Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Lovecraftian Horror. Show all posts
Showing posts with label Lovecraftian Horror. Show all posts

Friday, 9 January 2015

Thule Squared

Posted on 11:41 by Anthony Carold
Thulian Echoes is a scenario for Lamentations of the Flame Princess Weird Fantasy Roleplaying, the Old School Renaissance RPG that embraces both the weird and unforgiving bloody horror. Like last year’s well-received Scenic Dunnsmouth—which in the interests of disclosure it should be noted that I edited and developed—it draws from the works of H.P. Lovecraft for its inspiration. In Scenic Dunnsmouth that inspiration was the short stories The Dunwich Horror and The Shadow Over Innsmouth; in Thulian Echoes the inspiration is At the Mountains of Madness amongst others, though it could be said that Beyond the Mountains of Madness for Chaosium, Inc.’s Call of Cthulhu is also an inspiration. For just as in Beyond the Mountains of Madness, in Thulian Echoes the player characters are on the trail of a lost expedition. The author though, pushes this idea further into a clever conceit—the players not only roleplay their characters going in search of the lost expedition, they also get to roleplay the lost expedition into the bargain !

For the player characters, the scenario begins with their discovery of an ancient journal, one that describes the events of a forgotten expedition to a previously unknown, fog-shrouded island south of Iceland. In the year 200 AD, a group comprised of Roman ex-Legionary, a Gladiator, a Rabbi, a Sorcerer, a Pict, and an Engineer along with their henchmen sailed to this island in search of a Greek wizard called Xenophon, who is said to have absconded with a hoard of silver in the wake of the Emperor Titus’ sacking of Jerusalem. Once on the island they penetrated Xenophon’s labyrinth to discover strange machinery, a route deep into the bowels of the Earth, and perhaps the fate of the wizard himself. All of these events are described in detail in the journal, but in actuality the players roleplay the members of this expedition and it is their adventures that are described in the journal.

Where Thulian Echoes gets interesting is that the original adventurers are likely to have a permanent effect upon both the island and the dungeon. Actually, that is not the interesting fact about Thulian Echoes because once some adventurers enter a dungeon—any dungeon—then they will have an effect upon said dungeon. No, where Thulian Echoes is interesting is the fact that ‘modern’ adventurers come to the island and dungeon and actually see and experience the effect that the original adventurers had upon it. In the scenario, this is represented by TAGs, each essentially a conditional state imposed by the original adventurers’ actions. For example, the original adventurers bring several dogs with them. If they are left on the island when the original adventurers depart, then they breed and give the island the ‘FERAL DOGS’ TAG. This gives the DM some bookkeeping to do between the first and second time that he runs the adventure. It also allows the players to ‘meta-game’ the scenario, that is, to have the original adventurers set up certain events that the player characters can take advantage of when they come to the island a thousand years later. Whilst this may mean that the player characters get their hands on a big pile of loot, the likelihood is that the original adventurers will have left the player characters with plenty of TAGs or the consequences of their actions, to deal with…

As much as the idea behind Thulian Echoes is clever, the overall effect is somewhat flat. Part of it is due to the fact that original adventurers are no more than outlines for which the players will need to generate attributes and Hit Points. Now the fact that they are labelled Legionary, Gladiator, Rabbi, Sorcerer, Pict, and Engineer gives a little colour that a player draw upon for inspiration, but they are not interesting in and of themselves. It does not help that they lack motivation beyond the simplistic desire to steal Xenophon’s treasure. Of course, there is nothing to stop the DM adding details to any of the given pre-generated original adventurers, but some information to that end could have been included. The real issue is that the dungeon itself is not interesting. It is not interesting as a dungeon and it is not interesting as a dungeon compared to the others published by Lamentations of the Flame Princess—and Lamentations of the Flame Princess Weird Fantasy Roleplaying is definitely known for the quality of its dungeons (in the interests of disclosure, I should know, I have edited some of them).

Then of course there is the title of the scenario. ‘Thulian’ does not refer to the shade of pink, but to the far off island of Thule, perhaps Iceland, perhaps Greenland if Ultima Thule, certainly beyond the borders of the known world. Yet ‘Thulian’ is also a nod towards the Cthulhu Mythos, though even with the inclusion of the Elder Things in depths below the island, Thulian Echoes is somewhat light in terms of the Mythos. Rather it is a shading of the scenario, not its focus, which is of course, 'Echoes of Thule'.

Physically, Thulian Echoes is a slim booklet. The writing needs an edit here and there, but the artwork has a cartoony, even clunky look that is nicely pleasing on the eye. The cartography is certainly pretty, but the DM will need to pay it careful attend as it is not always easy to read.

There is undoubtedly an interesting idea at the heart of Thulian Echoes. Indeed, the idea at its core would work in number of different settings, whether that is Call of Cthulhu, Numenera, or Leagues of Adventure. Given the brevity of the booklet, the idea is reasonably implemented in Thulian Echoes, but nevertheless, the DM will need to pay very careful attention to the TAGs that are put into effect when the original adventurers play through the scenario. Ultimately and despite its clever idea, Thulian Echoes is perhaps something for the DM to develop further himself.
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Posted in Call of Cthulhu, Dungeons and Dragons, Lamentations of the Flame Princess, Lovecraftian Horror, Low Fantasy, Numenera, Old School Renaissance | No comments

Thursday, 4 December 2014

Nazis, Nasties, & N?

Posted on 16:07 by Anthony Carold
Before beginning this review, it is necessary to make one fact clear. I have written and edited for Achtung! Cthulhu, so in coming to review World War Cthulhu – The Darkest Hour, I cannot be seen to favour one approach over the other, one series over another. This does not mean that I can avoid making comparisons, but it does mean that such comparisons will not consist of which one is better. Rather they will be as balanced as possible and focus on where the two settings differ.

To explain, both of these series of books are devoted to Lovecraftian investigative horror set during the Second World War. One is Achtung! Cthulhu, published by Modiphius Press, the other is World War Cthulhu – The Darkest Hour, published by Cubicle Seven Entertainment. The first of these is written for both Chaosium, Inc.’s Call of Cthulhu and Pinnacle Entertainment Group’s Savage Worlds, whilst the second is solely written for Call of Cthulhu. Where Achtung! Cthulhu covers much of the breadth of the conflict that is Second World War, World War Cthulhu – The Darkest Hour, much as its subtitle suggests, has a much narrower focus. This focus is upon the opening years of the Second World War, when Britain and the Commonwealth’s back was against the wall and with the forces of Nazi Germany having rolled across the continent, Winston Churchill ordered the men and women of the Special Operations Executive to set Europe ablaze. The SOE is only one recruiting ground for ‘N’, a spymaster whose interests lie primarily in preventing certain outre knowledge from falling into the hands of the Nazis. Wherever that knowledge might be found…

This sets up the precept at the core of World War Cthulhu, that the investigators are always fighting on two fronts. In Europe they face both the Nazi occupiers and the malignly uncaring forces of the Mythos, and on that rare occasion, the Nazi who has knowledge of the Mythos. Their missions will find them dealing with military and intelligence matters as well as the Mythos–they may even coincide! Then when facing the Mythos, the investigators also have to keep its existence a secret, whether from the Nazis or the Allied governments. Whilst on the home front, they must deal with rivalries between the various intelligence agencies and perhaps the wily ‘N’ himself! Who is ‘N’ and what does he want? That  question is left unanswered in  World War Cthulhu, but several suggestions are made–including one that will be very familiar to veteran players of Call of Cthulhu. For the moment, in this ‘Darkest Hour’, the wishes of ‘N’ and the prime minister seem to coincide…

