the information or not, or can undertake the action or not. In fact the GM has one simple rule to any situation; either say “Yes”, or roll the dice and begin a conflict—indeed this was its very first appearance in any RPG. Conflicts come into play when there is something at stake, for example, “I will impose my will as a Dog and convince the congregation that I bring the true word of the King in Life” or “I will chase down the sinner, Brother Nathaniel, and bring him to judgement”. Resolving the conflict involves Poker-style mechanics opposed rolls of dice pools. The base for each pool is a pair of stats—Acuity and Heart when talking, Body and Heart for physical actions that do not involve combat (for example, in a chase), Body and Will for fighting with fists, knives, and so on,  and Acuity and Will for gunfights. To this can be dice from appropriate Traits, Relationships, and Belongings. For example, in a situation where Sister Temperance has to use a gun, she rolls her Acuity and Will, Measured shot, I overcame my fear of guns, and her gun, for a total of 8d6, 1d4, 1d6, and 1d6+1d4.

The results are not added, but kept as single dice. Then those in the conflict make Raises using up the value of pairs of their dice, narrating what they say or do as part of the Raise. In response, a target can See this Raise by countering it with dice equal to the Raise. Two dice will block the Raise; using one die will not only stop it, but Reverse it and let the target keep and use the die in his next Raise; and lastly three or more dice means that the Raise has been partly blocked, the target Takes the Blow and suffers consequences after the conflict is over. Should one side of the conflict concede or run out of dice, he suffers Fallout and will gain possible consequences.
For example, as part of her duties as a Dog, Sister Temperance has returned home to discover that her sister Prudence dressed in black and mourning for her late husband, a man whom she did not love and did not want to marry. Now she has a child and is jealous of the perceived freedoms that Temperance has. She has been complaining to her father-in-law, the local Steward, seducing him with her words and persuading him that Temperance’s place is with her mother, not with the Dogs. He now preaches that no one born of the Mountain People can be called to be Dog… This is false doctrine.
Temperance confronts her sister. The stakes for the conflict are to force ‘Prudence to admit her jealousy drives her pride and her sin’. For this, Temperance will roll her Acuity and Heart Stats, I am God’s Watchdog and I know the ways of Grief Traits, and Blood and My pretty sister Prudence, jealous that I am a Dog Relationships. This gives her 4d6, 3d6, 1d6, 2d10, 1d6, and 1d8 to roll, the result being 1, 2, 3, 3, 3, 4, 5, 5, 6, 7, 7, and 8.
Prudence likewise rolls her Acuity (2d6) and Heart (4d6) Stats, Butter wouldn't melt (2d4) and Grieving Widow (1d10) Traits, and Blood (1d8) and I am jealous of my sister, the Dog (2d6) Relationships. She rolls 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, and 7.
Temperance confronts her sister and says, “You have my sympathies sister, I know how grief must sit upon you.” and Raises with a 5 and 5 for 10. Prudence responds with, “What do you know of grief? You have lost nothing and gained everything!” and Sees Temperance’s Raise with a 3 and 7 for 10. Prudence then makes her own Raise with a 4 and 4 before saying, “You abandoned us, your family, just like your real family abandoned you!”
Temperance Sees this with her single 8—sufficient to Reverse the Blow and retain the 8 for her next Raise—responds with, “I was doing my duty unto the Faith and answering when I was called.” She then Raises with the 8 and a 7, saying, “And just as I was doing my duty by the King of Life, so were you!” 15 is far more than Prudence can See with two dice and is forced to use four dice—5, 4, 4, and 3—instead. The consequences are that Prudence suffers 1d4 in Fallout for each of the four dice used to See. Stung by her Sister’s words she flies at Temperance in a rage. What this means is that she Escalates and the Conflict now becomes physical!
Escalating is the only way in which a Dog can gain more dice. That is, switching up to more dangerous forms from conflict—from social conflict to physical combat to gunfights. Each time the combatants would reroll. Similarly, as the conflict escalates, the Fallout dice also escalate, from the d4 of Social conflicts to the d6 of hand-to-hand conflicts to the d8 of conflicts involving melee weapons to the d10 of conflicts involving guns.

Each town is a scenario in itself and there is plenty of advice for the GM on creating towns and the hierarchies of sin that beset them. Essentially sketching them out in broad detail along with the various NPCs and their desires—NPCs always want something of the Dogs as they are the final arbiters in any situation—so that the GM can add further details as play progresses. Especially helpful here are the details on everyday life in the Vineyard and the constrictive expectations of everyone’s role in society, as they add flavour and they are reason enough for one of the Faithful to doubt his place or suffer from jealousy. From this of course, it is relatively easy to step onto the hierarchy of sin. What the GM is not doing is setting up a plot or a story to tell, but rather leaving it up to the players’ Dogs to decide what they do, where they go, and who they speak to, and ultimately how they resolve the situation that a town is hiding.

The core of the advice on running Dogs in the Vineyard is twofold—“Escalate, escalate, escalate” and “Drive Play Towards Conflict”, supported by the simplicity of “Roll the dice, or say yes”. What this means is the Dogs and thus the players are constantly being pushed to confront the evidence of the sins that lurk in every town and the sinners themselves to force them to admit their guilt. Then of course, to make and pass moral judgements upon the sinners. Whilst the towns themselves are unlikely to be memorable—though the GM is free to add as little or as much detail as he wants—it is the sins of the townsfolk that that mark one town from another and make them memorable. Certainly it is what the Dogs will reflect upon as well as the judgements passed after they leave the town.

One aspect of Dogs in the Vineyard that the GM can set ahead of time, or indeed can be agreed upon by the GM and his players is to what degree the supernatural actually plays in the Deseret Territory and in undermining the people of the The Faith of All Things in the King of Life. It may not exist at all, except in the minds of believers, but the threat may truly be real, with an unbeliever willingly accepting possession by a demon or a sorcerer, a false prophet, having a demon at his beck and call.

Physically, Dogs in the Vineyard is an imposingly simple book with a beautiful cover. Inside, the book at first looks surprisingly plain and the artwork is disappointing. The later is still true a decade on, but my opinion of the book’s look has changed in that time. With the layout and the choice of font, handled by the H.P. Lovecraft Historical Society, Dogs in the Vineyard has a period feel and a plain, unadorned feel that lends it a certain charm.

