Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label UK Games Expo. Show all posts
Showing posts with label UK Games Expo. Show all posts

Friday, 21 November 2014

An Esteren Companion

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

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

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

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

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

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

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

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

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

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

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

Wednesday, 10 September 2014

Into the Vortex...

Posted on 04:48 by Anthony Carold
Vortex is a scenario for Monte Cook’s Origins award winning Numenera RPG originally used to launch and showcase the setting and RPG at  GenCon 2013. It is designed to challenge three to six characters who should be of either First or Second Tier and is flexible enough to be used as either a demonstration adventure, an introduction to the setting, or as part of an on-going campaign. Available as a 13.42 MB, thirty-page PDF, it includes not only an eighteen-page adventure itself, but also a dozen pre-generated adventurers all ready to play, the latter being available as a 24 MB,  twelve-page PDF.

Written in two acts, Act I of the adventure, ‘The Temple’, mostly takes place in a wilderness area. The player characters are exploring the region when they come upon a strange structure outside of which be-robed figures are conducting a ritual. Before the characters can interact with the figures they disappear into the structure, but not before leaving behind some food and a notebook. The structure then rumbles into the ground and disappears, but fortunately for the player characters, the notebook contains details as to when and where the structure will reappear. What do the player characters do?

Curiosity should be enough for the player characters to follow up on the clues in the notebook. After all, this is the Ninth World and exploring the technologies of the past should be the motivation for many, if not all of the characters in a party.  Following up on the clues will bring the characters through a nearby village and present a minor encounter. It is a decent little encounter that given that Vortex is a demonstration scenario serves to show how the Cypher System, the mechanics for Numenera, work in play and give the opportunity for the players to try out their characters’ abilities in a fight. 

Beyond that, the characters should eventually make their way to the point where the structure is supposed to reappear and when it does, the first person to exit begs for their help—she and her brother have been kidnapped by a cult and they want out! Here begins the real meat of the adventure, the opportunity not only to help out a damsel in distress, but also explore the mysterious disappearing and reappearing structure. It is also here where the adventure picks up and gets a little more interesting. The cult itself should not trouble the player characters unduly, though the cult leader may be a bit of a challenge.  Once he has been dealt with, Vortex changes tack and gets a whole lot more interesting.

Act II, ‘Through the 'Vortex' draws the characters deeper into the secrets of the Vortex—and beyond! Where the first Act focused on combat and interaction—in the village and then in the strange structure, here the emphasis changes to exploration and examination. If Act I felt a little too much like the traditional start of a Dungeons & Dragons style scenario, then Act II is where Vortex really begins to feel like a Numenera scenario in its Science Fiction. For the switch in emphasis in Act II is ably supported by the weirdness of the setting and the destination that lies ahead of the player characters—if they prevail and uncover the right clues that is. Not that the weird is not present in Act I, for in addition to its combat encounter there are a number of smaller locations to explore and experience, but it comes to the fore in Act II. This is the ‘Citadel of Radiance’, a thoroughly fantastic setting in the truest sense of the word. 

Vortex can be used as is, or split into two parts, but Act I should only take a session or two to play through at most, whilst Act II will probably take two or three. There is advice on running it as part of a campaign game or a convention scenario, and also on what might happen afterwards, although the given suggestions are a bit slight. There is though, a slightly disjointed feel to the scenario. The whole affair is written more as a pair of sandboxes—one for each act—that the players and their characters are expected to explore and interact with. The issue though is that there is a strong plot that runs through Vortex whilst there really is little for them to just explore and interact at random in true sandbox style. More encounters around both the village and in the strange structure would have supported the sandbox format. Nevertheless, Vortex is a well written, detailed scenario.

Vortex also comes with a set of six pre-generated characters. They include two characters of each type and the six do a decent job of showcasing some of the character types possible using the rules in the Numenera core rules.

Vortex is an excellent scenario. It can also be a deadly scenario, but without the risk, where is the fun or the reward? Vortex does a very good job of showcasing the strange and wondrous nature of the past some nine billion years from now…
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Posted in Fantasy, Far Future, Monte Cook Games, Numenera, RPG, Science Fantasy, Science Fiction, UK Games Expo | No comments

Tuesday, 8 July 2014

Comedy & Games

Posted on 04:56 by Anthony Carold
Comedy takes effort and it takes practice. At this time of year, numerous practitioners of the art up and down the country are preparing for one event—the Edinburgh Festival Fringe. Which according to Wikipedia is the world's largest arts festival, and for comedians it is a chance to bring an act to a larger audience that if successful will see them take it around the country for the next year. Plus of course, a good review from The Scotsman can really help a comedian’s career.

In order to prepare for the Edinburgh Festival Fringe, comedians put on preview shows where they work out and practice their act beforehand.  Thus, these are not fully polished acts, so they may not quite work or they may not be quite funny enough. So that was why I attended the Jewellery Quarter Comedy Edinburgh Previews on Sunday July 8th with some trepidation and then some more trepidation for another reason. That second reason was because one of the acts would be about board games. The danger being that the comedian would be making fun of my hobby at the expense of my fellow gamers.



