Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Victoriana. Show all posts
Showing posts with label Victoriana. 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, 2 October 2014

Of Mice and the Moon

Posted on 16:00 by Anthony Carold
Conduct scientific research! Undertake ground-breaking feats of engineering! Manage the greatest minds of the age! Get some dullard of an accountant to manage your finances whilst you prepare for the greatest endeavour of all time—getting to the Moon! The year is 1898 and Her Majesty Victoria, by the Grace of God, of the United Kingdom of Great Britain and Ireland Queen, Defender of the Faith, Empress of India, has decreed that only the British Empire can put a man (or woman) on the Earth’s nearest celestial neighbour. The race is on for the honour of fulfilling Her Majesty’s dream, one that will see England’s many Clubs or Leagues desperately designing and building mad-cap rockets and launching them into space!


This is the subject for Rocket Race: A Steampunk Rocket Building Card Game from Triple Ace Games. Better known for its RPGs such as Sundered Skies, All For One: RĂ©gime Diabolique, and Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age!, this is the publisher’s first non-RPG design. It is set in the same world as Leagues of Adventure and was a big hit at UK Games 2014 where its Preview Edition of one hundred copies were quickly snapped up. Now the game is coming to Kickstarter.

The game comes in Standard and Advanced versions. In both, the aim of the game is to get a rocket to the Moon. To do this, a player must assemble a rocket, which must consist of a capsule, a propulsion system, and a steering mechanism, with up to three accessories. Their attempt can be affected by Events such as bad weather or sabotage, but eventually one League will ensure that Her Majesty prevails!

Rocket Race consists of fifty-seven cards, two six-sided dice, sixty cog counters, and the rules booklet. The cards are done in full glorious colour and depict the components and accessories that go into building a rocket, events that might help or hinder the process, and for the Advanced version, the Leagues themselves, plus their Workshops and Workshop Accessories. The components and accessory cards are each marked with a number that goes towards the Reliability total for a player’s rocket, plus a research cost used in the Advanced version. Every card is fully illustrated and titled, and many come with a piece of colour text. For example, the Capsule, ‘Martian Salvage’ has the text “I managed to secure one of the Martian landing capsules used in their abortive invasion from the Aegis of Terra. Oh wait, that’s supposed to be a secret. Forget I spoke.”; the means of Propulsion, ‘Giant Helium Balloons’ has the text “Do balloons float upward? Is the Moon not up above us? Then my logic is sound!”; and the Steering Mechanism, ‘One Hundred Hungry Mice’ has the text “The Mice will naturally be drawn toward the Moon, which is made of cheese, which in turn tip the craft to point in the right direction.”

In the standard version of the game each player begins with ten tokens, each representing his finances and resources he has to devote to the rocket building project. On his turn a player turns a card over from the deck and everyone gets the chance to bid or pass on it using their tokens. The highest bidder gets the card and has to put the tokens he bid to win the card actually on the card—this represents the card’s development time. At the end of the turn, any player with tokens on a card can remove a single token. Once a card no longer has any tokens, its development is complete and it can enter play. This applies not only to the components and accessories needed to build a rocket, but to Event cards too.

Once a player has assembled a rocket—complete with a capsule, a propulsion system, and a steering mechanism (plus any accessories)—he can launch it into the heavens. To do so, he adds the total of the Reliability factors on the cards and rolls two six-sided dice. If the result is equal to, or lower than, the Reliability total, he has successfully landed on the Moon and may bask in the glory of his achievements. If not, he has crashed on take-off, must discard a random card from his rocket ship, and begin again! The winner of course, is the first player to successfully land on the Moon.

Thus the standard version is a simple bidding game with limited resources and a simple balancing mechanism. Bid too much on a desired card and it not only takes too long to develop, it reduces the finances a player has to gain new cards. Thus smaller bids will invariably bring cards into play quicker and give a player greater control over his finances. Of course, a player can make bids to drive up the cost of card without any intention of buying it, but that might not go his way...

Where the Standard version of the game will support as many as six players, the Advanced version is for two to four players. It adds the Leagues of Adventure proper, makes use of cards that will enhance each League’s laboratory, and the advanced options on each of the Event cards. Each player is assigned a League and a workshop card. Each of the four Leagues—Aegis of Terra, Daedalus Society, Lunar Exploration Society, and Society of Aeronauts—sets a player’s starting values in three scientific disciplines, Chemistry, Engineering, and Electrics. Each  workshop has a track for each of the three scientific disciplines. Finally five cards are drawn from the deck—which now include the Workshop Accessory cards—and laid out in a row.

On his turn, a player can undertake two actions, selected from two sets of options. The first set of options are Launch, Scientific Research, or Event Acquisition, whilst the second consists of Component Acquisition or Discard. Launching a rocket works just as it does in the Standard version; Scientific Research allows a player to increase a single scientific discipline and roll for the chance to increase all three; whilst Event Acquisition lets a player take an Event card from the line. During Component Acquisition a player can use up the points he has in scientific disciplines to purchase components and accessories, whilst if he has not taken an Event card or any components or accessories, he can Discard a card from the line.

The Standard version of Rocket Race plays in about ten minutes. The Advanced version is double the playing length, and is slightly more complex. It also feels slightly more random than the Standard version, with less skill involved, whereas the Standard version gives the player some decisions to make in what to bid for and for how much. Both versions could benefit from more Event cards to encourage more player interaction. Nevertheless, both versions are decent fillers and both are let down by the flavour text that is printed just that little too small. (It should be noted that the publisher will address the size of the text with the new edition launched on Kickstarter and will offer more Event cards as stretch goals as part of the Kickstarter).

