Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Near Future. Show all posts
Showing posts with label Near Future. Show all posts

Friday, 18 April 2014

Tales of the Star Guard III

Posted on 10:12 by Anthony Carold
One of my favourite RPGs from 2011 is Cosmic Patrol, Catalyst Game Labs’ Science Fiction RPG inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith. It is a light storytelling RPG in which the characters are stalwart members of the Great Union’s last line of defence against a dangerous universe. As Patrolmen, members of the Cosmic Patrol, the player characters crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.

Having previously reviewed Into the Cosmos: A Cosmic Patrol Sourcebook, the first supplement for Cosmic Patrol, it only seems fair that I should also review the second, more recently released supplement. Although plenty of patrol encounters and scenarios are presented in both Cosmic Patrol and Into the Cosmos, what Cosmic Patrol is yet to present is something that fulfils its promised grandeur and scope. This void is negated by the publication of The Moon Must Be Ours! A Cosmic Patrol Campaign that pitches the men and women of the Cosmic Patrol against a threat that has been disrupting Grand Union activities for decades—making objects and people disappear, directing activities and experiments with false readings, and generally being a nuisance. Further, the Moon Men forbid anyone from landing on the Lunar surface, ever since the Rocketship EM disappeared! 

This has been done without their being seen, all through their strange powers of Dynamo-Psychism. They present a threat to humanity and the Grand Union like no other—so Director Roderick Dyson has assembled the largest flotilla of ships in the history of the Cosmic Patrol and given the order: “The Moon Must Be Ours!”

The Moon Must Be Ours! is a complete campaign that throws the player characters into the Cosmic Patrol’s operation to conquer the Moon and put an end to the Moon Men as a threat. The invasion begins disastrously—Cosmic Patrol ships suddenly vanish from the flotilla, some explode or are impaled by previously unknown and powerfully destructive weapons, whilst others career off course and crash or collide with other vessels. The upshot is that very few Patrol vessels manage to reach the Moon’s surface—much of this is described in the supplement’s opening fiction, ‘Retaking the Sky’. The player characters’ vessel is one of those few. With their rocketship having crashed, they are the Patrol’s only hope and must penetrate the labyrinth of rooms under the lunar surface to discover the secrets of the Moon Men.

Cosmic Patrol is played without a dedicated GM, instead each player takes a turn being Lead Narrator. Although the Lead Narrator needs to be fair in presenting a challenge to his fellow players, what it means is that the players are all playing against the game rather than the game as presented by a GM. The Moon Must Be Ours!  pushes this aspect further in presenting a ‘Choose Your Adventure Path’ scenario that the players plays together. In comparison to The Warlock of Firetop Mountain or the more recent Blood of the Zombies, the locations and paragraph entries are few in number, consisting primarily of forty-two rooms that are played one after another, even in linear fashion—depending on the difficulty setting that the group decides to play the campaign at.

Each room consists of a two-page spread that contains Objectives, Cues, Tags, and Exits, as well as Opening Narration, Room Description, and Enemies and Obstacles. Each room gives seven or eight exists divided between the difficulty settings. Typically three each for an Easy setting, two for Normal and Hard settings, but just the one for the Insane setting. The latter because the players have no choice in what room they choose next—it must be the next room in sequential order, from one to forty-two. In order to complete The Moon Must Be Ours! at Easy difficulty, the group needs to overcome nine or ten rooms, thirteen or fourteen at Normal difficulty, and twenty-two at Hard. The idea is that once a group has completed The Moon Must Be Ours! at one difficulty, it should then try and play it again at a higher difficulty. Again, another aspect of the campaign that feels like a ‘Choose Your Adventure Path’ scenario.

A Room Tracker is provided so that no room is repeated. Also included are sample hero character dossiers and dossiers for the campaign’s villains, advice for the Lead Narrators—particularly on handling character death, and plot twists. Tables give random Dynamo-Psychism powers and random adversary creation, the latter including what is probably the best gun in Science Fiction—the Godwinization Ray. Its effect? It makes the affected target irrelevant! (If a player character, then he is Knocked Out for the length of his player’s next stint as Lead narrator). Many of the villains presented in The Moon Must Be Ours! veer towards to the weird and wacky, including an incredibly silly villain towards the end…

The Moon Must Be Ours! is well presented. It is not as liberally illustrated as previous books, but that is primarily because the book consists of rooms and these are not illustrated in Cosmic Patrol. The campaign itself, is probably too combat orientated, so the rules and suggestions for character death are likely to be necessary.

The Moon Must Be Ours! A Cosmic Patrol Campaign presents the chance to delve back into the history of the Grand Union. It possesses a slightly creepy, almost Lovecraftian sense of the unknown that might be difficult to maintain with multiple Lead Narrators, whereas its joyous embrace of 1950s retro-futurism will be easier to keep up. Above all, it provides a Cosmic Patrol crew with a big adventure, mysteries to be solved, and the chance to be heroic.
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Posted in Catalyst Game Labs, Golden Age Science Fiction, Near Future, Nostalgia, Pulp, Science Fiction, Space Opera | No comments

Saturday, 5 April 2014

NBC MaƱana

Posted on 12:47 by Anthony Carold
Tomorrow: an apocalyptic nightmare, published by Conquistador Games, is one of the most challenging games to be crowd-funded via Kickstarter in 2013. It is challenging in two ways. First, in its subject matter, and second, in its game play. It takes as its subject matter, the idea that humanity is in the process of killing the planet and thus ultimately, itself. The solution, as devised by the world’s great scientists and leaders, is a radical one—reduce the planet's population in order to save the Earth and the survivors. Tomorrow's game play involves the culling of humanity, 70,000,000 people at a time... At game's end the players will score points not only for the survivors they control, but also for those that they killed during the game. Such slaughter may not be to everyone's liking.

In order to conduct such slaughter, each player takes the role of a global superpower that will employ cyber warfare, and biological and nuclear weapons to whittle away at the world's inhabitants. Although it looks like a standard game of strategic global domination, Tomorrow is anything but that, and to play it as such would be at odds with the game's intent. Tomorrow is in fact a semi-cooperative game with a time limit. The players have to cooperate in order to kill the required population, but must do so before the world ends. If they fail to do so before the world ends, then everyone loses. Yet even if the players succeed in annihilating the required numbers, this does not mean that everyone has won as it might in any other cooperative game, for in the desperate future of Tomorrow, there can only be one winner, that being the player who has killed the most and has the most survivors and has thus acquired the most points of Political Capital. Tomorrow is in effect, a sort of anti-Risk.