In comparison to the mainstream in 2004, Dogs in the Vineyard was a truly focused and moral game, one that was truly radical for its time. Although Poker-style play underlies the game’s mechanics, their  application as a means to escalate and drive conflicts forward was radical, not to say daunting. The game’s mechanical focus on conflict was equally radical, but its advice to “say yes, or roll dice” has very much become part of mainstream roleplay design and theory. Radical also was the game’s focus on making moral judgements. There had been RPGs in which the players and their characters passed judgements before, most obviously the Judge Dredd RPG, but that was really a satire in which the law was enforced unflinchingly and unfeelingly. In Dogs in the Vineyard the judgements are made on a moral basis and that ultimately is the game’s great strength.

To be truthful, there were few great RPGs being released in 2004, or in any of the opening years of the 21st century and arguably not from mainstream publishing. Dogs in the Vineyard: A Role-Playing Game is one such great RPG. Its mechanics were and remain elegant, its design as an RPG as morality tale delightfully radical, and it is still one of the best RPGs to have come out of  the ‘Indie Roleplaying Game’ movement.
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Posted in 2004, Alternate History, Anniversary, Historical, Indie, Lumpley Games, Wild West | No comments

Friday, 2 May 2014

Good Georgians Aghast II

Posted on 08:17 by Anthony Carold
Typically, roleplaying games and their supplements set during the Early Modern period like Dark Streets focus on the Elizabethan era or the Golden Age of Piracy or America’s Colonial Era or the American War of Independence. Dark Streets breaks from this tradition, for it is that rare roleplaying supplement—a campaign setting that takes place during the Great Britain’s Georgian period. A supplement for Walton & Cakebread’s Renaissance Deluxe, it is actually quite specific in its setting, for it casts the player characters as members of the Bow Street Runners or their consultants. Each is a Thief Taker, a former outlaw, thief, or watchman, or a clerk, an entertainer, merchant, or preacher, all in service to the magistrate and satirist, Henry Fielding, and his blind brother, John. They investigate the crime, the corruption, and the vice that runs rife through London life. Worse, the Fieldings have begun to suspect that there are malign agents behind the city’s heinous iniquity. For Dark Streets is even more specific in its setting—not only is it about investigating crime and immorality, it is also is also a game of Lovecraftian investigative horror.

Dark Streets specifically begins in 1749 or 1750, not long after Henry Fielding has founded the Bow Street Runners. It is thirty years since the collapse of South Seas Bubble; George II, the second Hanoverian King of England has been on the throne for over twenty years; the Whigs, supporters of the Hanoverians and the aristocracy and tolerant of the religious non-conformists, have been in power for decades; while his younger brother is First Lord of the Treasury and governs the country in the king’s name, the Duke of Newcastle holds the purse strings and routinely buys the loyalty of Members of Parliament; Frederick, the Prince of Wales, actively opposes the Whigs and his father, primarily because the King refuses to support his dissolute lifestyle; and it is only four years since Prince William, the Duke of Cumberland, put down the Jacobite Rising and earned himself the nickname, ‘Butcher Cumberland’. Meanwhile on the streets of London, the rural poor pour into the city in search of work, but find little beyond destitution and disease, even if they do find work. Women find work in the burgeoning sex trade, prostitution being very common, whether in bawdy houses, high class brothels, or for the lucky few, kept as courtesans to the nobility. Other income can be made through crime, the fact that many crimes carry the death penalty or a sentence of transportation to the Americas, an indication that times are hard and the poor are desperate. The worst of the criminals hold court in rookeries like St. Giles, dense dark dank places where even the Bow Street Runners fear to tread. The wealthy and the aristocracy are above such concerns and also the law, though many have their vices, whether gambling, prostitution, the gin that seems to flow from every building, or the Hellfire Clubs where they can indulge in titillation or blasphemy away from prying eyes. Of course, the Society for the Reformation of Manners would do away with all of this, its members actively bringing prosecutions and testimony before London’s magistrates.

In Dark Streets the players take the roles of Bow Street Runners or those serving as Consultants to the Fielding brothers. Either choice restricts the Social Class and Professions that a player can select. In addition to skill points gained from his Social Class, Profession, and Free Skill points, a Bow Street Runner investigator receives extra skill points to spend on physical and combat skills as well as a badge of office, a small club with a gilt crown on it.

Our sample character is Tobias Perdue, the son of Sir Thomas Perdue, a wealthy landowner who purchased a place at university for his son to read the law. It was there that Tobias first got caught up in the wrong crowd, gambling and whoring for the first time. Although he graduated and was accepted to the bar, his profligacy would soon land him in trouble—he ran up debts that would lead his father to disown him and almost land him in debtor’s gaol, and saw him fight duels to protect his ‘good’ name. These days he rarely practices the law and is more circumspect about his habits—there are better card players in the capital than himself. He is a Bow Street Runner at Henry Fielding’s suggestion as the magistrate believes he will bring some manners to the rough men that he has in his employ.

Adventurer: Tobias Perdue
Nationality: English Age: 28
Homeland: England Gender: Male
Social Class: Gentry Profession: Rook
Family:
Connections: Political Affiliation: Whig

Righteousness 
Righteousness Points: 54
Faction: Bow Street Runners Faction Zeal: 25

STR: 11 CON: 14 SIZ: 15 INT: 17
POW: 15 DEX: 16 CHA: 14
Damage Modifier: +1D4 Combat Order: 14
Movement: 15 metres

Armour
Type: Buff Coat AP: 2/1

Hit Points
Maximum: 15 Current: 15
Major Wound Level: 8

Sanity Points
Maximum: 15 Current: 15
Major Insanity Level: 8

Basic Skills:
Athletics  37%, Close Combat  58%, Culture (Own) 64%, Dance  40%, Dodge  62%, Drive  33%, Evaluate  61%, First Aid  33%, Gun Combat  33%, Influence  73%, Insight  77%, Lore (England) 64%, Perception  62%, Persistence  40%, Ranged Combat  33%, Resilience  28%, Ride  41%, Sing  29%, Sleight  55%, Stealth  33%, Unarmed Combat 37%

Advanced Skills:
Art (Prose Writing) 29%, Beliefs (Bow Street Runners) 59%, Disguise 31%, Commerce 31%, Courtesy 61%, Gambling 62%, Language (English) 81%, Language (French) 41%, Language (Latin) 41%, Language (Thieves’ Cant) 31%, Oratory 51%, Lore (Law) 54%, Lore (Law) 64%, Seduction 61%, Streetwise 50%

An extensive overview is provided of London as well as period maps. The overview covers the current social and political situation, religion, science, medicine, entertainment, and newspapers, but its primary focus is the law, crime and punishment, and vice and morality. The period maps support a gazetteer that details inner London and its most notable personages, from George II and the Duke of Newcastle down… A whole gang is described as is a Thieves’ Cant glossary, the latter nicely adding verisimilitude.