That the title of the show was ‘Always Be Rolling: How board games can change your life and save the world’ bode well for the evening. As did the fact that the comedian, James Cook, was a fan and player of board games, and was enough of both to have attended UK Games Expo, this country’s biggest games convention, held back at the end of May.  So at least he was going to know what he was talking about and from the title of the show, he was going to be positive about playing games.

As it turned out, Cook was positive about games, though not always quite so about gamers, though none of his comments were really unfair. At the core of the act was the hypothesis that as children our enjoyment of games was ruined by having to play bad games—Buckaroo, Guess Who?, Hungry (Hungry) Hippos, Monopoly, and so on. The solution of course, and despite all of our foibles—our love of accuracy, zombies, being inside on a hot day, putting medieval merchants on the front of game boxes—was to play the games that gamers like. This would teach us that games could be fun to play even if you did not win. So games like Carcassonne and Settlers of Catan.

Now to be fair, to many of those in the room, he was preaching to the converted, and whilst what he was saying was not wrong, it was obvious. Then again, unless he is going to perform the act at next year’s UK Games Expo, James Cook is unlikely to be performing to more than a dice roll’s worth of gamers at any one time. In addition to the thesis about the benefits of playing board games, there were interactive games and audience participation. I now know that it really helps to have facial stubble if you are going to be playing a live action version of Hungry Hippos with marshmallows instead of little plastic spheres.

Ultimately, the main criticism that can be levelled at ‘Always Be Rolling: How board games can change your life and save the world’ is that James tells you how bad games can be and he tells you why, but he does not effectively tell you how good they can be. If Carcassonne and Settlers of Catan are as good as James tells you that they are, then we never learn why. The issue there of course, is that James does not have five minutes or a thousand words to explain why they are good. He has to get on and be funny at the same time, and whilst he is, by not telling us how good the games are, he never quite sells the idea that they can change your life or save the world.
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Posted in Comedy, Edinburgh Fringe Festival, UK Games Expo | No comments

Tuesday, 3 June 2014

Command Arrows

Posted on 12:30 by Anthony Carold
Lords of War is a tactical fantasy battle game published by Black Box Games. The winner of the award for Best Strategic Card Game at UK Games Expo 2013, it pitches two armies into a fierce confrontation that can be played out in roughly thirty minutes. Designed for two players aged twelve and over, the original set consisted of Lords of War: Orcs versus Dwarves. It was quickly joined by Lords of War: Elves versus Lizardmen and then by Lords of War: Templar versus Undead which was funded via Kickstarter.

Each set is described as “Dual Deck Expandable Gaming Cards”, which means that the army decks from each set are interchangeable with those of another and that the cards in each army deck are also interchangeable with those of any other. This means that each army can be modified with cards from another deck and that rather than battles being fought between the armies in one set, they can be played out as 'Templars versus Orcs', 'Elves versus Dwarves', 'Lizardmen versus Undead', and so on. In this review, the Lords of War: Orcs versus Dwarves set will be under the spotlight. Not only because it is the first set in the line, but because a confrontation between Orcs and Dwarves is very traditional when it comes to fantasy battles.

Each set consists of two armies—represented by two thirty-six card decks, plus a rules sheet and a Battlemat. The latter is marked with a seven-by-six grid of spaces upon which the game’s cards will be placed and is done in a slightly mottled, golden brown. (The colour varies from set to set, so for example, the Battlemat in Lords of War: Elves versus Lizardmen is green, representing the swamps or forests that they fight over rather than the mountains or rough terrain of Lords of War: Orcs versus Dwarves). The rules sheet is large and double-sided, but is only done in black and white. It is easy to read and does a decent job of explain the rules. What stands out about Lords of War: Orcs versus Dwarves—and any of the three sets to date—are the cards that form each army and are the heart of the game.

All of the cards are done in full colour by artist Steve Cox, each one depicting a single warrior or unit in a style reminiscent of Games Workshop’s Warhammer Fantasy Battles. Which is no bad thing since it gives the game a certain familiarity. Besides its illustration, every card has a name; a number of Attack Aarrows that determine the direction in which the unit can attack—forward, back, to the sides, and diagonally out of the corners; and a Defence Value. Each Attack Arrow also has an Attack Value attached to it. The more Attack Arrows a unit has, the greater its flexibility on the battlefield, both in attacking enemy units and pinning them in place.

Every card also has a Class—Infantry, Cavalry, Spear, Ranged, and Berserker. Infantry units are generally balanced in terms of their Attack Arrows, Attack Values, and Defence Values; Cavalry units tend to have broad Attack Values, but low Defence Values; Spearmen have low Attack Values, but high Defence Values; Ranged units can attack enemy units at a distance; and Berserkers have limited Attack Arrows and high Attack Values, but low Defence Values. Every unit also has a Rank from Recruit and Regular up to Command and General. Six of the cards in a deck are Command units and one of these is the army’s general—unlike the standard units, they are all named. 

Throughout the game, each player will have a hand of six cards. At the start of the game, this hand will consist of five cards from his shuffled deck and his army’s General. Once each player has placed a unit in one of the Battlemat’s starting positions, the game begins. A turn consists of three phases.

In the Deployment phase, a player places a unit on the Battlemat orthogonally or diagonally adjacent to an enemy unit so that one of its Attack Arrows points at the enemy unit. A support unit like a Ranged or Spear unit can also be placed adjacent to any friendly unit so that its Attack Arrows do not engage it or it is not engaged by friendly Attack Arrows. This means particularly with Ranged units that they can be placed behind friendly units away from the front lines and enemy units that would attack them directly.