Designed for four to six players, Tomorrow carries an a suggested minimum age of seventeen plus, which is not surprising given its subject matter. Each player is the leader of a global superpower—China, the European Union, Russia, and the USA  in a four-player game, plus the Arab Caliphate in a five player game, and India in a six-player game. Each superpower begins the game with a nuclear and military arsenal, the size varying from superpower to another. Both Russia and the USA have the largest nuclear arsenals, whilst the USA has the largest military. Each superpower has the ability to deliver these military and nuclear attacks as well as biological attacks. It can also conduct espionage missions and it also has a special ability of its own which is invariably useful and thematic.


Game Set-Up for six players.
China begins play with control of Cyberspace, which enables it to draw Strategy Cards, steal Strategy Cards from other superpowers, or dictate play order each turn, and as a ‘Closed Society’ can once per game regain control of Cyberspace if it has lost it. The European Union holds the position of ‘Secretary-General’ and determines play order each turn unless overruled by whomever controls Cyberspace. Russia suffers from ‘Desolation’, its home territory being so large that diseases caused by Biological Attacks do not spread into or out of Russia. With ‘CDC’, USA controls the Centre for Disease Control, which means that sometimes a biological attack on its home soil can be stopped. The Arab Caliphate can conduct acts of ‘Terror’, either to prevent another superpower from taking one of its actions or once per game, to sneak into a rival superpower’s virulent disease store and unleash it on that superpower’s home territory. Lastly, India possesses ‘Peaceful Oversight’, which enables it to protect minor powers it occupies more effectively. Of these special abilities, only ‘Terror’ requires a player to use it as an action—the others are all permanent effects.

At game’s start, each player receives his arsenal of military and nuclear missile tokens, a set of Action Cards, three diseases for use in Biological attacks, and his population pawns. These are set up according to the numbers on the board. Population pawns are also added to the regions of the world occupied by the minor powers—Canada, Central America, South America, North and South America, South Korea and Japan, Southeast Asia, Australia, and Oceania, again according to the numbers marked on the board. The minor powers also have their population pawns. They also have their own armies and nuclear missile tokens, though they come into play with certain Event Cards. The game’s Strategy Cards are shuffled as are the Event Cards. There is a set of Strategy Cards for each of the game’s three Threat Levels—Yellow/1, Red/2, and Black/3. Each card provides a benefit and many also provide a player with extra points of Political Capital at game’s end. For example, the Yellow/1 ‘Antidote’ Strategy card can be played to prevent a disease spreading into a territory that you control and is worth +1 Political Capital; the Red/2 ‘War Crimes’ Strategy Card is played on a superpower when it removes the final population pawn from any power to levy a penalty of -3 points of Political Capital; and the Black/3 ‘Defense in Depth’ Strategy card gives a bonus to support the defence of a minor power that is being invaded. Most Black/3 Strategy cards simply award points of Political Capital (which are somewhat lacking in flavour, but this offset by the fact that they mainly drawn once play has ended and scoring begins).

The Event Deck represents tomorrow’s news that will affect one or more of the superpowers. Each Event Card describes three events, one for each of the game’s three Threat Levels. Only one of the events on an Event Card will apply that turn, this depending on what the current Threat Level is. At Yellow/1, an Event Card gives ‘For Israel!’ which awards any superpower that nukes the Arab Caliphate with a Strategy card and a +5 Political Capital bonus; at Red/2, ‘Religious Radicals’ in India award anyone that nukes India with a +5 Political Capital bonus; and at Black/3, ‘Panicked Bloodlust’ forces everyone to launch a nuclear or biological attack that turn or be unable to act. With twelve Event Cards in the deck, there is plenty of variety here, but only nine are used to form the Event Deck in play. This Event Deck is the timing mechanism in Tomorrow. With an Event Card being drawn at the beginning of each turn, the superpowers have only nine turns before in which to deplete the world’s population or the world ends...

Lastly, the Death Marker is placed high on the Yellow/1 Threat Track, which runs parallel to the Red/2 and Black/3 Threat Tracks. As the game proceeds and the world is depopulated of Population pawns, the Death Marker is moved down the Threat Track, moving from the Yellow/1 Threat Track to the Red/2 Threat Track and then the Black/3 Threat Track. The aim is to get it right down to the bottom of the Black/3 Threat Track by game's end.

Each of the game’s nine turns consists of five phases. First, an Event Card is drawn and its effect is noted for that turn. Second, the current controller of the Cyberspace card chooses either to take a Strategy card from the current Threat Level, steal another superpower’s Strategy Card, or override the European Union’s Special Ability to determine the play order for that turn. Third, each superpower chooses two of his Action Cards that will represent what it will do that turn. Fourth, the European Union (or the superpower that controls Cyberspace) determines play order, one superpower at a time. As each superpower is revealed, it chooses either to pass or use an Action Card. Once every superpower has played or passed, they get to do it a second time in the same order. Last and fifth, all tokens are refreshed and new diseases acquired if any Biological attacks were launched.

Each turn a superpower can undertake up to two actions using its Action Cards of which it has a hand of five. The ‘Biologicals’ Action Card enables a superpower to attack a minor or major superpower with a disease such as ‘British Hugging Duckling Syndrome’ or ‘Beubonic Wrath’. Each disease will typically kill one or two Population pawns in the targeted region and usually has a chance of spreading to adjacent regions as well—Russia being the exception to the latter. Alternatively, the ‘Biologicals’ Action Card enables a superpower to gain two new diseases. The ‘Cyber’ Action Card lets a superpower attempt to wrest control of Cyberspace from the superpower that currently holds the Cyberspace card. When played, the ‘Espionage’ Action Card prevents another superpower from using either the ‘Biologicals’ or ‘Espionage’ Action Cards as well as the Arab Caliphate from using its  ‘Terror’ Action Card. The ‘Espionage’ Action Card is the only card that can be played reflexively and out of turn. The ‘Military’ Action Card is used to launch a conventional attack on a minor power such as Canada or South Korea & Japan—such attacks cannot be launched on other superpowers. Such an invasion can be countered or supported by other superpowers and temporarily exhausts the army units until the next turn. If a superpower successfully invades a minor power, it must maintain an army in the region and will be rewarded with a Strategy Card when the Death Marker moves from one Threat Track down to the next (from Yellow/1 Threat Track to the Red/2 and then the Black/3 Threat Track). A superpower can launch a nuclear attack with the ‘Nukes’ Action Card. Only China, the European Union, Russia, and the USA possess missiles that can target any region on the planet, while the Arab Caliphate and India have missiles that can only strike adjacent regions. Launching a nuclear attack has a negative effect. It only kills one Population pawn and levies a penalty of -3 Political Capital upon both the attacking superpower and the superpower in possession of the targeted region. Further, it drives up the Death Marker on the Threat Track, not down it, and nor does the attacking superpower points score points for it at game’s end. The ‘Nukes’ Action Card cannot be blocked though…