One of the interesting mechanics in Renaissance Deluxe is that of ‘Factions’, which handles a player character’s or an NPC’s allegiance to either himself or an organisation and its strength. Dark Streets adds gangs, the Bow Street Runners, the Jacobites, New Puritans, Tories, and Whigs as well as malignant Factions from aristocratic dinning clubs and murder clubs up to Mythos cults.

Dark Streets’ treatment of the Cthulhu Mythos is simple, unfussy, and straightforward. Magic is treated like witchcraft and cultists much like witches, the spells of the Mythos being kept generic. A few Mythos tomes are detailed, but unlike later periods of Lovecraftian investigative horror, books of the Mythos are not really a major element in Dark Streets. It keeps its Mythos ‘bestiary’ relatively short—just nine creatures and four gods, though some of the entries do feel a little exotic considering Dark Streets’ earthier feel. Of course, this being the Mythos and both Dark Streets and Renaissance Deluxe being Basic Roleplaying compatible, it is easy for the GM to find material to add to his campaign.

In terms of scenarios, Dark Streets is well supported, in fact it is better supported than Renaissance Deluxe itself in this regard. Nearly twenty scenario hooks are given, each relatively detailed and pleasingly, not all of them involving the Mythos. The supplement’s main scenario, ‘Gin & St. Giles’ is a detailed affair that draws the investigators deep into London’s worst Rookery on the trail of the worst gin the city—and that in London, is no mean feat. It is a solid adventure that should provide a session or two’s worth of play.

Physically, Dark Streets can be described as dour. Done in black and grey, it is perhaps a little oppressive in its look. The layout is for the most part workmanlike, but it grows wayward in places. In terms of content, the supplement is in places succinct. For example, although the book comes with a detailed overview of London and its life, vices, and personalities, its timeline ends in 1749 with the founding of the Bow Street Runners. This leaves the GM not knowing what will happen next unless he conducts some research himself, which seems odd given that Dark Streets is a historical game bar the influences of the Mythos. Also, as much background detail as there is in the book, it does lack advice in terms of setting up and running a campaign involving the Bow Street Runners. One hand-out that would be useful is a sheet detailing pertinent facts about London and what exactly the duties and powers of a Bow Street Runner are. After all, they are nothing like the police of later centuries.

The Dark Streets setting has the advantage of familiarity—at least from film and television, such as The Madness of King George (though this is set forty years later) or the television series Garrow’s Law and City of Vice. The latter in particular is useful watching since it is about the Fieldings and their establishing of the Bow Street Runners. Indeed, after watching City of Vice, it would be hard for the GM not to portray Henry Fielding as Ian McDiarmid and John Fielding as Iain Glen. Similarly, the Cthulhu Mythos will be familiar to many players, as will the processes of Lovecraftian investigative horror. Here though, as with many settings before Cthulhu by Gaslight and classic Call of Cthulhu, those processes involve less of a paper trail and more detective legwork, although that is beginning to change…

Dark Streets lacks the polish of other RPG settings of Lovecraftian investigative horror. It is a little rough around the edges, perhaps not as developed as it could be. Nevertheless, it is solid and accessible, presenting a fairly pulpy take upon investigating the Mythos whilst possessing an earthier tone that matches the vice, venality, and corruption of the setting.

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Posted in Alternate History, Basic RolePlay System, Cakebread & Walton, Chaosium, Cthulhu, Cthulhu Britannica, Historical, Historical Fantasy, Lovecraftian Horror, OpenQuest, Renaissance Deluxe, RPG | No comments

Monday, 28 April 2014

Big Easy Noir

Posted on 06:05 by Anthony Carold
Deadlands: The Weird West, the alternate history Wild West/horror RPG published by Pinnacle Entertainment Group is so good that it merited an Origins Award—twice. First for the original RPG in 1997, and then again in 2007 for Deadlands: Reloaded, the latter employing the Savage Worlds RPG rules that were derived from Deadlands: The Great Rail Wars, the skirmish rules that were themselves derived from Deadlands: The Weird West. It has been subjected to a pair of sequel RPGs, both set in the far future. The first was Deadlands: Hell on Earth, published in 1998 and more recently re-released as Hell on Earth: Reloaded; the second was Deadlands: Lost Colony, published in 2002. More recently though, the Deadlands franchise received another entry that explored the future of a North America in which the old United States of America were divided by the Civil War, California was cracked into a maze, the mysterious ‘Ghost Rock’ literally fuelled an explosion of inventions, and magic was known and feared. This future is not one to come, but one that pushes the Deadlands: The Weird West setting forward by fifty-five years into something not a little familiar. That entry is Deadlands Noir.

Published in 2012 via Kickstarter, Deadlands Noir is a Savage Worlds setting that takes the Deadlands setting way down south and along the shadow framed streets of the Big Easy. As a setting, New Orleans is perfectly ripe with gaming possibilities—it has all the exoticism of a European city on American soil, it is the heart of the practice of Voodoo, its politics come as dirty as they can, corruption is a way of life, and it has the gentility of a Southern city.  Which is exactly what the New Orleans of Deadlands Noir is, for it lies south of the Mason-Dixie Line in the Confederate States of America. It is a city in which the dead do walk at night, as well as many nastier things in the shadows. Worse, it is 1935 and like the rest of the world, New Orleans is deep in the Depression. Making a dishonest living, let alone an honest one, is a real struggle. Nevertheless, there are mysteries to be uncovered, truths to be told, people to be conned and robbed, entertaining to be done—now that Prohibition is over (though some states and counties are still dry), and new devices to be patented. That is if you do not fall foul of the law—like the C.S.A.’s Texas Rangers and their campaign against magic or the city’s organised crime—such as the Sicilian Mafia, the Black Hand, or the Voodoo gang known as the Red sect…

Apart from the shift in time and tone—from 1880 to 1935, from Weird West Horror to Pulp Noir Horror, the obvious differences between Deadlands Reloaded and Deadlands Noir are its character options. Bootleggers, members of the clergy, con artists, dilettantes, doctors, entertainers, escorts, lawyers, parapsychologists, private investigators, reporters, vagabonds, and writers all point to a distinctly urban setting. The Arcane Backgrounds available are also different. Grifters are supreme swindlers, capable of conning arcane power from dark spirits, though not without daily indulging in a vice such as alcohol or dice. Houngans and Mambos practise strange rituals that pay tribute to the loa and in return, can create small miracles. Patent Scientists are inventors, constantly striving to create and sell new devices that will make their name and reputation, although they are unknowingly tapping into the otherworld for their inspiration. They are renowned not just for their creations, but for the delusions they typically suffer.