Investigators in World War Cthulhu are created as per Call of Cthulhu, Sixth Edition. Then each investigator receives skill bonuses for his nationality (United Kingdom and the Commonwealth, Europe, and the USA), upbringing (rural or urban), military service (from Advisor, Agent, and Civilian Operative to Mobile Infantry, Pilot, and Radio Operative), personality (Bruiser, Expert, Thinker, and Leader), recruitment reason and initial Mythos encounter, and additional training. This grants a total bonus of some 550 points for each investigator and in some cases a small bonus to the Cthulhu Mythos skill. This has three effects. First, the personalities handily classify the investigators’ roles and make creating a group that little bit easier, and make replacement investigators easier to slot into a group. Second, they address the issue of investigators needing to be competent enough to go on missions as part of the war effort, that is, actually have at least passing knowledge of the military and espionage-related necessary–even an average investigator will be competent. That said, the third effect is to make the investigators more competent than is usual, pushing the tone of World War Cthulhu towards Pulp and away from the Purist.

To show how this works, Niamh Brewer is a typical Call of Cthulhu investigator, created using the standard Call of Cthulhu, Sixth Edition rules, plus a few extra skill points to reflect time spent as a nurse during the Great War. Prior to being recruited by ‘N’, she worked as a legal researcher, hunting down heirs to wills. Being a woman she was unable to obtain a degree and she would have remained a spinster–her fiancĂ©e having been killed during the Great War–had she not been recruited.

Niamh Brewer, Legal Researcher, aged 44
NATIONALITY: British
OCCUPATION: Legal Researcher

STR: 13 DEX: 16 INT: 15 IDEA: 75%
CON: 08 APP: 13 POW: 16 LUCK: 80%
SIZ: 15 SAN: 76 EDU: 18 KNOW: 90%
HP 12
Damage Bonus: +1d4

SKILLS: Accounting 50%, Archaeology 21%, Drive Auto 40%, First Aid 35%, History 50%, Law 55%, Library Use 75%, Listen 45%, Mechanical Repair 40%, Medicine 20%, Occult 25%, Persuade 65%, Psychoanalysis 11%, Psychology 35%, Spot Hidden 65%
LANGUAGES: English 75%, French 41%, German 16%, Italian 11%, Latin 41%, Spanish 11%
COMBAT SKILLS: Grapple 40%, Umbrella 40% damage 1d4+db

The following are the stats and skills for the investigator who has been adapted to World War Cthulhu. 

Niamh Brewer, Legal Researcher, aged 44
NATIONALITY: British
OCCUPATION: Legal Researcher
UPBRINGING: Urban PERSONALITY: Expert
MILITARY SERVICE: Civilian Operative
MYTHOS ENCOUNTER: Discovered a Mythos tome
REASON FOR JOINING: Forbidden Secrets

STR: 13 DEX: 16 INT: 15 IDEA: 75%
CON: 08 APP: 13 POW: 16 LUCK: 80%
SIZ: 15 SAN: 69 EDU: 18 KNOW: 90%
HP 12
Damage Bonus: +1d4

SKILLS: Accounting 50%, Archaeology 41%, Art (Painting) 45%, Bargain 15%, Conceal 25%, Craft (Gardening) 25%, Credit Rating 25%, Cryptography 30%, Cthulhu Mythos 08%, Dodge 52%, Drive Auto 70%, Electrical Repair 30%, Fast Talk 15%, First Aid 65%, Hide 30%, History 60%, Law 55%, Library Use 95%, Listen 65%, Mechanical Repair 60%, Medicine 20%, Natural History 20%, Occult 30%, Operate Radio 42%, Persuade 65%, Pharmacy 21%, Psychoanalysis 11%, Psychology 35%, Sneak 25%, Spot Hidden 85%, Survival 15%, Tradecraft 20%
LANGUAGES: English 95%, French 61%, German 16%, Italian 11%, Latin 51%, Spanish 11%
COMBAT SKILLS: Grapple 40%, Handgun 40%, SMG 25%, Umbrella 40% damage 1d4+db

‘N’ also indoctrinates his agents against the horrors they might encounter. By invoking his ideals or whatever he holds dear, an investigator may be given a roll against his POW×5 to reduce the effects of a Sanity loss following an encounter with the forces of the Mythos. Just like the additional skill points, this pushes World War Cthulhu towards the Pulp tone. In addition to providing extra skill points, World War Cthulhu also gives new occupations–Politician, Scientist, and Spy–as well as range of skills. These are mostly a mix of new military and new espionage related skills. The former include Command, Gunnery, and Military Science, whilst the latter include Cryptography and Tradecraft. Military Science also includes the tactics skill.

Investigators and their players also receive two solid sections of advice, one covering ‘Intelligence Operating Procedures’ and the other ‘Small Unit Tactics’. As solid as the advice is, it is incomplete. The problem is that all of this advice is for handling missions against the Nazis in occupied Europe and North Africa. It ignores the other strand of World War Cthulhu, that of investigating the Mythos and preventing it from falling into the hands of the Nazis. So where is the advice for doing this? Surely ‘N’ would give out such advice since he actually goes so far as to indoctrinate the investigators? It is not as even as the investigators in the default set-up are unaware of the Mythos.

The advice for Keeper is kept short and to the point, and unlike the advice for the players, it covers the Mythos aspects of the investigators’ missions as well as the military and intelligence ones. One of the pieces of advice highlights the primary difference between Achtung! Cthulhu and World War Cthulhu. This is that the militarisation of the Mythos should be avoided–or in the form of a mad scientist or SS sorcerer, at least rarely encountered. This is not something that Achtung! Cthulhu does and is one reason why its tone is Pulp whereas that of World War Cthulhu is mostly not… To support the advice on running missions, the Keeper has a gazetteer giving thumbnail snapshots of various Intelligence Theatres, from Vichy France and German  occupied North West Europe to North Africa and the Middle East. Besides a description, each country or region comes with a mission, both a military one and ‘N’s secret mission. There is plenty of variety in the twenty-five or so given, but they will need some development upon the part of the Keeper.

World War Cthulhu does not add anything new to the Mythos. Instead it updates it and brings it into the 1940s, examining the effect of the war–if any, upon the forces of the Mythos. Nor is it a comprehensive update. Understandable since the Call of Cthulhu canon is rather large and diverse, but the major entities, creatures, and forces of the Mythos are covered along with their human cults. It does adjust, or at least quantify, the Sanity rules though. First by granting a bonus if a player roleplays his investigator to his Personality and second by how successful he and the rest of the squad have been on a mission.

World War Cthulhu offers two major rules, one of which is optional. The first major rule addition handles a fundamental aspect of intelligence operations–going undercover. Essentially it is a percentile value that if a roll is failed against, it at least arouses the suspicions of the authorities, perhaps causes covers to be blown and identities to be revealed. It does involve some bookkeeping upon the part of the Keeper, but not much. It can even be used as means to push a scenario along too as not every cover identity is perfect. The second and optional rule covers ‘Dramatic Action’ in which the Keeper offers a player the chance for his investigator to do something dramatic and successful, but at the cost of placing him in extreme danger. It feels very similar to the ‘Push’ mechanic presented in the new Call of Cthulhu Seventh Edition, but probably will not be used as often. It also pushes the tone of the game towards Pulp.