Africa, the Arab Caliphate, and European Union have suffered biological attacks.
China has invaded Canada before the USA does and declared the Canadian Communist Republic.
India has initiated a peacekeeping mission in  Australia.
When Population pawns are removed from the board, the Death Marker on the Threat Track is driven ever lower. How much by depends on where the Population pawns come from. For each Population pawn from Russia and the USA, it is moved down by three spaces, by two spaces if from China or the European Union, and by one space from anywhere else. This feels a little odd, but essentially, the value of each Population pawn represents not just  70,000,000 people, but also the impact they have on global resources.


The USA strikes back—successfully invading the Canadian Communist Republic and then Japan & South Korea.
Russia has launched two invasions. One in Central America, mostly unsuccessful due to the 
population having been devastated by a biological attack, and in the other in South-East Asia, which is much more successful.
Elsewhere, the populations of the Arab Caliphate, European Union, India, and Russia have been seriously depleted. The end of the game is near...
 Tomorrow ends after nine turns have been played. If by this time the superpowers have failed to drive the Death Marker down to the end of the Threat Track, then the world ends and nobody wins. If they have, then each superpower adds up the Political Capital to be gained from the Population it still has, the Population it killed, any Strategy or Event Cards, and then deducts points from the devastating effect of nuclear attacks. The superpower that comes out of the depopulation campaign with the Political Capital is the winner.


End Game. 
China has driven the USA out of Japan & South Korea—and launched a nuclear strike on Russia.
The Middle East, Central Asia, and northern India have been devastated.
The game was not a loss
—sufficient numbers of the population were annihilated. 

Despite having suffered a nuclear strike, Russia won.
Physically, Tomorrow is a beautiful game, sober and austere, with the look of an actual global threat assessment map like that found in the film Doctor Strangelove. The Population pawns are solid pieces of coloured wood, the cardboard tokens are thick and colourful, and the cards are easy to read and understand. The Kickstarter.com version of the game may include wooden tokens for the armies in the form of tanks and thick and heavy mushroom clouds for the nuclear missiles. Although not necessary to play, they add much to the theme of Tomorrow. The good news is that these wooden pieces are now available from the publisher. The rules themselves need a good read through as although the game is actually much simple than it looks, there are one or two little elements that can be lost when first playing. Some advice is given alongside the rules, necessary because essentially the theme of the game is at odds with the look and style of the game. 

Throughout the rulebook, one piece of advice is given again and again—‘Negotiate!’ Tomorrow is a cooperative game and the players have to work together if there is the chance that one of them will win, but that said there is no means or a mechanic in the game that would prevent a player from working against this aim. If a player wanted everyone to lose, then he could certainly cause that to happen. This may well be the game’s Achilles’ heel. Nevertheless, the players really should work together if they are not to lose, and there are plenty of opportunities to bargain throughout the game. In support of, or against, a ‘Military’ Action Card, on whom to use an ‘Espionage’ Action Card, and where to target a ‘Biologicals’ Action Card for example. Throughout, agreements and promises can be made between the superpowers, but these do not have to be adhered to, but such betrayal may lead to repercussions…

One advantage of negotiating is that it can offset each superpower’s disadvantages. For example, the Arab Caliphate is relatively weak, has a small military, and its nuclear missiles are few in number and of limited range. It has the ‘Terror’ Action Card though, which is a powerful threat as it can limit the actions of another superpower. Promising to direct the ‘Terror’ Action Card elsewhere may redirect the attention of an superpower that might otherwise attack the Arab Caliphate. Similarly, whilst Russia and the USA possess the largest nuclear arsenal, there is almost no point in actually using them—the penalty in terms of Political Capital and the fact that their use drives the Death Marker up the Threat Track not down, should be deterrent enough. This does not discount their use as a big stick with which to police the depopulation of the world, that is a deterrent. Such negotiation should of course be accompanied by plenty of ‘table talk’—preferably in character!

Similarly, each player needs to learn how to use effectively each superpower’s Special Ability. For example, both China with its control of Cyberspace, and India with its ‘Peaceful Oversight’, both grant the means to gain Strategy Cards which will give them advantages or Political Capital. Both Russia and the USA possess defensive Special Abilities, whilst the Arab Caliphate can use the ‘Terror’ Action Card to deny another superpower an action each turn, and the European Union can control play order and that can also be negotiated for!

So what of Tomorrow's subject matter? Is it really as controversial as the outcry suggests? Arguably it does call for the players to cooperate in committing mass genocide, but this is simulated genocide after all. Further, is this subject matter as bad as that of many other games, whether that is the death and pillage at the heart of Dungeons & Dragons, the forced labour of the plantation workers in Puerto Rico, or the grisly combat of Advanced Squad Leader? Arguably, it is not as controversial because it is asking players to do no more than they might in any other game. The controversy comes in Tomorrow being explicit about about its subject matter, in being upfront about what the players are expected to do, in making it the point of the game rather than the ‘side effect’ of winning...

Tomorrow is a beautifully presented game with engaging theme aplenty that should drive the game’s table talk. Whether or not a playing group will enjoy Tomorrow will depend upon how they take to that theme. The gameplay is relatively simple, but there are nuances in the design that run counter to the atypical global-political game and such nuances will vary between the superpowers and their Special Abilities. These do provide the game with some replay value, but in the long term, Tomorrow: an apocalyptic nightmare may not outlive its nouveau notoriety despite it being an interesting design and an interesting idea.

