Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Nostalgia. Show all posts
Showing posts with label Nostalgia. Show all posts

Tuesday, 30 September 2014

1984: Squadron UK

Posted on 12:58 by Anthony Carold
2014 is the thirtieth anniversary of one of the few home-grown RPGs to be published by Games Workshop. Originally self-published in 1982, Golden Heroes was a British take on the superhero genre and the superhero roleplaying game. Although very much of its time, the 1984 edition from Games Workshop brought innovations and concepts to the genre that emulated the comic books it drew from, particularly in its combat system and in its campaign ratings which were used to track a hero’s place in society and how he engaged with it. The RPG would receive two good scenarios—Legacy of Eagles and Queen Victoria & The Holy Grail. It was also supported with a number of scenarios and articles in Games Workshop’s house magazine, White Dwarf. Unfortunately, the game would go out of print in 1986 and receive no further support, but it has always been remembered with a certain fondness.

Squadron UK: The British Superhero Role-Playing Game is by the same designer and is essentially the sequel to Golden Heroes, but is once again self-published. It also remains unashamedly old-fashioned in its design. The core of every character is rolled up rather than designed using points as in almost every other superhero RPG—this includes rolling for powers, backgrounds, and skills; its uses lots of different types of dice; and damage is divided between dice rolled to inflict killing damage and dice rolled to inflict stunning damage. Despite remaining unashamedly old-fashioned in its design, it also retains three interesting innovations. The first is that its method of character creation, one that combined random elements with the dedicated design input from the player. The second is that time is handled in panels, as in comic book panels. Plot panels handle scenes and montage panels handle training scenes, whilst combat panels handle the knockabout action seen in Four Colour comics. The third are its derived characteristics—Esteem, Sleuthing, and Fate—that reflect how a player and his hero plays Squadron UK, and thus his place in the campaign that the GM is running.

Perhaps the most radical of the three innovations in Squadron UK is that first. Character creation involves the rolling of random elements—a superhero’s powers, background, and so on—before his player explains where the hero got his powers from and how they work—essentially designing his origins and his abilities. This forces a player to give his character no little thought in coming up with a rationale for him. At the start of the process, a player receives eight points—at least in the Basic Game, it may vary according to a GM’s campaign; these are spent on rolls on the Superpower Table and to upgrade powers already rolled for, plus a Background, such as Magical, Rich—Inherited, or Psionic. The system eschews the usual lists of disadvantages, but allows a character a small bonus to a power if his player decides to have his powers come from a device or unnatural means rather than be innate or be as a result of the superhero being a mutant. Four core attributes—Strength, Endurance, Dexterity, and Agility—are rolled on four six-sided dice, the lowest being dropped. Note that there is no Intelligence attribute. A hero’s IQ or brilliance can be measured by backgrounds such as Brilliant Scientist, but is otherwise down to the player to portray.

The powers themselves are broad in nature rather than being specific, a player being expected to define the exact details of his super abilities. A player cannot have more than three levels in a power at game’s start, but there is room for a character to develop. Every power comes with a list of suggested gimmicks—a player can select one for each level his hero has in the power. For example, with the Marksmanship power, a hero receives a bonus to hit and to the damage roll if he spends time aiming. This increases each level. Gimmicks for Marksmanship include reducing a targeted opponent’s Dodge roll and bouncing missiles off other surfaces. It is also possible for a character to take a power at a ‘Half Level’, meaning that he does not get its full effect, but it does have plenty of potential for development. For example, the ‘Half Level’ for Marksmanship simply adds a small damage bonus. All of the powers in Squadron UK are described in an appendix at the back of the book; this makes them easy to find.

Every character receives five Common skills and several Trained skills. The number and levels of the latter depends on how good his attributes, as does another derived attribute, Psyche. The lower the levels of a hero’s attributes, the more points he has to assign to Trained skills and the better his Psyche, that is, his mental fortitude. Essentially, the level of a hero’s Trained skills and Psyche both serves as a balancing mechanism and an emulation of the genre. That is, physically weaker or less capable heroes tend to be better skilled and possess a greater mental fortitude.

Lastly, a player really needs to define his hero’s origins and how his powers work. This is an exercise in player creativity and rationalisation, and whilst it may run counter to the design of other superhero RPGs in which points are spent to design the character that the player wants and wants exactly, it has always been a core feature of Golden Heroes and this sequel. The aim is to include all of the hero’s powers in the origin story, otherwise the hero loses unused powers.

-oOo-

Tonbogiri
Tonbogiri is the living embodiment of an ancient Japanese spear and the dragonfly that landed upon its blade and was cut in two.  He is a fearless warrior and an honourable opponent, charged to live up to all of the ideals of the Japanese Samurai. Not only is he agile, but he can also fly while gripping the spear. In battle he can throw the spear or engage in melee with an opponent, as well as use it to parry attacks. Currently, his ordinary identity is that of Michael Kurita, a student studying English.

Strength 10 (+5) Endurance 15 (+7)
Dexterity 07 (+3) Agility 13 (+6)
Psyche 12 (+6)
Kill Points 56 Stun Points 61
Knockback 25
Move 5

Esteem: 10; Legality 2, Memorability 2, Heroism 3, Relationships 2, Success 1
Sleuthing: 5; Powers 1, Detection 1, Contacts 0, Exposure 2, Accessibility 1
Fate: 9; Scruples 2, Victories 1, Public Reaction 2, Extrovert 2, Home Life 2

Background: Immortal—Legendary
Acrobatics (+3 to Dodge rolls, +5 to Agility rolls)
Energy Blast (Thrown spear)
Flight/2 (Movement 10 per panel; no visible means, can strike a blow in passing)
Protection (All damage divided by 2; -3 to Agility rolls; automatic change)
Weapon/2 (Tonbogiri, +4 to Dexterity rolls, +2D10 damage; missile/melee weapon, indestructible)

Common Skills:
Etiquette 10, Language—Japanese 11, Literacy 11, Negotiation 10, Swimming 11
Trained Skills:
History—Japanese 12, Language—English 12, Mythology 12, Occult Knowledge 12, Weaponsmith 12, Weapon Skill—Spear 11

Gear
Light Costume (+1 to Dodge rolls), Tonbogiri (spear)

-oOo-

Mechanically, Squadron UK starts out simple, but in places does get a little complex. It starts with the basic mechanic, which involves rolling a twenty-sided die to get higher than 18 for a complete success, or 15 to 17 for a partial or minor success after adding suitable modifiers. When applied to damage, a hero or a villain rolls ten-sided dice if the roll was a success and six-sided dice if it was a partial success. Before damage—and with most attacks, this includes killing and stunning damage in the same attack—is rolled, a target has a chance to dodge or parry the attack, but if he fails, he takes the damage, but the damage can be subject to dividers that reduce it. Which means that the game play can be a little fiddly in parts.