The equipment section covers not just arms and armour, but also ordinary goods and things that the agents might buy at home, or anywhere in Europe and North Africa. The weaponry section is oddly diverse given that the focus of World War Cthulhu is on the early to middle years of the war in the European and North African theatres. The inclusion of Japanese weapons feels totally out of place as many of the American arms and vehicles. Overall the selection feels pitched towards the ‘Small Unit Tactics’ section of advice than it does the ‘Intelligence Operating Procedures’. 

Rounding out World War Cthulhu is ‘The God in the Woods’, a scenario set in Vichy France. The investigators are sent in by SOE to make contact with the French Partisans, but ‘N’ also wants them to look for a colleague of his. It is more of a mini-campaign, with a fully realised location and multiple plot threads. It is challenging like any Call of Cthulhu scenario, but showcases how much difficult it is to conduct an investigation totally surreptitiously. It is an excellent scenario and perhaps the highlight of the book.

Physically, World War Cthulhu is well written and decently presented. The artwork is also decent. If there is an issue, it is that the book needs an edit in places.

World War Cthulhu – The Darkest Hour strives for a Purist tone and style of play. It does not quite achieve that, primarily because it pushes investigator creation towards a Pulp tone, as does the Dramatic Action option. Balanced against is a good mini-campaign, some solid advice on running the game, its tight focus and campaign structure, and the fact that it does not militarise the Mythos. Yet despite this unevenness in tone, World War Cthulhu – The Darkest Hour is still a good Purist approach to Call of Cthulhu and World War Two.
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Posted in Achtung! Cthulhu, Call of Cthulhu, Chaosium, Cthulhu, Cubicle Seven, Lovecraftian Horror, Modiphius Press, World War Cthulhu, World War II | No comments

Friday, 21 November 2014

An Esteren Companion

Posted on 12:08 by Anthony Carold
To date, the French RPG, Les Ombres d'Esteren or Shadows of Esteren, published by Agate RPG, remains an intriguing game. This low dark, fantasy setting with Lovecraftian overtones has been explored in just two releases in the English language—Shadows of Esteren 0-Prologue provided us with an introduction to the setting as well as a set of player characters/NPCs and three ready-to-play scenarios, while Shadows of Esteren 1-Universe presented that setting, the Tri-Kazel peninsula, in more detail. Both were beautiful books, but they also left much unsaid about the setting, in particular its secrets and the true nature of the world and the Feondas, the strange and hideous beasts that threaten the inhabitants of the peninsula. In addition, the books have their own problems. In places their writing has been obtuse, a problem that comes from their being translations of books in another language. This is not to say that the translations are poorly done, but they are not done by native English speakers and that does show in places. The other problem is the sheer density of text, typically written in character. This gives the world flavour aplenty, but it does sometimes make the setting inaccessible and details difficult to find.

The third release, Shadows of Esteren 2-Travels, suffers from similar issues, but not to the same extent. It does though, have problems of its own. Its structure heavily weighs in upon those problems. The original French version began life as two chapters—‘Cartography’ and ‘Canvasses’, but to these have been added three more chapters in the English edition of Shadows of Esteren 2-Travels. The first of these new chapters provides a full length, detailed adventure, the second gives yet more NPC/player characters, and the third some actual secrets to the setting.

Initially, the contents of ‘Cartography’, the first chapter, is difficult to digest. It consists of descriptions of different places around the Tri-Kazel peninsula. Little more than snapshots,  together they initially feel slightly incoherent, but it quickly becomes apparent that these are the reminiscences of a Varigal, one of the travellers and messengers who spread news and stories via the secret ways each apprentice learns. They are full of little details such as that narrow pass known as ‘Faol Ròd’ or ‘Wolf’s Breach is said to be haunted by a giant barbed wolf appeased every twenty years by the sacrifice of a hero or that the previous villagers of AimliĂą were said to hear things upon icy winds of the sea and shied away from sunlight, which is why they were put to the sword before the War of the Temple. Eventually these reminiscences switch to providing more detail about particular places, such as the newly rebuilt city of Expiation, constructed by the Temple on the site of vile heresy  as a model of the perfect town should be, and the Carmine Chasm, a maze-like canyon uniquely home to blood red flora and known for its lamenting wind and the ‘white cross widows’, the small spiders that collectively weave great webs. These longer descriptions are more accessible, and thus for the Game Leader—the Referee in Shadows of Esteren—are much easier to bring into his game. Rounding this chapter are notes the geographical features of the Tri-Kazel peninsula and travelling them, including a nice guide to the ‘Stermerks’, the ideograms used by the Varigals to mark the dangers and difficulties upon the road.

Chapter 2, ‘Canvases’, presents five short adventures intended to be played in an evening or a single session. They are more like extended encounters as they do require the Game Leader to flesh them out and provide game stats for each the NPCs, which means that they are easier to adapt to a particular playing group. Unfortunately, the quintet is an uneven lot in terms of quality. They begin in uninspiring fashion, with a pair of familiar plots. In ‘Blood Feathers’, an exiled family has turned to preying on lonely and lost travellers, while in ‘The Disappearance’, the player characters fall in with the Tarish—the equivalent of the Gypsies in Shadows of Esteren—and are honour-bound to find out happened when both their companion and a beautiful girl disappear. The fourth Canvas, ‘Say it with Flowers’ is a murder mystery and again uses a rather familiar plot. This is not to say that a Game Leader could not run these three encounters well enough, but more that their plots do not evoke the game world as well as a Game Leader might like. 

Fortunately, this cannot be said of the third Canvas, ‘Night of Fright’, which finds the player characters in a village, unexpectedly and oddly alone. It is a terrific set-up and needs relatively little in the way of preparation compared to the others. The Game Leader should have plenty of fun with it and once he has run it for one group, it worth running again for another. Or indeed stealing it for another game and setting! The fifth and last Canvas, ‘The Shipwreck’ is not as fun as ‘Night of Fright’, but it does bring out much of what is interesting and unique to the setting of Shadows of Esteren—the tension between progress and tradition, and in particular , the ecological dangers of that progress. In ‘The Shipwreck’ the player characters come across a seaside village poisoned by the wreck of a Magientist ship.

The third chapter, the first of three wholly new ones to the English edition of this supplement is devoted to a single, lengthy scenario, ‘A Life Choice’.  It has the player characters hired to accompany a Magientist to reclaim her son whom she thought dead, but who was actually kidnapped by his father and taken to join what is essentially the equivalent of religious fundamentalist cult. Unsurprisingly, neither the father nor the head of the cult want the boy to go, and worse, the boy thoroughly hates his mother. There are though those within the cult that want out and are prepared to reveal its secrets, secrets that may aid the player characters in rescuing both the boy and those that want to leave. What ‘A Life Choice’ boils down to is a custody battle, and quite a meaty one at that. There is a lot of detail to the scenario and certainly plenty for the Game Leader and player alike to get their roleplaying teeth into. The initial parts of the scenario have room to expand it a little with other adventures, possibly with some of the Canvases given earlier in the book. The intent here is to turn it into a campaign of sorts, but even with the addition of those canvasses, or others of the Game Leader’s own devising, ‘A Life Choice’ is not quite long enough to be a full campaign. One issue with the scenario is that the writing is not quite as clear as it could be, so the Game Leader will need to give ‘A Life Choice’ a more careful read through than is the norm. Otherwise, this is a good, challenging scenario for all concerned.

