Reviews from R'lyeh: 1984: Railway Rivals

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Sunday, 20 May 2012

Not Just the Hun in the Sun...

Posted on 11:19 by Anthony Carold

The year 2012 happens to be the centenary of two major events. The first is the more well-known sinking of the RMS Titanic, the world’s first palatial ocean going and proclaimed unsinkable liner. Pelgrane Press has already celebrated that event by releasing RMS Titanic: The Millionaires’ Special, a scenario for its well-regarded RPG of Lovecraftian investigative horror, Trail of Cthulhu. Now it follows it up with a second scenario, one that unknowingly celebrates the other centenary, the founding of the Royal Flying Corps, the arm of the British Army that would support it from the air throughout the Great War, and at war’s end would become the basis for the Royal Air Force. The scenario in question is Flying Coffins, a one-shot affair which for the first time in any scenario for Calll of Cthulhu or Trail of Cthulhu, lets the investigators take to the air. Of course, there have been several scenarios that have involved flying, but in every case, the investigators have been passengers. In Flying Coffins, the investigators take control of their own flying machines, joystick in hand, rudders at their feet, and fingers curved round the triggers. In addition, both scenarios share the same author, Adam Gauntlett.

The setting for Flying Coffins is the Western Front in late 1918. The pilot protagonists or player characters are members of a Royal Flying Squadron serving a sector of the front to which a new enemy squadron has been assigned – Jagdstaffeln or Jasta 32. A specialised fighting squadron of the “Imperial German Flying Corps," Jasta 32 is commanded by the noted ace, Ernst Becker, and it is known as the Lightning Hussars after his old regiment. Sent out on daunting mission after daunting mission, the pilots must conduct bombing strikes, patrols, raids, and reconnaissance, in the face of not just determined German opposition, but also an otherworldly threat, one that willingly strikes at their fragile aerial steeds in an effort to pull them from the sky. With next big Push rumoured to be about to begin, it is vital that the Allies gain control of the sky.

Although Flying Coffins is more of a Purist than a Pulp scenario, its focus is very much on combat, and the edge that the player characters has over the NPCs in this scenario, does it bring back towards the Pulp. This is understandable, in terms of both the scenario’s military nature and the threat faced by the player characters. Obviously, this is an aerial threat, but it is one that is normally seen as a weaker foe in terms of the Mythos. That said, given the fragility of the aircraft of the time, the scenario’s outré antagonists are more than capable of downing the player characters…

With flying and aerial combat being the focus of Flying Coffins, it is understandable that the scenario goes into some detail about how to handle this in Trail of Cthulhu. As such, aerial combat in Flying Coffins is not that much different to the ordinary Firearms and Scuffling combat of Trail of Cthulhu, but with the aggressor attempting to sneak up on the defender so as to get in a burst of fire that the defender cannot avoid. If the defending pilot survives the attack, he can attack himself or flee, but if he enters the fray, a dogfight ensues. Naturally, this involves both participants attempting to outfly each other – handled by the players bidding points from their Piloting skill, with advantages granted from stunts attempted and from both the manoeuvrability and speed of the aircraft being flown. Additional dangers come in the form of Archie and ground fire. These rules are supported with entertaining period examples.

The scenario itself is tightly wound about its “Spine.” This Spine has an opening scene and a closing scene, but between them the Keeper must slot scenes that alternate between combat and investigation or interaction. For the most part, the Keeper will be deciding the nature of the combat scenes, whilst the players have more choice in terms of the investigative and interactive scenes. In fact, there is only the one set scene that does not involve combat, an interesting and unexpected encounter with a notable personage whose appearance is actually foreshadowed through another NPC.

The scenario allows for some flexibility in how the player characters are set up. There is room here for them to be all pilots serving with another nation, not just British or from the Commonwealth. Indeed, it is entirely possible that the player characters could be German! This will require a little adjusting upon the part of the Keeper, as Flying Coffins is written for use with Allied characters. Nevertheless, the scenario includes stats and short write-ups of some fifteen aeroplanes of the late war period. Also included are six pre-generated investigators. Flying Coffins is designed for play with this number in mind, so will need some adjusting if there are fewer players.

Flying Coffins is not the author’s first foray into writing scenarios for Trail of Cthulhu set during the Great War. His “Not So Quiet,” a scenario from the anthology Out of Time set at a field hospital behind the frontlines could possibly form the basis of a sequel to Flying Coffins if any of its protagonists are injured. As with the author’s previous scenario, RMS Titanic: The Millionaires’ Special, this aerial affair could easily serve as a flashback for an investigator in a later campaign. Flying Coffins though, does betray the author’s age and nationality. Certainly there are references in the scenario’s examples that only an Englishman of a certain age will recognise, and will probably do so with wry amusement.

Flying Coffins comes as a thirty-five page, 17.9 Mb PDF that is pleasingly illustrated by Jérôme Huguenin. It does need another edit and perhaps the pre-generated investigators tend towards the bland. Plus it would have been nice if they had been illustrated as that would have accorded them a little more flavour. Then again, inclusion of details of how the players could create their own aerial investigators would have been a nice touch also. Nevertheless, its contents do a good job of supporting the scenario and a good job of providing period detail aplenty, including a set of period photographs. Clearly, the author’s fascination, if not fondness, for the period, is evident throughout.

Surprisingly, given that Flying Coffins is a one-shot, there is the possibility of sequel, one that would involve a certain NPC mentioned in passing. Should any of the investigators survive this aerial affair, then that NPC should certainly have her revenge in later years… Overall, Flying Coffins is a very different one-shot, one that captures both the uncaring nature of the Mythos and the uncaring nature of early aerial warfare.

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Posted in Horror, Lovecraftian Horror, Pelgrane Press, Trail of Cthulhu, World War I | No comments

The Kobold Strips... Divinely

Posted on 10:49 by Anthony Carold

Upon reaching your twenty-first birthday, you are widely regarded as having reached the age of responsibility and acquired not just responsibilities, but also rights and freedoms too. You are at liberty to do what you want and take the consequences of your actions. So the question is, having reached its twenty-first issue, what does Kobold Quarterly, Open Design's roleplaying magazine devoted to the Pathfinder Roleplaying Game, Dungeons & Dragons, Fourth Edition, and the AGE or Adventure Game Engine, do? Well, the first thing it does is take its clothes off and gut a rabbit and play with its entrails, all before discussing religion.

Now that sounds all so terribly rude, not to say dangerously controversial or even dangerous. The truth of the matter though, is that contents of Kobold Quarterly #21 is far from controversial, certainly not rude, and anything other than dangerous. The bulk of the issue is devoted to matters clerical, divine, and religious, all matters which are treated in a mature and reasonable manner. The first “controversy” though comes with Kieran Yanner’s cover, “The Wood Nymph.” Having seen the artist’s work inside the covers of numerous RPG titles, it is a pleasure to see a fully painted cover by him, but the fact that it depicts a semi-clad nymph might not be to everyone’s taste. It is something that is acknowledged by Kobold Quarterly editor, Wolfgang Baur. There is nothing prurient about that cover, and if it can regarded as being art of the cheesecake variety, then its flavour is a tasteful vanilla.