One genre fitting aspect of combat in Squadron UK is its use of ‘Panels’ as a means of handling time in combat or action scenes. How many Panels the characters have each round depends on their Initiative rolls, but their use is quite flexible in that a character can use future Panels in order to make Dodge attempts or in some cases, attempts to Parry. Overall, combat is otherwise is very knockabout, back and forth, nicely handling the feel of combat seen in comic books.

To support what has so far been the core rules, Squadron UK includes a short adventure, ‘Consequences’ as well as some fairly broad advice. The adventure itself serves as a decent introduction to superhero roleplaying and playing Squadron UK, although it needs a careful read through as it is written in an almost stream of consciousness style, the story developing as it goes along. The adventure is nominally set in the English city of Birmingham and whilst it can be set in almost in any twenty-first century modern city, residents of Birmingham may spot a satirical dig at the city here and there. That said, very little of the city is present in the adventure.

The advanced rules in Squadron UK opens up a whole host options. These include dedicated superpower tables so that players can create particular archetypes such as the Blaster or the Brick and suggestions for achieving balance in character creation, plus suggestions as to how the game system can adjusted. The advice is more detailed; covering as it does campaign set-up and play, adventure design, and the game after the campaign has ended. This is supported by a mini-campaign entitled ‘Squadron: Birmingham’, which takes place in the same city as the earlier ‘Consequences’. It showcases an example of a campaign with its settings adjusted, in particular characters begin play with six powers rather than the usual eight; it is a campaign of fixed length; and is intended to take novice heroes and push them towards becoming members of the local superhero team—Squadron: Birmingham. The campaign consists of a mixture of adventures and sections where the GM is expected to develop adventures of his own. There is a certain pleasure in this campaign in that makes fuller use of the city of Birmingham—on a personal note, two of the notable scenes in the campaign can be seen from my bedroom window!—and while a series of photographs are used to illustrate the campaign, the city is relatively easy to research and find both further illustrations and inspiration. One downside for the GM is that like ‘Consequences’, ‘Squadron: Birmingham’ does suffer from being written in a stream of consciousness fashion, so it does need a careful read through. Here is a sample character for a Squadron: Birmingham campaign.

-oOo-

‘Girl Power’
Henrietta ‘Harry’ Fawcett is a driven woman, attempting to live up to her father’s high standards. He expected little of his daughter, but much of his sons, and so ‘Harry’ Fawcett has striven to outdo her brothers at every turn, becoming not only a better athlete and sportsperson than them, but also better academically. She enjoys sports of all kinds, has obtained her pilot’s license and enjoys skydiving and judo. She is also a noted biochemist, currently having developed a formula that gives the subject great strength and endurance which she hopes will find a use medically. Currently she is on her way to the University of Birmingham to begin studying a Master’s Degree. She carries several doses of the formula and it takes roughly a minute for it to have an effect once injected. So far, she is the only subject of the formula.

Strength 16/37, (+8/+18) Endurance 16/36, (+8/+18)
Dexterity 09/(+4) Agility 16 (+8)
Psyche 09 (+4)
Damage Bonus +4/+25
Kill Points 69/138 Stun Points 64/132
Knockback 32/83
Move 6

Esteem: 10; Legality 2, Memorability 2, Heroism 3, Relationships 2, Success 1
Sleuthing: 5; Powers 1, Detection 1, Contacts 0, Exposure 2, Accessibility 1
Fate: 9; Scruples 2, Victories 1, Public Reaction 2, Extrovert 2, Home Life 2

Background—Brilliant Chemist (+15)
Endurance/2 (+5 to Knockback, 50% less sleep)
Martial Arts (+1 damage on natural attacks, +2 to hit, Judo Throw)
Strength/2 (+5 to Knockback, does not appear strong)

Common Skills:
Computer Use 9, Literacy 9, Negotiation 10, Swimming 13, Weightlifting 13
Trained Skills:
Computer Programming 8, Driving 8, Electronics 7, Pilot 8, Sky Diving 16

Gear
Protective Costume (Kill Divider/2)

-oOo-

One of the more notable features of the original Golden Heroes was its Campaign Ratings. In Squadron UK, these are replaced with three derived characteristics—Esteem (charisma), Sleuthing (crime detection), and Fate (luck). They are each made up of several other factors which are not set during character creation, but after the end of the first scenario as they reflect a hero’s performance and his deeds, rather than straight numbers. Initially this is slightly problematic as there are some skill values derived from them, but once a scenario or two has been played this is not an issue. One new feature is the use of montage panels that enable a player to describe how his hero is improving himself and so increasing his skills and—ever so slowly—his powers also.

Physically, Squadron UK is available in various formats—black & white or colour, softback or hardback. In black & white at least, its images are poorly reproduced and typically too dark. The writing also lacks polish and the layout is scrappy in places. Certainly a second edition would require a good edit.

There is an undeniable sense of nostalgia in returning to a game like Squadron UK. It is an undeniable improvement upon its forebear; streamlining many of the rules whilst retaining the best features—character generation that combines random elements with the need for a player to create a rationale, the use of the derived characteristics, and the knockabout combat system. Its improvements include a simple experience system with the use of montage panels, solid advice in terms of campaigns, and a decent mini-campaign. Squadron UK: The British Superhero Role-Playing Game might not be as slick as more modern superhero roleplaying games, but it makes up for that in terms of its charm and character.
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Posted in 1980s, 1984, Anniversary, Games Workshop, Nostalgia, RPG, Superheroes | No comments

Sunday, 24 August 2014

A Norman Whirl

Posted on 05:20 by Anthony Carold
Originally published in 1984, Maelstrom is probably the first British RPG to receive critical acclaim and be successful. It helped that it was published at the height of the Fighting Fantasy craze and that it was released by the same publisher—Puffin Books, an imprint of Penguin Books. The slim paperback offered a semi-historical RPG set in the late Elizabethan Age, one in which nobles, professionals, craftsmen and artisans, tradesmen and labourers, as well as mercenaries, priests, mages, and rogues investigated the supernatural and had other adventures. Although the book went out of print, it was welcome news when it was announced in 2008 that Arion Games would not only be republishing the game, but would be supporting it with supplements such as The Maelstrom Companion and Beggars Companion. In 2013, Arion Games released the second edition of the game.