What Rocket Race really has going for it—and what it has not in spades, but in whole shedfulls—is charm and flavour. The cards themselves are a delight, beautifully illustrated, and the flavour text has a certain tongue-in-cheek humour.  Rocket Race: A Steampunk Rocket Building Card Game is an amusing, if simple diversion that brims full of derring do, erratic scientific endeavour, and of course, the best use of One Hundred Hungry Mice ever!
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Posted in 1890s, Card Game, Filler Game, Leagues of Adventure, Rocket Race, Science Fiction, Science!, Steampunk, Triple Ace Games, Victoriana | No comments

Friday, 4 April 2014

Cogs in the Sky

Posted on 02:58 by Anthony Carold
As delightful a little game as Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam is, one of the issues with it is that it is a little too polite, lacking shall we say, any sense of menace, of threat, and of perfidy. Pleasingly, such concerns with this roleplaying game of Steampunk pulp are addressed in Atlantis City in the Clouds: A Supplement for Cogs, Cakes, & Swordsticks. Published by Modiphius Entertainment, it details a complete setting—one mentioned in the core rules, an adventure involving a threat to this setting, and supporting materials.

Her Majesty’s Flying Steam City Atlantis is the wonder of the age. Designed by the combined talents of Isambard Kingdom Brunel and George Stephenson and completed by Brunel’s son, Henri Marc, as the late Prince Albert’s last wish, it floats in mid-Atlantic, chained to the artificial island of Monturiol. This second jewel in Her Majesty’s Empire—as opposed to the Jewel in her Crown that is the Indian subcontinent—has become a noted tourist destination, a port of call for transatlantic dirigible flights, and of course, a target for England’s enemies, as well as the Balloon City Sky Pirates!

A slim volume—much like its core rules, Atlantis City in the Clouds is divided into just two chapters, plus a pair of appendices. The first chapter details Atlantis itself, the second presents a full adventure, whilst the first appendix, ‘Dramatis Personae’, provides a full set of pre-generated adventurers that can be used as player characters or NPCs and the second, ‘New Attributes’, lists and explains all of the Cogs, Cakes, and Swordsticks attributes that appear with the NPCs in Atlantis City in the Clouds.

Her Majesty’s Flying Steam City Atlantis consists of an upper and a lower ring. The latter is home to the six Directional Steam Assemblages, the mighty, ever thrusting engines that keep the city, itself known as ‘The Cog’, aloft. Each is fed a steady supply of coal—dug from the mines that run from underneath sea surrounding Monturiol below—around the clock. Their engineers and stokers work shifts, the stokers receiving one shift off a week to spend at their leisure on Monturiol, officially the only place where they can purchase alcohol. Monturiol primarily consists of the mine, surface docks, and an army and navy base.

In comparison to the shadowed enshrouded works below, the upper ring has all the conveniences and attractions of a genteel small town—hotels and boarding houses, covered markets, shops and arcades, police boxes (sadly green and octagonal rather than square and blue), parks and teahouses, and even a museum, though that is housed in the Pinnacle, the residence of Atlantis’ governor. Overall, it has the feel of a small English seaside town, perhaps Bournemouth or Scarborough, though only if either such towns could be reached by dirigible and had their own diplomatic attaches posted there by Canada, France, Prussia, and the USA. Accompanying the descriptions of the various locations and establishments are numerous NPCs, from businessmen and proprietors to pirates and members of the military via workers, diplomats, and engineers.

The adventure, titled ‘Adventure in the Clouds’ is a three act affair which begins with the adventurers receiving tickets to travel to Her Majesty’s Flying Steam City Atlantis as tourists. There is plenty of time for the adventurers to interact with their fellow travellers before they arrive and even explore Atlantis a little. Yet when a murder victim dies with the name of a player character on his lips, their trip takes a dark turn. Was this a simple case of robbery gone wrong or a murder with a deeper motive. Uncovering both the motive and the culprit reveals dark plans are afoot…

Atlantis City in the Clouds is neatly presented with an array of illustrations done in a slightly cartoonish style. It even comes with an index, a surprising inclusion for a book of its length. As much as the book’s description will suggest adventure ideas to the GM, what the book lacks is more story hooks. The five included under the heading, ‘Not What It Seems’, do feel underwritten, though this is the supplement’s only real weakness. In keeping with the Steampunk genre, the setting of Atlantis City in the Sky is a slightly more of a cosmopolitan, politically correct place, such that positions of power and influence are not wholly dominated by Caucasian men.

Atlantis City in the Clouds provides Cogs, Cakes, & Swordsticks with much needed support. The book as a whole is a quick, but quite detailed read. Hopefully Modiphius Entertainment will follow this up with further supplements as there must be numerous places to visit in the world of Cogs, Cakes, & Swordsticks and take tea. In meantime, Atlantis City in the Clouds: A Supplement for Cogs, Cakes, & Swordsticks brings peril and perfidy to Cogs, Cakes, & Swordsticks, perfect for an assignation’s game over tea.

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Posted in Alternate History, Light RPG, Modiphius Entertainment, Modiphius Press, Steampunk, Victoriana | No comments

Saturday, 28 September 2013

An Afternoon Tea Game

Posted on 16:04 by Anthony Carold
Lords, ladies, gentlemen, and other yet to be enlightened folks, there is an Empire – an Empire of Steam! – to be upheld and protected. Founded on Her Majesty’s faith in the computational advancements of Charles Babbage and Ada Lovelace, in the engineering developments of Isambard Kingdom Brunel and Robert Stephenson, and in the technological travel possibilities of Henri Giffard’s steam powered dirigibles, all culminating in the creation of Her Majesty’s Flying Steam City Atlantis in the midst of the Atlantic, this Empire of Steam is a wonder of the age! It is an age that the Ministry of Computational wish to uphold – and who knows to what ends its Ministry Men will go? Whilst Great Britain enjoys her ‘Steam Age’, Europe is undergoing La Belle Époque, France recovering in the wake of Bismark’s unification of the German States and the Americas has entered a Gilded Age that see the USA’s North American Space Exploration Board in a race for the Moon with Canada’s Hudson’s Space Company – as advised by Jules Verne! This is the setting for Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam, a roleplaying game of Steampunk pulp published by Modiphius Entertainment through Chronicle City.