The controversy of the issue’s contents begins with “The Shaman – A Spirit-Based Class for the Pathfinder RPG.” Written by Marc Radle – whose The Expanded Spell-less Ranger I reviewed recently, as its title suggests, this presents the Shaman as a new Class for the Pathfinder Roleplaying Game. At its heart it feels much like a variant upon the Druid Class, but a combination of spells that do not have to memorised to be cast, the ability to heal by touch rather by spell, being able to morph into animal form, and having unimpeded movement through undergrowth gives the Class a wilder, more free spirited feel. The Class also has harder edge as seen in its limited spell choice and the sanguinary start to the augury powers with the Totem Secret, “Blood Divination,” which can provide a Shaman with skill and initiative bonuses. The Shaman has an array of Totem Secrets to choose from, many of which call upon the spirits for healing, protection, warnings, and other aid. In addition, the Shaman possesses a Spirit Guide, with whom he shares an empathic link, deliver touch spells for him and even help him draw spells from the spirit world for him. The Class includes a selection of sample Spirit Guides. At later levels, a Shaman can enhance his magic with a spirit dance and even go on a vision quest. Overall, the Shaman Class has a pleasingly earthy feel, and would make a useful addition to any wilderness set campaign. Where the controversy of the piece comes is in the opening colour text, which has a Shaman casting an augury through the examination of rabbit’s entrails. Perhaps a little too strong to some tastes, but still in keeping with the Class as described.

The sexual tone of the issue’s cover is continued with Sersa Victory’s “Daughters of Lilith – An Ecology of the Succubus.” Written as a piece of academia, this delves into the origins, motivations, life cycle, faith, society, and sexual proclivities (despite most actually being unable to bear children) of a type of devil that is widely regarded as being the ultimate in sexual seductresses and arch manipulators. It also discusses her male equivalent, the Incubus, and presents the Cult of the Succubus Queen, a cabal that in worshiping Mother Lust seeks to undermine the chaste morality underlying civilization’s integrity… Although the article is written for use with Dungeons & Dragons, Fourth Edition, including a new Feat and Powers for both worshippers and Succubae, much of the background presented in the article would work just as well with any fantasy RPG setting that includes seductive devils. Especially an urban set campaign that involves power politics. This is though, an article best suited for a mature audience, as its content does touch on sexual themes. They are well handled and what could have been potentially prurient piece is nicely judged.

The first real discussion of religion in Kobold Quarterly #21 is “It's a Mystery!” by David “Zeb” Cook. This is a generic article that suggests how a GM might make religion in his campaign more interesting by adding Mystery Cults. Drawing from those of Ancient Rome, Greece, and Egypt, it discusses how to design a Mystery Cult and its motivations, how and why you might join such a Cult, and hints at what its secrets might be. This being an article in a roleplaying magazine, your first thought at reading the word “cult” would be that this article is all about cabals bent on evil, but nothing could be further from the truth. As the author makes clear, Mystery Cults are about secrets and the privacy of worship rather than just being evil. A Mystery Cult could just as easily be composed of farmers worshipping for a bountiful harvest as they could “cultists” attempting to learn the secrets of summoning some tentacle creature from the nether regions. With advice on how to get the player characters involved, this is another interesting article that would work in many fantasy RPG settings. If it lacks anything, it is that it would have been nice, given the article’s historical sources, if some references and suggestions as to further reading had been included.

Tim and Eileen Connors continue the divine theme with “Clerical Conflicts – Thy Will Be Done” for the Pathfinder Roleplaying Game. Although its opening paragraphs feel bland, the piece really steps up a pace with the five well-written and colourful examples that support the idea that the faith adhered to by a player character Cleric can the source of character conflict. Essentially, it asks what if a character’s experiences or interpretation of his faith conflict with the dictates of his deity or his church? The examples all use members of the same faith, all sat down to the same meal, and all mulling over questions of faith. Each one comes with a mechanical effect, mostly minor, but some come with major effects instead. For example, a Cleric with the “Forsaken” Conflict has not only lost his direct connection to his god, but also his Domain spells too, and in praying for them he literally steals them from other Clerics around him. These are all interesting and colourfully written dilemmas that could easily adapted to the religions detailed within a GM’s campaign, and whilst the mechanical effects are written for the Pathfinder Roleplaying Game, the dilemmas would work in most fantasy RPGs.

With “Howling Tower: Why No Monotheism?” Steve Winter asks an interesting question. Why do so many fantasy settings have pantheons of gods when most real-world religions are monotheistic and have the single, one god? The article comes up with some good answers and suggests ways in which such a faith can be added to a game. “Divine Archetypes: Angelic Heroes, Holy Traps, and Celestial Fists of Fury” by Stefen Styrsky, details divinely scented Archetypes for the Pathfinder Roleplaying Game, turning the Sorcerer, Fighter, Gunslinger, and Ranger into the Angel Scion, Seraphic Cohort, Peacemaker, and Spirit Hunter respectively. Also for the Pathfinder Roleplaying Game, Christina Stiles’ “Saints of Mavros” describes two saints worshipped in Midgard, either widely in the case of St. Brigantia of Valera, or just in Morgau, Doresh, and the Ghoul Imperium, in the case of Saint Whiteskull of Bratislor. Both include descriptions of each Saint’s worshippers, Domains and favoured weaponry, symbols, noted books, famous shrines and priests, connection to other faiths, and what demands each places upon his worshippers.

As its title suggests, “A Background in Magic – Alchemists, Druids, Illusions, and Seers for the AGE System” by Rodrigo Garcia Carmona gives new magical backgrounds for the magic-using character in Green Ronin Publishing’s AGE or Adventure Game Engine. These are reasonable Backgrounds, but they feel like half an article because there is no information about these forms of magic given for the Adventure Game Engine. With just that half, both GM and player will have to work hard to supply further detail and flavour.

Diverging further from the issue’s divine theme, “The Scriveners of Allain” further develops background and concepts previously described in Kobold Quarterly #8. Written by Brian A. Liberge for Dungeons & Dragons, Fourth Edition, it describes glyph and ink magic and the disparate cult devoted to it in the magocracy of Allain. In a Scrivener’s hands, this form of magic summons deadly glyphs that for a time will obey the summoner’s commands, though their diabolic nature makes them wilful servants. Again, this article contains a nice mix of flavour and mechanics. Also for the wizard or sorcerer is David Schwartz’s “White Tongue, Black Heart,” which describes a literally tongue twisting companion for the Pathfinder Roleplaying Game. Known as a Witch Louse, it replaces the mage’s tongue, as his familiar it can help by maintaining the Concentration required to keep a spell going, deliver a nasty bite, give the mage a really disturbingly intimidating countenance, and because of its duplicitous nature, it can enhance his lies. The article is rounded out with a fully-fledged NPC, the enchanter Kergart, who is commonly known as “the man with the silver tongue.”