Maelstrom Domesday is that second edition, but it not a simple reprint of the Elizabethan-era set Maelstrom, but rather a prequel, still set in England, but the eleventh century rather than the sixteenth. Set in 1086, just twenty years after the Norman invasion, it presents a country still recovering repeated invasions—by the Scots and the Danes; from repeated rebellions and suppressions within; and finally from the ‘Harrying of the North’, the violent suppression of not just a series of Anglo-Saxon uprisings, but of the Anglo-Saxon peoples in the region, resulting in the death of tens of thousands. This is the year in which the Domesday Book, a great survey of the men and lands of the King William the Conqueror is completed, even as the king’s attention continues to be divided between consolidating his rule over England and holding off the French king’s designs upon Normandy. Thus the king’s men cannot be everywhere and when his peace is disrupted, the taxes cannot be collected,, there are further signs of rebellion, or things that cannot truly be explained, other powerful men of the kingdom are prepared to step in to support both king and church. Often they cannot act directly and arrange to have their agents act for them—agents such as the player characters, who each have had some kind of encounter with the supernatural that is the Maelstrom…!

Characters in Maelstrom Domesday are ordinary men and women—they can be archers, beggars, craftsmen, huntsmen, knights, ladies, men-at-arms, outlaws, peasants, priests, squires, and wisemen/wisewomen. It should be noted that this is historical game, which means that there are many occupations that will not be available to female characters. Further whilst magic using characters are possible, it is rare that one will be rolled up during character creation and if a player wants to specifically play one, then it should be by design rather than roll of the dice.

The creation of characters—a process which owes much to Traveller via Warhammer Fantasy Roleplay—starts with Attributes such as Attack Skill, Will, and Perception. These start out at the base level bar some minor adjustments for each character’s adolescence. Each player will then roll for his character’s Racial Origins—Norman, Anglo-Saxon, Irish, Welsh, or Dane, and his Social Class—Outcast, Peasant, Townsman, or Lesser Nobility. A character also has three characteristics, such as Education, Strong Grip, or Wise, also rolled for, with most of them being advantages. Then, at the age of thirteen, the character begins his first Career, again rolled for.

The Careers available to a character are dependent on his Social Class. Outcasts have a high chance of being Rogues, Outlaws, or Beggars; Peasants of being Peasants; Townsmen of being Craftsmen or Traders; and the Lesser Nobility of being Squires. Each Career lasts between three and five years, grants bonus points to a character’s Attributes, gives a Rank in two Abilities, the chance of receiving certain resources, some monies, and a table of Career Exits. At the end of each Career, unless the character rolls under his age and brings the creation process to an end, this table is checked to determine what Career the character will take next. Lastly, the Career indicates the table on which the character should roll for a Random Event. For the most part, a character will remain in the same Career for some time.

For example, each term in the Priest Career lasts five years. The character receives dice rolls to add to his Persuasion and Will Attributes, plus a die roll of points to assign to any Attributes; a rank in each of Religion and Literacy Abilities; and a few silver pennies and the chance of being given a Latin Bible. On the Career Exit table, the Priest will probably remain as a Priest, but might be promoted to a Deacon or Chaplain, or become a Monk, Wiseman, Clerk, or even an Outlaw. A slim chance allows a random roll on the First Career table or a player to choose. For that term, the Priest should roll on the Sedentary table for his Random Event, which might give the result that he falls madly in love, finds an ancient tome of knowledge—and improves his Knowledge Attribute, or his house is burnt down and he loses his accumulated possessions.

At the end of the character creation process, a player can freely select a Rank in any Ability for each of the two terms served. The character also ages if over thirty years of age, and can roll his name if so desired. Lastly, he needs to roll for a supernatural encounter that will bring him to the attention of his Patron, which must also be rolled for. Lastly, the player should work his character’s history using the game’s timeline along with the Random Events that have occurred to the character. Lastly, each character two further statistics; one is Favour, a measure of his Patron’s regard for him, the other is Imbalance, a measure of mental well-being.

Thus character creation is quite a lengthy process, with the results ranging from a teenage peasant to a forty year old veteran. Our sample character is Eirik Thorgestson, the son of merchant, a cousin of Sweyn Forkbeard, the first Danish king of England. He grew up strong and arrogant, ugly and ill-liked were it not for his father’s wealth and his willingness to use his fists. Apprenticed to his father’s trading house, a mentor took the young under his wing and managed to smooth some of the rougher edges of his character as well as allowing him to make some interesting contacts. He signed on with one of these contacts, a merchant who made journeys down to London and then beyond to Paris. Not though just as a merchant, for he had to help defend the merchant’s caravans and so he trained as a soldier, first as a mercenary before becoming a sergeant-at-arms. A fall from a horse, caused by the appearance of a fireball in the sky, resulted in his fracturing his right leg. The long months necessary to his recovery led to his being discharged from service.

Eirik Thorgestson is not a good looking man, but he has learned not only to overcome his ugliness, but to use to his advantage. This he can back up with his martial prowess if necessary. Currently he hopes to make more money trading, or at the least gain a better income for his sword skill. If necessary, he can survive off the land. 

Name: Eirik Thorgestson Age: 40 Gender: Male
Race: Dane Social Class: Townsman
Imbalance: 0 Favour: 10

Attack Skill 62
Missile Skill 41
Defence Skill 67
Knowledge 46
Will 44
Endurance 57
Persuasion 61
Perception 50
Speed 46
Agility 51

Characteristics
Hale (+20% to Endurance tests for disease, starvation, & poison), Hog-Head (-10% persuade, +20% intimidate), Well-Born 

Abilities
Barter II, Combat Training IV, Gossip II, Intimidation II, Riding III, Survival II

Living
Trader (8 years), Mercenary (4 years), Sergeant-at-Arms (15 years)

Resources: Mail Byrnie, Sword, 
Cash: 246 d

Events
Superlative teacher, good contact, physical training, garrison duty, fractured leg

Supernatural Event
Fireball in the sky

Unlike the majority of other RPGs, Maelstrom Domesday is not a skill-orientated game. For the most, to do anything, all a character has to do is make a Saving Throw against one of his Attributes. To swing a sword at a bandit, a character would roll against his Attack Skill, to recall a quote from the Bible would require a Saving Throw against the Knowledge Attribute, and so on. Nevertheless, from one term to the next, a character will acquire Ranks in Abilities, each Ability representing professional expertise and knowledge. For most Abilities, such as Gossip or Stealth, each Rank grants a bonus to a relevant Saving Throw. Initially, most grant the simple permission to use the Ability, for example, Woodlore at Rank I enables a character to perform basic tasks, before granting simple bonuses at greater Ranks. Others grant permissions at each and every Rank. Thus at Rank I, Religion lets a character lead common services, at Rank II have him know specific services and be able to preach, and so on. Combat Training improves a character’s expertise at inflicting damage and withstanding it, whilst Strong Draw increases damage done with the Missile Skill Attribute.

