Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Systemless Book. Show all posts
Showing posts with label Systemless Book. Show all posts

Sunday, 21 December 2014

Steampunk Soldiery Spotter's Guide

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

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

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

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

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

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

Thursday, 4 December 2014

Your Vampire Primer

Posted on 04:42 by Anthony Carold
There are some people who contend that the United Nations is fighting a secret war on sovereignty and democracy in its pursuit of a ‘one world government’. This is not true. It is fighting a secret war, not against sovereignty and democracy, but a threat insidious and hidden that preys upon humanity–vampires. The United Nations Educational, Scientific, and Cultural Organisation (UNESCO) fields ‘Special Action Units’ (SAUs) dedicated to the study, location, and eradication of vampires. Armed with automatic shotguns and assault rifles that fire blessed and consecrated rounds of wood, silver, and graphite, and wearing armour incised with religious iconography and inscriptions, once these teams have a target, they are sent out aboard ‘black helicopters’ to strike at the horridly implacable creatures that are vampires.

This is the set-up for Vampires: A Hunter’s Guide, published by Osprey Books as part of its Osprey Adventures line. Best known for its its military history books, each diligently researched and meticulously illustrated with period photographs and fully painted colour plates, entries in the Osprey Adventures series goes beyond the facts to meld it with fiction. The result is a sourcebook of ideas for a gamer’s current game or a background for a whole new game. All a gamer needs to do is add the rules of his choice. The series has already looked at The Nazi Occult and given us Zombies: A Hunter’s Guide–amongst others... 

Vampires: A Hunter’s Guide most resembles Zombies: A Hunter’s Guide, being an examination of several types of vampire, their creation, their feeding and hunting habits, their relationship to humanity, and humanity’s response to each of these horrors. It does these for five continents–Europe, North America, Africa, Asia, and South America. In doing so, it focuses upon five types of vampire–the Strigoi, the Asanbosam and the Obayifo, the Jiangshi, and the Chupacabra. Of course, the various chapters are nicely illustrated with pieces of period art, photographs of various artifacts, and full colour artwork.

It begins with the Strigoi in Europe and a raid on a nest during the Yugoslav Wars of the 1990s, before delving into the history and types of the Strigoi. They are closest in type to the vampire of the modern era, typified by Bram Stoker’s Dracula, but other types exist in the Balkans and beyond. The Strigoi of course feeds on blood, is capable of transforming themselves into bats or wolves, and possess a certain sexual allure. The Papacy was the first organisation to recognise the ‘satanic’ threat and attempt to deal with it, such that many of the creatures took the opportunity to flee to the New World. Here the only rivals they had were each other, for North America had no vampiric tradition, and so they hid themselves and through wise investments, managed to protect themselves with great wealth. This makes them extremely difficult to track down and identify–it can take years of careful work by the FBI before an SAU can strike.

Less familiar will be the Asanbosam and the Obayifo, the vampiric creatures native to modern day Ghana and the historical Ashanti Empire. The Asanbosam is an arboreal bat-like hunter that reaches down from the trees for its prey, which is driven to mankind when they enter and then cut down the forest. In response, vampire hunters would train to enter the canopy, armed with short, gold-tipped spears and knives, and often protected by the juju or magic of the Marabout. Where the Asanbosam feeds on blood and flesh, the Obayifo, a spirit vampire, feeds off negative empathic energy. There is the possibility that the Obayifo are capable of controlling the Asanbosam, but where the Asanbosam seems confined to the diminishing forests, the Obayifo seems to have spread beyond Ghana’s borders.

Conversely, the Jiangshi will be familiar to devotees of Hong Kong cinema. The ‘stiff corpsed’ hopping vampire takes decades to form after it was improperly buried and grows tougher, stronger, and develops a more potent breath over time. It is an empathic vampire that can track its prey by their breathing. Again a group trained to deal with the threat, this time of the monks of the Shaolin Temple, who would use their martial arts skills and meditative calming techniques to prepare themselves against the Jiangshi. Lastly Taoist magic is used to still the vampires so that they can be led away for a proper burial. Of course, with founding of Chinese communities around the world, there are innumerable cities where the knowledge and ability to deal with a Jiangshi has been lost.

The last vampire detailed in Vampires: A Hunter’s Guide is the Chupacabra, a large bat-like creature that in recent years has spread out of the cenotes found across the Yucatan Peninsula in Mexico into the great cities of North America with their extensive subterranean infrastructure. In rural areas the dreaded ‘goat sucker’ is known to feed on large livestock, but in built up urban areas, the primary prey is humanity–particularly its dregs.