More entertaining flavour for the Pathfinder Roleplaying Game comes with Nicholas Milasich’s “Nine Treasures of Deep Midgard” which describes a nonet of goods, treasures, and trophies that might be brought up from the Underdark. Drow Brandy is a euphoric intoxicant whilst Tinned Heads are literally that, each crafted by the Ghoul Imperium to contain a head that will each serve the owner as a fount of certain knowledge… What brings all of these intriguing items together is their unfamiliarity to surface dwellers, that is, the player characters. Everyone requires an Appraisal skill roll to identify and value each item. Lastly, “The Shadow Lodge Insurgency” describes the events surrounding an attempt to subvert the Pathfinder Society of Golarion, the setting for the Pathfinder Roleplaying Game. As recounted by Marius Scipio, it is a lengthy background piece that is interesting enough, but it lacks an immediate use and brings the issue to disappointing close. This is not to say that it is a bad article, but the issue would have all the better had it included a scenario in its stead.

Rounding out the issue is an entertaining interview with Bill Slavicsek, the former Director of R&D for Dungeons & Dragons as well as freelancer and writer on numerous titles for West End Games’ Star Wars and Torg RPGs. This is in addition to the usual “From the Mines...” (letters) section, cartoons, “Ask the Kobold” column that answers questions about being “Flat-Footed in Heavy Armour,” and the Free City of Zobeck column, “Deadly Tolls and Honest Challenges,” which looks at banditry in the Midgard campaign setting. The issue is without its usual book review column, but it promises to return with issue #22.

Available as an eighty page magazine or a 26.69 Mb PDF, Kobold Quarterly #21 is well presented and pleasingly adheres to its theme although it does need an edit in places. Overall, Kobold Quarterly #21 is another entertaining and useful issue, with plenty to say on matters divine whatever your choice of fantasy RPG. That it does so with maturity and a lack of controversy over what could be contentious issues is a sign that it has come of age.

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Posted in Adventure Game Engine, Dungeons and Dragons Fourth Edition, Green Ronin, Kobold Quarterly, magazine, Open Design, Paizo Publishing, Pathfinder Roleplaying Game, Wizards of the Coast | No comments

Saturday, 19 May 2012

Cold, Grim Fantasy

Posted on 12:56 by Anthony Carold

The truth is that are more games released than I can ever review however much I try. This means that I miss games that I want to review as I never find the time to tackle them. One such game is Hellfrost, a setting published by Triple Ace Games which I had good reason to read this last fortnight or so. Written by Paul “Wiggy” Wade-Williams for use with Savage Worlds – the generic RPG rules from Pinnacle Entertainment Group that handles slightly pulpy, cinematic action – Hellfrost is yet another fantasy RPG setting, but one that is very different to other fantasy RPGs in a couple of important ways. First, whilst it is fantasy RPG that draws on European roots, those roots are not atypical fantasy, for setting can be best described as a pre-apocalyptic, Northern European set fantasy. Second, unlike other Savage Worlds settings, it comes as a typical fantasy RPG rather than a Savage Worlds book. In other worlds, it is not a single book with an included campaign like Triple Ace Games’ Sundered Skies or Pinnacle Entertainment Group’s 50 Fathoms, but rather a true setting in that it is described in three books – the Hellfrost Player’s Guide, the Hellfrost Bestiary, and the Hellfrost Gazetteer, with support in the form of scenarios and supplements sold separately. It is the first of these books, the Hellfrost Player’s Guide, which is reviewed here. As with previously reviewed titles from Triple Ace Games, I should point out that I have worked on several of their titles as an editor, though not specifically on Hellfrost itself.

The setting for Hellfrost is Rassilon, a continent that for centuries has been divided in two by the Ice barrier, a gigantic, mile high wall of ice and cold that rose at the end of the Blizzard War. North of the Icewall, an army of coldfire-breathing Hellfrost dragons, frost giants, coldfire elementals, and orcs swept away numerous, but now forgotten civilisations whose lands lie under deep under snow and glacial ice. As fire as an element diminishes, the newly appeared Coldfire grows in its place, being an element that burns as well as it freezes, such that it can be used to forge arms and armour, especially from the new “black ice.” South of the Icewall, some civilisations held out against the Hellfrost armies, but in the five centuries since, ice and snow has continued to encroach ever further south as the temperatures drop. The forests continue to freeze, coniferous trees replacing deciduous ones, Taiga Elves living amongst the former, whilst their cousins, the hearth elves, reside in the latter. Frost Dwarves now build their cities into the high glaciers as well as the rock of the high mountains, all the whilst mining for precious metals and gems as well as the “black ice” from which they can forge arms and armour. South of the Icewall, three human civilisations can be found – the city-dwelling Anari; the rural and clannish Saxa; the tribal and warlike Tuomi; and the nomadic Finnar. Travelling in great caravans throughout this region are the Engros, a diminutive and distrusted race that has the reputation of being thieves and beggars. Nevertheless, their indomitable spirit sees them withstand all of the jibes that come with such a reputation. Lastly, the Frostborn are a new race, born of other races, which has found a home in the encroaching cold and snow even as their recent appearance is seen as one more sign that the gods have abandoned the peoples of Rassilon to the cold.

All of these races – Engros, Frostborn, Frostdwarves, Hearth and Taiga Elves, and the Anari, the Saxa, the Tuomi, and the Finnar – are available to play. In terms of occupation, both the setting and the Hellfrost Player’s Guide offer numerous options. Elven Bladedancers and Engro Bludgeoners protect their respective races, whilst druids protect both races and also attempt to protect the wilds from the oncoming Ice Age. Elementalists are wizards that work to master the elements one-by-one. Heahwisards work their powerful magics through their staves, but would be lost without them. Hrimwisards, or “Hoar Frost Mages” draw directly from the cold to fuel their spells and the more cold it is, the more powerful their spells are. Meanwhile, the Frost Dwarves remain the last people to retain knowledge of Rune Magic, focusing their magic through carved runes. The tradition of magic, poetry, song, and stories is maintained by the Skalds, entertainers who are welcome in any stead or household.

Several knightly orders are known across Rassilon. Hearth Knights defend directly against the predations of the Hellfrost inhabitants and mostly work along the Icebarrier and beyond. The Order of the Knights Hrafn, or “Order of the Knights Raven,” is dedicated to military leadership and usually serves the nobility as advisors. In addition, protection is provided by various guilds, such as the Iron Guild, which hires out its mercenaries to protect merchants. The Roadwardens are an informal organisation dedicated to protecting travellers on the road, whilst the Elven Woodwardens protect the forests.

Lastly, the Lorekeepers are an informal organisation dedicated to finding lost knowledge and ensuring that it is never lost, whilst the Reliquary is more interested in locating, studying, and protecting magic items. The art of creating magic items is one that has been lost following the rise of the Hellfrost, but the Reliquary would rather ensure that the remaining relics never fell into the hands of the enemy than see it be used against the enemy. Both the Lorekeepers and the Reliquary consist of scholars and tomb-raiders.