‘Figures of Tri-Kazel’, the fourth chapter, describes and illustrates eighteen new NPCs. At least one of these appears in the previously presented chapters, but this is not followed through with the rest, though is nothing to stop the Game Leader from adding the NPCs to one location or another. The chapter also includes some details on the setting’s ‘Mysterious Powers’, in particular how they are used by some of the NPCs given earlier. Whilst useful for those NPCs, in the long term, these powers are limited in their application as just how often can a Game Leader use them in his campaign? In general though, as well designed as these NPCs are—including stats, personality, description, and associated rumour—and as beautifully illustrated as they are, they do feel out of place in Shadows of Esteren 2-Travels.

Rounding out Shadows of Esteren 2-Travels is ‘Bestiary’, the fifth chapter which presents a mini-menagerie of monsters. Stats are provided for several mundane creatures, but what will be interest to the Game Leader will be the full stats and full write-ups of ten the strange and deadly Feondas! Of course their inclusion is only to support the scenario and Canvases that appear elsewhere in the book, but they do provide us with a glimpse of the distantly forthcoming supplement, Shadows of Esteren 4-Secrets. As with the NPCs, each creature write-up includes the stats and general description. Each creature also has its own particular powers and several come with supplementary information or associated rumours. All are nicely detailed and even those that feel a little unoriginal, like the Vampire Bats, are well done and come with more flavour than they might have done in any other horror RPG. Most though are original and interesting and should test the player characters. Of course, the problem with it being a glimpse is that we are left wanting more and there is at least one more book  to come before the publication of Shadows of Esteren 4-Secrets. That wait is frustrating, more so given that no ‘real’ secrets are given away, we are not told the true nature of the Feondas, but we are least given the opportunity to examine some in detail—and a very welcome opportunity it is too...

As with the first two releases for the game, Shadows of Esteren 2-Travels is a full colour book that is beautifully illustrated. The artwork is excellent, being evocative and eerie throughout. Surprisingly, the writing is better than in the previous two supplements. It is not as dense or obtuse as in Shadows of Esteren 0-Prologue or Shadows of Esteren 1-Universe. That is primarily due to shorter pieces, especially in the snapshot descriptions of the various locations given in Chapter 1, ‘Cartography’, though not in the full scenario, ‘A Life Choice’, which as has already been mentioned, will need a careful read through before being run.

Although lacking access to the original French version of this supplement, from examining just the contents of the first two chapters of the English language version of Shadows of Esteren 2-Travels, it suggests that the original version had more of a focus. With three extra chapters, the English edition loses some of that focus and has a disparate feel to it. This is not to say that the new content is not useful or interesting. Some of it, particularly the secrets at the end of ‘Figures of Tri-Kazel’ and the  ‘Bestiary’ of chapter 5 support both the scenario outlines of ‘Canvases’ and the longer scenario that is ‘A Life Choice’. The NPCs are another matter and they do feel lost amongst the rest of the book.

Overall, Shadows of Esteren 2-Travels is more accessible than previous releases for Shadows of Esteren, but not as focused or as detailed. This makes it more of a companion supplement than one that concentrates on the single subject. It also means that there are several sections of the book that contain material that will need the Game Leader’s attention and development in order to be of full use. As to the parts of it that are good—‘Cartography’, ‘A Life Choice’, and the ‘Bestiary’, not forgetting ‘Night of Fright’ from ‘Canvasses’—they are more than worthy of a Game Leader’s attention.
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Posted in Agate RPG, Dark Fantasy, French RPG, Horror, Lovecraftian Horror, Low Fantasy, UK Games Expo | No comments

Friday, 31 October 2014

By evening's Dead Light

Posted on 05:13 by Anthony Carold
After the underdeveloped and uninteresting Canis Mysterium: A Scenario with Bite, the good news is that the second entry in the ‘one night of horror’ series of scenarios from Chaosium, Inc. combines Call of Cthulhu with survival horror to deliver both an ominous sense of the unknown and shocks and scares aplenty. Dead Light: Surviving One Night Outside Of Arkham can be run as a one-shot and is playable in an evening or single session, or it can be easily slotted into an ongoing campaign as a short side-track adventure. Further, and notably, it is written for use with the forthcoming Call of Cthulhu, Seventh Edition, so can be used as a taster for the new mechanics, but like all Call of Cthulhu, Seventh Edition titles, Dead Light is relatively easy to convert back to previous versions of Call of Cthulhu. It can also be used as an introduction to Call of Cthulhu and to horror roleplaying in general, as the threat faced in Dead Light is something other than the traditional creatures and entities of the Cthulhu Mythos. Does this mean that Dead Light is not a Call of Cthulhu scenario? Of course not, for the tone, sense of desperation, and the fact that the ‘investigators’ can be still be driven mad all firmly place it within Lovecraftian investigative horror.

Written to be played by between three and six player characters—who may or may not yet be investigators—Deadlight opens with them on the road out of Arkham, heading for the town Ipswich. The weather has drawn in and the car has been forced to slow in the face of the heavy storm. Coming to the rescue of a dishevelled and bewildered girl on the road the travellers take refuge at the roadside Orchard Run Gas and Diner. Here they find succour and shelter as well as another mystery in addition to where the girl came from. What caused a local farmer to swerve his truck so leaving the road all but blocked and left him incoherent with shock? What follows should be a nasty night and in nasty weather, the threat revealing itself as it comes hunting for those trapped in the cafe by the storm, ratcheting up the tension between the investigators and the NPCs as their lives are threatened.

Where a traditional horror scenario might have achieved this with vampires, zombies, or serial killers, Dead Light does it with something unknowable and unworldly, even ineffable. The threat almost has a Science Fiction feel to it and that is perfectly in keeping with the nature of Cosmic horror. Even its origins are horribly rational and thoroughly in keeping with the wider miscegenation found in Lovecraft Country.

Whilst Dead Light is essentially a survival horror scenario, mechanically it is quite survivable. There are relatively few dice rolls to be made throughout the scenario and it is not particularly heavy in terms of investigation or the need to make investigative rolls. What this means is that the investigators still have their supply of Luck to spend when it really matters—encountering the threat in the woods! This does not mean that Dead Light is no less deadly or lethal, indeed the threat the investigators face is not just implacable, it is all but unstoppable by conventional means. Thus investigator who attempts to use brute force to stop it is going to end up sorely disappointed and quite possibly dead. What this means is that the investigators will need to look for the means to stop the threat—and doing so will reveal the origins of the threat and perhaps the human folly that led to its release.

The issue with survival horror and with a threat as deadly as that in Dead Light is that it is too easy to kill the investigators. Whilst the thing is hunting them and everyone at the cafe, the Keeper needs to pace the scenario and not have it hunt down and kill everyone. This does not mean that he should be lenient should a player have his investigator act foolishly, but with plenty of NPCs around to show how the monster works, the Keeper should sacrifice them and so hint at the thing’s lethality and give time for the investigators to uncover what is really going on. The danger here is that in the hands of an inexperienced Keeper, Dead Light has the potential to result in the death of everyone at the Orchard Run Gas and Diner—including the investigators. A more experienced Keeper will know to play and draw the events of the scenario and the deaths of everyone present out over the course of the evening.

