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Showing posts with label Post Apocalypse. Show all posts
Showing posts with label Post Apocalypse. Show all posts

Monday, 22 October 2012

It's a Corpse Cavalcade II

Posted on 10:54 by Anthony Carold

When the apocalypse comes – and surely it will whether it is tomorrow, next week, or yesterday – and the dead rise to shamble across the Earth, the “lucky” survivors are barely going to have enough time to grab their trusty .45 handguns, first aid kits, complete sets of Elvis Presley on vinyl, iPods and iPhones, and whatnot before the cast of the corpse cortege are upon them. And before they know it, Grandma is down amongst the dead… Only to get back up again and be coming around for a bite out of her late dearest and nearest. Once past their flesh-eating Grandmothers, most survivors are going to looking to the government for help. Then the army. Then anyone. Which is when they discover that their survival is down to them and their decisions. All they can do is hope that their decisions are anything other than stupid, as stupid can get them dead…

So with everyone still occupied with the daily needs for survival and fending off the brain feeding zombies, it will be the rare dreamer or philosopher who has the time or inclination to ask that all important question, “How did this happen?” That might not be a question asked in the zombie apocalypses you might see depicted in books or on television, but when it comes to roleplaying it is a question that not only has to be asked, it has to be answered too. Especially in playing out a zombie apocalypse over the long term. The reason is simple. Whilst in a roleplaying campaign the survival needs have to be addressed, entirely focusing on soon becomes repetitive and quickly lose their drama. Need shelter? Kill zombies. Find shelter. Need fuel? Kill zombies. Find fuel. Need food? Kill zombies. Find food. Need ammunition? Kill zombies. Find ammunition. Wash, rinse, repeat, as necessary. Which is repetitive and dull.

It is an issue addressed and not addressed in War of the Dead: Chapter Two, which as the title suggests is the second release in the series. Published by Daring Entertainment through Cubicle Seven Entertainment, this is a fifty-two part campaign that charts the adventures and travails of a group of survivors in the face of the rise of the dead and the fall of civilisation. Written for use with Pinnacle Entertainment Group’s Savage Worlds, the campaign offers one adventure per week so that a group could play it out over the course of a whole year. Each adventure does not actually represent a week’s worth of game time, but anywhere from a few hours to a few days, essentially enough material that can be played through in a session or two.

The campaign was originally released as a series of fifty-two PDFs, and is now complete. Cubicle Seven Entertainment has divided the campaign into four parts, each collating thirteen episodes. To date, only War of the Dead: Chapter One and War of the Dead: Chapter Two have been released. The campaign began with the player characters – all ordinary men and women – aboard a cruise liner on holiday. It quickly became apparent that the suspected outbreak of an illness aboard the ship was something more, and very quickly the player characters found themselves to be no longer passengers but survivors aboard a vessel of the walking dead. Eventually as War of the Dead: Chapter One drew to a close, the player characters made it ashore only to discover that the infection was not confined to the ship and that everywhere the dead has arisen.

Subtitled “Sanctuary and Loss,” War of the Dead: Chapter Two opens two months into the end of the world. The player characters have been on the road for a month after the events that lead to failure of their first refuge, the town of Dalesbury, as described in the final weeks of War of the Dead: Chapter One. Theirs is a nomadic existence, forced on the road in the search for supplies – food, fuel, and ammunition – that across this Hell on Earth have become increasingly scarce as the cities have become the domain of the Living Dead. As the group makes its way from one desperate situation, it begins to learn of events further afield, including news of where the President went – Colorado, which becomes a much discussed objective as the events of War of the Dead: Chapter Two progress. After all, this is where the government went and it surely must be able to see to the needs of the survivors, right?

In the interim, the group also learns of possible salvation – Sanctuary. A nearby city has been supplying the few outlying communities of survivors with supplies. If the city has been cleared of the Living Dead and is in a position to supply food, could it be the refuge that the player characters have been looking for? Could it be the first signs of government since the characters came ashore? Well, the answer to both questions, is a qualified “yes and no.” Sanctuary is in the hands of UniMed, a pharmaceuticals corporation that has created a safe zone protected by the remnants of a US Army battalion. It is even hinted that the UniMed CEO had information about the Living Dead that the President needed to hear.

Nothing is quite what it seems. Of course it is not. It is true though that Sanctuary offers a degree of respite from the horrors without. Unfortunately, Sanctuary is the focus of new horrors and ultimately, the characters will find themselves on the road again, ready for the events of War of the Dead: Chapter Three.