What is not available to play is Deadlands Reloaded’s Huckster, their having been hunted to near extinction by the Agency in the North and the Texas Rangers in the South. Grifters have taken up their legacy. Faith has been driven to an all-time low by the events of the Great War and the Depression, so preachers capable of casting true miracles are all but unknown. Mad Scientists are now Patent Scientists, whilst Indian Shamans are very rarely seen in cities like New Orleans and the practitioners of Eastern martial arts have gone underground. Similarly, two Arcane Backgrounds are rare in New Orleans—the Blessed and the Syker, but both are described in the Deadlands Noir Companion. (It should be noted that the latter volume has a higher page count and is more expensive than Deadlands Noir itself).

Other new Edges that Deadlands Noir adds to fit the setting include Comfortable, Veteran of the Concrete Jungle, Hitman, Sleuth, and Grit. New Hindrances include Corrupt, Grim Servant of Death, Night Terrors, Schmuck, and Smart Mouth. It should be noted that all characters start with the Poverty Hindrance to represent the economic difficulties of the Depression. Plus a character also needs to describe his worst nightmare.

One last option available is the Weird Edge, Harrowed. A member of the Harrowed is all but dead, having refused to give up on this mortal coil. What keeps a Harrowed from finally dying is the pact he enters with a demon from the Hunting Grounds to enable him to keep his body moving. The Harrowed has not only suffered in hell, he must constantly battle with demon for control of his body, is marked by the wound that killed him, must consume meat to heal, and can actually pickle himself with alcohol as a means to preserve his body. A Harrowed can use other Arcane Backgrounds, though not faith-based ones like Voodoo if the demon is in control…

Our sample character is such one Harrowed. Antony Delvecchio never wanted to get involved with the Black Hand, New Orleans’ mafia family, but when your father is a ‘made man’, you have little choice. Antony though, wanted to be something else—to be a writer. This was much against the wishes of his father, and whilst he had the support of his mother, he could not avoid being forced to study law at Tulane. Antony was a good student, but still wanted to party and that took him deep into New Orleans. It was on one of these off-campus jaunts that he came to the attention of the Red Sect, who saw in him an opportunity, one that might see him turned against their criminal rivals. Antony found himself drunkenly inducted into the worship of the loa. It was something that he fought hard to keep from his father, but he could not hide his decision to not practice the law after graduating, despite passing the bar. His father called him a wastrel and resolved to bring back into the family fold, but despite his mother’s attempts, relations with his father and the rest of the family broke down. Antony found himself cut off and penniless, struggling to make ends meet through his writing. Who exactly fired the shot and why, Antony does not know, but it might have been one his father’s button men or someone from the Red Sect because he proved to be not as useful as they had hoped. Right now Antony is looking for his killer while he supports himself from submissions to the Tombstone Epitaph about the outré side of life in the Big Easy.

Name: Antony Delvecchio Nationality: American 
Rank: Novice Occupation: Revenant Writer
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6 
Skills: Driving d4, Fighting d4, Intimidation d8, Knowledge (Law) d6, Knowledge (Occult) d4, Notice d4, Perform (Writing) d6, Persuasion d6, Shooting d4, Voodoo d6 
Charisma: 0
Pace: 6; Parry: 4; Toughness: 5
Power Points: 10 Dominion: 0
Hindrances:  Night Terrors (Major), Obligation (Minor), Short Temper (Minor)
Edges: Arcane Background – Harrowed, Arcane Background – Harrowed, Talented
Harrowed Edge: Spook
Spells: healing, warrior’s gift

Mechanically, it no surprise that Deadlands Noir uses Pinnacle Entertainment Group’s latest edition of Savage Worlds. What this means is that Deadlands Noir is a Pulp action game as well as a Pulp Noir one, and to support the latter, rules are provided to handle detective work—both hitting the books and legwork, knockout blows, gaining a second wind in a fight, tailing a suspect, and social conflict and interaction. In particular, interrogations and using patter; the latter nicely underlining the genre convention that any good shamus should be able to talk his way out of trouble—at least sometimes.

Beyond character creation and the new genre mechanics, Deadlands Noir supports its setting with an extensive description of the city and its neighbourhoods, from Tremé and the Lower Ninth to the French Quarter and the Garden District. Each of the descriptions of the city’s neighbourhoods is expanded upon in the GM’s section, itself some two thirds of the book. These descriptions include numerous individual locations and persons of note—many of the latter illustrated with images of those who pledged towards the Kickstarter for Deadlands Noir. (This does result in a lot of NPCs having beards which feels slightly out of keeping with the 1930s). What is mechanically interesting about descriptions of these neighbourhoods is that each is assigned a Fear Level, from normal and ordinary (Fear Level 0) to Deadlands (Fear Level 6). This is a measure of how weird each district is and how scared the inhabitants are of where they live. It also affects any Fear check that a character has to make whilst in the neighbour. One of the player characters’ aims in Deadlands Noir is to lower these Fear Levels, though this should not be obvious to the characters or their players, but rather should come about by their doing good—solving mysteries, rescuing dames, and so on.