Combat itself maintains the simplicity of rules in Maelstrom Domesday, with characters making opposed Saving Throws of their Attack Skill and Defence Skill Abilities, or alternatively, their Missile Skill. Weapons are quite deadly, with both wounds and blood loss tracked separately—accumulated damage in excess of a character’s Endurance causes unconsciousness and death occurs at twenty points above that. It is possible for a character to inflict Serious and Critical Wounds, their effects being determined by weapon type. It takes time though, for a character to recover from any damage taken and the RPG’s advice is that combat be used sparingly. What combat in Maelstrom Domesday does model is that training will invariably triumph over the unskilled, character creation not allowing easy access to the Combat Training Ability.

Similarly, Magick is treated in a light fashion in Maelstrom Domesday. It is first based first around a Characteristic—either Hedge, Low, or High Magick. This indicates the degree to which a character has a natural link to the Maelstrom and limits the Rank in his Magick Ability. Unlike other Abilities, the Ranks run only from I through V rather than VI, as do the Grades of the desired spell effects, for it should be noted that Maelstrom Domesday foregoes the spell lists of other RPGs. Instead, the Referee determines the Grade of the effect that the mage or wisewoman desires, the Grade depending on its likelihood of occurring. So getting a guard dog to bark would be very likely and thus Grade I, whilst trying to run across a river would be highly improbable and so be Grade V. To cast the ‘spell’, the mage would need to make a Will test to see if he knows the spell and then a Will test for each Grade of the spell. So one Will test for Grade I spell and three for the Grade III spell.

The effect of multiple Will tests is not just that it makes spells of a higher Grade more difficult to cast, it also increases the chances of the caster rolling a ‘0’ on the roll. Each ‘0’ increases the chance of a breach in the Maelstrom, perhaps a foul miasma is released or some horrid creature is able to enter the mortal world. Will is also used to withstand mental shocks such as witnessing a violent death, starving to death, or seeing certain creatures that have from the Maelstrom. Fail these Will Saving Throws and a character acquires Imbalance, which if exceeds his Will Attribute causes him to go insane. Unlike Endurance, Imbalance is particularly difficult to recover from.

In terms of support, Maelstrom Domesday provides a short bestiary that includes a mix of ordinary and outré beasts, appendices devoted to diseases and herbs—the latter in particular a nod to the original Maelstrom, and a complete setting. This is the city of York and its surrounds, the heart of the Harrying of the North, the population still not quite accepting of their new Norman overlords and still subject to the occasional cross-border raid by the Scottish king. Over thirty manors are described, as well as the town of Selby and the city of York itself. York in particular is accompanied by numerous NPCs, 

Physically, Maelstrom Domesday is a simple black and white book, cleanly and tidily presented. Although it needs another edit here and there, the writing is solid and the game is supported with well-done examples of the rules. The sometimes poor handling of the period art is fortunately offset by the new artwork, especially that of the figure work done to illustrate each of the game’s careers and the thumbnail portraits done of the many NPCs in the game’s setting of York. The descriptions of the villages, the town, and the city are accompanied by sections devoted to local folklore as well as an adventure hook. Although there are plenty of these throughout Domesday Maelstrom, they are each quite slight and do not give the Referee all that much to work with.

As simple as the rules are in Domesday Maelstrom, the RPG is neither a simple game nor a game suited to beginners—particularly for players. The background information necessary to play is not as upfront and as accessible as it could be, the result being that some of the nuances of, and the tensions within the setting are not as immediately obvious. Further, although the advice for the GM on the game’s mechanics and on running the game is decent enough, it could have been stronger in terms of handling and running investigations, let alone creating them. Certainly the inclusion of a good scenario as an example would have gone some to alleviate this issue. In the long term, a timeline beyond 1086 would have useful, as would a more extensive and prominent bibliography than the one included.

These all are, it should be noted, relatively minor issues, ones that should impede the creation and running of a good game in the hands of a competent Referee. In presenting a second edition of the original Maelstrom rules, Domesday Maelstrom benefits from a cleaner and tidier ruleset, an engaging means of character generation, and a setting that possesses more depth than the game might suggest at first sight.

-oOo-

The publisher recently made available a Quickstart version of the rules. The Maelstrom Domesday Quickstart can be downloaded for free from RPGnow.
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Posted in Arion Games, Cthulhu Dark Ages, Historical, Horror, Low Fantasy, Maelstrom, Norman, Nostalgia, Religious, RPG | No comments

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

Friday, 4 April 2014

Cthulhu Classics III

Posted on 12:41 by Anthony Carold
These days Grenadier Models, Inc. is better known for its miniatures, whether for Advanced Dungeons & Dragons or Call of Cthulhu. What is oft forgotten is that the company also branched out into becoming a publisher. These included the adventure Cloudland and the bestiary, the Monster Manuscript, both lesser known releases for Advanced Dungeons & Dragons; Raid on Rajallapor for Flying Buffalo’s Mercenaries, Spies & Private Eyes RPG; Disappearance on Aramat for GDW’s Traveller RPG; and of course, The Horrible Secret of Monhegan Island for Chaosium, Inc.’s Call of Cthulhu. As with the previous entries in the 'Cthulhu Classics' series, spoilers abound in this retrospective.

The Horrible Secret of Monhegan Island was published in 1984. This was a year in which four of the eight titles published for Call of Cthulhu were not released by Chaosium, Inc. This should not diminish Chaosium’s output by any means—after all, those four included the classic campaigns, Masks of Nyarlathotep and Fungi from Yuggoth as well as the lesser regarded Curse of the Chthonians and The Trail of Tsathogghua anthologies. A slim, a forty-eight page book, The Horrible Secret of Monhegan Island is actually an anthology, consisting of two scenarios. The first is ‘The Horrible Secret of Monhegan Island’, the second, ‘The House in the Woods’. Both are short affairs—‘The Horrible Secret of Monhegan Island’ can be played through in two sessions at most, whilst ‘The House in the Woods’ will last no more than a single session. Each is also heavily inspired by a single H.P. Lovecraft story. In the case of ‘The Horrible Secret of Monhegan Island’ it is ‘The Shadow over Innsmouth’, whilst the inspiration for ‘The House in the Woods’ is ‘The Whisperer in Darkness’. For veterans of Lovecraftian investigative horror, the menace at the heart of either scenario should be obvious—Deep Ones in ‘The Horrible Secret of Monhegan Island’ and the Mi-go in ‘The House in the Woods’.