During the Elimination Phase, every unit on the Battlemat attacks—including those of both armies! Thus, if the combined Attack Values of the units attacking an enemy unit via their Attack Arrows exceed the enemy’s Defence Value, it is eliminated. This has to be done unit by unit until every unit on the Battlemat has been checked to see that it has not been eliminated. The result of this is that a player has to consider both how his unit can attack and how his unit might be attacked. 

The third and final phase is the Reinforcement Phase. During this, a player can either refresh his hand back up to six or have one retreat from the Battlemat into his hand. The latter unit must not have been placed or fought that turn, or be engaged by an enemy unit’s Attack Arrows. It is possible to pin an enemy unit to prevent it being removed from the Battlemat during the Reinforcement Phase.

The battle proceeds until one army can defeat four of its opponent’s Command units or any twenty of its units. Then it will have won the battle.

The key to Lords of War is positioning the units so that they make the best use of their Attack Arrows and avoid being subject to attack in return. Placement is all important to controlling the battlefield and as a game progresses, it becomes more and more difficult to find the weak spots in an opponent’s defences. The choice of army will also influence a player’s actions—with the Lords of War: Orcs versus Dwarves, each side has its own strengths. The Dwarves have better Defence Values, whilst the Orcs have better Attack Values.  

As good as Lords of War looks and as simple as the rules are, what it lacks is flavour. There is some that comes through in the cards, but there is none in the rules. For that the purchaser needs to visit the publisher’s website for the background to the game, where he will also find rules for multiplayer battles and more advanced rules. Whilst simplicity of the design does make Lords of War easy to play, the lack of flavour does leave the game lacking substance. Another issue is that there is a certain artifice to the game in that it does not feel as if you are fighting a battle except in an abstract way. This is fine in a game like Chess, but in Lords of War it feels as if you should be fighting each other for something rather than a simple stand-up confrontation because the art on the cards suggests so. Hopefully, the Terrain & Weather Expansion Pack will go some way to alleviate this issue and provide the game a bit more substance as well as variety.

Lords of War: Orcs versus Dwarves is a pleasingly simple combat card game that offers tactical challenges and thoughtful play without overwhelming the participants. The design is attractive and easily expandable and should also serve as solid introduction to wargaming fantasy battles too.

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Posted in Black Box Games, Card Game, Fantasy, High Fantasy, introductory game, UK Games Expo, War Game, Wargame | No comments

Thursday, 29 May 2014

Wondrously More Than Magic

Posted on 12:29 by Anthony Carold
In the far future mankind will have done wonderful things. Travelled to other universes. Controlled the energies of stars. Constructed cities and structures that float in the sky. Harnessed the smallest of machines to undertake great tasks and more. Modified the appearance and genetics of not just the beasts around them, but of themselves to give endless form and function. All this and more over the course of eight aeons and eight great civilisations, but now, following the fall of the last civilisation, what is left of such great achievements are orbiting satellites that beam constant streams of inaccessible information, engines deep within the Earth whose thrumming can at times be felt on the surface, structures that hang in the sky without the means to access them, portals that occasionally open to other worlds that might lead to greater wonders or imminent death, clouds of swarming nanites, terraformed and modified landscapes that defy purpose, and of course, the 'numenera'. In this the Ninth World, people look upon the wonders of the past, knowing that it was achieved through technological means—not magic, but knowing that they have lost the means to create it or in many cases, to use it as it was originally intended.

The people of the Ninth World are humans, though some are abhumans—mutants, crossbreeds, the genetically engineered, and their descendants, or they are visitants, who have come to Earth, but are not native to it. They reside in the Steadfast, a collection of kingdoms and principalities that exist under the watchful benevolence of the Amber Pope, whose Aeon Priests of the Order of Truth revere the peoples of the past and their knowledge and technology. The Order of Truth not only studies the past and its technologies, it tries to find a use for them to the betterment of the peoples of the Steadfast. The peoples of the Ninth World make use of the technology that they can scavenge—and which the Aeon Priests tell them is safe to use, turning it into armour, weapons, and everyday devices and tools to enhance the medieval technology they currently possess. In particular they employ Numenera—artifacts, cyphers, and oddities— bits of technology leftover from past civilizations, that may have an obvious function; may have once had an obvious function, but what that was has been lost and the device is put to another use; or may have once had an obvious function, but what that was has been lost and can no longer be discerned.

This is the setting for Numenera, a Science-Fantasy RPG set a billion years into the future, designed and written by Monte Cook whose credits include Dungeons & Dragons, Third Edition, numerous d20 System titles, and of course, his own campaign setting, Ptolus. Originally and very successfully launched on Kickstarter, Numenera is also a post-apocalyptic setting that embraces the weird, though not in the wacky sense of say Wizards of the Coast’s Gamma World or the arch-baroque decadence of Pelgrane Press’ Dying Earth role-playing game or the oppressively rich Tékumel: Empire of the Petal Throne. It does though, embrace a sense of wonder and the wondrous, but in its underlying play, it certainly draws parallels with Gamma World in that the player characters go out into the world and explore the ruins and devices of the past in the hope that they can use them to improve the society of today. In a sense, Numenera is a dungeon bash game, the characters delving across, down, up, and beyond into the wonders of the past to plunder its relics, but the technological and the fantastical elements of the setting push it away from that as does the fact that the characters are not delving necessarily for riches. As a game, Numenera is a contemporary design in that it embraces both rules light mechanics and light storytelling mechanics.