The GM’s section also includes an explanation of the setting’s secrets, an array of its monsters and NPCs—major and minor; advice on running the game and handling mysteries. The latter is accompanied by a set of lists with which a GM can create a case with the roll of a few dice and some thought as to what clues might be found. These consist of five rolls to generate the Hook, the Event, the Perpetrator, the Motive, and the Evidence, with optional rolls for the Location and the Twist. Our sample Mystery begins with this set of rolls:

  1. The Hook—Stranger
  2. The Event—Kidnapping
  3. The Perpetrator—Friend
  4. The Motive—Political Gain
  5. The Evidence—Testimonial
  6. The Location—Riverside
  7. The Twist—Dark Secret (Silent Patron)

    A woman comes to the player characters. She wants help that she cannot gain from the police. Her husband, the project commissioner for the James McKendrew Memorial Bridge, has been kidnapped and she has been given the characters’ names as being of those who might be able to help. The kidnappers want a package which they claim her husband has, but she knows nothing about it or where it is. (The truth of the matter is that her husband has been kidnapped by her boyfriend, who is also his business partner. What they are after is a recording of Mayor McKendrew accepting bribes in return for the position of project commissioner, but in reality, the kidnapper is in league with the Mayor in return for something else).
Deadlands Noir includes not only fourteen individual Savage Tales, each tied to one of the locations described earlier in the book. These follow a full campaign adventure—‘Red Harvest’. It begins with a missing woman, a large debt, and a big score, before going onto reveal at one of Deadlands Noir's big secrets. It is a solid affair, with room aplenty for the GM to insert individual Savage Tales of his own, or the ones included in the book.

Physically, Deadlands Noir is by contemporary standards, a slim hardback. It is done in full colour and illustrated throughout. The artwork is decent, though occasionally it slips into a cartoon-like style. The map of the city is slightly difficult to read in places, but the other maps in the book are clear and easy to read. One nice touch is how the sidebars are each framed against a strip of film that with their black-silver wash emphasises the book’s noir theme.

One obvious use for Deadlands Noir would be to unplug the ‘Deadlands’ element and in its place put the Cthulhu Mythos of Reality Blurs’ Realms of Cthulhu. The result would be a Pulpy mish-mash of genres, but it could certainly handle something akin to HBO’s Cast a Deadly Spell. That is one option of course, but with the ‘Deadlands’ element kept in, Deadlands Noir feels complete in and of itself, presenting a well-written continuation of Deadlands Reloaded without repeating itself—a problem that Deadlands has not always avoided in the past. Above all, Deadlands Noir is as enjoyable a genre mix of pulp horror with Film Noir as the original Deadlands was of Wild West and horror.
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Posted in Action, Alternate History, Deadlands, Deadlands Noir, Horror, John Goff, Noir, Pinnacle Entertainment Group, Pulp, Realms of Cthulhu, Savage Worlds | No comments

Sunday, 13 April 2014

Renaissance Deluxe

Posted on 04:37 by Anthony Carold

From the designers of the award-winning Abney Park’s Airship Pirates, Renaissance Deluxeis set of rules designed to handle adventures and campaigns during the Early Modern period, between the Middle Ages and the Age of Revolutions. It is a game that thus encompasses three hundred years of history, from 1500 AD to 1800 AD, taking in changes weapons and warfare—the change from plate armour and swords and shields to wheellocks and flintlocks and pikes and swords; of education and reason as the printing press spreads, leading to a rise in literacy and political agitation; of exploration and conquest as the Age of Sail heralds the discovery of new lands and peoples everywhere. In England alone this covers much of the Tudor, Stuart, and Hanoverian monarchies, the English Civil War, the Jacobite Risings, while elsewhere it takes in the discovery of the Americas and the founding of the colonies, the Indian Wars and the American War of Independence, the Thirty Years War, and the French Revolution.  This is not say that the game is entirely a historical affair, for the rules also cover alchemy, magic, and witchcraft, as well as sanity and insanity, and various fantasy creatures.

Renaissance Deluxe is a percentile RPG that uses OpenQuest, an Open Game License iteration of Chaosium, Inc.’s Basic Roleplaying that is based on the Mongoose RuneQuestSRD, as the basis for its rules and mechanics. What this means is that they will be familiar to anyone who has played Call of Cthulhu, RuneQuest, and other similar percentile RPGs descended from the original RuneQuest from 1978. For those not familiar with OpenQuest, RuneQuest, and Call of Cthulhu, what this means is that the rules and mechanics provide a skill-orientated system that gives dangerous combat and a gritty playing experience. The rules are simple and unfussy, being relatively streamlined in comparison to other iterations of the Basic Roleplaying family.

Character creation in Renaissance Deluxe begins with a player rolling his character’s characteristics—each on a scale of three to eighteen, before choosing a Social Class—Peasant, Townsman, Middle Class, Gentry, and Nobility—which determines what Profession he can select. From Agitator and Camp Follower to Witch Finder/Inquisitor to Woodsman, most of the given Professions are quite mundane, although the Alchemist and the Witch/Warlock provide outré options. Both Social Class and Professions provide bonuses to a character’s Common Skills and Advanced Skills, the value each of which is derived from the character’s characteristics. On top of that, a player receives 250 points to assign to his skills. A table of connections and past events enable a group of adventurers to create links with each other.

Our sample character is Martin O’Connell, an ex-mercenary who fought for various armies in Europe, but sickening of the slaughter decided to return to England. He came to the aid of one Noah McKay, a Scots doctor in Paris who was set upon by ruffians. Not only did Doctor McKay buy him a drink, but hired him as a bodyguard. McKay’s family does not approve, especially as Martin is Roman Catholic. Martin is confident of himself and a doughty man to have in a fight. He thinks McKay is an odd fellow, but enjoys his company and his coin. Much of the latter he sends home to his family.

Adventurer: Martin O’Connell
Nationality: Irish Age: 31
Homeland: Ireland Gender: Male
Social Class: Peasant Profession: Mercenary
Family:
Connections: Political Affiliation:

Righteousness
Righteousness Points: 50
Faction: Roman Catholicism Faction Zeal: 25

STR: 15 CON: 13 SIZ: 16 INT: 14
POW: 11 DEX: 12 CHA: 10
Damage Modifier: +1D6 Combat Order: 12
Spellcasting Order: 12 Movement: 15 metres

Armour
Type: Buff Coat AP: 2/1

Hit Points
Maximum: 15 Current: 15
Major Wound Level: 8

Sanity Points
Maximum: 11 Current: 11
Major Insanity Level: 6

Basic Skills:
Athletics  47%, Close Combat  69%, Culture (Own) 58%, Dance  22%, Dodge  62%, Drive  36%, Evaluate  54%, First Aid  36%, Gun Combat  66%, Influence  52%, Insight  25%, Lore (Ireland) 58%, Perception  45%, Persistence  42%, Ranged Combat  35%, Resilience  56%, Ride  23%, Sing  31%, Sleight  22%, Stealth  35%, Unarmed Combat 47%