[Photographs courtesy of Debbie Leung. Thanks to attendees of Afternoon Play for helping me test out Tomorrow: an apocalyptic nightmare as preparation for this review.]
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Posted in Board Game, Conquistador Games, It's a Dave Game, Near Future, Risk, Strategy Game | No comments

Monday, 3 March 2014

Tales of the Star Guard II

Posted on 09:36 by Anthony Carold
One of my favourite RPGs from 2011 is Cosmic Patrol, Catalyst Game Labs’ Science Fiction RPG inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith. It is a light storytelling RPG in which the characters are stalwart members of the Great Union’s last line of defence against a dangerous universe. As Patrolmen, members of the Cosmic Patrol, the player characters crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.

The first supplement for Cosmic Patrol is Into the Cosmos: A Cosmic Patrol Sourcebook. As befits a first supplement, it is a companion volume to the core rules. It adds further detail to the setting of Cosmic Patrol, presenting further threats and rumours, a guide to the rocket ships and other vessels to be found in the Great Union and beyond, detailed dossiers to support many of the threats, and almost two dozen Mission Briefs—enough to keep a Cosmic Patrol campaign going for session after session. As with the core rules, Into the Cosmos is presented as a small red handbook, lightly illustrated with solid line art. Unlike the core rules, Into the Cosmos has much more the feel of being a roleplaying game supplement and less of the feel being the Cosmic Patrol handbook.

It opens with ‘When in Doubt, Doubt’, a short piece of fiction about a Cosmic Patrol Intelligence Service agent infiltrating a Hakhaze base. A solid little tale, it throws a different light on Cosmic Patrol operations, one that is borne of necessity give the realities of the situation out in the Deep Black. It introduces a new race, the Hakhaze, which is one of the new races detailed in Into the Cosmos’ Gazetteer. The Hakhaze are a humanoid symbiotic species consisting of a reptile with a fungoid outer shell, which like many species the Great Union has encountered, is extremely warlike. Others include the mysterious Ro-Men, who not only capture other intelligent species, they also make them wear helmets that both make them slaves and dissolve their skulls! The Gazetteer also discusses the uses and dangers of the Fractum Drive which powers all Great Union interstellar rockets, what might be out there in the galaxy, the exploration of the jungle world that is Neptune, the Cat People of Annora, the Great Union’s manufactory behind Mercury, and an update about the Automen on Venus. All in all, it is an eclectic mix, but each of these little essays is informative and adds interesting detail to the Cosmic Patrol setting. Many are of them are further supported by the Dossiers section, which include Hakhaze, Ro-Men, Neptunian Frog Men, escaped Robots, and more, all written up and ready to bring to a game.

Of the eight vessels described in Into the Cosmos, three are particularly suitable for use by the player characters in Cosmic Patrol. They include the three-man Patrol Cutter, the twenty-five man Patrol Cruiser, and the one-man Intel Rocketship, the latter introduced earlier in ‘When in Doubt, Doubt’. Deck plans are given for each, but given the genre, it seems disappointing that the decks are horizontal along the length of each ship, rather than organised deck by deck vertically down the ship. This also means that these rocketships land on their bellies rather than on their tails, which would seem more in keeping with the genre. Other ships described include an Eiger Empire Attack Saucer, an Uth Hive, a Pirate Rocketship, and a Ro-Men Spereship.

Rounding out Into the Cosmos is a collection of twenty-three missions. Each consists of a narrative introduction, setting details, the scenes, plus a listing of its Objectives, Clues, and Tags. They begin with ‘Vo’s Fractum Cat’ in which the crew of Patrol Ship must go to the rescue of vessel with malfunctioning experimental equipment and ‘The Great Green Blight’ in which they must find out why the wary Frogmen of Neptune have turned aggressive. Other Mission Briefs will find the crew making mail runs, surveying asteroids, investigating both Eiger and Uth activity, going after pirates, going to dinner, and more. The almost two dozen run the gamut of genre clichĆ©s, but this should not be held against them. After all, certain clichĆ©s are part of the genre, and anyway, it is what the players and their characters do with them in the course of play that matters.

Despite it being a little book, just one-hundred-and-thirty-eight pages long, Into the Cosmos could do with an index. Finding things can be difficult. Another issue is the cost—it is not an inexpensive book. Nevertheless, Into the Cosmos provides excellent support for any group’s Cosmic Patrol game. Not just the Mission Briefs, which provide immediate support, but cues and inspirations aplenty with the support material.
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Posted in Catalyst Game Labs, Golden Age Science Fiction, Near Future, Nostalgia, Pulp, RPG, Science Fiction, Space Opera | No comments

Monday, 26 August 2013

Triple Ripple Yellow

Posted on 12:08 by Anthony Carold
Since 2003, the Miskatonic University Library Association series of monographs has been Chaosium, Inc.’s way of making other works available to players of both Call of Cthulhu and Basic RolePlay. Bar the printing, each monograph’s author is responsible for the writing, the editing, and the layout, so far the quality of entries in the series have varied widely and has led to some dreadful releases. Fortunately, Ripples from Carcosa: Confronting Hastur Across Time and Space is far from dreadful in terms of both editing and layout, or indeed storytelling and writing.

Ripples from Carcosa dates from 2005 and is Oscar Rios’ first campaign. As its title and subtitle suggests it presents a campaign against a single threat not in single era, but several. More specifically three eras, each of which at the time of publication were supported by Chaosium’s Call of Cthulhu, though not so currently. They include the Ancient Rome of CthulhuInvictus, then a fellow Monograph; the Dark Ages of Cthulhu Dark Ages, only recently translated from the German version; and End Time: Call of Cthulhu Roleplaying At The World's End, a Monograph that detailed a near future in which mankind has fled the Earth as the stars have come right. As of 2013, Cthulhu Invictus is in print as a full book available at your local friendly, gaming store and indeed would be the setting for Rios’ well-received campaign from Miskatonic River Press, The Legacy of Arrius Lurco. Of the other two supplements, Cthulhu Dark Ages remains out of print and End Time is still only available as a Monograph. Fortunately, none of these three supplements are absolutely necessary to running any of the scenarios in Ripples from Carcosa.