Character creation more or less follows the standard pattern for Savage Worlds. Except that there are more options given in the Hellfrost Player’s Guide than in many other Savage Worlds settings, and because a character’s race is important in Hellfrost, a player’s choice of race uses up the Edge (or advantage) that all characters begin with prior to creation. This includes Humans as race, but rather than receiving further Edges and Hindrances as part of a racial package, they instead have a choice of more skills or an extra Edge. The two sample characters below are typical of the setting, a hated Hrimwisard or “Hoar Frost Mage” who searches the Winterlands and beyond for lost secrets, whilst the second is a stalwart Roadwarden, protecting Rassilon’s roads and travellers. Nevertheless, the Hellfrost Player’s Guide is ripe with character options and ideas, and it would be easy to fill this whole review with sample player characters. That would be extra hard work though, in part because the process does flipping back and forth to work out what works with what and what each of the setting’s new Edges requires.

Howell Frostfall – Frostborn Hrimwisard
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d6, Hrimwisardry d8, Investigation d6, Knowledge (Arcana) d8, Knowledge (History) d4, Lockpicking d4, Notice d6
Charisma: –4
Glory: 0
Pace: 6” Parry: 5 Toughness: 5 (+1) Bennies: 3
Languages: Anari, Classical Anari, Frosttongue, Trader, Selari
Hindrances: Bad Eyes (Minor), Curious, Necromantic Weakness (Minor), Outsider
Edges: Arcane Background (Hrimwisardry), Lorekeeper
Spells – self only: Armor (icy skin), Environmental Protection (against cold only), Smite (icicles grow from hands or a held weapon), and speed (ice-shod feet) – all from Frigid Form
Spells: Burrow, Detect/Conceal
Notes: Frigid Form; Heat Lethargy (Lethargic at temperatures of 53° or higher. –1 to all trait rolls in such temperatures); Winter Soul (+2 to Vigor saves to resist the effects of cold weather, and +2 Armor to resist the effects of cold, coldfire, or ice attacks); Hrimwisardry (permanent environmental protection (cold) spell, but +4 damage from heat and fire attacks)
Gear: Leather Armor (+1), knife (Str+d4), warhammer (Str+d6, AP 1 vs. rigid armour)

Yrsa Skulisdohtor – Saxa Hearth Knight
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d8, Guts d4, Persuasion d4, Riding d6, Shooting d6, Stealth d4, Survival d6, Tracking d6
Charisma: +2
Glory: 0
Pace: 6” Parry: 6 (+1) Toughness: 5 (+2) Bennies: 3
Languages: Saxa, Trader
Hindrances: Code of Honour, Magic Forbiddance
Edges: Attractive, Roadwarden, Snow Walker
Notes: Roadwarden (+2 to all Survival and Tracking; +2 to Notice rolls to detect ambushes, traps, concealed weapons, and such like)
Gear: Chainmail Hauberk (+2), Medium Shield (+1 Parry, +2 Armour against ranged attacks), Short Spear (Str+d6, Reach 1), Bow (12/24/48, 2d6), winter clothing

Magic, as has already been suggested by the character types earlier, comes in numerous forms in the Hellfrost setting. These are not the only forms of magic in Rassilon, for Alchemy is also studied, as is Hedge Magic and Herbalism. Both are natural magic rather than arcane or divine magic. Herbalism focuses on the creation of poultices and draughts to provide remedies to various maladies, but Hedge Magic draws on natural magic to replicate other forms. In game terms, this requires both the Hedge Magic Edge and a Professional Edge if a character wants to know more than Herbalism. The advantage of both Hedge Magic and Hrimwisardry is that neither is affected by the disturbing phenomenon known as The Siphoning which replaces Savage Worlds’ Backlash rules and which can occur any time that an arcane spell is cast. In game terms, any time that a one is rolled on the arcane skill die, The Siphoning occurs with effects ranging from the caster being simply Shaken – at best, or Fatigued and losing the use of his powers for a day, to at worst, being Wounded and losing his powers for days or even permanently losing part of his magical ability. The latter is represented by a reduction in type of die he rolls for his arcane skill. The effect of The Siphoning is to make casting spells anything other than an easy choice, even though all arcanists are free to cast as many spells as they would want. In game terms, the casting of spells in Hellfrost does not use the Power Points usually found in other Savage Worlds fantasy settings.

Whilst The Siphoning does not affect priests and divine magic, the gods of Rassilon are all the more difficult to contact and they dislike those who abuse their power or call upon it too often. Thus when casting Miracles, a cleric who rolls a 1 on his Faith die, regardless of the Wild die, is automatically Shaken. At worst, he can be Fatigued or even Wounded. Nevertheless, the gods are important and through faith and dedication, it is possible for priests and paladins to become disciple of any one of the twenty-four deities that are recognised – if not always worshipped by the peoples of Rassilon. Each of the gods is fully detailed, from the titles they known as and the aspects they have domain over to the signature Power and Powers granted. More importantly for paladins and priests, the description includes the sins that in committing would cause either to lose their Powers.

For example, Thrym is the god of winter who has risen to prominence as the gods of the fire and sun, Kenaz and Sigel, have disappeared. Also known as the Blizzard Roar or the White King, Thrym’s aspects are cold, ice, winter, blizzards, and icy realms; his symbol is the head of a Hellfrost Dragon’s head; any day that temperature falls below freezing is regarded as being one of his holy days; the duties of his priesthood – the Breath of Winter, and his paladins – the Talons of Winter are to expand the Hellfrost and to destroy servants of fire and heat (including those who worship Kenaz and Sigel, fire elementalists, and fire elementals); and sins against him include lighting a fire, deliberately warming oneself by a fire, eating cooked food more than once a week, slaying any creature with Resistance or Immunity to cold except in self-defence, living in the warmer Hearthlands for more than half a year without permission of a superior, slaying a Hellfrost dragon, and working against the Fimbulvintr. To his worshippers, Thyrm embodies the Hellfrost, and whilst neither a “good” or an “evil” deity, Thyrm is followed by evil races such as Orcs and Frost Giants, though Hrimwisards at least acknowledge him as the source of their spells.

In addition all player characters have a statistic new Savage Worlds – “Glory.” It is like Charisma, but represents a character’s reputation rather than his force of personality. Within the game it is rewarded for undertaking heroic deeds – in addition to Experience Points – and every twenty or so Glory a character gains Connections with certain organisations, greater Combat Prowess, and can even be “Immortalised in Song”! Skalds can tell stories of a character’s deeds and so increase his Glory. Of course, Glory can go down as well as up, and gain such an infamous reputation that he is a Wanted man or even gains an Enemy who wants him dead! Essentially, encourages positive play, though a player could still play a villain if he wanted to.

Although the Hellfrost Player’s Guide provides only general information about Rassilon’s topography – the actual geographical details are described in the Hellfrost Gazetter – it does give plenty of background information and the rules to support this information. This includes not just chapters on gear – from food to fortifications and vehicles to weapons, and daily life on Rassilon – everything from food and funerary customs to calendar and coinage; but also descriptions of many of the continent’s organisations, all of which the player characters could join (if they qualify) or interact with; all before rounding out the volume with a set of setting specific generic rules. These understandably cover the weather and its dangers in some detail as well as the dangers of travelling in cold environments.