In addition to these five or so vampires, various other types are also discussed. For example, other types of Strigoi include the Balkan/Czech Pijavica which preys upon former family members and the Polish Vjesci which can be recognised by the caul its head. Similarly, the Dhampir human/vampire hybrids, hated by their parents, are said to have found a home with some SAUs. As much as Vampires: A Hunter’s Guide discusses its monsters, it is small details such as this and the fact that SAUs work with FBI forensics and behavioral analysts that provide hooks upon which to hang the role of SAU members or support staff, for example in creating a roleplaying campaign.

Unfortunately, a GM will need to extract such details if he wants to use them for his game. In a traditional Osprey Books title there will be colour plates depicting what an SAU operative wears and is equipped with, accompanied by suitable descriptions. Sadly, this is not included. Equally as disappointing is the lack of a bibliography in Vampires: A Hunter’s Guide. Where Zombies: A Hunter’s Guide had a short if imperfect section entitled ‘Further Reading, Watching, and Gaming’, but this is absent in Vampires: A Hunter’s Guide. There are some very obvious inspirations for many of the vampires presented in its pages–for example, the movie Encounters of the Spooky Kind for the Jiangshi and the ‘El Mundo Gira’ episode of The X-Files for the Chupacabra. Others like the Asanbosam will be more difficult to provide inspiration for, but it would certainly help the reader with his further research. Similarly, a list of games would help in applying the content of  Vampires: A Hunter’s Guide. Obviously, Pelgrane Press’ Night’s Black Agents is the go-to RPG for fighting vampires, but Pinnacle Entertainment Group’s Savage Worlds, White Wolf Inc.’s Hunter: the Vigil, Evil Hat Publishing's FATE Core, and even the recently released Cryptworld from Goblinoid Games would all work.

Vampires: A Hunter’s Guide is readable and a decent source of material to apply to the vampire hunting game of your choice. The lack of application to that end–no bibliography and no immediate material upon which to hang campaign, for example, does mean that it is just background when it could have been just a little more supportive.
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Posted in Dark Osprey, Fate Core, FATE System, Horror, Opsrey Adventures, Osprey Publishing, Savage Worlds, Systemless Book, Vampires | No comments

Friday, 3 January 2014

Your Zombie Primer

Posted on 16:35 by Anthony Carold
Zombies: A Hunter's Guide is an entry in Osprey Publishing's Osprey Adventures line of sourcebooks. To date the line includes Ken Hite's treatment of the Nazis' esoteric interests in The Nazi Occult, the truth behind the Templars in Graeme Davis' Knights Templar: A Secret History, and an examination of what the 'Greys' really want in We Will Destroy Your Planet: An Alien’s Guide to Conquering the Earth by David A McIntee. What each title in the line does is blend the fact and the fiction of their respective subject matters, but without providing either game mechanics or game stats - these the Game Master has to provide himself. Essentially, what each entry in the line is, is a systemless sourcebook, a background to which the Game Master adds the rules of his choice. Although an entry in the Osprey Adventures line, Zombies: A Hunter's Guide pre-dates the line, beginning life as a parody of the traditional history books that the publisher is better known for. Originally published in 2010, in 2013 it was reprinted as a deluxe edition and that is the version that is being reviewed here.

Take any number of treatments of the zombie, from The Walking Dead and The New Deadwardians to All Flesh Must Be Eaten and Zombicide, and the common theme between them is that the dead have arisen and civilisation as we know it is doomed... Not so in Zombies: A Hunter's Guide. It posits a world in which zombie uprisings are a known threat, in which Zombie Wars have been fought by military units, in which the zombie hunter is a recognised profession, and in which the zombi phenomenon is common enough to be the subject of academic study. Once myth and conjecture, the number of zombie outbreaks have increased year by year since the end of World War 2, despite the attempts of numerous governments to cover them up. Zombies: A Hunter's Guide is also an actual book that could be purchased in this alternate Earth, so barring the suggested 'Further Reading, Watching, and Gaming', the contents of this book can be accessed by both the GM and his players - and even referred to during play!

Over the course of several chapters, Zombies: A Hunter's Guide presents everything that the prospective zombie hunter will need to know in order to combat the corpse challenge. Over the course of several chapters, the fictional author of Zombies: A Hunter's Guide examines the origins of the zombies, the types of zombies that might be encountered, their strengths and weaknesses, and not only how to recognise them, but also eliminate them. These include necromantic zombies, voodoo zombies, Nazi zombies, revenants, atomic zombies, viral zombies, zombie masters, and viral hounds and zombified animals. Other chapters cover the matter of zombie hunters themselves, as well as zombie hunter weapons and equipment, and zombie hunter tactics.