Characters in Numenera are primarily humans in one form or another—visitants are an advanced option and one of three Types—Glaives, Nanos, or Jacks. Glaives are warriors, either wearing heavy armour and wielding heavy weaponry or relying light arms and armour to give them movement and agility. Nanos are sorcerers, capable of tapping into the Numenera to alter reality or learn more about it, wielding ‘Esoteries’ to command nano-spirits. Jacks are somewhere in between, being flexible in what they can do, capable of learning to fight, using ‘Esoteries’, and more. At their core, each character is defined by three stats—Might, Speed, and Intellect, and a descriptive sentence. This sentence has the structure of “I am a [adjective] [noun] who [verbs]”, where the noun is the character’s Type; the adjective a descriptor, such as Clever or Swift, that defines the character and how he does things; and the verb is the Focus or what the character does that makes him unique. For example, “I am a Charming Jack who Murders”. A player will also need to assign some points to the three Stats and choose some options in terms of Background—how the character became a Glaive, Nano, or Jack—and select some skills from the Type. The choice of descriptor and the verb further defines and modifies the character, whilst the Background and the Connection help hook the character into the setting. Characters begin at Tier One and can advance as far as Tier Six, gaining skills and abilities along the way.

The three sample characters attempt to showcase what the system can do. The Glaive is intentionally basic, almost bland, primarily a fighting man in a strange world, so that the Nano and Jack have something to compare with. The Nano is capable of talking to machines and has an innate understanding of numenera, but the downside is that the people around think him odd. The Jack has implants from the past that enable him to manipulate gravity, but does not know where they are from and how they work. The answers might lie with his father, but he has gone missing.

Thre’un
“I am a Strong Glaive who Rages”
Tier One Glaive
Might 17 (Edge 1)
Speed 12 (Edge 1)
Intellect 9 (Edge 0)
Effort 1

Cyphers (2): (Two Cyphers selected by the GM)
Physical Skills: Breaking inanimate objects, Climbing, Jumping, Practiced with all armour, Practiced with all weapons
Fighting Moves: Bash (1 Might), Thrust (1 Might), Frenzy (1 Intellect)
Equipment: Great hammer, broadsword, shield, medium armour, explorer’s pack, 5 shins
Connection: Bouncer in a local bar for a while, the patrons recall me
Origin: Inborn Abilities

Huongsem
“I am a Mechanical Nano who Talks to Machines”
Tier One Nano
Might 08 (Edge 0)
Speed 12 (Edge 0)
Intellect 17 (Edge 1)
Effort 1

Cyphers (3): (Three Cyphers selected by the GM)
Esoteries: Distant Activation (1 Intellect), Hedge Magic (1 Intellect), Scan (2 Intellect), Sense Numenera, Ward
Skills: Identifying & understanding numenera, Machine Affinity, Practiced with light weapons
Equipment: Dagger, book about numenera, bag of tools, 4 shins
Connection: An experiment went wrong and the locals remember you 
Origin: Ports & Plugs
Notes: Unnerving aura

Kishiev
“I am a Graceful Jack who Controls Gravity”
Tier One Jack
Might 11 (Edge 0)
Speed 16 (Edge 1)
Intellect 11 (Edge 0)
Effort 1

Cyphers (2): (Two Cyphers selected by the GM)
Tricks of the Trade: Hedge Magic (1 Intellect), Hover (1 Intellect), Pierce (1 Speed)
Skills: Balance & Careful Movement, (Flexible) Skill, Perception, Physical Performing Arts, Practiced with light & medium weapons, Speed Defence
Equipment: Clothing, bow & arrows, explorer’s pack, pack of light tools, device for determining mass, 8 shins
Connection: Worked alongside his father who has since disappeared 
Origin: A Cobbled Jumble

Mechanically, Numenera uses a single mechanic—the roll of a single twenty-sided die against a Difficulty, ranging from zero up to ten. The actual Target Number is the value of the Difficulty multiplied by three, thus giving a range between three and thirty—any action with a Difficulty of zero is automatic. Modifiers, whether from favourable circumstances, skills, or good equipment, can decrease the Difficulty, whilst skills give bonuses to the roll. A character can also spend points from his Stat pools—on a one-to-one basis—to reduce the Difficulty, though a player should bear in mind that the Stat pools reflect his ability to act and take damage when attacked. The cost of spending points from a Stat pool is reduced by its associated Edge, as are the use of a Glaive’s Fighting Moves, a Nano’s Esoteries, and a Jack’s Tricks of the Trade. In some cases, this will reduce the cost to zero, thus reducing it to an innate action. For example, Huongsem has an Intellect Edge of 1, which reduces the cost of his Distant Activation and Hedge Magic Esoteries—both of which cost one point from his Intellect pool to use—to zero and so he can do them instinctively, whereas with his Scan estorie, he must still expend a point from his Intellect pool to use it, though its cost is reduced from 2 to 1. Results of nineteen indicate a success and a Minor Effect, which might be extra damage in combat or something listed for a character, such as ‘Hitting a Muscle’ for the ‘Carries a Quiver’, which inflicts Speed damage as well as ordinary damage. A roll of a natural twenty also inflicts extra damage as well as a Major Effect. 