Remember though, The Horrible Secret of Monhegan Island was published in 1984. Such inspiration would not have been familiar as it is today when Lovecraft’s influence is near ubiquitous and his fiction is deemed worthy enough to published as part of the Penguin Classics imprint. Thus what could be seen as derivative, even unoriginal, with the benefit of three decades’ worth of hindsight, would have seemed fresh and original at the time of publication. Further, and with four decades’ worth of hindsight, ‘The Horrible Secret of Monhegan Island’ feels derivative of something else, but we will get to that…

As its title suggests, ‘The Horrible Secret of Monhegan Island’ takes place on Monhegan Island, an isolated and insular community just off the coast of Maine. In June, 1924, a young girl is reported missing, but the Maine State Police has been unable to do no more than report her as “missing and presumed drowned”. Nevertheless, the head of the island, Roger Martinson, believes that the girl was murdered and wants her disappearance investigated further and so hires the player characters. They have little time to conduct their investigation on the mainland—and this does feel rushed—before being whisked away to the island where they find that the dissipated lifestyle of both Martinson and his lady companions seems at odds with his interest in determining the girl’s fate. 

The investigation process is relatively slight. By the time the investigators get to Monhegan Island, they should have done the bulk of the investigative paperwork. This leaves the physical process and here the investigators come up against the bulwark of the insular nature of the islanders. Few if any of them will talk and the likelihood is that the physical investigation will end up with the investigators being led on a wild goose chase before being herded to the scenario’s denouement. The truth of the matter is that the islanders are making human sacrifices in return for bountiful harvests from the sea—and guess who the islanders plan to sacrifice next? 

This is not an original idea. In fact it is all but a ‘pulp’ trope, but ‘The Horrible Secret of Monhegan Island’ feels like the plot of the 1973 film, The Wicker Man. Admittedly, this is as fine an inspiration as you could wish, but here it feels leaden and somewhat plodding. The problem is that there is relatively little for the investigators to do and the effect is likely to be frustrating for many. The other issue with ‘The Horrible Secret of Monhegan Island’ is a problem endemic to early Call of Cthulhu scenarios—the need to award the player characters with physical treasure. A hangover from Dungeons & Dragons, a game in which loot is everything, what the investigators receive in ‘The Horrible Secret of Monhegan Island’ is a tumult of tomes. Three classic Call of Cthulhu Mythos tomes can be found in the scenario and that in addition to the other texts to be found.

Again set in 1924, ‘The House in the Woods’ takes place in Maine. Jeffrey Winter, a Professor of American Indian Archaeology has gone missing. Recovering from a nervous breakdown, he has not returned from a weekend away at his doctor’s holiday home and the Maine State Police have pronounced him a missing person. The investigators are hired by one of Professor Winter’s friends to determine what has happened to him. If the degree of investigation required in ‘The Horrible Secret of Monhegan Island’ is slight, then it is absolutely brief in ‘The House in the Woods’. This is no surprise. ‘The House in the Woods’ is intended to provide a beginning encounter with the Mythos for Keeper and players alike, and this it does reasonably well. There is the opportunity for a little investigation, the Keeper to ham it up with an NPC, and then short creepy encounter. 

Where ‘The Horrible Secret of Monhegan Island’ definitely comes to strong and definite denouement, the climax to ‘The House in the Woods’ is underwritten and gives a somewhat fleeting experience. That said, this ‘fleeting’ experience befits the scenario and the foes that the investigators face.

Accompanying The Horrible Secret of Monhegan Island is a set of pre-generated investigators. What is interesting about the six is that they are written, as are the scenarios, for Call of Cthulhu, First Edition, and this shows most clearly in the pre-generated investigators. For example, each has ‘POW POINTS’ rather than Magic Points, and the skills are listed not in alphabetical order, but by type—Knowledge Skills, Perception Skills, Manipulation Skills, Stealth Skills, Communication Skills, and Agility Skills. The six point to an age when investigators were slightly more powerful and physically capable, this time a hangover from the Basic Roleplay mechanics of the period from which the Call of Cthulhu rules are derived. Of course, this is before the paring down of investigator skills and capabilities that would come with Call of Cthulhu, Third Edition and subsequent editions. Of course, rounding out the book is an advert for Grenadier Models, Inc.’s Call of Cthulhu miniatures.

Physically, The Horrible Secret of Monhegan Island feels well-produced. In particular the artwork has a pleasingly oppressive feel to it and the maps have both character and detail. Advice for the Keeper is light, but what is given is in keeping with that given for scenarios and campaigns of the period. Notes are included should the Keeper want to run other scenarios after running ‘The Horrible Secret of Monhegan Island’ and ‘The House in the Woods’, though those for the latter are slight at best.

At the time, Stephen Kyle, writing in White Dwarf #59 (November, 1984) described The Horrible Secret of Monhegan Island as being “more down-to-earth” and that ‘The Horrible Secret of Monhegan Island’ “shows that simplicity can work to a story’s advantage, and manages to reproduce that strangely disturbing atmosphere of such Lovecraft tales as The Shadow Over Innsmouth.” Pointing out the relative cheapness of book, Kyle suggested that The Horrible Secret of Monhegan Island presented “a very useful package”. Conversely, John Dark, writing in Different Worlds #40 (Jul/Aug 1985) was less kind, stating that, “Sadly, these scenarios are just not very interesting.” and that “To sum up, Monhegan Island has nothing outstandingly bad with it.  But there's nothing outstanding about it at all.” (Thanks to Allan Grohe of Black Blade Publishing for providing access to the relevant issue of Different Worlds).

The Horrible Secret of Monhegan Island is neither a forgotten gem nor instantly forgettable. That said, it has none of the arch, sometimes absurd, Pulp propensities of the T.O.M.E. titles of the period. Neither of its scenarios is without its faults, but both do work as introductions to playing the game. Of the two, ‘The House in the Woods’ feels better for its ‘fleeting’ nature—indeed it would make for a suitable prequel to the scenario, ‘The Madman’ from the Call of Cthulhu, Sixth Edition rule book. Overall, The Horrible Secret of Monhegan Island is a pairing of the serviceable with the familiar, notable more for its publisher than for its content.
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Posted in Call of Cthulhu, Call of Cthulhu Classics, Cthulhu, Grenadier Models, Horror, Inc., Nostalgia, Survival Horror | 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 clichés, but this should not be held against them. After all, certain clichés 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

Friday, 24 January 2014

Against the Slave Lords

Posted on 12:10 by Anthony Carold
It is curious to note that in 2013, a year when there was all but no official support for Dungeons & Dragons, the best support came in the form of nostalgia. Not the ‘new’ nostalgia as seen in the form of the Old School Renaissance, but actual honest to goodness proper nostalgia. Wizards of the Coast made available much of the official Dungeons & Dragons and Advanced Dungeons & Dragons back catalogue via dndclassics.com as well as publishing two collections of classic Advanced Dungeons & Dragons scenarios. The first was Dungeons of Dread, which compiled S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth. The second was Against the Slave Lords which collated the ‘Aerie’ or ‘A’ Series – A1: Slavepits of the Undercity, A2: Secret of the Slavers Stockade, A3: Assault on the Aerie of the Slave Lords, and A4: In the Dungeons of the Slave Lords. Both were presented as handsome hardback books, but what marks out Against the Slave Lords are the extras that are included in the book. 