Physically, the Hellfrost Player’s Guide is a nicely presented hardback. The book is heavily illustrated, but what there is, does capture the grimmer nature of the setting. In comparison to other Savage World settings, a complaint could be made that the volume is incomplete in that it requires more books and an adventure to play. This though, should not be held against the publisher, for the Hellfrost Player’s Guide is, as with other well-known fantasy RPGs, a book intended for both players and GMs. Further, beyond the Hellfrost Bestiary and Hellfrost Gazetteer, the Hellfrost setting is well supported by the publisher. If there is an issue with the Hellfrost Player’s Guide, it is a lack of map that would give some idea of Rassilon’s geography. That said, a map is available from Triple Ace Games which also gives the breakdown to which of the setting’s areas the various Region Guides describe. Another issue might be the setting’s extensive use of non-English for its terms, such as some of the titles taken by the characters – Hrimwisard or Skald, for example, and names of the gods and Rassilon’s calendar. To be honest, this is just another element that brings Rassilon to life and the book includes a pronunciation guide.

Although the Hellfrost Player’s Guide is not a setting book, it does much to bring the richness and detail of Rassilon to life. Obviously, this is primary through the myriad number of detailed character options available right through character progression, which are tightly tied into Rassilon’s various organisations and elemental adversities and not only give rise to interesting characters, but also interesting character motivations too. The richness also shows in the setting’s inspirations, the cultures of Northern rather than Western Europe, and the extensive use of their languages. Accompanying this richness is a grim and gritty feel, one that again shows in the setting and its encroaching apocalypse, in its character options, and to an extent in the rules for magic and the weather. Above all, the Hellfrost Player’s Guide brings the complexity and detail of Rassilon to life in preparation for the heroic exploits of the player characters.

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Posted in Dark Fantasy, Hellfrost, High Fantasy, Savage Worlds, Triple Ace Games | No comments

Friday, 11 May 2012

The Cast-Less Ranger

Posted on 13:40 by Anthony Carold

Dungeons & Dragons lends itself to the creation of new character roles or Classes – and it always has. By extension then, the same can be said of any Dungeons & Dragons variant, from Advanced Dungeons & Dragons and Labyrinth Lord to d20 Modern and the Pathfinder Roleplaying Game. Details and descriptions of these new Classes rarely run to more than a few pages long, so they make for excellent magazine articles. They also make for excellent one-shot documents and even a casual browse at sites such as RPGnow.com and drivethruRPG will reveal a myriad number of new classes available to purchase from any number of publishers. All are invariably inexpensive, and because they are available as PDFs, can be with you in mere moments. In fact, there are so many that a reviewer could just dedicate himself to reviewing these new Classes and review nothing else. Fortunately, for the sanity of anyone reading this, that is not going to happen. However, that is not going to stop me from reviewing one of them, which will be The Expanded Spell-less Ranger.

Published by Open Design as part of its “New Paths” series, The Expanded Spell-less Ranger is a fifteen-page, 5.56 Mb PDF which describes a new alternate Class for the Pathfinder Roleplaying Game. Expanding upon an article that previously appeared in Kobold Quarterly #11, its raison d'être is that whilst the Ranger as a Class in Dungeons & Dragons is venerable one and has been with us for some thirty years, it does not emulate its sources. As far as The Expanded Spell-less Ranger is concerned, neither Aragorn nor Robin Hood, as skilled as they were, used spells – and in the Pathfinder Roleplaying Game, the Ranger as a Class casts spells. As its title suggests, The Expanded Spell-less Ranger Class does not cast spells.

Both the Ranger and the Spell-less Ranger share much in common as a Class. They can both Track, possess Favoured Enemies and Favoured Terrain, can specialise via Feats in either archery or two-weapon fighting, form a Hunter’s Bond with an animal companion, and have Endurance and Wild Empathy, Woodland Stride, and Swift Tracker, and so on. What the Spell-less Ranger receives instead of the spells of its Base Class counterpart is a Stealth Attack against Favoured Enemies or in Favour Terrain, and with Nature’s Healing, the ability to heal whilst in his Favoured Terrain. In addition, at fourth and seventh levels, and then at every other level after that, the Spell-less Ranger can take a Ranger Talent. These are similar to Rogue Talents, but of course, have a wilderness rather than an urban theme. These can be as simple as Additional Animal Companion or Combat Trick, which grant an additional animal companion or an extra combat Feat respectively. More complex options such as Favoured Attack and Favoured Enemy Critical improve the Spell-less Ranger’s attacks against his Favoured Enemies, whilst Heel lets him command his animal companion to move to him directly without triggering an Attack of Opportunity on the creature. Others improve the Spell-less Ranger’s senses, stealth capabilities, or skills.

In addition, The Expanded Spell-less Ranger gives a selection of new Feats that work with the Class’ various features. For example, the Additional Favoured Terrain Feat gives the Spell-less Ranger a greater range of terrain to work in, whilst the Extra Ranger Talent Feat allows him to take an extra Ranger Talent. Many Feats, such as Coordinated Companion and Improved Animal Companion, work with a feature only found with one of the supplement’s new archetypes. Two are described, the first being the Dual-Style Ranger, the second being the Companion-Bound Ranger. Whereas both the Ranger and the Spell-less Ranger must specialise in one combat style – either archery or two-weapon fighting – the Dual-Style Ranger archetype studies both, or an alternate combat style if the GM allows. These styles, taken from the Pathfinder Roleplaying Game Advanced Player’s Guide, are detailed in an appendix at the end of the supplement. Adversely, he can only select a single Favoured Enemy.

Similarly, the Companion-Bound Ranger archetype can only select a single Favoured Enemy and he also loses the Endurance Class feature. In its stead, he gains the Animal Companion feature, much like that of the Druid Class. He also loses the Woodland Stride and Hunter’s Bond features as his bond with this single creature increases as he rises in level. Rounding out the Expanded Spell-less Ranger is a pair of forms. The first provides room for a player to record his Spell-less Ranger’s Favoured Enemies and Favoured Terrains, and the bonuses he gains with both, whilst the second is a full sheet for the Companion-Bound Ranger archetype’s Companion. This last sheet can also be used with the Druid Class’ similar Animal Companion.

The Expanded Spell-less Ranger provides options that should satisfy those players and GMs who dislike the fact that the Ranger Base Class casts spells. In providing the two archetypes, this “New Path” gives more options than just the single alternate Class, essentially making it not one alternate Class, but three. Beyond this, the Spell-less Ranger Talents allow decent room for customisation, much as player could customise the Ranger Base Class with spells. Well-written and neatly designed, The Expanded Spell-less Ranger lives up to its claims in giving an alternative Class that will slot into most settings. Either an existing setting or one of the GM’s creation.