While the system is simple enough—even if the GM adds any of the given options—the radical, even elegant aspect to the mechanics is that the GM never, ever rolls a die. So whilst a character rolls to attack as normal, when an opponent attacks him, the character rolls to avoid the attack. Essentially the mechanic focus of the game is always on the player characters and they are always the focus of the action and the story. At the same, the shift for the GM is on running and presenting the story, not the dice rolls, and as a development of this idea, player characters receive Experience Points in again, another radical fashion when compared to other RPGs. First and foremost, they are not earned for defeating opponents, overcoming challenges, and so on, but for finding interesting numenera and making discoveries. Secondly, a player character gains them when the GM ‘intrudes’ on the game in storytelling terms to present the character with a challenge or difficulty, such as his crossbow string snapping whilst in combat or the rope slipping whilst climbing. Accept this ‘Intrusion’ and the character earns two Experience Points, one of which he must give to another character. A player could reject this ‘Intrusion’, but that would cost him an Experience Point. If a character rolled a natural one at any time, the GM can give an ‘Intrusion’ that cannot be bought off. However it comes, a GM ‘Intrusion’ replaces the need for him to roll dice and encourages him to participate in the telling of the story.

Over a third of Numernera is devoted to the setting of the Steadfast, its environs and beyond, literally, The Beyond. This is anything that lies outside of the nine kingdoms of the Steadfast and the Beyond the Beyond is also detailed. One such location Beyond the Beyond is The University of Doors, a place of learning found in an alternate universe that can only be reached via one or more hidden doors—getting to the door could be an adventure in itself. These sections are full of interesting details and places—such as the ‘mud’ city of Nihliesh, built atop an ancient, but immobile city-vehicle; that the lady Anatrea of Castle Aventur hosts salons for scholars and nanos, such is her fascination with numenera; and that a sphere of an unknown black material is rumoured to constantly roll across the Plain of Kataru.  Several organisations besides the Order of Truth, including the Convergence, whose members value Numenera as much as the Order of Truth, but for themselves rather than for society itself; the Angulan Knights, who are dedicated to humanity’s advancement and have the blessings of Order of Truth and ride the great xi-drakes as mounts; and the Jagged Dream, a secret anarchist cult dedicated to engineering conflict on a massive scale, are also detailed. The chapter of critters continues the weirdness of the setting with some odd creatures indeed, like the Sarrak, an eight-foot long cat-like predator that has a three-foot diameter ball of energy as a head. A lovely touch is that for each of the creatures, the GM is given an ‘Intrusion’ which he can use to make the encounter more challenging. So for the Sarak, it can suddenly seize control of character’s device to switch it off or turn it against him as an ‘Intrusion’.

Of course at the heart of Numenera are the numenera themselves, the devices of the past that have been put to uses old and new. They come in three types—Cyphers, Artifacts, and Discoveries and Oddities. Cyphers are one-time use devices, such as a Density Nodule that attaches to a weapon and increases its density and damage capacity for a day or Stim, which decreases the Difficulty of a character’s next action by three steps. Common Cyphers are drugs, medicines, or grenades. More desirable are the Artifacts, as they have greater endurance and more obvious application. It might be an Automated Cook or a suit of Battle Armour, a Hoop Staff that projects images into the bronze hoop at its top that warn of danger, or a Telltale Glass that turns red if poison is ever poured into it. Artifacts are not always perfect and may have quirks that the GM can use as ‘Intrusions’. Lastly, Oddities and Discoveries are interesting finds that do not have in game terms any actual mechanical effects, such as crystal that reforms after being smashed or a ring that when warn, gives the feeling of being caressed by warm hands. They can of course, be sold, but they also add verisimilitude to the Ninth World, being essentially the ephemeral gewgaws and knickknacks of a past age.

Interestingly, the player characters are limited in the number of Cyphers that they can each possess by their Type (Glaive, Nano, or Jack). Possess too many and a character’s Cyphers begin to have side effects, sometimes dangerous ones. The people of the Ninth World know this and distrust those with too many. This limit is both a game mechanic and a setting mechanic. It both enforces the fleeting nature of Cyphers and the need to use—because using them is fundamentally cool—whilst at the same preventing any player from just hoarding them.

The GM is supported with his own section of advice that covers using the rules, creating stories, and bringing the Ninth World to life. All three chapters are well written as befitting the author of the highly-regarded Dungeon Master’s Guide for Dungeons & Dragons, Third Edition. Rounding out the volume is a quartet of adventures that do a decent job of showcasing and helping the GM to showcase the mechanics and setting of Numenera. Physically, Numenera is a beautiful book. The artwork works very hard to bring the look and feel of the Ninth World to vibrant life. The writing is assured and the layout tidy. The book is also a pleasure to read and organised well—particularly in the early chapters where the author explains the basics of the setting, the basics of the rules, and so on. A nice touch is the author takes the time to explain to the reader the differences between the world of the twenty-first century and that of the Ninth World.