Although ostensibly set in the early 1920s and in Lovecraft Country, Dead Light is not location or time specific. It would work in any period from the 1900s onwards. Likewise, it can easily be relocated to almost any country. All it needs is a stretch of road that runs through heavy woods alongside which stands a petrol station and a roadside cafe. The NPCs may well need some adjusting here or there so that they are not American, but such adjustments are minor and they are well drawn enough to fit any other desired location.

Included with Dead Light is a four page guide to using it with earlier versions of Call of Cthulhu. That said, even the possession of the rules for Call of Cthulhu, Seventh Edition is unnecessary to run Dead Light as it could be run using the Quick-Start Rules available from Chaosium. Further, Dead Light could easily be run before or after the investigators’ strange experiences in the classic scenario, ‘The Haunting’.

Unfortunately, what Dead Light lacks is a set of pre-generated investigators. Their inclusion would have provided a ready reason for the player characters to be on the road to Ipswich and with the inclusion of integrated backgrounds, it could have added an extra degree of tension and interplay between the travellers that would come into play as events of the scenario play out. Possible ideas might be a family visiting relatives, college students returning home, mobsters on a job, and so on. This would bind the investigators together and make use of the guidelines on organisations to be found in the Investigator Handbook for Call of Cthulhu, Seventh Edition. It would alleviate the need to come up with reasons why newly-created random characters—an antiquarian, a dilettante, a doctor, and a private detective—know each other and are on the road together. Of course, this is not an issue for experienced role-players or when using previously played characters.

Physically, Dead Light is well presented. An edit is needed here and there, but the scenario is well written, the NPCs decently done, and the threat clearly explained. The maps are also good and much of the artwork can also serve as good hand-outs. If there is an issue with Dead Light physically, it is that the cover does not fit its threat as it is supposed to. It feels all too solid, too defined, whereas the descriptions given of the threat feel otherwise…

Although not quite suitable for an inexperienced Keeper, Dead Light is more than suitable for new players, whilst experienced players will enjoy an evening’s play up against something other than a traditional threat, whether drawn from traditional horror or that of the Cthulhu Mythos. Containing (almost) everything necessary to play an evening of survival horror tinged with Cosmic Horror, Dead Light: Surviving One Night Outside Of Arkham is a solid scenario and the best title released by Chaosium in years.

A case of the 'Curse of  Chaosium' crack’d…?
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Posted in 1920s, Call of Cthulhu, Chaosium, Curse of Chaosium, Horror, Lovecraft Country, Lovecraftian Horror, One-Shot, Survival Horror | No comments

Saturday, 16 August 2014

Big Easy Fears

Posted on 12:19 by Anthony Carold
Tales of the Crescent City: Adventures in Jazz Era New Orleans is the second offering from Golden Goblin Press for Call of Cthulhu, following on from Island of Ignorance – The Third Cthulhu Companion. Again funded via Kickstarter, Tales of the Crescent City is a companion volume to Chasoium, Inc.’s Secrets of New Orleans: A 1920s Sourcebook to the Crescent City and a sequel of sorts to Miskatonic River Press’ anthology of scenarios set in New York, Tales of the Sleepless City. It presents an introduction to, and an overview of, the city of New Orleans; an examination of both a major figure in the Mythos and a major Mythos influence upon the city; and a septet of scenarios, including a revised reprint of a classic adventure. The latter, like the rest of the scenarios in the collection are written for use with Call of Cthulhu, Sixth Edition, though as with all Call of Cthulhu scenarios, they are compatible with the forthcoming Call of Cthulhu, Seventh Edition.

The first good news about Tales of the Crescent City is that it is a better book than Island of Ignorance. It is physically neater and better designed, the editing is clean and tidy, and of course, the subject matter and setting give the anthology focus. It feels closely modelled upon the aforementioned Tales of the Sleepless City and as a result, is an assured product that bodes well for future releases from Golden Goblin Press.

Although the Keeper and his players will get the most out of Tales of the Crescent City if they have access to copy of Chaosium’s Secrets of New Orleans—previously printed as The New Orleans Guidebook, it is not absolutely necessary for either to own a copy of that supplement. Included in this new anthology is an introduction to the Big Easy, one that nicely sums up the key points that everyone needs to know—the matter of race and colour, the rampant corruption, the endemic presence of crime and gangsters, the importance of civility and thus the Credit Rating skill, and the fact that the city is below sea level. This is accompanied by a thorough overview of the city’s various neighbourhoods and parishes, including floor plans for its typical dwellings. Illustrated throughout with period photographs, there is enough information here that a Keeper need not refer to Secrets of New Orleans when running Tales of the Crescent City.

Readers familiar with H.P. Lovecraft’s fiction will know that New Orleans is home to Étienne-Laurent de Marigny, America’s most knowledgeable mystic, mathematician, and orientalist. It is fitting that he is accorded a lengthy article all to himself, providing an autobiography of the man as well as hinting at what he knows about the Mythos—which is actually quite a lot given that he is not actually insane. There is the danger in having a figure such as de Marigny present in a campaign—and that is what Tales of the Crescent City is really intended to be part of—in that he becomes a crutch the players and their investigators come to rely upon when their investigations fail. Offsetting that possibility is one of the key points raised earlier in the book, that of the need for civility and thus the Credit Rating skill in their dealings with de Marigny. As fascinated as he is with the outrĂ© and the occult, he has no desire to be involved in scandal or criminal activities, both of which the investigators are likely to find themselves involved in. Rounding out this short series of articles are some notes on the Yellow Sign and The King in Yellow, yet more support for the scenarios that follow in Tales of the Crescent City. 

The support is certainly required in the case of said notes on the Yellow Sign, since the septet of scenarios is bookended by appearances of the Yellow Sign and The King in Yellow. The first of these is a reprint and update of Kevin Ross’ classic ‘Tell me, have You Seen the Yellow Sign?’ originally published in Chaosium’s long out of print The Great Old Ones. Like many scenarios that deal with the Yellow Sign and The King in Yellow, at the heart of ‘Have You Seen the Yellow Sign?’ is an attempt to bring to Earth both Hastur and the city of Carcosa; thus it feels like a clichĂ©. Yet that is unfair, as arguably, ‘Tell me, have You Seen the Yellow Sign?’ set the pattern for such scenarios to come and what matters is the story built around the cultists’ plans to bring Hastur to Earth. In this case, ‘Tell me, have You Seen the Yellow Sign?’ draws the investigators into a richly portrayal of New Orleans life and culture, in particular, that of Mardi Gras. This is carnival season, a big celebration, in which it is socially acceptable to join ‘Krewes’ and participate in big masked parades.

The investigators find themselves asked by Étienne-Laurent de Marigny to investigate an occult symbol found clutched in the hand of a recently deceased reporter. The police think it was suicide, but his editor thinks otherwise, especially after the reporter told him that he believed that one of the krewes he was writing about was involved in the occult. De Marigny does not have the time to investigate, which is where the player characters come in. Experienced Call of Cthulhu players will recognise the symbol, but they will enjoy both the investigation into the reporter’s death and into identifying the symbol. Both will take the investigators to the heights of the city’s high society and deep into the sodden wilderness. As the investigators draw ever closer to identifying the symbol, the symbol seems to draw closer to them and the city… This is a richly detailed scenario, with lots of investigation and atmosphere with a pleasingly personal element to the story.