The trilogy opens with ‘Adventus Regis’ or “Arrival of the King” in which various Roman citizens have come to Vestalanium to undertake a vacation, some with their children. Treated to every luxury, the highlight of their week’s stay is sure to be the performance of a new play, the first in five years by the famed playwright, Livius Carbo. The town is rife with rumours about the play, which will be staged at the town’s arena the following night and the characters will see the following night. Worse everyone seems on edge, but perhaps once the play has been performed, tensions will lessen? The scenario consists of relatively little investigation, initially there is little for the characters to discover and little for them to put together. Instead, everything is revealed in a bloody climax of madness, mayhem, and murder that interestingly sees the characters coming to the aftermath of a Mythos summoning.

It continues with ‘Herald to the Yellow King’, which is set in the kingdom of Shereborne in Wessex during the Dark Ages. Ten years ago, Lord Boniface made a promise to Wessex’s oldest man not to cut down an ancient oak, but now that has happened and as part of his household, Lord Boniface tasks the characters to ride out to Derek’s Holding and offer an apology upon his behalf. Setting out in the last few days before the Yule festival, what the characters find is a village in disarray, a scene of madness. As the weather draws in, they are sent out again and again in search of answers to what happened in Derek’s Holding, but what they find is more madness, more mayhem, and more murder. As the season draws in, they must return to Lord Boniface’s castle where they find that the answers they seek have arrived before them.

The last scenario in Ripples in Carcosa is ‘Heir to Carcosa’ which takes place in The United Colonial Coalition Asteroid Colonies in 2147. There, four asteroids are home to a secret alliance between humans, Elder Things, and the Great Race of Yith, trying to remain hidden from both an Earth abandoned following the rise of R’lyeh in 2045 and the remnants of mankind on Mars. The characters are the crew of the UCC Gladius, an armed vessel tasked undertaking various missions and with keeping the existence of the colonies a secret. Via a trade with the Mi-go, they learn of another vessel operating near the colonies. The crew is ordered to intercept the ship, disable and board it in order to learn what the crew knows and then repair the ship for UCC use. Repairing the ship and determining the crew’s objective involves an interesting trip into the past.

In addition to the three scenarios, Ripples from Carcosa includes an examination of Hastur, the King in Yellow, and the play of the same name. Initially it only compiles what has been seen before, bearing in mind that this Monograph was published in 2005 and the Great Old, his avatar, and The King in Yellow have been revisited several times since. It expands upon this in supplementary chapters by examining the worship of Hastur in both the Roman Empire and the Dark Ages, including several adventure seeds also. Instead of presenting the worship of Hastur in the period of the End Time, the supplement instead presents enough background to run ‘Heir to Carcosa’ without recourse to owning the End TimeMonograph. That said, all three scenarios could be run without reference being made to their setting sourcebooks.

Each scenario in Ripples from Carcosa comes with a set of six pre-generated investigators, and whilst they can be used to play each of the scenarios as a one-shot, they are fundamental to playing the trilogy as a campaign. Variations upon each of the six characters appear in three scenarios and exposure to the Mythos of Hastur allows an investigator to recall dimly the events of a previous scenario to gain insight as to his current predicament. Whilst it would be possible for the Keeper to add further scenarios, these three – and it has to be three with Hastur! Hastur! Hastur! – do intentionally take place a millennium apart and the Keeper would have to develop the characters in each case.

Physically, Ripples from Carcosa is well produced. If the artwork is perhaps a little scrappy, there is at least some effort made to give the book a little style, and there is evidence of some editing. It feels cramped in places, especially the investigator sheets for each scenario.

Campaigns through time and using the reincarnation concept to provide continuity between eras have been done since the release of Ripples from Carcosa, most notably the Dungeons & Dragons influenced Red Eye of Azathoth from Open Design, but arguably Ripples from Carcosa was the first. The three scenarios here show a progressive spiral into madness that are the hallmarks of Hastur’s influences as well as what has become the author’s trademark avoidance of Call of Cthulhu’straditional investigative methods. As a campaign, Ripples from Carcosa is far from a traditional Call of Cthulhu campaign – it dispenses with the onionskin format and there is no climax to the campaign, instead has the characters face the same threat, or rather variations upon it, again and again. In a sense this is unsatisfying for both the players and the Keeper because of this, but each scenario in Ripples from Carcosa is satisfying enough to stand on its own. Together though, they impart a sense of continuing despair across the ages as Ripples from Carcosa: Confronting Hastur Across Time and Space.
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Posted in Ancient History, Ancient Rome, Call of Cthulhu, Chaosium, Cthulhu, Cthulhu Invictus, Historical, Lovecraftian Horror, Medieval, Modiphius Press, Monograph, Near Future | No comments

Saturday, 7 April 2012

Are you Loyal?

Posted on 07:18 by Anthony Carold

This last weekend I was lucky enough to try two games, both of which are semi co-operative. The first was Locke & Key: The Game, Cryptozoic Entertainment’s card game based on the Locke & Key comic book series written by author, Joe Hill. The other was The Resistance: A Game of Secret Identities, Deduction, and Deception, a social game for larger groups published by Indie Boards and Cards. That I played it twice in an afternoon of trying little games is indicative of which one of the two that I preferred. This though, will not stop me returning to review Locke & Key: The Game at some point.

The Resistance is a game of deduction set in the near future when a group of resistance fighters have banded together to bring down a powerful, but corrupt government. Members of the resistance believe that if they are to succeed, the Empire must fall. They are nearing that final objective, and need only to strike at five key bases. If three of these bases can be taken, Imperial strength will be broken, the people will be freed, and the Empire will collapse. Unfortunately for the members of the resistance, the Empire has infiltrated the subversive organisation with spies ready to sabotage the resistance’s efforts. It only takes one spy to pass information to his government masters and prevent one of the resistance’s missions from succeeding. Although the resistance suspects that one or more of its members are spies in the employ of the government, it does not know the true allegiance of every one of its members. So any leader sending members of the resistance out on a mission will have to choose carefully, and learn from the success or failure of the mission as to whose allegiance lies where…

Designed to be played by between five and ten participants, The Resistance shares many features with social games like Werewolf and Mafia, but in either case, it plays quicker, a game rarely lasting longer than thirty minutes, and nor it does involve players being eliminated from the game. It is also more focused, involving just the five missions. All the resistance has to do is successfully pull off three of these missions, whilst the spies need to betray three of the missions.