This is a polite little game intended to be played and run with the minimum of fuss and the maximum of manners, preferably in the comfort of the sitting room with tea served in bone china, a neatly filled cake stand, and the company of like-minded friends. The game is light enough that in the absence of character sheets – sadly something that the game does indeed lack – and dice, a gaming group could use as something as simple as napkins and a suitably marked sugar cube! Alternatively, simple paper, a pen, and a single six-sided die per person are sufficient.

As much as Cogs, Cakes & Swordsticks is the game title, each element is an Attribute integral to a character in the game. ‘Cogs’ covers a character’s technical, mental, and knowledge skills; ‘Cakes’ his personality and social skills as well as your social standing; and ‘Swordsticks’ his physical and combative skills. For each Attribute a character possesses a single descriptive trait as well as a value at +2 or +3. Two are set at +2, the other at +3. A character also has a Foible, not a flaw in game terms, but certainly something that might get the character in trouble or provide a plot hook for the GM to use. 

‘Derby’ Ned Billingsgate
Cogs: Fast Hands (Can empty a pocket in a thrice; open a lock just like that; and fan the Aces!) +3
Cakes: East End Urchin (Knows his way around the rougher parts of London; sometimes mistaken for other urchins; knows how to charm the charitable) +2
Swordsticks: Slippery as an Eel (Can get out of trouble if he has to and avoid blows; slips easily into buildings) +2
Background: Ned Billingsgate is an orphan, abandoned on the steps of Mrs. Miggins’ College for Wayward Foundlings, a baby farm and orphanage. Eventually it turned out that the education in the orphanage was less about books and more about thievery and burglary. Ned became adept at both, yet like his brothers and sisters, he would be beaten by  Mrs. Miggins if he did not bring enough home. So he ran away to make his own life. He acquired the nickname ‘Derby’ from the hat he wears.
Foible: Cares for his brothers and sisters at Mrs. Miggins’ College for Wayward Foundlings

Cogs, Cakes & Swordsticks is mechanically very simple. To undertake an action the player and the GM agree as to the appropriate Attribute and applies its modifier to the result of a single six-sided die. If the result beats a given target, two for Very Easy, three for Easy, four for Medium, and so on, then the character will have succeeded. A roll of one is an automatic failure, a roll of six is an extraordinary success. If a character lacks an appropriate Attribute, then he always has a +1 modifier. The system is simple and fast as is combat which uses opposed rolls for most situations, the loser has to reduce one of his Attributes by one.

As written, Cogs, Cakes & Swordsticks is designed to be picked up and played with the minimum of fuss. Within a page or three, the game has explained the basics to the rules, and within five pages has presented three ready-to-play characters and a scenario to run for them in a single afternoon’s tea. In ‘Time Flies By’ the staff of the Bedfordshire Gentleman’s Parcel & Post must deliver a package to St. Pancras Station via the Midland Railway. It would appear to be a simple enough task were it not for the dread Steam Train Pirates! The book also includes several scenario seeds as well as a lengthier scenario, ‘Devices & Designs’, in which the adventurers must track whoever broke into the British Museum.

Physically, Cogs, Cakes & Swordsticks is a slim black and white volume illustrated in an engagingly mannered style by Geof Banyard. The book is solidly written and has a certain homespun quality to it. There is good advice for the GM, the background is nicely thematically presented, and there are lots of examples in terms of characters and actually Cogs, Cakes, and Swordsticks Attributes. Yet, as a game, Cogs, Cakes & Swordsticks is lacking something, and that something is a menace, a threat, and perfidy even… It is perhaps a little too polite.

Politeness counts for a great deal though and Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam is delightfully easy to pick up and play possessing manners and elegance in its lack of complexity. Above all, it is a charming and proper little game that deserves a little more background and a lot more danger!

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Posted in Alternate History, Chronicle City, Light RPG, Modiphius Press, Steampunk, Victoriana | No comments

Saturday, 4 May 2013

On Her Majesty's Adventurous Service

Posted on 14:05 by Anthony Carold
How do you like your Victoriana roleplaying? As with most historically set RPGs, those set during the reign of Queen Victoria bring other elements to the table. For example, Pinnacle Entertainment Group’s Deadlands brings horror to the Wild West, Cthulhu by Gaslight from Chasoium, Inc. brings Lovecraftian investigative horror and the horrors of H.P. Lovecraft’s fiction to the 1890s, and CubicleSeven Entertainment’s Victoriana brings magic and other elements normally associated with the fantasy genre to the 1860s. So the question is, what does the newest RPG to draw up a chair at the roleplaying table of your gentlemen’s club, Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age!, bring to Victorian era?

Leagues of Adventure is published by Triple Ace Games, the British publisher best known for a number of RPG settings that make use of Pinnacle Entertainment Group’s Savage Worlds rules such as Necropolis, Hellfrost, and Sundered Skies. Rather than employ the Savage Worlds rules, Leagues of Adventure makes use of the Ubiquity System. First seen in ExileStudio’s Hollow Earth Expedition, and since used in Greymalkin Design’spost-apocalyptic fantasy, Desolation, and the German version of Space 1889 from Uhrwerk Verlag, the Ubiquity System has also been previously used by Triple Ace Games’ own award-winning All For One: RĂ©gime Diabolique. What the Ubiquity System brings to Leagues of Adventure is a fluid, action orientated set of mechanics that supports a Pulp style of play.

What Leagues of Adventure brings to Victorian era roleplaying is a sense of adventure and mystery. It is specifically set during an age of great exploration in which the boundaries of the known world are only just beginning to be pushed back and many secrets are being revealed. As much as it is set during the history of the period, it draws heavily from the fiction of the period, so that Sherlock Holmes and Doctor John Watson are as much real as Brigadier General Sir Harry Paget Flashman, VC, Phileas Fogg, and Abaham van Helsing. As adventurers or globetrotters, the player characters will travel to the far corners of the Earth, exploring the unknown, making great discoveries, and uncovering mysteries, whether these are the strange Gill Men reputed to live in the Black Lagoon at the head of the Amazon, another plot to overthrow the monarchy in Ruritania, or a rash of stranglings in Shanghai!