The four scenarios began life as the 'AD&D Open Tournament at Gen Con XIII' in 1980. They would each be released in 1980 and 1981, before being collated as Scourge of the Slave Lords in 1986 as the middle part of the super campaign between T1–4 The Temple of Elemental Evil and GDQ1–7 Queen of the Spiders. Set in the World of Greyhawk, the series introduced the Slavers as threat in the setting and to do so, it expanded upon four scenarios that were originally designed to be played in a time frame of just four hours each. Included in each of the four scenarios were those tournament guidelines and a set of six pre-generated adventurers. This shows in the maps in particular, which either come in two versions, one with just those locations used in the tournament, the other with all of the locations; or with the tournament sections marked within the larger map given for the full scenario. 


Designed for play by a party of adventurers of fourth to seventh level, the ‘A’  Series begins with A1: Slavepits of the Undercity. For the past four years, the towns and villages along the coast of the Sea of Gearnet have been beset by the raids of slavers. In response the local lords hire a band of adventurers to investigate and put an end to this menace. An escaped slave has identified a ruined temple in the city of Highport in the Pomarj as one of the stops on the slave trade trail and as the scenario opens, the heroes find themselves standing outside a secret entrance to this temple – which they learned about from an escaped slave – ready to penetrate its dilapidated halls and uncover the first secrets of the Slave Lords. The scenario consists of the ruined temple above ground and the re-purposed sewers beneath it. The ruins above ground are split into two sections, one half of the temple unused (though parts are still patrolled by Orcs), the other half a reworked temple. Below the sewers have been extended into a nest of ant-men and seemingly endless pits of stinking, fermenting refuse.

There is a fundamental flaw with A1: Slavepits of the Undercity, at least as far as the non-tournament version is concerned. The tournament version is a straightforward affair, not to say linear and the accompanying maps reflect this. The non-tournament version is not quite as straightforward and expands greatly upon the rooms and ruins of the temple. In the process, what both the text and the maps lack are connections between various areas of the temple. For example, one of the new areas, currently home to a pair of basilisks, has been blocked off by a brick wall and the text does not describe how it can be accessed. Similarly, as drawn, the non-tournament map of the temple does not show a means by which a party can go from the abandoned area on the one side to the actual temple on the other without exiting the temple complex and walking round the outside to another entrance. Which effectively defeats the initial use of stealth to gain access. This is one element of A1: Slavepits of the Undercity that the DM will need to address before running the scenario.

Overall, A1: Slavepits of the Undercity is a serviceable dungeon/adventure. Given its origins as a tournament scenario, it cannot avoid being linear in structure and play. Nevertheless, it does in places present some challenging tactical situations, most notably the ‘Main Slave Chamber’ where the adventurers must fight over the tops of the slave cages with great care or be tipped into the cages below. 


The opening of the second scenario in the series, A2: Secret of the Slavers Stockade, has a familiar feel to it. The adventurers find themselves outside a slavers’ base, ready to sneak inside using a route provided by an escaped slave. Despite the repetitive nature of this beginning, A2: Secret of the Slavers Stockade has a much more rounded feel to it as well more depth and detail. Following a map found below the temple in Highport, the adventurers have located a second slavers outpost, a hillfort deep in the Drachensgrab Hills. The stockade is only a stopping point upon the route used by the slave caravans, so if the adventurers are to learn more, they investigate what lies behind its walls and below its gatehouses and barracks.

In comparison to the first scenario in the series, A2: Secret of the Slavers Stockade is not only a more coherent adventure, it feels much as if the setting is alive. The stockade is heavily guarded and should its guards be alerted to the adventuring party’s intrusion, they will react accordingly. Much of the scenario is written to that end… What the adventure also includes are more tactical breakdowns of certain locations that give more detail and help support the actions of the various NPCs described in the room entries.

Where A2: Secret of the Slavers Stockade disappoints by modern standards, is in its lack of narrative beyond the guards’ possible reaction to the intruding adventurers – at least initially. A closer reading of the scenario reveals that there are events going on at the stockade beyond the arrival of the adventurers, in particular the poor relations between the head of the stockade and her deputy. This may well influence how the DM runs the adventure, but being buried deep in the adventure the information is not as useful. Were the scenario not appearing in reprint, then arguably another edit would have moved this information to the front of the module so as to alert the DM. 

Another issue with A2: Secret of the Slavers Stockade is that it does not address solutions to situations that do not involve combat. Much of this is due to ‘A’ Series’ origins as tournament adventures, but there are situations where non-combat solutions should have been given. Most notable of these is an encounter with a ‘Haunt’, the restless spirit of someone who died before it could complete a now unfinished task. What the adventure never really addresses is how this task can be finished except through combat. Still, A2: Secret of the Slavers Stockade is a solid affair with more to it than A1: Slavepits of the Undercity.


If the tournament origins of the ‘A’ Series have been evident in the first two parts, they are explicit in A3: Assault on the Aerie of the Slave Lords. Following various slaving parties has led the adventurers deep into the Drachensgrab Mountains where the parties seem to disappear into one mountain… After many days’ search they have located a possible tunnel entrance to the ‘Aerie of the Slave Lords’. These tunnels, or rather this tunnel, basically links a series of linear rooms that feel as if they have been written to deplete the player characters of their resources. This feeling is only exacerbated when the designer does exactly the same for this adventure’s third part.

The adventure’s second part is actually quite interesting and involves far more than combat. Once the adventurers have made their way through the first series of rooms, they find themselves in the ‘Aerie of the Slave Lords’, an island located in a lake that fills the caldera of an extinct volcano. Nearby is where the Slave Lords conduct the slave trade – Suderham, the City of the Nine, above which stands below their fortress, Drachen Keep. The latter is the party’s intended destination, but a direct assault would be foolish, so they must search for an alternate means of entry. In this they have the aid of several other agents of their employers who suddenly appear from nowhere to give the adventurers clues as where they should go… This requires some investigation upon the part of the adventurers and interaction with the inhabitants of the city, which is itself fully detailed.