The game comes in a small box. Inside are several sets of cards, three sets of wooden counters, and a small card board. The cards consist of a Leader Card, plus Identity, Team, Vote, and Mission Cards. The Identity Cards determine which of the players are loyal members of the resistance and which of them are spies; the Team Cards are used to indicate which of the players are going on a mission; the Vote Cards to determine if a proposed team for a mission is acceptable; and the Mission Cards are used to determine the success or failure of a mission. The Leader Card indicates which player currently has the task of nominating the members of a Team that will go on the mission. The game’s board shows how many players of the resistance are actually spies and how many members need to go on each of the five missions. Using the counters, it also tracks the number of successful or failed missions, and the number of failed votes for the nominating a Team for a mission.

At game’s start, each player is dealt an Identity Card. On its reverse, it shows either a person wearing blue, in which case that player is a loyal member of the resistance; or it shows a person in red, which means that he is a spy working for the government. The number of spies will vary according to the number of players. It is never less than two, but in larger groups, it can be as many as three or four. A player’s Identity Card is never revealed, but before play begins, the spies reveal themselves to each other so that they can work together to undermine the efforts of the resistance. Everyone also receives a pair of Vote Cards, one for “Yes” and one for “No.”

Then the first Leader is randomly selected and given the Leader Card. It is his job to nominate the players who are going on the next mission. The number needed for each mission varies according to the number of people playing, but it always starts out at either two or three and grows. So in a five player game, the first and third missions only require two participants, but the others need three. In an eight or nine player game, the first mission needs three participants, the second and third needs four, and the fourth and fifth needs five. What this mechanic does is force the need to find the spies quickly as the requirement for more players increases the possibility that one or more spies will be included on the Team for that mission.

Once nominated, everyone gets to vote on the make-up of the Team. This is done by playing the Vote Cards, either a “Yes” or a “No” card. If the Vote passes, then the Team goes on the mission. If it fails, then the Leader Card is passed to the left and the new Leader gets to nominate the members of a Team for the current mission. If the Vote for a Team fails five times, there is too much dissent amongst the ranks of the resistance and the spies are deemed to have successfully prevented the mission from going ahead.

Should a Team be successfully Voted for, it goes on the mission. Each player on the mission now has the chance to determine its outcome. He receives two Mission Cards, one indicating a Success, the other a Failure. He will secretly play one of these two cards onto a mission pile. If he is a loyal member of the resistance, he must play a Success. If he is a spy, then he can choose to play either a Success or a Failure card. Once everyone on the mission has played a Mission Card, they are all revealed and the mission’s outcome is determined. If they are revealed to be all Success cards, then the mission has succeeded. If only one of them is a Failure Card, the mission has not been a success.

This continues until either the resistance has successfully completed three missions or the spies have successfully stopped three missions. The Resistance is as mechanically simple as that.

Yet, The Resistance is much more than this. Both sides are up against the time limit of five missions. Failure is an option in the game – certainly early on. Failure for the members of the resistance hopefully enables them to identity the spies, but failure for the spies enables them to hide their identities. Neither side can afford to fail more than twice of course… Whilst the primary means of working out who the spies are is deducing who played the Failure cards on a mission, a secondary means is by watching how the players vote for members of a Team.

In addition to the deduction, there is nothing to stop the players from accusing each other of being a spy. This can because one player has an idea that another really is a spy, or it could actually be a spy sowing dissension. In fact, table talk of this kind should be encouraged, and it really works if all of the players participate. Nor is there any reason to stick to the game’s futuristic flavour. Any conflict can be used as a source of flavour when playing The Resistance, whether that is Communist revolutionaries against the military junta of a Banana Republic or the Rebel Alliance against the Empire in Star Wars.

The Resistance is simple. It is quick. It is fun. It is easy to teach. It is a good group game, working well with gamers as well as non-gamers, both of whom will be able to grasp the rules and the theme of the game easily and quickly. The social dynamics will take a little longer, but for the most part, the participants are going to be supplying those themselves. It perhaps works best with six or seven players rather than five, or eight or more. At five players it is easier to identify the spies, whilst at eight players, it becomes harder, and the spies also need more than the one Failure to be played for each mission for it to fail. The Resistance: A Game of Secret Identities, Deduction, and Deception is an excellent social game, a good filler, and just working out who the spies are can be frustratingly fraught!

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Posted in Card Game, Deductive Game, Family Game, Indie Boards and Cards, It's a Chris game, Near Future, Social Game | No comments

Sunday, 1 January 2012

Tales of the Star Guard

Posted on 07:32 by Anthony Carold

In many reviews an RPG’s designer rarely gets a mention, and even if when he does, it invariably comes a long way into the review and even then not by name. His contribution usually gets mentioned in passing or obliquely, but for this review I am going to mention a name. Matt Heerdt. It is not a name that I have encountered before, though it has to be said that I rarely check those details, and to be honest, that is unlikely to change. Nevertheless, that name is Matt Heerdt. His design for Cosmic Patrol, the latest RPG from Catalyst GameLabs of which he is also the author, captures its genre to perfection with just seventeen words and one image. Done in a simple two tone design, the front cover looks exactly the manual that every good Cosmic Patrol cadet should have in his locker, whilst the back cover looks exactly like a recruiting poster for the Cosmic Patrol. It is also beautifully simple.

Anyway, Cosmic Patrol, of which Matt Heerdt is also the author. Thirty years ago in the Pre-Cosmic Era, the Earth was hit by the fragments of a comet that upon impact disgorged a horde of alien “lizardmen” known as the “Uth.” It took a united effort to wipe out the rampaging raiders who in their wake left not only a united Earth, but also a cache of advanced, disparate, but stolen technology. In order to both study this and protect the Earth from further cosmic threats, the united world government forms scientific space program known as the “Cosmic Patrol.” Within a decade, Cosmic Patrol expeditions to Mars and Venus discover humans on both worlds; within two decades, the governments of Earth, Mars, and Venus would agree to form a single organisation known as the Great Union; and within three decades, Cosmic Patrol rocketships, equipped with the revolutionary “Fractum Drive” would not only explore the outer reaches of our Solar System, but also far out into the cosmos itself, quickly discovering an on-going intergalactic war whose sides it cannot quite yet determine.