Despite its size and scope, there is a lightness of touch to Numenera that is not to be found in other post-apocalypse set roleplaying games. It shows most obviously in the ‘player facing’ mechanics, but it is the Ninth World itself that comes to dominate with its weird and its wondrous future displayed both in the art and the description. Numenera is a beautiful book and a beautifully realised and accessible, if alien setting that begs us to explore and discover its fantastical science to build a bright new future.
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Tuesday, 27 May 2014

An Esteren Primer

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Personality
Character Traits: Ingenious/Eccentric
Latent Disorder: Obsession

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

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

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

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

If you have seen Shadows of Esteren 0-Prologue and liked it—and why not when it is available to download for free?—then Shadows of Esteren 1-Universe is your next step. Beautifully presented, it pulls you further into the rich and detailed world of Esteren and the Tri-Kazel peninsula, immersing you with detail after detail. It presents a low fantasy and grim fantasy world with just a hint of horror and the unknown—details of both will have to wait for later books—that offers quite a lot of options in terms of what can be played. There is still yet plenty of information about the setting that has not yet been given and will have to wait for later books, but Shadows of Esteren 1-Universe is an excellent introduction to its setting and mechanics that do require more attention than most fantasy RPGs.
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Posted in Agate RPG, Dark Fantasy, French RPG, Horror, Lovecraftian Horror, Low Fantasy, shadows of esteren, UK Games Expo | No comments

Sunday, 14 July 2013

An Esteren Starter

Posted on 16:42 by Anthony Carold
Just as with everything else, the English language dominates the hobby industry. For the most part this means that most RPGs are translated from English into a nation’s own language, but the passage of RPGs from the English language to another is not wholly one way. Some RPGs do get translated into English, for example, Siroz’s In Nomine Satanis/Magna Veritas was translated by Steve Jackson Games as In Nomine in 1997; Cubicle Seven Entertainment publishes Kuro, Qin, and Yggdrasill, all French RPGs from Le Septième cercle; Ulisses Spiele GmbH’s Adventures in Kaphornia 01 – Draconian Rhapsody: A Fantasy Movie For Your Game Table is a German RPG published by Chronicle City; and Maid the Roleplaying Game is a rare Japanese RPG to be translated into English. What these all have in common is that English language publishers have translated and had them published. Not so Les Ombres d'Esteren or Shadows of Esteren, a new French RPG whose publisher, Agate RPG, is bringing the RPG to the English speaking world following a successful Kickstarter programme.

Shadows of Esteren is a low, dark fantasy RPG set in a world on the edge of great change, but still looking to older traditions and still fearing that something unspoken lurks in the dark beyond man’s understanding… The setting is the Tri-Kazel peninsula, an isolated and hilly, heavily-forested spit of land cut off from the rest of the Continent. It is divided into three countries, all descended from the same tribes, but now following own their paths. Tol-Kaer adheres to the old tribal ways and the Demorthèn spiritual cults; missionaries from the Great Theocracy to the north have converted Gwidre to the Temple of the One God and adopted feudalism; whilst Reizh, fascinated by the machines and ‘toys’ of the Confederation, has taken up the science of Magience, developing and creating devices powered by ‘Flux’, an energy derived from matter itself. Although these ideologies predominate in each of the three countries, they are not exclusive to any of the three countries despite their being inherently antagonistic towards one another.

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

Shadows of Esteren 0-Prologue is the first title released for the game. It is not the full RPG, but rather an introduction to both the rules and the setting. It comes complete with a description of the setting, a discussion of its themes, an overview of the game system, six pre-generated characters, and ‘Omens’, a trilogy of three complete scenarios that serve as a prologue to the game’s overarching campaign. What strikes the reader first about Shadows of Esteren 0-Prologue is how good the book looks. Eighty pages of full colour, painted artwork that both inspires and awes the reader.

Mechanically, Shadows of Esteren is simple and straightforward, at least in 0-Prologue. The core traits of a character’s personality are defined mentally by five Ways – the Way of Combativeness, the Way of Creativity, the Way of Empathy, the Way of Reason, and the Way of Conviction. Each Way possesses Qualities and Flaws – positive and negative aspects, so for example, possible Qualities and Flaws for the Way of Combativeness include assertive, optimistic, brash, and stubborn if high a high value, but calm, level-headed, pessimistic, and sad if a low value. Each Way is valued between one and five. Similarly, Domains, the system’s broad skills, such as Craft, Close Combat, Erudition, Magience, Prayer, and Science, are also valued between one and five. Beyond a value of five, a character must specialise in one or more Disciplines, each of which is valued between six and fifteen. Thus a character might have a Domain of Close Combat 5 and a Discipline of Bastard Sword 9, meaning that his rating with a knife would be 5 and 9 with a Bastard Sword.

To undertake an action, a character totals the value of an appropriate Way, Domain, and Discipline and adds them to the roll of a ten-sided die to beat a set Difficulty Threshold – the standard being eleven. It should be noted that all six of the pre-generated characters have their values pre-totalled for ease of play. The same mechanic works with both in combat – which is short and brutal, and the Sanity system. Rolls for the latter are made with only the Game Leader – or Game Master – only knowing the Difficulty Threshold. The full rules for Sanity are not presented in Shadows of Esteren 0-Prologue, but rather presented on a case-by-case basis in the three scenarios.