Every globetrotter or player character is a member of a “League,” an exclusive or secret—or not so secret—society, such as The Alpine Club, the Epicurean Society, or The Temporal Society. These are the “Leagues” of the game’s title — as much as the multitudes of adventures it also suggests, with each League providing contacts, resources, and patrons that will call on the globetrotters just as the globetrotters can call upon the aid of their Leagues. For the most part, the various Leagues possess a friendly rivalry with each other where their interests conflict, but there exist villainous Leagues whose aims are far from honourable or enlightened. The Thuggee is one such villainous League, as is The Immortals Club, whose members seek ever greater power and the means to keep it for themselves.

Character creation is matter of choosing one of the provided archetypes – Big Game Hunter, Consulting Detective, Diligent Correspondent, Explorer, Crackpot Antiquarian, Pioneering Aviatrix, and Temporal Scientist – each of which is presented in full colour, or assigning a number of sets of points. Fifteen points between six attributes and another fifteen points to skills before selecting a Talent such as Knockout Blow or Well-Educated or a Resource like an Artifact or Rank, and a Flaw such as Flea-Infested or Thrill-Seeker. Another fifteen points are spent to customise the character. A character also needs a Motivation and he also starts the game with a Style Point, the Ubiquity System’sequivalent of hero or luck points.

For the most part, this is standard character creation under the Ubiquity System. To this Leagues of Adventures adds a tweak or two. The first of these are “Zero Level” skills, of which a globetrotter receives four. Two to account for his background and another connected with the League that he belongs to. Truth be told, they do not add all that much to the game, but just enough to add a little depth to each globetrotter.

Our sample character is Lieutenant Henry Rathwell, a member of her Imperial Majesty’s fledging Air Corps. An excellent navigator, he transferred from the Royal Navy because he suffers from sea sickness. Currently he is on detached duty and is willing to join an expedition that needs a good pilot or navigator.

Lieutenant Henry Rathwell
Archetype: Pilot Motivation: Duty
Style: 2 Health: 4
Primary Attributes
Body: 2          Charisma: 2
Dexterity: 3   Intelligence: 4
Strength: 2    Willpower: 2
Secondary Attributes
Size: 0            Initiative: 7
Move: 4          Defense: 5
Perception: 6 Stun: 2
Skills/Base/Levels/Rating/Average
Anthropology 4/0/4/2
Athletics 3/1/4/2
Bureaucracy 4/1/5/2+
Craft (Electrics) 4/0/4/2
Craft (Mechanics) 4/0/4/2
Diplomacy 2/1/3/1+
            Leadership 2/2/4/2
Empathy 4/1/5/2+
Expeditions 4/1/5/2+
Firearms 3/1/4/2/1
Gunnery 4/1/5/2+
Linguistics 4/0/4/2
Pilot (Aerial) 3/3/6/3+
Science (Physics) 4/1/5/2+
Survival 4/3/7/3+
            Navigation 4/4/8/4+
Talents
Direction Sense
Resources
Rank – Lieutenant
Flaw
Honest


When it comes to the Ubiquity System, it is all a matter of the number of successes rolled. A task’s Difficulty determines the minimum number of successes that have to be rolled for someone to achieve it. Even results equal successes, so any type of die can be used with Leagues of Adventure and the Ubiquity System. Any successes rolled above that improve the result. The rules also allow a character to “Take the Average,” meaning that if the average number of successes that he would roll is equal to, or greater than a task’s Difficulty, then the player does not have to roll. In addition, every player character has Style Points, which are spent to add bonus dice, boost the level of some Talents, and reduce damage. They are gained for pursuing a character’s Motivation and playing to his Flaw, for being heroic and being in character, as well as for out of game actions, such as writing gaming reports, hosting the game, and so on.

What is interesting about Leagues of Adventure is that although it has little in the way of background – the various Leagues, both fictional and historical, along with the various fictional characters mentioned are the extent of its background, it comes with plenty of setting material. The bulk of this comes in the form of an extensive gazetteer that takes the GM around the world in fifty-six pages. Continuing the game’s mix of the fictional with the historical Victoriana, once it has the “ordinary” descriptions of the continents and their constituent countries out of the way, it joyously as many fantastic places, both real and fictional as it can. So it describes the Grand Duchy of Fenwick, the Diogenes Club, King Solomon’s Mines, El Dorado, the Lost World, the Plateau of Leng, and Ruritania as much as it does the Black Museum, the Rookeries, Great Zimbabwe, Timbuktu, Machu Picchu, Ponape, and the Great Wall of China. In fact, it almost seems as if the author cannot wait to get the descriptions of the ordinary places out of the way so that he can concentrate on Leagues of Adventure’s fantastic locations. Further, all of these locations—places already crying out to be visited by the player characters—are accompanied by at least one adventure, usually more than one. All told, this gazetteer of the fantastic is accompanied by over one-hundred-and-thirty adventure seeds!

In addition, Leagues of Adventure comes with a bestiary with which to populate these locations. Again, they include a mix of the fictional and the real, from Amazon Warriors, Giant Apes, Kraken, Tyrannosaurus Rex, Doctor Moreau, and Professor James Moriarty to the Officious Bureaucrat, the French Foreign Legion soldier, the camel, the hippopotamus, and the tiger. Plus guidelines so that the GM can create Villainous Leagues with which to oppose his players and their globetrotters.

In terms of advice for the GM, Leagues of Adventure dispenses relatively little, assuming that the prospective GM is not new to the hobby. Perhaps the most telling advice comes in the form of setting the style that the GM and his players want for their game, essentially by determining the game’s Action Level. The options include “Gritty” like The Man Who Would Be King, “Adventurous” like Around the World in Eighty Days, “Pulp Adventure” such as the Indiana Jones movies, and “Cinematic Reality” like the League of Extraordinary Gentlemen. Each sets the number of Style Points and their effect that the players get to use during the game, from the all Style Point free of the “Gritty” Action Level up to the double Style Points of “Cinematic Reality.”