As the title of C. Michael Hurst’s ‘Bloodlines’ suggests, this is a scenario about questionable parentage and the degeneration of the species, classic Lovecratian themes both. The investigators are hired by a researcher to confirm the lineage and wealth of his employer’s fiancĂ©e—what the researcher has learned threatens what is his only source of income. By the time they go to meet him, the researcher is dead and his mother begs them to continue the task lest she be made destitute. How did the researcher come to die and did it have anything to do with the family history of Cora DeCroix? Once again, this takes the investigators from the heights of society to swamps beyond the city, though the society is somewhat dissolute… In comparison with the previous scenario, ‘Bloodlines’ is a more restrained affair, the Mythos not as intentionally malign in nature, and morally, more grey than black and white. Indeed, distinguishing the villains of the piece may leave the investigators with a dilemma on their hands. That said, the Egyptian-themed Great Old One feels a little out of place in the city and almost incidental to the plot, although its use explains the supposed ‘monsters’ of the piece, plus of course, it has been used in other scenarios.

By coincidence, the third scenario, ‘Needles’, also has an Egyptian theme. By Daniel Harms, it also begins with the investigators coming to the aid of someone else, though not at his request. Instead, they respond to a scream in the night to discover a local doctor in deadly peril from a trio of dark, surgically masked men. Coming to his aid, they will soon learn that the doctor is a wanted man, but by whom lies at the heart of the scenario. This is not a scenario for anyone suffering from Trypophobia, and makes an interesting use of Glaaki, even though that Great Old One does not make an appearance. The scenario very much has a pulp sensibility, which makes it quite a lot of fun especially in its ‘house of horrors’ denouement, but this also means that some of the cult’s motivation is underwritten rather than being fully developed as it should be. At its heart though is the Mythos fuelled interpretation of the ‘Night Doctors’ of both African American and New Orleans folklore, an aspect that may not necessarily come to the fore as much as it should—unless the investigators have contacts with the Black community of the Crescent City or one of their number is Black.

Almost as if one theme is being carried over from one scenario to the next, there is a medical aspect to Stuart Boon’s ‘The Quickening Spiral’ in which the investigators must race against the clock to prevent a deadly contagion known as Red River Fever from overwhelming first New Orleans, then Louisiana, and beyond! The investigators are asked to look into the possibility that it might have been caused by something unnatural—could it be the result of a Voodoo curse? What is curious about this scenario is that its human plot—a heady mix of small ‘conspiracies’, Voodoo, and revenge—is very much more pulpy than the almost incidental Mythos plot. Nevertheless, this is a pacier affair the presents a potential threat to the world on a relatively small scale.

Oscar Rios’ own contribution to Tales of the Crescent City is ‘Song and Dance’ and concerns the effect of the subversion and its effect by one god of another. The first is the Great Old One is Y’Golonac, who subverts not other figures of the Mythos, but figures from a real world mythology. This is a big audacious piece, assured in its aims, but one that might be seen to veer away from the Mythos in its use of real world mythology figures and perhaps in its tone as the ending feels more like that of a James Bond movie as the investigators have to stage a rescue from the villain of the piece’s lair. Set in 1925, it opens with a wave of depression that sweeps the world, driving artists and performers into depression and then suicide, but then the reverse happens—mania!  This manifests at yet another of New Orleans’ great celebrations, at which the investigators are present, but it works all the better if they become more intimately involved and one of their number be an affected artist. The downside to the mania is not just debilitating, but drives its sufferers to the grave giving the scenario a desperate deadline. To be fair, there is relatively little plot to ‘Song and Dance’, but it oozes atmosphere and at times menace. 

The penultimate adventure in Tales of the Crescent City is Jeff Moeller’s ‘Five Lights at the Crossroads’, which is a much slighter affair then the other six in the anthology. It begins with the investigators’ discovery of the body of a well-dressed black man, seemingly crushed where he lies. If the investigators do the decent thing and go and tell his employer about his death, he is nowhere to be found and his other servants are oddly evasive. Where is he and how did his servant come to die under such odd circumstances? Unfortunately, whilst the scenario does involve a decent amount of investigative legwork to get to its climatic confrontation, at its heart it does something that may frustrate the players—keep them from their quarry until it is all but too late. Given the grave, not to say, deadly consequences of their failure, their efforts may seem out of all proportion to said consequences… Nevertheless, the scenario can be said to be about gathering the clues and information enough to get to its confrontation. It is disappointing though, and the least interesting scenario in the anthology especially given that the author has written better scenarios. 

Rounding out the scenarios is the other bookend to ‘Tell me, have you seen the Yellow Sign?’. Again written by Kevin Ross, ‘Asylum: The Return of the Yellow Sign’ is a sequel of sorts that takes place two years after ‘Have you seen the Yellow Sign?’ and notes are included to that end. Much like in the previous ‘The Light at the Crossroads’, the investigators will find themselves chasing after someone, in this case the strangely pallid figure who gate-crashed the high class soiree, the Disabled Veterans Benefit Ball and confronted swell about town, Alan Leroy. What did the stranger want with the charismatic young man who fled in the turbulent aftermath of the confrontation? As the investigators look for clues, they will also find themselves on Leroy’s trail and as their efforts progress, not only will the stranger come to them, but New Orleans begins to fall—perhaps once again?—under a curious madness…

This is a less heavily plotted affair than the earlier ‘Tell me, have you seen the Yellow Sign?’. It is potentially no less atmospheric, for it is expected that the Keeper build much of the minor, though no less weird or creepy, details around the investigators’ efforts. At its heart the investigators are caught up in the effort by the infamous play, The King in Yellow, to reassert its inevitability. Of course, the outcome of ‘Asylum: The Return of the Yellow Sign’ is not necessarily inevitable, but attempting to achieve any other outcome presents a difficult challenge. Overall, despite it needing careful handling upon the part of the Keeper, ‘Asylum: The Return of the Yellow Sign’ is an excellent scenario that brings Tales of the Crescent City to mature and malign climax.

Physically, Tales of the Crescent City is well presented. The layout is clean and very readable, whilst the book is solidly edited. If there is a downside to the book’s look, it is that the art is perhaps a little too cartoon-like in places. Elsewhere the art is well done, as is the cartography.

Undoubtedly, the material supporting the septet of scenarios in Tales of the Crescent City is excellent given the relatively few pages devoted to the setting. Unfortunately, as a whole, the scenarios are not excellent, being uneven in tone and plot, perhaps even flat in feel in the one case. The septet does have a pulp feel, especially the middle scenarios—and they also have another weakness. As much as the scenarios in Tales from the Crescent City present a broad swathe of challenges and foes to contend with and investigate, what it does not do is present much in the way of depth. It dwells too much upon high society and its mores as well as Voodoo and Mardi Gras, and so never gives the investigators the opportunity to explore a fleshed out view of the city. Nevertheless, the addition of notes in each of the scenarios to help turn the seven into a loose campaign set within the Big Easy are a very welcome addition.