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Posted in Class, Dungeons and Dragons, Fantasy, Kobold Quarterly, Open Design, Pathfinder, Pathfinder Roleplaying Game | No comments

Saturday, 28 April 2012

Voyages with his Mummy

Posted on 16:22 by Anthony Carold

With the centenary of her foundering fresh in our collective consciousness, the fact that the latest scenario from Pelgrane Press for its RPG of Lovecraftian investigative horror, Trail of Cthulhu, nothing less than well-timed. Written by Adam Gauntlett, whose previous contributions to titles published by Miskatonic River Press, Pagan Publishing, and Pelgrane Press, have all been well received, The Millionaire’s Special is a mini-adventure set on the RMS Titanic, in which several First Class passengers – or is that player characters – must face a threat already aboard the luxurious liner, whilst their players know that they will face certain death by adventure’s end.

Both the tragedy and the mystique of the Titanic figure strongly in all of our minds, and it is no surprise that they are a looming influence upon The Millionaire’s Special. For in setting it aboard a doomed ship – and no, that is not a spoiler (unless of course, you have not seen either the film directed by James Cameron or the recent television series written by Lord Fellowes; and curiously, I have steadfastly seen neither, so I had no idea that the ship sank) – Gauntlett not only faces a challenge, but has to set one too. The challenge he faces is one of presenting an adventure in which there is an unavoidable deadline, one that neither he (as the author) nor the players (as the protagonists) can avoid. The challenge that he has to set is making the adventure interesting enough to divert the attention of the players away from the impending disaster.

Gauntlet begins by having the player characters cast as First Class passengers, each with a minimum of Credit Rating 5 – with the hextet of pre-generated investigators provided being all respectable personages in good standing. These come complete with backgrounds, and include the usuall array of archaeologists, artists, dilettantes, and occultists along with some slightly more inventive creations. If the players wish to create their own, then they need to be of a similar standing, although another option would be for a player to take the role of the personal servant to another character.

It begins with their attendance at a soiree hosted by the newspaper mogul and noted amateur spiritualist and archaeologist, Jefferson Shaw. As his guests, they have to listen to him expound upon his recent archaeological exploits in the Valley of the Kings and his theories upon the subject of parapsychology, before revealing his pièce de résistance. This is not the fact that luncheon is provided by Café Parisien, the a la carte restaurant and a haute cuisine establishment run as a concession aboard the RMS Titanic, but is instead the fact that Jefferson Shaw will unveil his latest and greatest find from Egypt – a Mummy – before donating it to the Metropolitan Museum of Art when the ship docks in New York.

This being a game of Lovecraftian investigative horror, the unveiling, and worse, the unwrapping of Mummies is never a good thing, and so it proves. (Then again, in what roleplaying scenario is it ever a good thing?). As the investigators travel obliviously on towards their potential doom, they find themselves, along with everyone who attended the unveiling, beset by deadly caresses, paralysing gazes, strange dreams, and worse… The fact that the players have some idea as to the nature of this “worse” when so encountered is all the more effective, because the characters can do nothing about it!

Given the constrained nature of the scenario’s set-up, both in terms of time and place, there is a surprising amount that the player characters can do. There is the means and capacity to investigate, just as if they were ashore, and perhaps the opportunity to prevent one of the disasters that will befall them rather than the ship. Of course, they cannot avoid the iceberg, nor its disastrous effect upon the Titanic, and the two hours in which it takes the ship to sink forms the scenario’s climax. If the fact that the ship is sinking is not enough to trigger the investigators’ survival instincts, then the fact that they are being hounded by something outré really ought to…

Curiously, The Millionaire’s Special is not the first that Lovecraftian investigative horror has boarded the RMS Titanic. In 1986, Fantastische Spiele GbR published Titanic Inferno, a scenario for Call of Cthulhu that involves the investigators hunting for a murderer who become a passenger aboard the ill-fated liner. Of course, it being in German, I have not read it, and it has never been translated for the English speaking market. It would seem that the subject of the RMS Titanic’s sinking could make an interesting scenario for a time travel RPG, but this does not seem have happened either (if it has, then please point me in its direction, for I could not find any mention of one). This despite the fact that such a game would obviously provide a means of getting off the ship and surviving, whereas with The Millionaire’s Special, there is every possibility that not all of the player characters will do so. Which explains why this scenario is really a one-shot, but then again, it would make for an interesting flashback to run for character that had survived and was now investigating the outré in the 1930s…

The author goes some way to providing some background about the Titanic, but the information provided is not exhaustive, and is not intended to be. After all, it would merely replicate information readily available. The GM is given enough to help impart the atmosphere and feel of the ship, and there are plenty of little details included that can help bring to the fore the foibles and idiosyncrasies of the investigators’ fellow passengers. Amongst all of the given information is an amusing nod to both the author’s televisual consumption and Lord Fellowes’ more well-known work. If there is an issue with the given investigators, it is that they feel too isolated from the setting and have little in the way of attachment to it. The dramatic potential of The Millionaire’s Special would be greater if the pre-generated investigators had persons or belongings that were important to them, perhaps even as Pillars of Stability, so that their survival was as important as their own.

Coming as a twenty-five page, 9.55 Mb PDF, The Millionaire’s Special is short, sharp, and sweet. Released to coincide with the centenary of the Titanic’s tragic sinking, the proceeds from the sale of this very reasonably priced scenario go towards the charity, Heroes in the Dark, which creates audio comics to be enjoyed by the blind and sight-impaired. Nevertheless, the scenario does need a second edit and does have the feeling of having been rushed. To that end, it probably requires a little more careful handling by an experienced GM, especially during the scenario’s unstructured climax.

Overall, RMS Titanic: The Millionaire’s Special has the feel of a very traditional scenario for Lovecraftian investigative horror. Both its plot and its antagonists are variations upon a theme, and of course, the dangers of meddling and revenge from beyond the grave are well explored themes. That said, what sets it apart from its fellows is that its setting is unique – unique for all of the wrong reasons as far the players are concerned. For what the scenario really is, is a locked room affair, initially one without an exit, but when that exit appears… Thus, a unique setting serves to tighten a well-worn plot and so make RMS Titanic: The Millionaire’s Special a memorable one-shot.

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Posted in Historical, Horror, Lovecraftian Horror, Pelgrane Press, Trail of Cthulhu | No comments

Tuesday, 17 April 2012

Roleplaying Before A Game of Thrones...

Posted on 13:54 by Anthony Carold

Despite the fact that there has been a copy of A Game of Thrones on the bookshelf for a good decade or more, I have never found the time to pick it up and start reading George R. R. Martin’s A Song of Ice & Fire series. Nor did I pick it up and start reading it when the television series was made or when Green Ronin Publishing released A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue in George R. R. Martin’s World of Westeros. In this last week or so, I have however engaged in a marathon one-day viewing of A Game of Thrones, Season One and finished reading through A Song of Ice and Fire Roleplaying: A Game of Thrones Edition released by Green Ronin Publishing. So now, I at least feel qualified to review what in effect, is the game’s second edition, updated and revised from its original release in 2009 and now including not one, but two full scenarios that had been previously available as separate adventures.