Apart from the rules for setting the Action Level, the major mechanical addition to Leagues of Adventure is the rules for invention. Supported by numerous examples, these are a really easy set of rules to use, and support the creation of fantastic devices and vehicles in the game, whether that is by a gadgeteering player character or a nefarious villain with a penchant for dastardly devices. As written and as evidenced in the examples, these rules are not intended to cover the Steampunk genre, but rather the type of devices drawn from the fictions of Jules Verne and H.G. Wells. That said, these rules would cover the Steampunk genre with relatively little difficulty.

Physically, Leagues of Adventure is nicely put together and pleasingly illustrated. If the book lacks anything it is maps that match the detailed contents of the gazetteer, but this should not held against Leagues of Adventure. Finding maps, or indeed, further details of any one of the locations described in the book is hardly a challenge given access to the Internet. One might quibble at the lack of a pre-written scenario in the pages of Leagues of Adventure, but given that the book is written with the GM who has some experience in mind and the fact that it comes with as many adventure seeds as it does, this is less of an issue than it be with any other RPG. In addition, the QuickStart Rules in the form of Plateau of the Ape Men & The Dragons of London are available from the publisher’s website and they come with two scenarios.

So what does Leagues of Adventure bring to Victorian era roleplaying? In a word, ACTION! Well, actually “action and adventure,” for this is far from being a deep or introspective game – and there is nothing wrong that. To an extent it is something of toolkit, allowing the GM to adjust slightly the tool of action that he wants to present, but with the supplements available from the publisher’s website, such as the Globetrotters’ Guide to Weird Science and the Globetrotters’ Guide to Gothic Horror, the scope of both the game and the GM’s toolkit expands further. There is nothing to stop a GM from running games which focus on those elements just from Leagues of Adventure, but the Globetrotters’ Guide to…series support them better.

Beyond the game’s ACTION!, Leagues of Adventure exudes a sense of wonder and fascination that the possibilities of the unknown in the late Victorian era – whether real or imaginary – present to the GM and players alike. There is certain joy and excitement, almost exuberance in the presentation of Leagues of Adventure’ssetting, which it matches well with a set of rules that support its action and adventure. 
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Posted in Action, Alternate History, Historical, Triple Ace Games, Ubiquity system, Victoriana | No comments

Saturday, 15 September 2012

Victorians & Vampires (& Zombies)

Posted on 03:11 by Anthony Carold

In 1905 the dead rose and fell upon the living.

Whole countries collapsed under the onslaught of the cadaver cavalcade, but society and civilisation held. In the United Kingdom the declaration and implementation of martial law meant that society could hold on and hold out long enough to learn about the new world around them. It would take decades, but slowly the nation’s cities were reclaimed from the dead and refortified to prevent attacks from without, much of the countryside being left to roving bands of animates and the blight that poisons the very ground. Having retaken the cities, the Domestic Security Force – known as the Deathwatch – mans the walls, protecting the cities from threats without whilst having the mandate to ruthlessly put down any outbreaks of the Plague and the rise of the dead within. In the tightly packed slums, the living conditions mean that disease is rife and Outbreaks of the Plague and the dead are far from uncommon.

In the two hundred years since the first Outbreak, the well-known Victorian reverence for the dead has been more than reappraised. The cremation of the recently deceased, lest they rise again, with most bodies going to the great public crematoria – it is a prosecution offense not to send a body there. Only the very rich can afford to have the deceased lie in mourning, and even then, a member of the black clad Mourners’ Guild must watch over the deceased, ready to behead the corpse if he should rise. Other undead threats besides the animates – vampires and ghouls as well as the Frankenstein creations of the alchemy and embryonic sciences – lurk deep in the sewers, tunnels, and warrens below the cities. When the Deathwatch cannot deal with these, Undertakers will delve into the depths, seeking the bounty on the head of each at the branches of the Office of Urban Defence.

Whilst Great Britain remains a parliamentary monarchy, a new aristocracy has arisen as the old has ossified. The industrialists have become richer as the work place reforms of the nineteenth century have been repealed. Of course, this does not dissuade the industrialist nouveau riche from wanting to marry into the aristocracy for the name and the status, and of course, that money gives accesses to the anti-aging treatments that prolong life for up to two hundred years. Another path to unaging is vampirism, although the Office of Urban Defence places a bounty on head of all vampires – or rather their dust – as they are dangerous predators who spread their condition by disease and mind control. Vampires most commonly infect prostitutes, but there are some who survive the infection and live out an existence as that most romanticised of tragic figures in this new age, the Dhampiri. Eschewing their progenitor’s sanguinary desires, the Dhampiri express a hatred of all vampires and often turn to hunting them for their bounty.

The atrocious living and working conditions of the working class to be found in Britain’s cities are not only the breeding grounds of disease and new outbreaks of the Plague, but they are unsurprisingly the breeding grounds for dissent. Food riots are common and anarchist bombing campaigns not unknown, although the men of the City of London Police and Metropolitan Police do their best to rout the terrorists out. They are aided in this task by the clairvoyants, mediums, and telepaths of CID’s Psi Branch. The police also have to deal with the Resurrection Men who trade in bodies for experimentation and as food for the Meat Market; the swelling desire to kill in the growing number of murderers; and having to monitor the otherwise legal practice of prostitution, whose practitioners must be checked lest they spread disease and even vampirism.

The skies over the cities remind the inhabitants of both life and death. They crackle with the galvanic energy of the Tesla Towers that power many of the devices that people use daily, including the Van Haller Lightning Gun favoured by the Deathwwatch, yet are laden with the outpourings of the factories and the public crematoria, forcing everyone to wear protection from the ash coated London Peculiars – even the horses! The working classes often can only afford the cloth “dust masks” to wear over their mouths, whilst the middle and upper classes can afford gas masks of brass, glass, and rubber, as well as clothing in similar material, a style known as “Gas Mask Chic.”