In the tournament version of A3: Assault on the Aerie of the Slave Lords, this section is all but skipped over. In the full version of the scenario, it is but a necessity, providing a welcome change of pace between the grinding trudge of the beginning and ending dungeons that make up the scenario. In terms of organisation, it would have helped if the information about the agents had been given at the start of the section covering the city. Similarly, it would have been helpful if the information explaining the nature of first dungeon had been given before the start of that dungeon and not at the start of the section detailing Suderham. Then of course, there is that ending...


Now at last we come to the ‘A’ Series’ pièce de résistance, A4: In the Dungeons of the Slave Lords. It opens in a most spectacular fashion, with the adventurers lying in the dark without all of their equipment. They have been cast into the caves below the island and must gather the means to aid their escape as well as find their way out. At the end of the tournament version of A3: Assault on the Aerie of the Slave Lords, the adventurers are captured, although in the non-tournament version, their defeating the slave lords is allowed for. Still, if they are cast into the caves below the island, the players will need to be ingenious with what they do have to hand if their characters are to escape. There are plenty of opportunities to gather the means to arm themselves, not all of them involving combat, such as negotiating by very odd means with a tribe of intelligent fungi, the Myconoids.

A4: In the Dungeons of the Slave Lords also comes with a timing mechanism, or at least an implied one, both the ‘dungeon’ and the island being beset by earthquakes which prove to be evidence of an volcanic eruption once the adventurers are free of the caves. This adds a further air of desperation to the adventure as the inhabitants of Suderham attempt to flee the island. The adventurers must find their way through these frantic islanders if they are finally to confront the surviving slave lords on the harbour front.

The issue at the core of the scenario is that the adventure begins with the player characters having their equipment confiscated. Putting aside the fact that the players  never like their ‘toys’ being taken away – let alone disliking getting captured in the first place, one of the challenges to this adventure is that Advanced Dungeons & Dragons, First Edition is not a game really designed to be played without such equipment and magic items. Later iterations of the RPG possess more flexibility with regard to such a situation, though they might make the situation in this adventure less of a challenge. That said, advice is given on handling both the dark environment of the caves and the discoveries necessary for the characters to equip themselves, but this advice does begin with a surprisingly harsh admonition. A4: In the Dungeons of the Slave Lords is the most mature of the original quartet of scenarios in Against the Slave Lords, pushing at the boundaries of what Advanced Dungeons & Dragons was capable of.

What A4: In the Dungeons of the Slave Lords really provides is a rousing and memorable conclusion to the ‘A’ Series and thus Against the Slave Lords. It is the most focused and most effectively executed of the quartet and the least hampered by the tournament format of the four. 


Of course, whilst Against the Slave Lords primarily consists of the reprint of the ‘A’ Series modules, the compilation actually consists of more than this. To begin with, it includes a new foreward for each of the four modules, written by the original authors. These add an interesting retrospective on each, but the main addition to Against the Slave Lords is A0: Danger at Darkshelf Quarry. Designed for characters of first to third level, this is the first official scenario to be written for Advanced Dungeons & Dragons since 1999, it is intended to lay the groundwork for the ‘A’ Series. It takes place in Nyrond, further along the coast of the Sea of Gearnat in quarry above the village of Darkshelf. Although the quarry continues to be productive, of late, strange noises have been heard from within its depths, a third shift works the quarry in secret, half-eaten bodies have found in the nearby river, and slavers have operating in the area. These goings on are enough for the head of the village to hire adventurers to investigate.

Now there are not the adventurers as suggested for the tournament play-through of the ‘A’ Series, indeed A0: Danger at Darkshelf Quarry is not designed for tournament play nor does it come with pre-generated adventurers. Shorn of the tournament format, the scenario is a more rounded affair and given much more detail. It also lacks the built-in starting point that the other scenarios all have, so the adventurers have a freer hand in how they approach the quarry and its mystery and workforce. This a solid adventure and a decent introduction to the ‘A’ Series campaign.

If there is a weakness to the inclusion of A0: Danger at Darkshelf Quarry, it is that it only lays the groundwork for the events of the ‘A’ Series rather than linking to it. Being written for levels one through three, it leaves something of a gap of two or three levels before the player characters are suitable to tackle the next four parts. Unfortunately this gap is not addressed in Against the Slave Lords.

Physically, Against the Slave Lords is well presented. The reprint of the original ‘A’ Series is clean and tidy, although in retrospective, it is a shame that none of the art in A1: Slavepits of the Undercity, A2: Secret of the Slavers Stockade, and A3: Assault on the Aerie of the Slave Lords really serves these three scenarios. In comparison, the art in A4: In the Dungeons of the Slave Lords is far more useful and overall, the layout and style of the series’ final part is cleaner and feels more competent. In retrospect it would have been nice if the four modules themselves had been accompanied by the type of illustration found in the ‘S’ Series that the DM could show to his players. To some extent, the fan illustrations at the end of Against the Slave Lords could be put to that purpose. 

One physical element missing from Against the Slave Lords are the original covers of the ‘A’ Series. They are present on the cover slip, as is the mockup of what the cover of A0: Danger at Darkshelf Quarry would have looked like had it been published in 1980. The inclusion of the latter is a nice touch, but being a separate item, the cover slip can easily be lost. It would have been better had this been presented as the back of the book rather than as a slip. The cover slip is also the only use of colour throughout Against the Slave Lords.

Of the ‘A’ Series itself, I never played through the whole of the campaign, only through A1: Slavepits of the Undercity. I did purchase A4: In the Dungeons of the Slave Lords, but at the time was not impressed by it. I would later locate a copy of Scourge of the Slave Lords. Thirty years on and my opinion of the ‘A’ Series has changed. Certainly the fourth part of the series is much better than I recall, whereas the third part is particularly disappointing. In coming back to the ‘A’ Series thirty years on, Against the Slave Lords proved to be far from an engaging read. Perhaps that is because such modules are not designed to be read for pleasure, but studied; perhaps my reading and gaming tastes have changed too much, the question remains, would I play or run Against the Slave Lords after such a long gap? The simple answer is, if I were to do so, it would not be with Advanced Dungeons & Dragons, First Edition or indeed, any version of Advanced Dungeons & Dragons. It might be with D&D Next, which the cover slip says that Against the Slave Lords is compatible with, then again, it might be fun to play this with a set of rules with a sense of energy, such as Pelgrane Press’ 13th Age.