Advanced Skills:
Beliefs (Catholicism) 53%, Boating 48%, Craft (Baker) 25%, Dual Weapons (Sword & Main Gauche) 55%, Dual Weapons (Sword & Shield) 25%, Engineering 28%, Language (English) 54%,  Language (Gaelic) 45%,  Language (German) 25%,  Lore (Plants) 28%, Lore (Tactics) 38%, Play Instrument (Pipes) 22%, Survival 24%

One notable addition to the characters are the rules for Righteousness, which represents each character’s belief in a creed or organisation. This could be his religion, a secret society, his clan, his master, his guild, or personal self-interest, such as honour or greed. It is a percentile score that can go up and down according to a player’s actions. For example, a player who has the Faction of Rebellion (Jacobite) would gain points for defeating a band of English soldiers in a public brawl, but lose points if he was defeated and captured. A character’s Righteousness can also contribute a bonus to skill, such as Close Combat in a fight or Influence in a debate. A Faction can also hinder a character. Obviously, a Faction may well call upon a character for certain tasks, but it might also get a character into trouble if his Righteousness is called into question or tested by another Faction. It is also possible for the Righteousness a character or NPC has in Faction to be driven to zero, in which case he is ripe for conversion to another Faction.

Righeousness then, is a roleplaying tool. It is there is to gauge, push, and pull player character actions and motivations. It is befits the period with its religious divisions,  division between religion and science, and so on. Four sample Factions are included, so the GM will probably need to create more.

Mechanically, Renaissance Deluxe is a percentile system—a player generally needs to roll under an appropriate skill to succeed. Critical rolls and fumbles are also possible. Combat in Renaissance Deluxe is designed to be fairly unforgiving—the average character only has to take seven points of damage, which most weapons are capable of inflicting—and he suffers a Serious Wound, such as broken ribs or a scar across the face. Typically, minor NPCs will be hors de combat, but player characters and major NPCs are capable of suffering even more debilitating Grave Wounds. Armour is available, but not particularly effective against firearms.

Most characters have access to weapons of all kinds, these being covered by the broad Close Combat, Gun Combat, Ranged Combat, and Unarmed Combat skills. The signature combat skills of the period fall under a number of Advanced Skills—Polearms and Bows are covered by their own skills, whilst Dual Weapons is covered by a number of separate skills, such as Sword & Pistol, Sword & Main Gauche, and Sword &bShield. Firearms take too long to reload, so are generally used as one-shot weapons before melee weapons are drawn. Critical and Fumble tables are provided for the various weapon types in the game.

In comparison to NPCs, player characters have Hero Points. These are used to gain re-rolled skills, downgrade Serious and Grave Wounds, to avoid death, and for alchemists, to design new spells. Characters also earn Improvement Points through play—these can be expended to improve skills, learn new ones, and even improve their characteristics.

The broad swathe of Renaissance Deluxe’s historical setting is supported with rules for travel and weather, illness and disease, an extensive list of poisons, ship travel, and naval combat. The latter is streamlined for ease of play. Where Renaissance Deluxe begins to diverge from a mundane treatment of its history is with Alchemy, one of two magic systems in the RPG. The other being Satanism. Alchemy revolves around the four elements—air, earth, fire, and water, as well as aether—and requires that the alchemist create a Philosopher’s Stone, in which he stores the energy to fuel his spells. The RPG’s short spell list is perhaps too cumbersome, each entry being named something along the lines of For to Speak unto the Mind of Another or For to Steady the Hands of a Marksman, and thus too awkwardly named to find with any ease. The rules also cover the making of potions and the summoning of familiar. Guidelines are also included so that the GM can alter these rules create the magic system that he wants.

Most spell-casting characters in Renaissance Deluxe will be alchemists. Two other options are available. Galenic physicians balance their patients’ humours as part of their treatment, though some also two or three healing spells. Our second sample character is an example of this. The second option is Witchcraft, which Renaissance Deluxe divides between that used for good and that used for evil. Cunning Men and Wise Women use it for good as do unaligned witches and warlocks, whilst Satanic Cultists, Witches, and Warlocks put it to malign purposes. Unless the entire party is evil, it suggested that evil practitioners of witchcraft be NPCs. Alternatives are suggested if the GM wants to adapt the rules of Witchcraft to suit his gameworld.

Noah McKay is the son of a rich Edinburgh merchant who could afford to send his son to university to study medicine, first in Edinburgh and then in Paris. Currently Noah is building up a practice tending to his friends of both his mother and his father, who wish that he would marry. This is marred by his own sickness, consumption that has left him weak and sometimes feverish. This has also left him little time to continue his studies, especially his alchemical ones, the latter his having first studied with colleagues he met as a member of the Freemasons. His poor health means that it is rare for McKay not be seen wearing a thick coat and his skinny appearance means that he is sometimes an easy mark for muggers. For this reason, he carries a walking stick as a means to protect himself.

Adventurer: Noah McKay
Nationality: Scottish Age: 29
Homeland: Scotland Gender: Male
Social Class: Middle Class Profession: Physician (Galenic)
Family:
Connections: Political Affiliation:

Righteousness
Righteousness Points: 50
Faction: Freemasons Faction Zeal: 25

STR: 07 CON: 08 SIZ: 11 INT: 14
POW: 11 DEX: 14 CHA: 14
Damage Modifier: None Combat Order: 12
Spellcasting Order: 12 Movement: 15 metres

Armour
Type: Buff Coat AP: 2/1

Hit Points
Maximum: 10 Current:
Major Wound Level: 5

Sanity Points
Maximum: 11 Current: 11
Major Insanity Level: 6

Magick: 3
Spells: For to Bring the Touch of Healing (2), For to Ehance the Hands of Healing

Basic Skills:
Athletics  21%, Close Combat  41%, Culture (Own) 58%, Dance  38%, Dodge  28%, Drive  28%, Evaluate  42%, First Aid  78%, Gun Combat  28%, Influence  78%, Insight  45%, Lore (Scotland) 63%, Perception  35%, Persistence  52%, Ranged Combat  28%, Resilience  36%, Ride  35%, Sing  35%, Sleight  28%, Stealth  28%, Unarmed Combat  21%

Advanced Skills:

Alchemist  25%, Art (Prose Writing) 35%, Beliefs (Freemasonry) 53%, Commerce 28%, Courtesy 58%, Elemental Casting (Earth) 25%, Gambling 38%,  Healing (Galenic) 55%, Language (English) 78%,  Language (French) 38%,  Language (Latin) 38%,  Lore (Law) 28%

The RPG’s bestiary consists of a mix of ordinary animals, such as boars and wolves, cats and dogs with the more fantastic, including basilisks, dragons, ghosts, and ghouls. Goblins and Orcs are also included, as are dwarves and elves, the latter two as playable races, though sadly, halflings are not listed. The Sanity system in Renaissance Deluxe is again, a slimmed down version of the rules seen elsewhere. It treats Sanity as a type of mental hit points rather than the percentile ‘death spiral’ of Call of Cthulhu, with the horror checks being made against the skill of Persistence. This does place a lot of reliance upon the one skill, especially in a horror game or setting—such as in Dark Streets, Cakebread & Walton’s setting of Lovecraftian investigative horror. That said, just as a player character’s hit points can recover, so can his Sanity points.