This is the setting for Unhallowed Metropolis, a neo-Victorian set RPG that combines horror, manners, and zombie and vampire hunting set in an alternate future. First published by New Dark Age through by Eos Press in 2007, the Unhallowed Metropolis, Revised returns in 2012, this time published by Atomic Overmind Press, best known for Ken Hite’s superb The Day After Ragnorak. This can only be good news because the few supplements released by New Dark Age for Unhallowed Metropolis were either unavailable beyond the borders of the USA, or inordinately expensive to obtain. As the title suggests, Unhallowed Metropolis, Revised, the book has been redone, both character creation and combat being streamlined; the setting information being expanded to cover the USA, most of Europe, and beyond; new character Callings or types (the Deathwatch Soldier and the Detective) being added; and an array of new material incorporated from some of the supplements previously released. The result is an improved rulebook and background, but as will be explored, not all of game’s original issues have been addressed.

In terms of characters, Unhallowed Metropolis, Revised offers eight Callings – two more than the original edition – each of which not only determines a character’s social class, but also his Class in game terms. The eight are Aristocrat, Criminal, Deathwatch Soldier, Detective, Dhampir Vampire Hunter, Doctor, Mourner, and Undertaker. In addition, rules are given that enable a player to create a custom character not using one of these Callings. Although a Calling provides a character with a set number of features and skills, each also gives plenty of options that allow a player to customise his character. For example, the Aristocrat Calling grants the Blue Blood and Deference Features, but allows the player choose from another thirteen, one for each level in his Etiquette Skill – the skill varies according to the Calling. The Features for the Aristocrat Calling range from Big Game Hunter and Casanova to Military Family and Vogue via Duellist and Gossip. Each Feature usually adds a bonus to skill roles or allows failed skill rolls to be rerolled, but each also adds flavour and background to the character too.

Once a Calling is selected, each player has twenty-five points to spend on six attributes – Vitality, Coordination, Wit, Intellect, Will, and Charm; and another twenty-five to spend on skills. Both are rated between one and five, and with the points available, most characters will have average attributes of 3 or so, with perhaps one attribute a little higher, whilst their skills will again average at 3 with one or two skills much higher. Each player has a final five points with which to customise his character, and he can also choose from a wide selection of advantageous Qualities and disadvantageous Impediments. Before that, a player must select his character’s Corruption. This reflects that although the characters have the capacity to be great figures of the Neo-Victorian Age, they possess a greater susceptibility to the moral decay that threatens the very fabric of society. This is represented by the three Corruption paths that a character could take – Physical, Desire, and Drive. A character begins with just a point in one of these paths and an associated Affliction, but through play can develop further Afflictions as he meanders along the Corruption paths into moral decay, eventually to turn into a monster, both physically and mentally. The most obvious way of being drawn down these paths is by being exposed to greater horrors, but there is a more common means of being driven along the path to Corruption. First a character has “Second Chances” and can make a number of rerolls per session equal to his Corruption, and if he needs more rerolls, then he must increase Corruption, and second, once per session he can call upon the “Devil’s Luck” to automatically get out of a perilous scrape, again at the cost of increasing his Corruption. Since the likelihood of a character requiring “Second Chances” is quite high, it seems odd that the desperate need for luck is so tied to a character’s path to Corruption. That said, at its heart, the Corruption paths are a pleasing roleplaying reflection of the setting.

Our sample character is Mrs. Arthur Fanshawe, the widow of the late Arthur Fanshawe, Member of Parliament for Deal. He rose as a vampire after being infected following continued dalliances with prostitutes and had to be staked after he had killed several of his servants. Thankfully his son, John, was at boarding school at the time. Florence was the one who did the staking and had to endure the scandal even whilst she was in mourning. Come the end of mourning, the scandal did not go away and she entered the “Quiet Service” of the Guild and became a Mourner.

Mrs. Arthur Fanshawe
Calling – Mourner
Vitality 3 Coordination 3 Wit 3 Intellect 2 Will 3 Charm 3
Skills: Concentration 4, Etiquette 3, Language 2 (French), Melee Weapons 4, Psychology 1, Ride 1, Second Sight 1, Shadow 2, Thanatology 3, Theology 2
Prowess 6 Wealth 4
Corruption: Desire 1 – Addiction (Laudanum)
Features: Death Trance, Disconcerting, Disciplined Mind, Exculpus Mastery (Preferred Weapon: Exculpus), Familiarity: Animate, Latent Medium, Twin Blade Fighter (Two Weapon Fighting Stunt, Ambidextrous)
Combat Stunts: Fast Draw, Free Parry, Lucky Shot, Snap Reaction
Qualities: Dreamer (6), Faith (2)
Impediments: Allergy – Pollen (1), Fastidious (1), Good Tasting (4), Ward – Son, John (2)

Equipment: Exculpus (Pair), Armoured Leather Corset, Mourning Clothing, Respirator, £8


Mechanically, Unhallowed Metropolis employs a pair of ten-sided dice, these being rolled and added together along with either the appropriate attribute or skill to equal or beat a Difficulty Rating. A Moderate Difficulty Rating is 11, Complex is 14, Hard is 15, and Virtually Impossible. Although the average result on the dice will be 11, with a character only adding a pertinent attribute or skill to a roll, the average of which will probably be only 2 or 3, there is nevertheless a high chance of a character failing even a Moderate Difficulty Rating. Although some Calling Features and some Qualities allow rerolls with certain skills, it is not all and the likelihood is that a player is going to need to turn to his character’s “Second Chances” more often than not. As much as the Corruption mechanic is an integral part of the setting, this potential reliance upon it is all but an imposition.