Uneven in places, Tales of the Crescent City does a fine job of presenting the public face of New Orleans and the insidious influences that lurk behind the joyously bravura façade. It brings back a classic scenario and gives it a much deserved sequel—could there be a sequel to make ‘Tell me, have you seen the Yellow Sign?’ and ‘Asylum: The Return of the Yellow Sign’ part of a trilogy? Perhaps in a second volume of scenarios set in New Orleans, one that delves deeper into its secrets and themes…? Tales of the Crescent City: Adventures in Jazz Era New Orleans is a solid anthology that shows Golden Goblin Press' books are getting better and better.
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Posted in Call of Cthulhu, Cthulhu, Golden Goblin Press, Historical, Horror, Lovecraftian Horror, Miskatonic River Press, Oscar Rios | No comments

Tuesday, 27 May 2014

An Esteren Primer

Posted on 14:09 by Anthony Carold
Shadows of Esteren 0-Prologue provided us with an introduction to the French RPG, Les Ombres d'Esteren or Shadows of Esteren, published by Agate RPG. In its few pages we first learned about the setting of this low, dark fantasy RPG—the Tri-Kazel peninsula, populated by the descendants of the same tribes that have long since coalesced into three countries and begun to follow their own paths. Tol-Kaer adheres to the old tribal ways and the Demorthèn spiritual cults; missionaries from the Great Theocracy from the rest of the continent to the north have converted Gwidre to the Temple of the One God and adopted feudalism; whilst Reizh, fascinated by the machines and ‘toys’ of the Confederation, has taken up the science of Magience, developing and creating devices powered by ‘Flux’, an energy derived from matter itself, though not without its cost to the environment and land itself.

Although the peoples of this an isolated and hilly, heavily-forested spit of land are divided by nation and by ideologies and traditions, what binds them together is a fear of the Feondas, an enemy that the Demorthèn consider to be the expression of death and destruction unleashed by chaotic nature spirits; the Temple see as demons; and the Magientists regard as a natural predators to be neutralised. The exact nature of Feondas remains undetermined, but all fear their predations and what their corrupting influence might turn human nature to… It is this, combined with the facts that the rules for Shadows of Esteren do not quantify or necessarily stats for the Feondas, that the rules include a solid Sanity mechanic, and that the rules possess a certain brutalism have led some to describe the RPG as at least being Lovecraftian, if not actually Cthulhu Dark Ages done right.

In addition to introducing the setting of Esteren and the Tri-Kazel peninsula in particular, Shadows of Esteren 0-Prologue also provided the Game Leader and his players with everything necessary to start playing Shadows of Esteren. That included an explanation of the RPG’s mechanics as well as a sextet of pre-generated player characters and ‘Omens’, three complete, ready-to-play adventures. The trilogy is essentially the prologue to the game’s overarching campaign as well as an introduction to its themes of tradition versus progress, of fear of the unknown, and having to come to face to face with your own fears and faults.

What Shadows of Esteren 0-Prologue did not include was an expanded exploration of the setting, rules for character creation, rules for any of the setting’s magics and sciences, or indeed, an explanation of what exactly the Feondas are. Indeed, we will still have to wait for the latter, for there is no such explanation in the next book in the line, Shadows of Esteren 1-Universe. It does though, give hints as to what they may be and it does include the rest—an expanded exploration of the setting, rules for character creation, rules for the setting’s magics and sciences—plus advice on running and playing Shadows of Esteren.

Shadows of Esteren 1-Universe introduces us fully to the setting of Esteren, devoting almost two thirds of its content to this description over the course of three chapters. These cover the Tri-Kazel peninsula—its geography, history, peoples and their attitudes, its would-be capital city, Osta-Baille, the three nations that dominate it, Gwidre, Reizh, and Taol-Kaer; the lifestyles of its peoples—habits and customs, crafts and foods, architecture, societies, mercantile practices, and its arts; and its factions—the Demorthèn, the Temple, the Magientists, the Varigals, and the Hilderin Knights. The last of these three chapters is rounded out with a page or two of rumours. All of this information is presented in a series of letters, journals, and reports, as well as sections of fiction, and is full of detail and colour. For example, on Tri-Kazel’s south-east coast, the beaches are flat and wide enough that it is common enough to travel their length by sail wagon; that the Bent Tree, an inn in Reizh built inside the trunk of a slumped, giant sequoia tree, serves alcohol sparsely lest its clientele suffer a terrible fall over its raised floors; and that the tenets of the Temple revere austerity to the extent that its worshippers value snow and the cold as signs of purity!

For players and their characters, the sections on the factions of Tri-Kazel will be of particular interest as they provide patrons, enemies, rivals, and inspiration. The Demorthèn, the Temple, and the Magientists receive the most pages each, while the Varigals and the Hilderin Knights receive fewer. Of these, the Demorthèn embrace nature and value balance, learning and guarding the secrets of the deep woods of the peninsula, and are capable of mastering the ancestral art of Sigil Rann and thus command the powers of nature through the Ogham Stones—Air, Water, Vegetal, Life, Animal, Fire, and Earth. Together with the Varigals, travellers and messengers who spread news and stories via the secret ways each apprentice learns, the Demorthèn impart much of Shadows of Esteren’s Celtic feel. The Temple worships and proselytizes the One, organised into six orders, adhering to six ordinances and six daily prayers, and worshiping in and building hexagonal buildings. Through prayer and chanting, the devout of the Temple may learn to invoke miracles that can castigate, protect, bring down divine wrath, induce faith with stanzas, and even miraculously heal. Magientists build and operate devices and artefacts, searching for and extracting Flux from mineral, flora, and fauna. This takes time and effort, but they think it worth it in the name of progress. Lastly, the Hilderin Knights is an independent order dedicated to destroying Feondas. They and the Temple invoke parallels of the Crusades, just as the Magientists lend the setting the feel of the Age of Enlightenment, although one with a steampunk-like sensibility.

Like Shadows of Esteren 0-Prologue, six pre-generated characters are given in Shadows of Esteren 1-Universe. The six, which include a male Varigal, a male warrior, a female Demorthèn, a male Theologian of the Temple, a male Magientist, and a female Bard, are different to those given in Shadows of Esteren 0-Prologue. They are written as a group and are included as samples, as inspiration, and as ready-to-play characters. Indeed, it would be possible to play through the ‘Omens’ trilogy from Shadows of Esteren 0-Prologue using these characters, or those created using the rules in Shadows of Esteren 1-Universe.

Character generation in Shadows of Esteren involves selecting the character’s ethnicity, profession, birthplace, and social class before assigning to various factors. First to the core traits of a character’s personality or the five Ways—the Way of Combativeness, the Way of Creativity, the Way of Empathy, the Way of Reason, and the Way of Conviction. They are not attributes as such, but ‘ways’ of thinking and acting to which ratings of one, two, three, four, and five are assigned. Each Way possesses Qualities and Flaws—positive and negative Traits, so for example, possible Qualities and Flaws for the Way of Combativeness include assertive, optimistic, brash, and stubborn if high a high value, but calm, level-headed, pessimistic, and sad if a low value. A character needs to choose two Traits—one Quality, one Flaw—attached to his Ways.