This is the setting for Cosmic Patrol, a story-telling RPG of “Rockets and Rayguns!” set in a retro future based on the Golden Age of science fiction. Inspired by the covers of classic science fiction pulp magazines, the works of E.E. “Doc” Smith, Harry Harrison, Robert Heinlein, and Philip Francis Nolan, and classic science fiction radio series like X Minus One and Dimension X, Cosmic Patrol with its mantra of “Rockets • Rayguns • Robots” is not the Buck Rogers RPG, but it could be. Nor is it the Flash Gordon RPG or the Tom Corbett, Space Cadet RPG, but again, it could be. As the Grand Union’s first and last line of defence against a dangerous galaxy, the players take the roles of Patrolmen of the Cosmic Patrol crewing rocketships that set out to explore the galaxy, investigating its strange phenomena, and responding to emergencies as necessary. They could be cocky, stalwart heroes from Earth; Red Amazon warriors from Mars armed with their infamous red steel axes; or high thinking Venusian scientists, but whatever their origins, they are not only members of the Grand Union, but as members of the Cosmic Patrol, they are its first line of defence against the universe.

Cosmic Patrol is played in a series of Mission Briefs, each beamed to the characters’ rocketship from Cosmic Patrol headquarters. It might be that a ship has gone missing in the asteroid belt or that a survey team is under attack on the surface of Venus, but in game terms each Misssion Brief consists of a setting and one or more scenes that present the patrolmen with a series of enemies and obstacles. Each scene is further down into a number of turns, the number of turns depending upon the number of players. This is because each player will undertake the role of the Lead Narrator once during a scene. As Lead Narrator, a player not serves as the GM and presents the NPCs and environment just as you would expect in most RPGs, he also ensures that each of the characters has a chance to act in the turn. In serving as the Lead Narrator, a player does not ignore his own Patrolman, but allows him to act, though he always goes last in a turn. This completes the turn and narration passes to the next player, who then becomes the Lead Narrator and sets the scene for the new turn.

Narration can be taken from events in previous Turns, but also from “cues,” little suggestions and descriptions that the Lead Narrator can take inspiration from. Cues are given for Mission Briefs as well as Patrolmen and NPCs of all stripes. Narration can also to an extent be co-operative in that a player can turn to his fellows if he is bereft of inspiration and ask for advice. If a player wants to grab the narration then he can spend a Plot Point, which can also be expended by a player to modify dice rolls – either way, regain health points, and of course, to add a plot twist! The role of Lead Narrator also has its own pool of Plot Points, which passes from player to player as the role does. A Lead Narrator can only spend Plot Points to aid the NPCs and add plot twists, but not to impede the Patrolmen. Players earn their Plot Points through good narration, whilst the Lead Narrator earns one whenever a player expends one.

Player character actions that require dice come in two types. A Challenge handles actions against an inanimate object, while a Test is against another person, be it another player character or an NPC. To undertake a Test or Challenge a character adds the results of a twelve-sided die, an appropriate attribute die, plus modifiers to beat a target roll determined by a twenty-sided die. The modifiers are set by the Lead Narrator. For example, “in a blizzard” (-1), “Experienced” (+1), “the right tools” (+1), “already performed a scan” (+1), and so on, which with the character below having to perform emergency field surgery on an important NPC, might give the result of D12 + Medicine D10 + modifiers of +2 against the Lead Narrator’s roll of a D20. The end result of 1 (D12) + 6 (D10) +2 versus 4 (D20) means that the character has succeeded.

Character creation involves assigning various dice types to four attributes – Brawn, Brains, Charisma, and Combat; a Special Die or a D10 to something that the character is particularly good at; and determining his Luck. The latter is not a Die type, but a number between one and twelve, which when rolled on any die during any test or challenge means that a character always succeeds. Perhaps the most difficult aspect of character generation in Cosmic Patrol is the creation of a Patrolman’s Cues, and Disposition. The first are prompts from which a player can draw inspiration when it comes to his narration, whilst the latter more describe his manner. “Doc” Mulligan only has thirteen Cues, leaving room for a player or Lead Narrator to add more. This Patrolman also has Tags, essentially descriptors that give the Lead Narrator the gist of the character were he to be used as an NPC.

REGINALD MULLIGAN/ROCKETSHIP DOCTOR
VITAL FACTORS
Name: Reginald “Doc” Mulligan Age: 29
Homeworld: Earth Rank: Doctor
Tags: > Earthman > Friendly > Curmudgeon
> Brilliant > Medicine > Manners > Scottish
Brawn: D6 Brains: D8 Charisma: D10 Combat: D8
Medicine D10 (SPECIAL) Luck: 11
Armour: 17
Health: 3/3/3/2/1
Equipment: antique Webley Revolver, Install MK. VII anatomical scanner, classic doctor’s black bag, and bottle of 13 year old single malt
Cues: Och no! I am just a country doctor; Quiet! I’m trying to think!; This thing isn’t even a sasanach – I need time to analyse it; I’ll drink to that; Yes Ma’am; There are things that an Autosurgeon will not repair; This might not be a single malt, but she’ll do; My word as a gentleman; Captain, you just can’t blow it to bits; It’s a man’s place to grumble – it proves he’s alive; As my old aunt Jenny would say…; By Jupiter’s Trojans!
Disposition: Trustworthy, Ever the Gentleman, Exasperated at the lack of scientific training in the Patrol, Cautious

The setting for Cosmic Patrol is sketched in broad detail from the inner most worlds of the Solar System to the Outer Planets and beyond into the Deep Black with its Coalsack Dead Zone, some twenty astrons in diameter; the Eiger Empire with its army of triple-eyed clones; and the rumoured meddling of the cosmic beings that the Patrol has named the Metatherions. Whilst there are mysteries and intrigues galore to be placed by the Lead Narrator and unravelled by the player Patrolmen, there is still room aplenty for those and more within the Solar System itself. To support the setting, the Lead Narrator is given an array of pre-generated characters, some of whom can be used as player characters, the rest being a set of entertaining NPCs that should keep a game going for a while. An octet of Mission Briefings of increasing difficulty is certainly more than enough to get a game and thus a season of Cosmic Patrol going. Rounding out the book is a good, though unexplored, bibliography of suggested reading and viewing.

Perhaps if Cosmic Patrol as a game has a weakness, it is that the advice for the GM or Lead Narrator is underwritten. Which in what has leanings towards being a storytelling game, does seem odd. Yet whilst those leanings are present, this is not an RPG that focuses like so many storytelling RPGs on handing the players narration rights in order to tell a particular type of story. Nor should that be taken as a criticism of that type of game. Rather, Cosmic Patrol is all about a lightness of touch that encourages the players to work together to tell of adventures of “derring do” against a backdrop of Golden Age Science Fiction. It does include suggestions as to how it could be run using a single Lead Narrator, but to be fair, the narration duties in Cosmic Patrol are far from onerous, especially given how those duties are about everyone taking responsibility for telling a good story.