Rounding out Renaissance Deluxe is a section of GM advice. For the most it is a bit too broad given what it has to cover—essentially not a straight treatment of three centuries of history, but a fantasy one too… This is not say that its advice is bad, more that it is short, being mostly pointers and thinking points for the GM.

Physically, Renaissance Deluxe is a black and greyscale book, which combined with the somewhat dark art, gives it a grubby look. This seems fitting given the grubbiness of the period it covers. That said, the book is clearly written and well-organised.

Renaissance Deluxe joins a number of RPGs and settings that cover the Early Modern period, such as Games Workshop’s Warhammer Fantasy Roleplay, Rogue Games’ ColonialGothic, Arion Games’ Maelstrom, and more recently, scenarios like Forgive Us, Death Love Doom, and Tales of the Scarecrow for Lamentations of the Flame Princess:Weird Fantasy Role-Playing. Indeed, it would be possible to pick any of the supplements or scenarios for those games, and with a little adjustment, the GM could run them using Renaissance Deluxe.
If there are issues with Renaissance Deluxe, it is that the book does require the GM and his players to know a lot about the history of the period. A timeline and a deeper overview of the period than the one given would have been helpful, as would a bibliography. Although the book is supposed to cover three centuries of history, it feels distinctly slanted towards the earlier half of the period. It would have been nice if the book had included some setting pitches too for the GM to develop further as well as an accompanying bibliography.

Renaissance Deluxe is not written with the novice game in mind. It is all a bit grey and ever so slightly intimidating, and it is lacking in the history of the period—it may just not be ‘deluxe’ enough. As a ‘core’ book though, it has much to recommend it. The book is well-written, the rules decently presented, and for the GM and the player who has any experience with any iteration of Basic Roleplaying and grasp of the game’s intended historical setting, Renaissance Deluxe is accessible and easy to grasp. 
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Posted in Alternate History, Basic RolePlay System, Cakebread & Walton, Chaosium, Historical, Historical Fantasy, OpenQuest, Renaissance Deluxe, RPG | No comments

Friday, 4 April 2014

Cogs in the Sky

Posted on 02:58 by Anthony Carold
As delightful a little game as Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam is, one of the issues with it is that it is a little too polite, lacking shall we say, any sense of menace, of threat, and of perfidy. Pleasingly, such concerns with this roleplaying game of Steampunk pulp are addressed in Atlantis City in the Clouds: A Supplement for Cogs, Cakes, & Swordsticks. Published by Modiphius Entertainment, it details a complete setting—one mentioned in the core rules, an adventure involving a threat to this setting, and supporting materials.

Her Majesty’s Flying Steam City Atlantis is the wonder of the age. Designed by the combined talents of Isambard Kingdom Brunel and George Stephenson and completed by Brunel’s son, Henri Marc, as the late Prince Albert’s last wish, it floats in mid-Atlantic, chained to the artificial island of Monturiol. This second jewel in Her Majesty’s Empire—as opposed to the Jewel in her Crown that is the Indian subcontinent—has become a noted tourist destination, a port of call for transatlantic dirigible flights, and of course, a target for England’s enemies, as well as the Balloon City Sky Pirates!

A slim volume—much like its core rules, Atlantis City in the Clouds is divided into just two chapters, plus a pair of appendices. The first chapter details Atlantis itself, the second presents a full adventure, whilst the first appendix, ‘Dramatis Personae’, provides a full set of pre-generated adventurers that can be used as player characters or NPCs and the second, ‘New Attributes’, lists and explains all of the Cogs, Cakes, and Swordsticks attributes that appear with the NPCs in Atlantis City in the Clouds.

Her Majesty’s Flying Steam City Atlantis consists of an upper and a lower ring. The latter is home to the six Directional Steam Assemblages, the mighty, ever thrusting engines that keep the city, itself known as ‘The Cog’, aloft. Each is fed a steady supply of coal—dug from the mines that run from underneath sea surrounding Monturiol below—around the clock. Their engineers and stokers work shifts, the stokers receiving one shift off a week to spend at their leisure on Monturiol, officially the only place where they can purchase alcohol. Monturiol primarily consists of the mine, surface docks, and an army and navy base.

In comparison to the shadowed enshrouded works below, the upper ring has all the conveniences and attractions of a genteel small town—hotels and boarding houses, covered markets, shops and arcades, police boxes (sadly green and octagonal rather than square and blue), parks and teahouses, and even a museum, though that is housed in the Pinnacle, the residence of Atlantis’ governor. Overall, it has the feel of a small English seaside town, perhaps Bournemouth or Scarborough, though only if either such towns could be reached by dirigible and had their own diplomatic attaches posted there by Canada, France, Prussia, and the USA. Accompanying the descriptions of the various locations and establishments are numerous NPCs, from businessmen and proprietors to pirates and members of the military via workers, diplomats, and engineers.

The adventure, titled ‘Adventure in the Clouds’ is a three act affair which begins with the adventurers receiving tickets to travel to Her Majesty’s Flying Steam City Atlantis as tourists. There is plenty of time for the adventurers to interact with their fellow travellers before they arrive and even explore Atlantis a little. Yet when a murder victim dies with the name of a player character on his lips, their trip takes a dark turn. Was this a simple case of robbery gone wrong or a murder with a deeper motive. Uncovering both the motive and the culprit reveals dark plans are afoot…

Atlantis City in the Clouds is neatly presented with an array of illustrations done in a slightly cartoonish style. It even comes with an index, a surprising inclusion for a book of its length. As much as the book’s description will suggest adventure ideas to the GM, what the book lacks is more story hooks. The five included under the heading, ‘Not What It Seems’, do feel underwritten, though this is the supplement’s only real weakness. In keeping with the Steampunk genre, the setting of Atlantis City in the Sky is a slightly more of a cosmopolitan, politically correct place, such that positions of power and influence are not wholly dominated by Caucasian men.