In describing these various members of the corpse cortège and the means to combat them, the author draws deeply on the pop culture of zombies and the history of that pop culture. The combined effect of this is to make the contents of Zombies: A Hunter's Guide very familiar, for example, the island of Haiti is given as the home of the Voodoo zombie, Wade Davis exposed the secrets of the Voodoo zombie in his The Serpent & The Rainbow, and Francois "Papa Doc" Duvalier used Voodoo and zombies to keep himself in power as president of Haiti. So far, so good, but what Zombies: A Hunter's Guide does is add elements of a secret history. For example, the USA sent the US Marines in not to keep the peace in 1915 after the assassination of the president, but to engage in a war against the threat represented by zombies. Of course, Haitian refugees and immigrants have since brought Voodoo and Voodoo zombies to America...

It does this over and over with each type of zombie. For example, both the Miskatonic University and the Bodleian Library are known centres for 'Necromantic and Animate Necrology Studies', and the best-known revenant, a particular type of zombie that is driven to perform a particular task, is William Bonnet, better known as 'Billy the Kid'. Which is why his grave is caged off! For the Game Master and his players there are organisations to join, such as 'Bureau 9' (founded by Allan Pinkerton during the American Civil War), the Vatican's Corpus Mortuambulanticum, and the mercenary unit,Command: The Blue Unit. Also included are discussions of the contemporary weapons and tactics needed to fight zombies in general.

Physically, Zombies: A Hunter's Guide is a slim hardback. It is well written and as you would expect with an Osprey Publishing book, it is well presented with a good mix of full colour and black and white artwork. If there is an issue with the book it is the options given in 'Further Reading, Watching, and Gaming' for gaming are all war games and board games. There is nothing wrong in the choices given and none of them are surprising given that war gamers purchase Osprey Publishing titles, but no role playing games are suggested, which is a major omission. Certainly, All Flesh Must Be Eaten deserved a place on the list of suggestions.

At its gaming core, the concept behind Zombies: A Hunter's Guide is a world in which zombies are a known threat and outbreaks are dealt with by sanctioned organisations as well as the foolish amateur. This is an incredibly easy set-up to do for the RPG of your choice -- Savage Worlds from Pinnacle Entertainment Group and Evil Hat Productions' recent FATE Core would work very well with the setting material presented in Zombies: A Hunter's Guide. Lightly drawn -- after all, who needs depth when dealing with the cadaver cavalcade? -- Zombies: A Hunter's Guide gives a juicy setting that is easy to add the rules to.
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Posted in Dark Osprey, Fate Core, FATE System, Horror, Osprey Publishing, Savage Worlds, Systemless Book, Zombies | No comments

Thursday, 5 December 2013

Nasties & Nazis Primer

Posted on 13:04 by Anthony Carold
Osprey Publishing is best known for its military history books, each diligently researched and meticulously illustrated with period photographs and fully painted colour plates. Over the years, its books have proved useful to historians and gamers alike, primarily wargamers, but on occasion to roleplayers too. It is to the latter that a new series from the publisher is likely to appeal. Where in the past, Osprey Publishing’s books have presented facts and analysis, each entry in the ‘Dark Osprey’ series goes beyond the facts to meld it with fiction. One of the first entries in the series delves into as ‘dark’ subject as you can imagine and the publisher got the right man to write it.

2013 has been a great year if you want Nazis in your games. Both Achtung! Cthulhu: Investigator’s Guide to the Secret War from Modiphius Press and World War Cthulhu: The Darkest Hour from Cubicle Seven Entertainment put the knowledge of the Cthulhu Mythos within the grasp of the Nazis, whilst in the recently released Band of Zombies, Eden Studios, Inc. let the Nazis unleash zombies on the Allies, and that is not forgetting Hite’s own GURPS WW2-Weird War Two supplement. Which just goes to show how we love mixing up the weird with our Nazis when it comes to our games and have done so ever since E. Gary Gygax sent his wizards and warriors to fight a German patrol and Indiana Jones uncovered the Nazi’s plans for the Ark of the Covenant in the 1981 movie, Raiders of the Lost Ark. What is so fascinating about this frothy mix of the utterly evil and the weird is it has some basis in truth – the Nazis had an interest in the occult and much of what they were grew out of occult interests following the foundation of Germany in 1871. This is the basis for The Nazi Occult, the first in the Dark Osprey series written by Kenneth Hite, the author of two great RPGs in the form of Trail of Cthulhu and Night’s Black Agents.