To play through the three scenarios in Shadows of Esteren 0-Prologue, a total of six pre-generated characters are provided. They include a female Varigal, a courier and messenger for hire; a female warrior in training; a male spy turned archer; a male Demorthèn trainee; and a male Adept of the Temple. By playing through ‘Omens’ using these six, the intent is that the players can transition onto ‘Dearg’, the Shadows of Esteren campaign, though the Game Leader could instead have them use the characters given in Shadows of Esteren 1-Universe or have the players create their own. The six in Shadows of Esteren 0-Prologue have ties of varying strength to the region and to each other, though this need not be established before play begins of the three scenarios as if played in order as presented, they begin in media res.

‘Omens’ consists of ‘Loch Varn’, ‘Poison’, and ‘Red Fall’. Throughout, the authors use icons to highlight certain elements of particular moments and scenes – Gore, Psychology, Supernatural, and Suspense, as well as tips for the Game Leader and suggested musical cues. Many of the latter come from Of Men and Obscurities, a CD of music specifically written for use with Shadows of Esteren, but cues are given for other soundtracks also.

‘Omens’ takes place in Loch Varn’s Vale. It opens with a bang in ‘Loch Varn’, the characters under attack and unsure of where they are. The situation is intentionally unsettling for both players and characters, and the aim of the adventure is for them to uncover where they are and how they came to be there. Equally, this is not an easy scenario for the Game Leader to run and quite possibly a frustrating one because the players are not necessarily in full control of their characters. Further, as the initial scenario of the trilogy, it is probably too difficult an affair for the inexperienced Game Master. One suggestion made is that the scenarios of the trilogy be run in a different order, but this feels at odds with the intent of Shadows of Esteren 0-Prologue and certainly defuses the impact of playing ‘Loch Varn’ first.

The second and third scenarios in Shadows of Esteren 0-Prologue are shorter and more traditional affairs. ‘Poison’ sees the characters investigate an outbreak of illness that sees many of its victims sent into a murderous rage before they die. The characters are caught up in this as they investigate and there is even the possibility of their coming down with the illness and suffering its effects. ‘Poison’ is the most straight forward adventure of the trilogy, such that it works as an easier introduction to Shadows of Esteren for both the Game Leader and his players. Initially, the third and final scenario, ‘Red Fall’, feels very similar to ‘Loch Varn’, but rather than every character beginning the adventure in an unexpected situation, it is just the one. Despite the reuse of amnesia to set up a scenario, ‘Red Fall’ is a murder mystery that adds a greater complexity over ‘Poison’.

Physically, Shadows of Esteren 0-Prologue is beautifully presented. At its worst, the book reads a little oddly in places, but that is an issue with the translation. Nevertheless, it is an engaging read.

One complaint about Shadows of Esteren 0-Prologue is the lack of explanation as to its secrets and an explanation of what the Feondas actually are. Certainly there is no explanation in Shadows of Esteren 0-Prologue or indeed in the next book, Shadows of Esteren 1-Universe. Rather the explanation is saved for a later book. Some readers or Game Leaders will be disappointed by this, but for Shadows of Esteren 0-Prologue, this is not an issue. The mysteries presented here have as much explanation as is needed.

There is much pleasure to be had in Shadows of Esteren 0-Prologue. It comes from the obvious love put into its presentation, from the effort put into presenting a world in a relatively small page count, and from the triptych of scenarios that work hard to immerse the player characters in the setting. Lastly it comes in the presentation of the mysteries in Shadows of Esteren 0-Prologue, not just in the individual scenarios, but in the feel that there is more to this RPG. Atmospheric and engaging, Shadows of Esteren 0-Prologue is a well done introduction to the mysteries and setting of Shadows of Esteren.

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Posted in Agate RPG, Dark Fantasy, French RPG, Horror, Lovecraftian Horror, Low Fantasy, UK Games Expo | No comments

Tuesday, 7 February 2012

A Hero's Every Day

Posted on 10:49 by Anthony Carold

Come the end of a hard day’s adventuring and every good hero will want to gather at The Hero’s Return and boast of the fantastic deeds that he performed that day. You are not a hero, but as a regular at The Hero’s Return, you like to get drunk and regale your equally drunken and equally unheroic friends of the great feats you certainly did not do that day. Sometimes your friends believe you, other times they call you “Liar” and tell you what really happened. This is the set up for Braggart – A game of heroes, lies, and unfortunate fish, a humorous card game that won the UK Games Expo award best card game in 2011.

Published by Spiral Galaxy Games, Braggart is designed for two to six wannabe heroes, and ten and up, and consists of one hundred and twenty full colour cards divided into five types. These are six Summary cards, a My Round card, ninety-two Boast cards, ten Liar! cards, and eleven Ploy cards. The Boast cards are further divided into four types – blue bordered Scene cards, green bordered Deed cards, red bordered Foe cards, and red bordered Result cards. The Boast cards each have a Brag Value at the top, a Victory Point value at the bottom, and a slightly cartoonish illustration with a short piece of text underneath. The black bordered Liar! cards are accusatory and force a bighead to change the details of his Boast, whilst the purple bordered Ploy let a show-off steal cards from a rival or change the cards in his hand.