This mechanical issue is only exacerbated when it comes to combat, which can be very deadly. That said, one pleasing aspect of the combat rules retained from the original edition are the combat stunts, which a character receives for each level he possesses in a combat skill. For example, “Snap Reaction” enables a character to react before an foe can take an action, whilst Fast Aim allows a character to forgo an action rather than a whole turn in order to gain an aiming bonus. (In the previous edition, every skill had a series of stunts associated with it, which while it added detail, slowed down both character generation and play). Nevertheless, the deadliness of the combat rules not only exacerbates the unforgiving rules system and its reliance upon the Corruption mechanics, it is at odds with the cinematic leanings of the combat stunts.

The problem would not be so bad were the base roll consist of the result of the two ten-sided dice and both the pertinent skill and the pertinent attribute (or twice the pertinent attribute if an attribute check), but it does not. Then it does under certain circumstances, such as attempting to strangle someone, which requires an opposed roll of the Vitality plus Unarmed Combat. To have such inconsistencies is odd and undermines the game’s rules.

The setting itself is explored in some detail, such as a discussion of “unmentionables” and “combat corsetry” under equipment, which covers the setting’s weaponry with flavour aplenty and gives the tools of the trade for the various Callings. Animate Restraints or Dust Kits for collecting the fine ash of staked vampires? Just what every Undertaker needs! Almost a quarter of the core rules is devoted to the threats faced by humanity in the Neo-Victorian Age. In turn, the anatomy of the animate dead – Zombies and Zombie Lords, Vampires and Dhampirs, and Ghouls, as well as the creations of alchemical and galvanic science – artificial life such as the Anathema and the Homunculi, the reanimated dead known as Mercurials, the assembled Prometheans, and the half-living Thropes that are capable of switching between human and bestial forms. The chapters explore the science and philosophy behind the creation of each as well as presenting the stats, and there is plenty here that the GM can draw from for inspiration and flavour for his scenarios. There is enough here that a player could draw from if his Doctor character wants to delve into the alchemical, galvanic, and life sciences of the very modern Neo-Victorian Age.

Many of these elements and threats are further discussed, exploring in particular how they can be used in play, in the chapter for the GM’s eyes only, as well as that ever present danger in the Neo-Victorian Age – scandal! Accompanying these notes and advice is a set of eight plot seeds. The rulebook is rounded out with appendices that provide a glossary, a bibliography, an index, and a detailed description of Deathwatch uniforms.

Physically, Unhallowed Metropolis, Revised come as an attractive and sturdy hardback. The book is illustrated with an array of artwork, some of it black inks, some greyscale pieces, and some it actually photographs of posed models. Much of the latter illustrations are devoted to the illustration of the setting’s “Gas Mask Chic,” and whilst they do fetishize said style, they do not always capture the grime and grubbiness of the setting. The other artwork does though. The book comes with a very nicely done map of London on the inside front and back cover, and the book is generally well written. If there is an issue with the book it is that it is not all that easy to use. The glossary is probably all too short, whilst the index, which although present, is too broad to be really of any use, whilst the need to refer to various tables, such as the wound tables in combat, is hampered by their not being reprinted at the end of the book (though they are referenced).

As much as the setting of Unhallowed Metropolis lends itself to any number of scenario and campaign ideas – Deathwatch duty beyond the walls of the fortified cities, animate hunting through the streets of London, and vampire hunting through London’s high society being the obvious ones – there is pair of dichotomies at the heart of the game and its set up. The first of these is intrinsic to the Victorian era, and is one of class. The issue is that bringing characters of different social classes together, as certainly it would be a possible scandal for a member of high society to be seen consorting with a member of the lower orders. Yet characters of all classes are needed if a party is to gain access to all classes of society. The second is the dichotomy between the combat orientated and the non-combat orientated characters. Both types are necessary, but one type will find itself relegated to the role of bystander when the game focuses on the speciality of the other. Both dichotomies are addressed in the section on Dynamics of Play, and whilst the advice is good, it does not totally negate either dichotomy.

When Unhallowed Metropolis was originally published, I reviewed it in 2008 for Steve Jackson Games’ Pyramid e-zine. The issues that I had at the time were the lack of Callings, the underpowered mechanics that imposed the Corruption mechanic, and the social/combat divide. Four years on and with the publication of Unhallowed Metropolis, Revised, not all of the issues have been addressed. Certainly the additional Callings of the Deathwatch Soldier and the Detective are welcome, as is the additional new material and the streamlining of the stunts. Yet the failure to address the fundamental flaws in the mechanics is at the very least disappointing.

Despite the shortfall in the revisions carried out with Unhallowed Metropolis, Revised, the return of the RPG and the promise of supplements are both more than welcome. The game itself is far from unplayable, and the setting itself is rich in horror, suspense, and intrigue, being atmospheric to the last. Ultimately, the atmosphere is what sells Unhallowed Metropolis, ash-laden, gin-soaked, and perpetually in mourning…
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Posted in Alternate History, Atomic Overmind Press, Horror, Vampires, Victoriana, Zombies | No comments

Sunday, 24 June 2012

A Family by Gaslight

Posted on 12:00 by Anthony Carold

There is a pleasing, if personal note to the start of The Havering Adventures, a trilogy of adventures for Cubicle Seven Entertainment’s RPG of manners, magic, and fantasy in the early Gaslight era, Victoriana. Editor and author, Andrew Peregrine, explains how one of the encounters in the first adventure became the combat example in the core book in what was his very first run through of that scenario. That run through was also my first play of the game’s second edition and it was my character, frustrated at the rest of the players’ indecision that initiated that combat encounter. So it was interesting to note these coincidences in returning to the first of these adventures after a decade.

Originally written for convention play to showcase the setting, the three scenarios in The Havering Adventures have been expanded to give more detail and more support for the GM, as well as adding background material for the game in general. The trilogy concerns the doings of an infamous branch of the upper middle class Havering family, best known for its shipping interests. The branch is headed by Nathaniel, an inveterate gambler, and his decidedly improper wife, the beautiful and decadent Eldren, Susanna. Accompanying them is Nathanial younger brother, Jonathan, who is a police detective at Scotland Yard, and his wife, Selina, a woman of improper origins; plus the family servants. These are the Dwarf, Patterson, Nathanial’s loyal manservant who knows how to apply his fists, and sometimes a boot to almost any situation, and Tobin, Gnome wizardly academic who is attempting to teach Nathanial the art of sorcery.