What should be made clear about A Song of Ice and Fire Roleplaying: A Game of Thrones Edition is it is not a roleplaying game about playing the events of the novels or the television series. In fact, none of the signature characters appear, or are described, in its pages. Nor is it set at the time of the novels, but rather, before the chaos of the events that they describe. That said, some spoilers are contained within its pages. Anyway, instead of portraying the signature characters, the players of A Song of Ice and Fire Roleplaying work together to create a minor noble house and attempt to control not just its fortunes, but also those of the members of its household, as roleplayed by the players, either nobles or retainers. This can be through allegiances, war, and intrigue, but ultimately, the fate of the house is tied to one of the Seven Kingdoms of Westeros. These kingdoms vary in nature and tradition as much as the continent of Westeros does, from the sparseness of the North dominated by the three hundred mile long, seven hundred foot high Wall of ice and magic that has protected the lands to the south for millennia, to the rocks and mountains of Dorne in the far South.

Whilst the setting of the series and the RPG is one of High Fantasy, it is not one necessarily of great magic. Magic has existed in its past, but exists only in small ways within both the setting and the RPG, mostly as omens or dreams. This is reflected in what is available as characters to the players. They can be warriors, whether Anointed Knights of the nobility or Hedge Knights who have risen from the common folk to sell their service to the nobility; heirs and nobles intriguing for their house; the learned Maesters who wear chain necklaces with each link indicating an area of their learned knowledge and advise the houses on a range of subjects, except for faith, as this is provided by the Godsworn; and any number of retainers and experts that a house might employ, from a bard to a scout. Within the limits of game’s setting, the players are free to create any characters that they want.

The process though, starts with House creation – this despite the fact that the rules for this are placed after those for character creation in A Song of Ice and Fire Roleplaying. The players work to create the house together, deciding which of Westeros’ Seven Kingdoms it lies, before rolling handfuls of dice to determine its Resources in terms of its Defense, Influence, Lands, Law, Population, Power, and Wealth. These are influenced by a House’s history and the events that have taken place since. Whilst these are also randomly rolled for, the players are free to decide the exact nature of these events. Once the Resource levels are finally determined, they are then used as points to purchase a House’s castle, hall, or tower; how many children its current Lord has; the features of its lands, basically its terrain types and communities; any lesser or Banner Houses that swear fealty to it – each Banner House can also be created using these mechanics – and what military units it commands; and lastly, features born of wealth, like a marketplace or port. The players also decide what their House’s motto is and with rolls of even more dice, its coat of arms. Lastly, the players decide upon the members of the household, many of whom will become player characters.

The creation process is entertaining and will probably take a session in its own right. Beyond the creation process itself, the House needs to be run from one month to the next. This can be as simple as making a House Fortune roll, which provides a random event such as a plague that reduces a House’s Population Resource or an increase in its Influence Resource with the blessing that the Lady of the House is with child. The Lord of a House can also undertake an action each month, managing Resources, adding new features to his lands, waging war, or even host a tournament. Beyond the mere mechanics, the House serves as a character in its own right, from which the Narrator can derive events and challenges to present to his players.

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House: Install of the Iron Islands, Lords of the Ladder
Defence: 36 (Small Castle [30])
Influence: 26 (First-born son [20])
Lands: 22 (Wetlands [3], Hamlet [10], Coast [3], River [3], Ruin [3])
Law: 19 (House Fortunes -5)
Population: 33 (House Fortunes +3)
Power: 48 (Banner House Mohr – Defence: 18, Influence: 22, Lands: 21, Law: 12, Population: 9, Power: 20, Wealth: 15), (Banner House Lassen – Defence: 15, Influence: 14, Lands: 20, Law: 18, Population: 19, Power: 18, Wealth: 20), (Trained Sailors: Discipline Routine [6], Agility 3/Awareness 3/Fighting 3, [Power 7]; Fleet: Trained Warships: Discipline Routine [6], Awareness 3/Fighting 3/Marksmanship 3, [Power 10]; Green Peasant Levies: Discipline Routine [9], Animal Handling 2/Awareness 3/Fighting 2, [Power 1])
Wealth: 45 (Artisan, Maester, Port, Sept)
Heraldic Device: Sanguine over Azure Per Chevron with a Ladder Or centre
Motto: We Climb to Honour

Family legend says that the founder of House of Install helped the Grey King of the Iron Islands to climb from the sea and was the first to kneel before him. In return for his fealty, the first Install was given the right to take an island by blood and conquest. He choose Harlaw and in a campaign that lasted a hundred years, the first Install claimed the island in the name of the Grey King, and from there would lead many raids upon the West coast of Westeros. The family’s fortunes fell during the Targaryen conquest. Aegon the Conqueror and his Dragons drove the Ironmen of the River Lands out and forced them to return to the Iron Islands, where their jealousy of the then Lord Install’s holdings weakened the response to the Targaryen invasion. Despite the niggardly attacks upon his estates, Lord Install stood with House Greyjoy throughout the assault on the islands, and when the Greyjoys were chosen by the Iron Men to become the Lords Paramount of the Iron Isles, the Installs swore their allegiance to them. Their loyalty was not forgotten and whilst Lord Greyjoy was forced to grant lands to House Install’s leading detractors – Lassen and Mohr, it was as Banner Houses to Lord Install.

In more recent times, Lord Gregor Install forged greater links through trade with the mainland and supported Robert of House Baratheon in his overthrow of Aerys II Targaryen, "the Mad King." He gained great favour with the new king, but the division to his loyalties drove him mad when his liege lord, Balon Greyjoy, openly rebelled against King Robert Baratheon. Although the rebellion failed, Lord Gregor’s indecision lost the house favour with both Houses Greyjoy and Baratheon and many of his decisions in the last decade have further weakened the family’s status. As has Lord Gregor’s conversion to the faith of the Seven, which resulted in him allowing the establishment of a Sept on his lands. His wife, Elana, persuaded her husband to acquire the services of a Maester in response, so as to reduce the influence of her husband’s madness on her children.

House Install’s holdings consist of the entire length of the River Piddle that divides the island of Harlaw and the wetlands that run along its banks. Castle Install stands several miles up the navigable river over the island’s major port, Harlaw’s Foot. The Installs tax the trade that passes through the port onto the market in Lassen and back out again.