As has already been pointed out, physically, Cosmic Patrol is well done. The book is cleanly laid out and the artwork thoroughly excellent. The lack of an index is irksome.

Cosmic Patrol has three paragraphs devoted to the Theremin. That is enough for me to recommend this RPG. The fact that this game made me want to read some of the fiction suggested in the bibliography is also indicative of how much I like Cosmic Patrol, despite the fact that the book I re-read after some thirty years was Robert Heinlein’s Space Cadet, which is not in the bibliography. Having re-read it, I would suggest that it should be. In truth, I have wanted a good Golden Age Science Fiction RPG for a long time. Cosmic Patrol is not that RPG – it is better. Rather Cosmic Patrol captures its genre of Golden Age Science Fiction to not just perfection; it does so with charm and gusto.

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Posted in Catalyst Game Labs, Golden Age Science Fiction, Near Future, Nostalgia, Pulp, Science Fiction, Space Opera | No comments

Saturday, 17 December 2011

Threatened Empires

Posted on 13:03 by Anthony Carold

Ruined Empires: An Adventure for Abney Park’s Airship Pirates is the first release for Abney Park’s Airship Pirates RPG Based on the Songs of “Captain” Robert Brown, Cubicle Seven Entertainment’s Steampunk, Post-Apocalypse, Pirate, and Time Travel RPG. This is a scenario in three parts designed for three to six players which can be completed in two good sessions, or three if your players like to take their time. It involves an assignment with menaces, a treasure hunt, ravenous beasts, a stylish MacGuffin, a chase, a betrayal, and more!

It opens with the player characters in the Skyloft known as “Jewel of the Skies,” Isla Aether, dining upon the best deep fried that money can buy! They are approached by an aide to the Skyloft’s dissolute governor and asked politely and pointedly if they would like to go on a treasure hunt for him. He needs funds and he has a genuine treasure map. Getting to where “X Marks the Spot” is nary a challenge, but once on the ground, the player pirates must deal with wild and hungry beasts; rival, if not potential allied treasure hunters; and the somewhat soggy nature of the site. There is a decent amount of treasure available if the characters decide to stick around and search.

Once back in the air there is opportunity for an aerial fight, but this is against a difficult foe and the inference is that they should run for it. Having returned to Isla Aether, they discover that the fortunes of the employer have been reversed and their own with it. All too quickly, they find themselves slung behind bars and having to engineer not only their escape, but also having to engineer a change of government.

Ruined Empires is for the most part a fairly straightforward adventure. The authors give advice here and there as to how to stage various scenes and give pointers as to where a GM might insert a scene or encounter of his own devising. There is also an opportunity for the GM to place in the hands of the player pirates the MacGuffin of all MacGuffins, if he has not yet done so. That given that this is the first title released as support for Airship Pirates and the supplement supporting said use of the MacGuffin of all MacGuffins is yet to be released, it well be a bit early in a campaign for the GM to introduce that…

Physically, Ruined Empires is a nice looking book. The cartography is clear and simple, and the artwork attractive. The writing is good and is more than flavoursome in places, especially when adding colour and detail to the adventure’s setting and personalities. If there is an issue with Ruined Empires, it is that its starting and ending location could have been more detailed so that a GM could have used it beyond the length of the adventure.

If all goes well, at the end of Ruined Empires the pirate characters should have added a little to their coffers and made an ally or two. Of course, it could go the other way and they be rewarded with enemies and penury for their failures. Along the way it will have further shown how the rules work and given the GM some colourful NPCs to add to his game. Whilst a book of adventures, a campaign, or some other support would have been welcome, Ruined Empires: An Adventure for Abney Park’s Airship Pirates is a solid, uncomplicated affair that should slot into most Airship Pirates campaigns.

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Posted in Action, Alternate History, Cubicle Seven, Heresy Engine, Near Future, Pirates, RPG, Scenario, Steampunk, Victoriana | No comments
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  • Survival Horror
  • swashbuckling
  • Swords and Sorcery
  • Systemless Book
  • Tea
  • Tekumel
  • Television
  • The Day After Ragnarok
  • The Design Mechanism
  • The Laundry
  • The One Ring
  • The Walking Dead
  • Thieves of Time
  • Third Eye Games
  • Ticket to Ride
  • Ticket to Ride Map Collection
  • Time Travel
  • Tolkien
  • Tony Dowler
  • TonyBoydell
  • Too Much Games
  • Tool
  • Trail of Cthulhu
  • Train Game
  • Transhuman
  • Treachery
  • Treefrog Games
  • Triple Ace Games
  • Troll Lord Games
  • TSR
  • TSR (UK)
  • two player game
  • Ubiquity system
  • UK Games Expo
  • Urban Fantasy
  • Vampires
  • Victoriana
  • Vikings
  • War Game
  • Wargame
  • Weird
  • Weird Fantasy Role-playing
  • Weird West
  • White Box Fever
  • Wild West
  • Winsome Games
  • Wizards of the Coast
  • Wolfgang Baur
  • Wordplay games
  • Worker Placement
  • World War Cthulhu
  • World War I
  • World War II
  • WotC
  • Z-Man Games
  • Zombies

Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
  • ►  2014 (68)
    • ►  December (6)
    • ►  November (6)
    • ►  October (7)
    • ►  September (4)
    • ►  August (4)
    • ►  July (6)
    • ►  June (4)
    • ►  May (6)
    • ►  April (8)
    • ►  March (9)
    • ►  February (4)
    • ►  January (4)
  • ►  2013 (56)
    • ►  December (6)
    • ►  November (8)
    • ►  October (6)
    • ►  September (6)
    • ►  August (7)
    • ►  July (5)
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    • ►  May (2)
    • ►  April (1)
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    • ►  January (5)
  • ►  2012 (62)
    • ►  December (3)
    • ►  November (7)
    • ►  October (5)
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    • ►  July (1)
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    • ►  May (6)
    • ►  April (4)
    • ►  March (6)
    • ►  February (8)
    • ►  January (7)
  • ►  2011 (7)
    • ►  December (7)
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Anthony Carold
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