War of the Dead: Chapter Two wastes no time in getting down to the adventure. There is almost no preamble before the GM and the players are thrown into the difficulty of the apocalypse. It makes a much fuller use of the Savages Worlds rules, in particular the Mass Combat rules, as the battles in War of the Dead: Chapter Two escalate in scale and take a more military feel when compared to the skirmishes of War of the Dead: Chapter One. If there was a lot of combat in War of the Dead: Chapter One, then War of the Dead: Chapter Two ups this, not just in terms of the hardware to hand, but also the foes faced.

Physically, War of the Dead: Chapter Two is somewhat perfunctorily presented. What little art there is, is grim, if sketchy. The writing though, is rough around the edges and it could have done with a closer edit. There is some repetition and inconsistency between sections that the GM will have to adjudicate on. As with the previous chapter, War of the Dead: Chapter Two could do with maps to make it easier for the GM to run.

Similarly, War of the Dead: Chapter Two suffers from many of issues that were a problem in the previous chapter. It is linear in nature and it is heavily scripted in places, and it suffers from repetition in terms of structure and in its encounters. Primarily, it is heavily combative in nature and this becomes both wearisome and grim. Then again, this is a world in which the dead walk the earth… That said, the over arcing plot does introduce several twists to its exploration of the zombie genre and in between the gunfights, there are numerous NPCs to interact with, many of them quite memorable.

At the start of this review, it was stated that War of the Dead: Chapter Twoboth addressed and failed to address the repetitious play of the genre and the question of why the post-apocalypse came about. It addresses the repetition essentially by replacing it with different forms of repetition, but ones that still revolve around the slaughtering of the Living Dead. It addresses the question of “why” only so far, and that is not really a failure upon the author’s part. After all, this is only the second part of the campaign and as such, is far too early to fully answer such questions.  They will only come in War of the Dead: Chapter Three and War of the Dead: Chapter Four. In the meantime, War of the Dead: Chapter Two is as good as the previous chapter, which means more good, but not quite perfect zombie roleplaying fodder.
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Posted in Campaign, Cubicle Seven, Daring Entertainment, Horror, Modern, Post Apocalypse, Review, RPG, Zombies | No comments

Sunday, 14 October 2012

Between States II

Posted on 08:30 by Anthony Carold

Five hundred years ago Eschaton occurred. As asteroids fell to Earth, the sky boiled. Their impact cracked the Earth open, causing earthquakes to ripple and volcanoes to boil over. Fires raged and both poisonous gases and dust were thrown up into the sky. The planet’s ecosystem was wrecked and human civilisation shattered, Europe being hit the worst. Worse was to come through; an ice age descended upon the survivors and they would have to struggle against an altered climate that would radically shift the balance of power. As the climates of Europe and South Africa cooled, so did that of central Africa and when combined with the rains blown in from the Atlantic, the Sahara bloomed and the peoples of Africa, underwent a renaissance as they threw off the yoke of Europe. In the years to come they would swarm across the soupy Mediterranean to plunder the belly of Europe for technology, trade, and slaves.

In the five centuries since Eschaton, seven Cultures and thirteen Cults have arisen to dominate the new world. Directing Africa’s revenge on Europe are the Neolibyans, ultra-capitalists that divide the known world into trade regions and drive hard bargains, and are known for their ostentatious spending and charity. If the Neolibyans are Africa’s heart, then her claws are Scourgers, mercenaries in the pay of the Neolibyans, ferocious soldiers armed with multi-thonged whips who protect Neolibyan trade trips and raid Europe for slaves. The Anubians are the continent’s spirit and heart, shaman that see themselves as humanity’s guardians.

The Cults of Europe resist these African incursions as best they can, but rarely with any unity, though their interests do on occasion coincide. The Anabaptists seek to purify through fire the Earth of the taint of an ancient deity they call the Demiurge and see as the destroyer of the world and the root of all evil. The Apocalyptiks are Europe’s gypsies, promising pleasures through gambling, prostitution, fortune telling, and the drug “Burn,” but often seen as bringing addiction instead. The Ashen are descended from those that took refuge underground before Eschaton, pale creatures biding their time until they can rule the world again. The masked Chroniclers are obsessed with finding and hoarding the knowledge lost in the Eschaton with the aim of restoring civilisation. Standing at the crossroads are Hellvetics, the most efficient and capable military force in Europe, which honourably maintains its neutrality by charging a toll to cross its territory to European and African alike. The Jehammedans are fanatics wanting to dominate Eastern Europe and bring their faith to all. The Marshals dispense a forceful if grim peace in central Europe based on a strict code of laws. Scrappers are not so much a Cult, but a way of life for individuals who delve into the ruins of Europe in search of lost artefacts, ready to sell to the highest bidder. The Spitalians are a militant medical caste, dedicated to burning out the poisoned lands, and batt­ling the spore fields and their mutant armies with fungicides and fire. Living between all of these Cults are the Tribals, small clans each with their own beliefs and ways of life.