The ‘A’ Series has long been out of print, so having it available once again is a welcome sight, especially when it comes as a sturdy hardback as Against the Slave Lords does. As uneven as the four scenarios are in the series – A2: Secret of the Slavers Stockade and A4: In the Dungeons of the Slave Lords are certainly better than A1: Slavepits of the Undercity and A3: Assault on the Aerie of the Slave Lords – the series should be of interest to the ‘Old School Renaissance’ and anyone coming back to Dungeons & Dragons with the release of D&D Next in 2014. The addition of A0: Danger at Darkshelf Quarry is equally as welcome, although a bridging scenario between it and the rest of the series would have been a reasonable addition. Still, the flexibility and choice of Dungeons & Dragons-style RPGs available means that Against the Slave Lords can be run and played using a variety of different RPGs, making it accessible and playable even thirty years on.
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Posted in 13th Age, Advanced Dungeons and Dragons, Dark Fantasy, Dungeons and Dragons, Fantasy, Nostalgia, Old School Renaissance, Pelgrane Press, Wizards of the Coast | No comments

Friday, 8 November 2013

A Beggarly Affair

Posted on 10:56 by Anthony Carold
One of the delights of Maelstrom, the Tudor set RPG published in the United Kingdom by Puffin Books back in 1984 and then more recently by Arion Games in 2007 is its Livings the equivalent of its Classes in other RPGs. From Architects, Doctors, and Scriveners to Beggars, Blacksmiths, and Traders via Mages, Mercenaries, Priests, and Rogues, each of the game’s numerous Livings is presented in plenty of detail. Every Living is interesting and capable, though often only in some small way. The more recent Maelstrom Companion added yet further Livings, expanding especially with a number of legal professions. Now there is a supplement that focusses entirely upon one type of Living with the eponymously titled Beggars Companion.

This slim one-hundred-and-twenty-two page paperback expands greatly upon the beggar and his place in the Tudor England portrayed in Maelstrom. For the player it covers how beggars rose in numbers during the late Tudor period; how they were treated by the state, the church, and society in general; the numerous types of beggars and their ‘tricks’; and the basics of the secretive language of Beggars’ Cant. For the Referee, it covers the beggars’ campaign; a set of beggars and rogues that can be player characters or NPCs; and a septet of adventure seeds as well as a full adventure.

For the player there are a total of twenty-eight new Livings, all of them beggarly professions. They range from the ‘Abraham Man’, who fakes lunacy, and the ‘Bawdy Basket’, who trades in lewd lechery and loathsome falsehoods, to the ‘Whipjack’, who fakes service as a shipwrecked mariner, and the ‘Wild Rogue’, who has known no other profession except that of beggar. Most of these can be taken by a character of either gender, but several are gender specific, such as the female only ‘Bawdy Basket’ or the ‘Father of Families’, a male only Living for which the beggar entreats his audience with tales of the loss of his wife and children. Each is accorded bonuses and penalties to his attributes as well as a ‘Nefarious Knack’, a special ability that is particular to that type of beggar. Thus, the ‘Counterfeit Crank’ is capable of ‘Loose Fall’, so that when replicating the effects of epilepsy, he is capable of falling to the ground without injuring himself.

Our sample character is Eleanor Mathews, a widow who was forced upon the road with the death of her husband, Nicholas. She uses her knowledge of herbs, and more recently spices, to work as a ‘saffroner’, a sell of fake herbs and spices to the unwary. Despite her being a woman, the Brotherhood has accepted Eleanor as she is a skilled healer.

Eleanor Mathewson
Herbalist/Trickster-Saffroner, Age 38
Attack Skill 30
Defence Skill 30
Endurance 30
Speed 30
Agility 30
Will 30
Persuasion 41
Knowledge 45
Perception 40
Equipment: Sample herbs, filler materials, clothes, pouch with 14 pennies, a day’s food, knife
Abilities: Herb Lore, Diagnosis, Assess

What comes across clearly from reading the Beggars Companion is how much of a challenge roleplaying a beggar character will be in Maelstrom. Tudor society looks upon the beggar poorly, seeing him as lazy and greedy and ill prepared to work for a living as every proper, upright, and industrious Christian ought. The state has legislated against the beggar many times, but beggars can obtain licenses to practise their ‘trade’. Such licenses can also be counterfeited. Even so, the law will often drive beggars out of a parish, or worse, punish them by placing them in the stocks, branding them, or have the gristle from their upper ears cut away as indication of their vagrancy. Further, as outsiders, beggars are rarely trusted and as strangers, can be blamed for the cause of manner of ills – diseases, thefts, and so on. That said, beggars can at times call upon the charity of the church, though the degree of help available will wax and wane… Another source of help is the Brotherhood, a fraternal organisation that provides shelter and support to beggars in good stead, but will call upon its brethren to aid in its criminal activities. What this means is that beggars must live by their wiles as well as by their ‘tricks’ of the trade in order to earn them a crust and they need to succeed without being obvious about it. 

Essentially, what this addresses is the issue at the heart of the Beggars Companion – why would the players should choose to play in campaign involving beggars. Besides the detail provided with each Living, the Knack assigned to each Living serves as a ‘roleplaying’ hook, not only something that the character can do and do well, but something that needs to be roleplayed. Not just roleplayed by the player as part of the game, but actually roleplayed by the character in the game in order to do well. Thus the challenge of playing a beggar this historical setting is only extended. Further challenges of increasing difficulty are presented in the Styles of Play, beginning with the Theatrical style that is much lighter in tone and better suited to one-off scenarios and short campaigns. This is followed by the default Historical setting, replete with filth, decay, depravity, and distrust, and then the Dark style, in which the lives of the beggar characters are under constant threat.

In addition to the Rogues Gallery, the Referee’s Section also includes a further Living. The Upright Man is a manipulator of both the beggar and the respectable, hiding behind his own façade of respectability that creates by being seen to work. Where most characters in Maelstrom have no more than two Livings, the Upright Man is a third Living, one to be taken after a previous profession and then life as a beggar. It can also be used as something for beggar characters to aspire to. ‘The Long Road’ is a full scenario, much in the style of the adventure from the core rulebook for Maelstrom. Here the beggar characters follow not just a road, but also another beggar, Old Ted. Once an Upright Man, it is believed that Old Ted amassed a small fortune so as members of the Brotherhood, the characters have been tasked to keep their eye on him. Suddenly he wanders off. Where could he be going, and why? Understandably, this is a linear affair, although given the subject matter of this supplement, it is a pity that the adventure only really allows the player characters the opportunity to practise their knacks at the beginning. Rounding out the supplement are a set of appendices that cover the physical hardships of being a beggar, more herbs, and a bibliography.

The Beggars Companion is a reasonably well presented book. It is lightly illustrated and although it is an easy read, it could have done with a closer edit in places. Overall, this is an interesting little book that nicely expands upon an aspect of Tudor England and Maelstrom. It would be nice to see it supported with more adventures and even a campaign, but in the meantime, there is plenty of detail and background material for the Referee to bring to his game.
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