Atlantis City in the Clouds provides Cogs, Cakes, & Swordsticks with much needed support. The book as a whole is a quick, but quite detailed read. Hopefully Modiphius Entertainment will follow this up with further supplements as there must be numerous places to visit in the world of Cogs, Cakes, & Swordsticks and take tea. In meantime, Atlantis City in the Clouds: A Supplement for Cogs, Cakes, & Swordsticks brings peril and perfidy to Cogs, Cakes, & Swordsticks, perfect for an assignation’s game over tea.

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Posted in Alternate History, Light RPG, Modiphius Entertainment, Modiphius Press, Steampunk, Victoriana | No comments

Friday, 21 March 2014

The TALENT Campaign II

Posted on 07:39 by Anthony Carold
The popularity of genres wax and wane as time passes, and so it is that the superhero genre is no longer as popular as it once was. Certainly not popular to be supported with regular supplements, but one exception to that is GODLIKE: Superhero Roleplaying in a World on Fire, 1936-1946. Originally published in 2002, Arc Dreams' RPG is supported by various supplements including a full campaign in the form of Black Devils Brigade: The First Special Service Force and the Italian Campaign, 1943–1944. This is now followed by a companion mini-campaign, Combat Orders No. 4 - The Courtyard of Hell. What separates the two are the Apennine Mountains and their differing scopes.

As its title suggests, Black Devils Brigade concerns the whole of the Italian Campaign, including the battle for Anzio and the eventual drive on Rome. Geographically, it is set entirely on the western side of the Apennine Mountains. The Courtyard of Hell takes place on the eastern side of the Apennine on the Adriatic Coast, in just the one location, that of the port town of Ortona. Located on a steep-sided plateau and comprised of narrow streets lined with stone buildings, the town was the site of fierce street fighting between the defending Fallschirmjäger troops and the attacking Canadians in the final weeks of 1943 that Winston Churchill came to call the battle for the town, ‘Little Stalingrad’.

In The Courtyard of Hell as in GODLIKE, the player characters are Talents, members of the Allied forces who have been ‘blessed’ with an amazing ability such as controlling the blood flow of the wounded, being able to map out a location with a shout, or smash open the armour on a Tiger tank with a single punch! The player characters are soldiers first before being trained to use their Talent effectively in battle, but as more and more Talents manifest on the battlefield, there is not always the time or the chance for newly expressed Talents to receive this training before being thrown back into fray. This often means that they will be prepared to face the Übermenschen, the Nazi Talents who are part of the SS and who revel in their powers and the Aryan ideals of the ‘Super Race’. This will be an issue in The Courtyard of Hell as will be a Talent’s Will. It is his Will that fuels a Talent’s powers and his ability to cancel out another Talent’s powers that can be lost in a contest of Wills with an enemy Talent.

The Courtyard of Hell takes place in the last week of December, 1943. The soldiers of the 2nd Brigade, the Loyal Edmonton Regiment, the Seaforth Highlanders of Canada, and Princess Patricia’s Canadian Light Infantry have recently made a hard fought and bloody crossing of the Moro River and now need Talent support in taking Ortona. The battle is depicted in thirteen scenes that take place between December 20th and December 27th, as the Talents, being among the first Canadians to manifest as Talents, are thrown into support the assault on the town. This will see them leading the attack on Ortona’s outskirts before becoming embroiled in street fighting against troops of the 1st Fallschirmjäger Division. Intelligence reports that there are Übermenschen in the town, including at least one flyer. What is curious about these Übermenschen is that they are not members of the SS as are most Nazi Übermenschen, but have remained with the elite Fallschirmjäger troops rather than transferring to the SS as is expected of all Übermenschen. Technically then, these Übermenschen are members of the Luftwaffe!

In the seven days of the battle for Ortona, the Talents will support tanks, fight from one building to the next, move heavy artillery, and come to the rescue of their comrades and civilians alike. They will also find themselves fighting Übermenschen other than Fallschirmjäger as the intensity of the fighting increases and Übermenschen of the SS are brought into to support the German defence of the town. Throughout, the Talents will be shadowed by newsmen and photographers who are eager to report on the success and activities of Canada’s first Talents in battle.

Based on a real battle, with two of the battle’s actual participants being included in the seven pre-generated Canadian Talents, The Courtyard of Hell is a combat intensive affair. Designed to be played by between six and seven players, guidelines are included to help the GM adjust the difficulty of the scenario’s encounters so that they can be played by a smaller group. Further support comes in the form of descriptions of the weapons and vehicles used by both sides; guidelines for handling large battles as well as a means to quickly set up interesting encounters using the ‘One Roll Cityfight’ rules; full stats for both the Canadian and Fallschirmjäger troops; and some twenty-four fully detailed and described Übermenschen in addition to the six pre-generated Canadian Talents.

In previous releases for Godlike, the design of the Übermenschen and the Allied Talents has been somewhat underwhelming, perhaps even unimaginative. Admittedly, it is not easy to come up with interesting Talent concepts, let alone create them on the limited number of points available during character creation. With over thirty presented in the pages of The Courtyard of Hell, there is a surprisingly degree of invention on show.

Physically, The Courtyard of Hell is generally well presented. In places it needs another edit and in places the text has faded to the point of near illegibility. The maps are also hard to read in places, primarily because of the difficulty of depicting the necessary detail in grayscale rather than colour. Otherwise, The Courtyard of Hell is decently illustrated.

The Courtyard of Hell is much more focused and much shorter affair than Black Devils Brigade, though the possibility of soldiers from the First Special Service Force being sent over the Apennines to fight in the battle for Ortona is discussed. It could thus be used as an extension to the campaign presented in Black Devils Brigade: The First Special Service Force and the Italian Campaign, 1943–1944, but even if not, it should offer several sessions of challenging combat. Well-researched, solidly-presented, Combat Orders No. 4 - The Courtyard of Hell presents the opportunity for the players to explore a heroically tough if little known battle of World War Two.
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