The seven Cultures of the new world include Africa, Balkhan, Borca, Franka, Hybrispania, Pollen, and Purgare. Africa is a united Culture of three Cults, though threatened by strange bloodthirsty mutant plants called psychovors that swallow the land and alter it forever. Balkhan is wild country, its people untamed and passionate, permanently divided unless threatened by others, most recently from Purgare in the West and by the Jehammedans from the East. Borca sits across most of Europe south of the ice, but is divided by the Reaper’s Blow, the colossal fault smashed open by asteroid impact. To the West of the fault, the peoples are obsessed with finding traces of their ancestors, whilst to the East, they are mostly nomads driving herds of oxen unconcerned with the past. The people of Franka are rebuilding after the Neolibyans have plundered their relics and their old capital, Paris, was lost to hordes of insects and renamed Parasite. Hybrispania is also divided, but by war rather than by a fault. The natives have been fighting a guerilla war for years against the invaders from Africa while Jehammedan pilgrims try to convert the natives. Pollen is a land of nomads, driving armoured caravans from one fertile patch of ground to the next, hoping to harvest a crop before the ground spoils into rotted wasteland overnight. Lastly, claimed by the Anabaptists, Purgare is divided along its spine, the western side poisoned ruins, whilst to the East they battle with the Balkhani for the rich soils between their lands.

The effects of Eschaton are longer lasting though. In Europe and Africa, the impact craters are the source of a Foulness that grows and spews out Spores that mutate flora, fauna, and humanity’s children. Initially appearing normal, these children grow distant from their families as their newfound ‘demonic’ abilities also grow. Known as ‘psychonauts,’ by adolescence these children are often abandoned by their families and flee into the wilderness, there to hide and scavenge until they find others of their kind. There are five great craters, known collectively as the Earth Chakra, each spewing a different type of Foulness that mutates the psychonauts in different ways.

This is the setting for Degenesis: Primal Punk Roleplaying, an RPG published by Posthuman StudiosLLC, best known for the award winning Eclipse Phase RPG. It is an RPG of primeval savagery and wild abandon set in an epic post-apocalyptic survival drama, though one that suggests at an approaching singularity, although whether that singularity is devolutionary or evolutionary in nature, is yet to be determined by the few that are aware of the threat and have examined it in any detail. The publication of Degenesis Core Rulebook Primer Edition by Posthuman Studios marks the game’s first appearance in English, for Degenesisoriginally appeared a decade ago in 2001 in Germany, published by Sighpress. It joins what are merely a handful of German RPGs to appear in English language versions, the most well-known being Engel, published by the Sword & Sorcery Studio, and The Dark Eye, published by FanPro. Less well known, but more recent is Western City, a GM-less RPG published by Redbrick. The game’s origins and history have a marked effect on Degenesis, but I will come to those effects after looking more closely at the game.

Character creation involves selecting a Culture, a Concept, and a Cult. The Culture must be one of the seven given in the setting, which then determines the choice of Cults available. For example, someone of the Purgare Culture can choose from the Anabaptist, Apocalyptik, Hellevetic, Scrapper, Spitalian, or Tribal Cults. The Concept suggests the situation under which a character grows up – Compulsion, Decay, Lust, Madness, Pain, Peace, Quarantine, and Wealth. Every character begins with the same values for his attributes, but to raise one, he must lower another. He will receive bonuses to the attributes from the selected Culture and Concept, but not Cult. At each stage a character also receives a few points to spend on skills, and although these can be assigned to any skill, only those skills listed under the selected Culture, Concept, and Cult can be raised by more than a single point. In addition, a character must also select a Principle from those listed for the selected Culture, Concept, and Cult. These provide no mechanical benefit, nor are they defined within the rules as they are simple roleplaying hooks, although they are briefly discussed. Lastly each character checks to see where he or she stands within their selected Cults. For example, a Hellvetic with Firearms (3) is a Private, First Class, and is equipped with twenty rounds and 500 Chronicreds, while an Anubian with Domination (2), Empathy (1), and Faith (4) is regarded as a Guide of the Dead.