Hite does not so much chart the history and origins of the Nazis’ interest in the occult as race through it. Within a few pages, the reader is swept through the völkisch movement and its Aryan ideologies into the volatile politics of post-Great War Germany that saw the rise of the Nazis. Once the Nazis are in power, the founding of the Ahnenerbe is detailed as well as its occult equivalent to the Grand Tour. This takes in Finland, Brazil, Sweden, Bolivia, Iceland, Greece, Iraq, and Afghanistan, but most famously visits Tibet – indeed, a whole chapter is devoted to that expedition and its search for Agartha, the other secret kingdom. Similarly, another chapter devotes itself to the Nazi hunt for the great artefacts – the Ark of the Covenant, the Holy Grail, and the Spear of Destiny, while others examines the application of the Nazis’ acquired occult knowledge, primarily in the form of the vril-powered vaguely bell-shaped flying saucers and the post-defeat, last stand, Werwolf program. Of course, with the fall of the Third Reich, the Fourth Reich could be founded, and the last chapter is devoted to its refuge, Point 211, in Antarctica, where it manages to withstand an American response…

Rounding out The Nazi Occult is a short bibliography of books and films as well as an equally short ludography of suitable games. It is followed by a short glossary. Both are necessary, the bibliography if only to aid the reader in expanding upon the book’s contents and confirming fact from fiction; in providing further visual stimulus; and in helping a GM put numbers to the book’s contents. The glossary of course is a handy point of reference for the numerous ‘technical’ terms used throughout The Nazi Occult.

So the question is, how do you use The Nazi Occult? At its most base use, the book is a primer, an introduction to its subject matter, the bibliography providing further pointers as to suggested reading. Its most obvious use is as background to a game of the GM's devising, whether that is in the heyday of the Nazi's occult world tour of the 1930s, during fraught years of World War Two, or in the desperate years following the end of the war. The GM need not use the background wholesale, but instead cherry pick the elements that he wants to use, either as scenario seeds or just simple details. The book is rich in such detail and potential ideas.

What The Nazi Occult is not, is a gaming supplement in the strictest sense. It contains no gaming stats or write-ups – for any gaming system. Such information is for the GM to devise, though certain supplements will no doubt have such information already prepared. What The Nazi Occult is, is an overview and an introduction to the weirder, not to say bonkers, ideology of the Nazis and how they applied it. It also manages to be a history of the Nazi Occult whilst also not being a history of the Nazi Occult. The point being that Hite speculates beyond the actual history, not only filling in the blanks, but going so far as to describe the culmination of the Nazi occultists’ wish fulfilment – the Werwolf program and its actual lycanthropes; the vehicles of Projekt Saucer; and so on. The problem is that whilst such operations and creations are not only fanciful and fictional – and obviously so – it is not so easy to spot the divide between the fact and the fiction elsewhere in the book. 

How much of an issue that will be, will vary from one reader to the next, but it is an issue that needs to be highlighted. Osprey Publishing’s books are history books, and as much history as there is in The Nazi Occult, it diverges from the history and does not say where it does. Still it does at least state in the introduction that in places the act of writing history is by necessity an act of the imagination. Arguably though, a disclaimer of some kind could have been displayed somewhere.

Physically, The Nazi Occult is up to the usual standards of Osprey Books’ layout and presentation. It is superbly illustrated, both the full paintings by Darren Tan and the numerous period book covers and photographs ably supporting the text. The paintings in particular do much to support the more fantastic elements of Hite’s amplified history – the deadly effect of casting spells, the protection of the City of the Birds from the SS by a djinn guardian, a street battle between US Army soldiers and Wolfen resistance, and so on. At just eighty pages, Hite does throw name after name and weirdness after weirdness at the reader at a tumultuous pace, and whilst he does have a lot to cram into those eighty pages, it does leave the reader with a lot to take in…

The Nazi Occult is either a primer on its subject matter or a full roleplaying game background yet to be written up with game stats or a history thick with plot ideas and details ready to be developed and added to an existing roleplaying campaign. It depends upon the reader and the GM of course, but either way, The Nazi Occult is a richly detailed introduction to a fascinating if quite bonkers aspect of history.
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Posted in Alternate History, Dark Osprey, Ken Hite, Modiphius Press, Occult, Osprey Publishing, Source Book, Systemless Book, World War II | No comments
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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...
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Anthony Carold
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