Full write-ups are given for each of these six, and although the three scenarios are written with the sextet in mind, they can be run with the characters of the players’ own creation with relatively little adjustment. There is advice for the GM throughout the adventures. Further, whilst the scenarios are written as and are designed to be played as a trilogy, there is room between them for the GM to add other adventures. In addition, each of the three scenarios adds specific background material to the world of Victoriana, including horse racing, the royal family, and playing poker. This background material is interesting in and of itself.

The Havering Adventures trilogy opens with “Lost Luggage.” The Havering family has returned to England after a trip abroad, but before they have disembarked, the game is afoot. Someone has made off with their luggage and thus, much to Susanna Havering’s dismay, with all of the new dresses she purchased in Paris! In order to track them down, the adventurers must plumb the depths of the capital’s underworld before attending the hottest day out at the races.

Events take an international turn as the Haverings are invited to travel aboard the inaugural voyage of the Valiant Rose, a luxury airship that is set to revolutionise travel across the Atlantic. In "Behold, the Valiant ones shall cry," the family has the opportunity move among very high society. Given its contained location, this is a very much limited adventure, the player characters having fewer options as to what they can. Nevertheless, succeed at this adventure and they can make the highest connections possible!

Where “Lost Luggage” is a chase and "Behold, the Valiant ones shall cry" all but a “ship in a bottle” affair, the third adventure, "Dead Man's Hand" is a more personal, less adventurous affair that has strong horror elements. An inveterate and fortunately successful gambler, Nathanial spends much of the adventure at the gaming tables playing poker with his wife in tow, but the other family members will busy trying to follow up on the effects of a strange artefact that he wins and must eventually play for in the climax to both the adventure and the trilogy in The Havering Adventures.

Although it needs an edit or two in certain places, The Havering Adventures is a well presented book with decent art and reasonable maps. The advice for running the adventures is also good, and suggestions are given as to both possible sequels to the trilogy and how the trilogy could be run without making use of the Havering family. This is necessary as the adventures are written with the family in mind, but the demands required to make the player characters fit the adventure are relatively slight as long as the characters come from all strata of society. That said, one or more upper class characters are absolutely necessary to play The Havering Adventures, which might be an issue with some groups.

If a playing group was looking for adventures to play after that given in the Victoriana core rulebook, then The Havering Adventures would be a good choice. In fact, these are the best scenarios available for the second edition of the game. Overall, The Havering Adventures is an entertaining trilogy of scenarios that pleasingly brings the world of Victoriana to life.

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Posted in Cubicle Seven, Fantasy, Historical, Scenario, Victoriana | No comments

Sunday, 15 January 2012

Where's My Mummy?

Posted on 06:21 by Anthony Carold

At the heart of The Marylebone Mummy, a scenario published by Cubicle Seven Entertainment for Victoriana, its nineteenth century set RPG of Victorian action, adventure, mores and magic, is a fascination with collecting objets-orientalle. As the scenario’s title suggests, the particular fascination in its case is with Ancient Egypt and Egyptology. The actual fascination is that of Doctor Reginald Cantwell. A noted amateur archaeologist, the good doctor has recently returned from holiday in Egypt and brought back with him an array of artefacts. These include papyrus scrolls, wall carvings, and jewellery, but pride of place goes to an ornately decorated sarcophagus, still sealed and thus intact. Of course, the Doctor is immensely proud of his latest acquisition and plans a public unveiling to which the adventurers are invited – or hired to attend and protect if they are of insufficient social class.

This being a scenario, Doctor Cantwell’s plans soon go awry. Too many other parties have an interest in the mummy and what starts as a genteel soiree breaks into an uproar after a break in! With adventurers being adventurers, of course they are soon on the chase for the thieves, quickly leading to the scenario’s denouement and its twist in the tail. As to that, it lies more with the events of another scenario, Rise of the Red God, than with this one.

Indeed, The Marylebone Mummy could be run as a prequel to Rise of the Red God, as there are links in both terms of theme and characters. In relationship with other adventures available for Victoriana, it also works well as a sequel to “Spiritual Matters,” the scenario found in the core rulebook as it also shares an NPC, and whilst it could be run after the events of The Dragon in the Smoke, it works better as a prequel, as NPCs from that scenario also appear in The Marylebone Mummy, though no more than as cameos.

Although The Marylebone Mummy is divided into five acts, in dramatic terms, it is actually comprised of three progressively longer acts. Act one is investigative, act two is social and interactive with roleplaying opportunities aplenty, and act three is combative. At best, the GM and his players should get three sessions’ worth of play out of this scenario, but are more likely to complete it in two sessions. Whilst it is a quick affair, it is detailed, providing not only a plethora of nicely detailed NPCs with which the player characters can interact and the GM will enjoy portraying, each of which is further supported with a thumbnail hook that the GM can develop into something more.

Physically, The Marylebone Mummy is a slim affair. It is cleanly laid out and illustrated with a mix of original art and publically available art. It needs an edit, but is otherwise readable. It would have been nice to have had maps of the scenario’s various locations, but they are reasonably well described such that the GM should be able to draw them himself.

A quick short affair, The Marylebone Mummy is a solid adventure with a surprising number of plot hooks and elements that the GM can add to his campaign.

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Posted in Alternate History, Cubicle Seven, Egyptology, Historical, Horror, Magic, Scenario, Victoriana | No comments

Saturday, 17 December 2011

Threatened Empires

Posted on 13:03 by Anthony Carold

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

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

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

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

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

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

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Posted in Action, Alternate History, Cubicle Seven, Heresy Engine, Near Future, Pirates, RPG, Scenario, Steampunk, Victoriana | No comments
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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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