Our sample character is a NeoLibyan Writer, ambitious yet unable to win a bid for one of the annually auctioned trade missions. With Accounting (2) and Writing (2), the sample character qualifies as a Writer, and has a 1000 Dinar, but if he had Accounting (3) and Negotiation (3), he would qualify as a Trader and possess 10000 Dinar. Every NeoLibyan owns an Accounting Journal. He has been hired to work as a geographer and negotiator for his first trip to Europe.

Name: Dumisani
Culture: Africa
Concept: Wealth
Cult: Neolibyan

Cultural Principle: Bonds of Kinship
Concept Principle: Obsessed with Status
Cult Principle: Good Samaritan

Attributes: AGILITY 5; BODY 5; CHARISMA 7; INTELLECT 6; PSYCHE 5
Skills: AGI 5 + Unarmed Combat 1 (AV 6); BOD 4 + Mobility 1 (AV 5); CHA 7 + Etiquette 2 (AV 9); CHA 7 + Negotiation 5 (AV 12); INT 6 + Accounting 2 (AV 8); INT 6 + Geography 2 (AV 8); INT 6 + Language (Borcan) 1 (AV 7); INT 6 + Language (Purgar) 1 (AV 7); INT 6 + Survival 1 (AV 7); INT 6 + Writing 2 (AV 8); PSY 5 + Perception 1 (AV 6); PSY 5 + Self Mastery 1 (AV 6)
Flesh Wounds: Head 1; Torso 2; Legs 1
Trauma Wounds: 5
Vitality: 4

Overall character generation is quick and easy, and the three steps of Culture, Concept, and Cult do lead to characters that fit the setting. The result though does not lead to characters that are necessarily competent, especially if a character is created as a generalist. This quickly comes to light in the game’s mechanics, called the CatharSys. To undertake an action, a character must roll two ten-sided dice, aiming to roll over the Difficulty value, but under the character’s Action Value for that skill or action. Difficulty values range from Easy (4) and Tricky (6) to Nearly Impossible (14) and Miraculous (16), whilst the Action Value is a combination of the relevant Attribute and Skill. A character with an Action Value of eight or more is seen as Experienced, whilst an Expert would have an Action Value of thirteen or more. For example, Dumisani is in Purgare and encountered a Scrapper who has artefacts to sell. He does not know what the artefacts are – he does not have the Artefact Lore skill, but he thinks that they might valuable and attempts to negotiate a deal. The GM sets the Difficulty at Hard (6) because Dumisani has no idea as to the actual value. Setting this against his Negotiation AV of 12, the player must roll 2d10 and roll over the Difficulty (6), but under the AV (12), which with a range of 7 to 12, gives him a 30% chance of success. Roll over the AV and he fails, roll under the Difficulty and he also fails, but can roll again if the GM allows, though this will be at a higher Difficulty. If he rolls doubles (4, 4; 5, 5; 6, 6) and succeeds, then the result is a Critical Success, but fail and roll doubles, and that is a Critical Failure.

The example is for a character that is at least Experienced in one of the skills for his Cult. Outside of this skill and the character’s chances of success at even Easy Difficulty are severely curtailed. With this lowered chance of success comes the greater chance of failure and thus Critical Failure. It is almost as if the CatharSys is setting the characters up for failure. This is only exacerbated in combat. The sample character is geared towards interaction and not combat, but with that focus comes an incompetency when it comes to combat and an inability to withstand any wounds taken in a fight. This is because in order to improve a character’s capability to withstand even the most minimum of damage, points have to put into the Toughness skill, and that takes away from what the character is supposed to be good at. Given that combat can be deadly once weapons are brought to bear, characters can either be barely competent – and arguably not even then – at their Cult skills and useless at everything else, or take skills to enhance their capability and survivability in combat and lose their supposed competency. Whether characters are underskilled or the Difficulty values are too high – a 4-point (20%) penalty for even an Easy task – and the CatharSys just sets up to fail. Which given the relative simplicity of the CatharSys, is just so disappointing.