The aim of Braggart is to score the most Victory Points at game’s end. This is done by creating the biggest Boast in a round as determined by the highest total Brag Value of each player’s Boast. At its most basic, a Boast consists of a single Deed card and a single Foe card. Optionally, a single Scene card and a single Result card can be added to a Boast, but either way, the Boast cards must be in the following order: Scene, Deed, Foe, and Result. This is so that the text on the cards forms a complete sentence. For example, the text from the following cards, “While wearing nothing more than my boots and a smile…” (Scene card), “I woke up next to…” (Deed card), “…a rogue magician of dubious morals” (Foe card), and “…and now barmaids all over town are unable to resist me!” (Result card) when read together forms a whole sentence.

The game starts with each player receiving a hand of four cards and is played in a series of rounds until the deck is exhausted and the game ends. Each round consists of two phases, a Draft Phase and a Boast Phase. In the Draft Phase a number of cards equal to the number of players is drawn from the deck and laid out face up where everyone can see them. Starting with the player with the My Round card in front him, everyone takes one of these face-up cards each.

In the Boast phase, a player has a number of options. He can “Go to the Bar” and draw three more cards in the hopes of gaining to a maximum hand size of eight, thus ending his turn. Or he can he play any number of Ploy cards to take cards from his fellow braggers before actually making a Boast. This consists of placing a single Deed card and a single Foe card with a single Scene card and a single Result card as optional extras, down on the table face-up and reading out the cards in as heroic or as boastful a fashion as possible. In response, the other blowhards round the table can call the swellhead out on the details of his deed by calling him a “Liar!” or an “Outrageous Liar!” and playing the appropriate cards. With these cards the accuser can replace one or two of the Boast cards in the windbag’s Boast with Boast cards of his own, the aim being to force the blusterer to reveal what really happened and reduce the Brag Value of his Boast.

For example, Anthony plays a seven-point Scene card, a four-point Deed card, an eight-point Foe card, and a six-point Result card. All together this has a Brag Value of twenty-five and reads as follows: “While possessed by the spirit of a long dead warlord…” “I opened a crate and was surprised to find…” “…a necromancer and her legions of the damned” “…and now a painting of these exploits hangs above the King’s fireplace!”. Naturally, Anthony reads this out in as heroic a voice as possible and looks around the table to see if any will challenge him as to the veracity of his claims.

With a cry of “Liar!” and a point of his finger, Dave to his left plays a “Liar!” card on Anthony’s Boast and replaces his seven-point Scene card with a four-point Scene card from his hand. Similarly, Michelle calls Anthony an “Outrageous Liar!” and replaces two of his Boast cards with a three-point Deed card and a two-point Foe card so that Anthony’s Boast now reads “In the Queen’s bedchamber…” “I was beaten and robbed by…” “…the vicious village cat” “…and now a painting of these exploits hangs above the King’s fireplace!” and has a Brag Value of fifteen rather than twenty-five. Of course, Anthony is still expected to read out his amended, but now a bit more truthful Boast, in as a heroic a voice as possible.

A round ends once every player has managed to either “Go to the Bar” or make a Boast. The player who made the Boast with the highest Brag Value wins the round and gets to keep all of the cards from his Boast in his score pile for game’s end. Any other player who managed to make a Boast gets to keep one of the cards from his Boast to add to his score pile. All other cards from played Boasts are discarded. Then a new round begins with the My Round card going to the player who scored the least or nothing in the previous round. The game continues round by round until the deck is exhausted and then everyone totes up the Victory Points scored from their Brags. The winner – the player with the highest total – is awarded the title of Lord Braggart.

Braggart is not a game that calls for much in the way of tactics. After all, all that a player is trying to do is get his best Boast out on the table whilst ensuring that his rivals make poorer Boasts by calling them Liars. The only real tactic is watching the cards that each player draws in the Draft phase, whether that is high value Boast Cards to play Liar! Cards on them or Liar! Cards to avoid having them played on your Boast. After that though, it is simply a matter of doing the dirty on the other players. For the most part, this is a random card game and the players have to make the best of their hands.

Lastly, there is the matter of the game’s full title: Braggart – A game of heroes, lies, and unfortunate fish. The “heroes” and “lies” aspects are obvious, but the “unfortunate fish”? Well, there is a single Foe Card worth exactly a Brag Value and a Victory Point total of one for which text on the card reads, “…an unfortunate trout.” This is not the only Foe Card of this value in the game, but when this is played in the designer’s own playing group, it is known as being “trouted”!

Braggart is a fun, silly, take that style game that serves as a good filler to play whilst waiting for more players or a longer game to start. It should appeal to gamers who like to tell a story, even if only very silly stories and it will really appeal to gamers who have played fantasy roleplaying games such as Dungeons & Dragons. It is also a suitably light game to play socially, be that with a drink in your hand or not, though it would be fitting as you do “Go to the Bar” in the game! Every gamer should have a selection of filler games and Braggart – A game of heroes, lies, and unfortunate fish is an entertaining game that deserves to be in your selection.

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Posted in Card Game, Dungeons and Dragons, Family Game, Fantasy, Humour, Social Game, Spiral Galaxy Games, UK Games Expo | No comments
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