Choice of Profession grants a character a primary Domain and a secondary Domain. Each represents a broad skill, such as Craft, Close Combat, Erudition, Magience, Prayer, or Science, and is valued between 1 and 5. For example, the primary Domain for a Knight is Close Combat, the secondary Domain either Relation or Travel. Beyond a Domain value of five, a character must specialise in one or more Disciplines, each of which is valued between six and fifteen. Thus a character might have a Domain of Close Combat 5 and a Discipline of Axe 9, meaning that his rating with a knife would be 5 and 14 with his Axe. A character also receives levels in other Domains, these based on other pursuits as well as birthplace and social class.

All characters start between the ages of sixteen and twenty, but can be older. This grants them bonus Domain levels, but will also give them Setbacks, randomly rolled events that have a negative effect on the character. Every character receives one hundred Experience Points to further develop his Ways, Domains, and Disciplines. He can also select Advantages and Disadvantages, though there are relatively few of these in the game. There is also a wide range of derived statistics to work out before play begins.

Our sample character is Alane, the younger son of a wealthy Reizh merchant who was enrolled at university to study Magience. Traumatised as a child by the fire that killed his mother, Alane grew from an introverted and bookish boy to a studious man who relished every chance to learn and works hard to be personable. His father wanted Alane to enter the family business, but his tutor persuaded his father of his son’s scholastic brilliance and suggested that he take the examinations to enter university. These he passed with ease and for the next few years he engrossed himself in his studies, progressing at a prodigious rate, often finding himself distracted because he was outpacing his fellow students. Becoming bored he began to read other books and scrolls on a variety of other subjects—this eventually would be his downfall.

Since he found the study of Magience relatively unchallenging and he found other subjects to fill his time and intellect. Thus he discovered Occultism and became obsessed with it to the point that although he passed his final examinations, it was not with the distinctions expected of him. Without these, Alane found himself posted to more mundane tasks that he found unchallenging and eventually boring until he drifted off into studying Occultism. The Council of Baldh-Ruoch has no idea where to send him and so he went back to his family, but there he found no welcome. Instead, he was thrown out, his father refusing to fund his studies further. 

Currently Alane tries to find work in the university libraries, but this is not quite enough to support him or the life of reading and study that he wants. He has begun doing small tasks and helping others find things, answer their questions, and solve their problems. This brings himself some funds and on occasion he can be challenged.

Alane is a sparse looking youth, slightly unkempt, with a penetrating look. His clothes have been patched again and again, but he tries his best, if only for his mother’s sake. He will undertake many tasks, each one being given his undivided attention. Physically he is less capable, even cowardly, and barely knows how to handle the dagger he carries in his belt.

Alane, Scholar & Investigator
Age: 25 Ethnicity: People of Tri-Kazel (Reizh) Social Class: Middle Class
Profession: Investigator

Ways: Combativeness: 1. Creativity: 4. Empathy: 3. Reason: 5. Conviction: 2.
Skills: Close Combat: 2. Erudition: 4. Magience: 5. Occultism: 3. Perception: 5. Relation: 2. Science: 2. Travel: 1.
Advantages: Brilliant (+2 with Magience, Occultism, & Science)
Disadvantages: Pyrophobia 
Sanity: Mental Resistance: 7. Trauma: 0.
Consciousness: 7. Instinct: 5.
Orientation: Rational. 
Combat: Attack: 3 (Dagger Damage: 3), Defense: 13 (Protection: 4). 
Speed: 4. Potential: 2.
Stamina: 10.
Survival Points: 3.

Personality
Character Traits: Ingenious/Eccentric
Latent Disorder: Obsession

Mechanically, Shadows of Esteren is simple and straightforward. Whenever a character wants to undertake an action, he rolls a ten-sided die and adds it to the total of a Way, a Domain, and a Discipline. Typically, a character will be rolling against a Threshold of 11 (Standard), 14 (Complicated), and 17 (Difficult), with characters not needing to roll if their total is higher than the Threshold. The same mechanic is used throughout Shadows of Esteren—it is simple and it is direct, working well with the combat mechanics that have the potential to be short and brutal, the Sanity system, and Shadows of Esteren’s magics. The Sanity system has the characters making rolls against a Threshold set and kept hidden by the Game Leader as is each character’s mental state in game terms. The mechanics for the Sanity system are perhaps the more complex of those found in Shadows of Esteren 1-Universe, as are those for the Demorthèn Art and the Miracles of the Temple. The systems for both present a similar and flexible means of handling the ‘magics’ of the setting, that start off with quite small effects and build up with an accompanying rise in Threshold difficulties. For example, using a Vegetal Oghamic Stone, a Demorthèn might camouflage himself in the surrounding undergrowth with a Difficult (17) Threshold for a minute, but if he succeeds at a Heroic (30) Threshold, he might even cause plants to bloom, trees to grow, and thickets to spread for miles around. Essentially the mechanic requires to the player and Game Leader to agree upon a Threshold for the desired effect rather than presenting a set of ‘spells’.

In contract, the section on Magience is something of a disappointment, primarily because of its limited focus. This is essentially on the extraction and refinement of Flux, the substance that fuels the artefacts and devices built by the Magientists. A list of common devices is included in the book, but there are no rules that allow the player character Magientist to devise and build items of his design. To be fair, there is enough here to get a campaign started involving the Magientists. Advice is given on allowing player characters to start with the Demorthèn Art and the Miracles of the Temple.

The advice for players and Game Leader alike is excellent. At the heart of said advice is that they ‘role’ with the system rather than roll it. The good news is that the system is light enough and unobtrusive enough that it supports this advice, though it does very much means that Shadows of Esteren 1-Universe is not a book for anyone new to roleplaying. Elsewhere, the advice covers character creation and play, types of player character group set-ups, and so on. The advice presented here is always straight forward and it is always useful. 

As with Shadows of Esteren 0-Prologue, the look of Shadows of Esteren 1-Universe is incredibly well done. The artwork is rich and detailed, and adds a great to the look and feel for the setting. The book is also well-written—to an extent. The problem is one of translation, Shadows of Esteren originally having been Les Ombres d'Esteren, so occasionally some oddities in terms of phrasing do slip through. More of a problem is the density of the text and its presentation. With the setting presented through in-game means through letters, reports, and so on, it becomes quite difficult to assimilate it—let alone finding any particular fact or aspect of the setting in the book. This impedes both the imparting of the setting of Esteren to his players by the Game Leader and his making use of it to write material of his own for a game or a campaign. In this it does not help that the book is very much organised to keep its setting material and its mechanics very much apart from each other, so often there is not the immediate correlation between the two.

If you have seen Shadows of Esteren 0-Prologue and liked it—and why not when it is available to download for free?—then Shadows of Esteren 1-Universe is your next step. Beautifully presented, it pulls you further into the rich and detailed world of Esteren and the Tri-Kazel peninsula, immersing you with detail after detail. It presents a low fantasy and grim fantasy world with just a hint of horror and the unknown—details of both will have to wait for later books—that offers quite a lot of options in terms of what can be played. There is still yet plenty of information about the setting that has not yet been given and will have to wait for later books, but Shadows of Esteren 1-Universe is an excellent introduction to its setting and mechanics that do require more attention than most fantasy RPGs.
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Posted in Agate RPG, Dark Fantasy, French RPG, Horror, Lovecraftian Horror, Low Fantasy, shadows of esteren, UK Games Expo | 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
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