Physically, the Degenesis Core Rulebook Primer Edition is a 376-page perfect bound book (also available as a hardback) done in greyscale throughout. It is done in black and white and greyscale throughout, profusely illustrated by Marko Djurdjević to great effect. The book is densely written with chapters interspersed with pieces of setting fiction and verse. The background is explored in some depth with some two hundred pages devoted to the setting and background before the reader reaches the mechanics, combat, and character generation of the CatharSys are even mentioned. Beyond the rules themselves, the GM is given the expected bestiary and selection of foes, an equipment section, details about the psychonauts, a discussion of some of the setting’s secrets and history, plus a short scenario.

The density of the Degenesis Core Rulebook Primer Edition is something of an impediment to the reader. There is almost too much to read and understand before the reader begins to grasp a feel and an understanding of the setting, as if the game is written to be read by an inhabitant of 2585 rather than one of 2012. This is not helped by either the writing, which often feels flat, or the lack of any frame of reference, so that the reader is often left wondering what is going on. It is only much later in the book that it becomes clear where the places described earlier actually are.

Degenesis is a distinctly European RPG. Indeed there is almost no mention at all of what happened to anywhere apart from Europe and Africa during the Eschaton and beyond. It also shows in the artwork, which has a high degree of flesh on show. The setting has an earthy feel, a grubbiness not found in many American designed RPGs. For a game with as dense a setting and a setting as rife with secrets, it is daunting to know where to start. The included scenario helps, but the wealth of player character Cults and Cultures is another issue as many of them are openly antagonistic towards one another, and getting them to work together is likely to prove a problem during play.

Upon first tackling the Degenesis Core Rulebook Primer Edition, the setting and book had the feel of a classic White Wolf RPG, especially in its organisation of the thirteen Cults and the seven Cultures. The extensive use of in-game fiction and verse also contributed to that feeling. Yet the effect of that feeling is that Degenesisis an old game, not a new one. For as much as the game felt similar to a White Wolf RPG, it was as equally reminiscent of another German RPG, Engel. Which is not surprising, since the English version of Engelwas published by an imprint of White Wolf, but the settings are different. Engelis a post-apocalyptic millenarian RPG, part of a rash of similar RPGs that appeared before and after the year 2000, while Degenesisis also post-apocalyptic, it focuses more on horror and near transhuman themes. That said, both games date from the same period, the original Degenesis - ein Stern wird fallen appearing in 2001, followed by second edition in 2004 along with supplements.

It is rare for an RPG to be translated from another language into English, so it is good to see Posthuman Studios publish the Degenesis Core Rulebook Primer Edition. Yet the translation fails to overcome the game’s handicaps – the density of the setting, the openly antagonistic character options, the flatness of the writing, and worst of all, the inherent incompetency of player characters built into the CatharSys, which devalues player agency in the game and exacerbates the grim nature of the setting. It is the setting though, that saves the game. It is rich, it is detailed, and it deserves to be explored. From that point of view, Degenesisis worth examining at the very least.
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Posted in Degenesis, German RPG, Post Apocalypse, Posthuman Studios, punk, Transhuman | No comments
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  • Pulp Cthulhu
  • punk
  • Purist
  • Pyramid Magazine
  • Queen Games
  • Queens Games
  • railway game
  • Reality Blurs
  • Realms of Cthulhu
  • Red Raven Games
  • Red Shift Games
  • Red Wasp Design
  • Religious
  • Renaissance Deluxe
  • Retrospective
  • Review
  • Richard Pett
  • Risk
  • Rite Publishing
  • RM308 Graphics & Publishing
  • Robin D. Laws
  • Rocket Race
  • Rogue Games
  • Romance
  • RPG
  • RuneQuest
  • Runquest
  • Satire
  • Savage Worlds
  • Scenario
  • Science
  • Science Fantasy
  • Science Fiction
  • Science!
  • Secrets of Japan
  • Semi Co-operative
  • Settlers of Catan
  • shadows of esteren
  • Shakespeare
  • Share Game
  • Signal Fire Studios
  • Silly RPG
  • Silver Branch Games
  • Sixtystone Press
  • Social Game
  • Solo Adventure
  • Solo Adventures
  • Source Book
  • Space Opera
  • Spanish Civil War
  • Spiel des Jahres winner
  • Spiral Galaxy Games
  • Star Wars
  • Star Wars: Edge of the Empire
  • Starter Set
  • Steampunk
  • Steve Jackson Games
  • Storytelling
  • Strategy Game
  • Stronghold Games
  • Superheroes
  • Supernatural
  • Surprised Stare
  • 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)
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Anthony Carold
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