Members:

  • Lord Gregor Install, Lord of Harlaw’s Foot, an old man of nearly seventy 
  • Lady Elana, Lady of Harlaw’s Foot, formerly of Banner House Mohr and aunt of Kyle, current head of House Mohr, a middle-aged woman of thirty-eight 
  • Ser Aubran Pyke, bastard son of Harlaw’s Foot, an adult man of twenty-five years 
  • Lady Ingirun Install, daughter of Harlaw’s Foot, a young woman of eighteen years 
  • Lord Stefan Install, heir of Harlaw’s Foot, a young man of thirteen 
  • Duncan Lassen, Squire to Ser Aubran, Ward of House Install, a young man of twelve years 
  • Mace Weller, a Bravoosi Water Dancer and Swords Master, tutor to Lord Stefan Install and Duncan Lassen, an adult man of thirty years 
  • Maester Gilbert, a middle-aged man of forty-one years, once of the Riverlands

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Creating a character in A Song of Ice and Fire Roleplaying involves choosing a place within a House. This should not be the head of the House, but can be his heir or his heir’s siblings, wards from other Houses, or any number of loyal retainers. Once selected, a character’s age is either chosen or rolled, and this determines how many points he has available to spend on Attributes, Bonus Dice, and Destiny Points, as well as any Flaws or Drawbacks. The older a character is, the more he has to spend on Attributes and Bonus Dice, but the less he has to spend on Destiny Points as they have already experienced much of his life. Younger characters receive fewer points to spend on Attributes and Bonus Dice, but have more Destiny Points to spend because they have their life yet to lead.

Although not a “class or level” game, A Song of Ice and Fire Roleplaying does suggest what character Abilities fit certain Roles and illustrates it with characters from the book. For example, Eddard Stark is listed as a Leader, and the Cunning, Endurance, Fighting, Persuasion, Status, and Warfare Abilities are suggested for that role. The other Roles are Expert, Fighter, Rogue, and Schemer. Of course, a player is free to combine whatever role and take whatever Abilities he wants for his character. There are a total of eighteen Abilities, from Agility and Awareness to Warfare and Will. They are as much skills as they are the attributes to be found in other RPGs, and range from between one and eight, with an Ability starting at two and rarely going six or above. All of the Abilities are important, but within the setting of Westeros, Persuasion is useful in intrigues; Status represents the circumstances of your birth and station, as well as your skill at governing your House; and Warfare lets you take command of your House’s troops – if it has any! In addition, a character has a number of Specialities attached to his Abilities, such as Climb or Swim for the Athletics Ability, Bluff or Cheat for the Deception Ability, and Axes or Spears for the Fighting Ability.

During his creation, a character also begins with a number of Destiny Points, the amount varying according to his age. In game, they can be used to gain bonuses and control of the narrative, but more importantly, if the character is defeated – whether due to intrigue or open combat – they allow him to choose his fate. Otherwise, it lies in the hands of the victor – which is never a good thing! Whilst the game advises that the character keeps some for this purpose, during character creation, they can be used to purchase Benefits. These are the equivalent of Advantages in other games, and fall under several categories – Ability, Fate, Heritage, Martial, and Social. For example, the Guttersnipe Ability Benefit allows re-rolls of one on the results of all Thievery Tests; the Heir Fate Benefit grants no mechanical advantage, but should the head of the House die, then you inherit the Head of House Benefit and control the family’s fortunes; the Bludgeon Fighter I Martial Benefit makes it easier for the user’s weapon to shatter armour; and the Charismatic Social Benefit grants a bonus to Persuasion Tests. Many of the Benefits given in the game directly reflect elements of the setting, such as Brother of the Night’s Watch or Animal Cohort. Many also stack and require previous Benefits, such as Short Blade Fighter I, Short Blade Fighter II, and Short Blade Fighter III, such as the Warg benefit needing Warg Dreams and Animal Cohort.

In addition to these Benefits, older characters tend to suffer from Drawbacks, which inflict penalties on a character’s Abilities, and Flaws, which are like traditional Disadvantages of other roleplaying games. Lastly, a character rolls for his Life Events around which his background can be created, and either chooses, or rolls, for his Goal, Motivation, Virtue, and Vice. Again, these have no mechanical bearing on the game, and are included as roleplaying hooks.

Alternatively, some nine pre-generated characters are included as ready-to-play examples. A player is free to use these, or create his own. The creation process is more fun though.

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Lady Ingirun Install
As the eldest legitimate offspring of House Install, Lady Ingirun rages at her situation. She does not wish to be married off to maintain some alliance, but rather to see to her House’s fortunes herself. She is torn between the aims of her parents, rent in twain by her father’s madness. Under his guidance, she would be a warrior and a raider, leading the house’s fleet into war. Only last year she took command of a vessel that was harried by pirates and turned her ship upon the buccaneers, not only capturing its captain in personal combat, but saving both the lives of her mother and younger brother in the process.

Her mother wishes her daughter to marry well and so strengthen House Install in the process. She has been presented at several courts, but as charming and as charismatic as she is, her suitors rarely linger. Vivacious and disarming she can be, but there is something a little odd about both her and some of the things that she says, things that sometimes come to pass. Ingirun is a popular member of House Install, especially with the Iron Men, who see her as a true daughter of the First Install who would be welcome on any of their boats.

Lady Ingirun Install
Athletics 3, Awareness 3, Cunning 3, Deception 3, Fighting 3 (Long Blades 1B), Knowledge, Language 3 (Common), Persuasion 4 (Charm 1B), Status 4 (Breeding 1B, Stewardship 1B), Warfare 2 (Command 1B), Will 4 (Dedication 1B)
Goal: Power Motivation: Hatred Virtue: Courageous Vice: Scheming
Events: Achieved a significant deed
Qualities: Destiny Points 2, Blood of the Ironmen, Charismatic, Third Eye
Attributes
Awareness 3
Intrigue Defence 10 / Composure 12
Move 3 / Sprint 14
Combat Defence 8 (10 with shield) / Armour Rating 5 / Health 6
Attack Longsword 3+1B (4 damage)
Attack Shield 3 (1 damage; defensive +2)
Personal Gear: Longsword, Mail, Shield, Courtier’s Clothing, 11 Gold Dragons

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A Song of Ice and Fire Roleplaying uses what Green Ronin Publishing calls the Chronicle System which only uses six-sided dice. This of course, makes its mechanics easier for anyone coming to the game via the books or the television series rather than another RPG. To undertake an action, a character gets to roll a number of dice equal to the Ability plus any Speciality dice, but he only gets to keep a number of dice equal to the Ability. A Routine Test would be 6, with difficulties rising in steps of three. In certain situations, Degrees of Success matter, each requiring multiples of five above the basic Test value.

For example, Lady Ingirun Install is aboard a ship that has been attacked by a pirate ship. She has prepared for the attack and donned her sword and armour. As the pirate comes alongside, she attempts to leap across. This is an Athletics Test, which the Narrator sets at Formidable or 12. Her player asks that Ingirun receive a bonus for her Blood of the Ironmen Benefit and her Courageous Virtue and the Narrator gives her a +2 bonus. He rolls a 4, 5, and 6, which together with the +2 gives her a total of 17. This also gives Ingirun the equivalent of a Great Success and her Narrator rules that she has landed on her feet in the pirate boat and is ready to fight.

The combat system has a pleasing brutality to it. It makes a strong division between physical defence and physical protection. Thus the lighter the type of armour that a defendant is wearing, the more difficult it is to hit him, but when he is hit, his armour stops less damage. A defendant wearing heavy armour is easier to hit, but his armour offers him better protection. He is also much slower. Weapon damage is not determined by a die roll, by the actual weapon used. For example, a Greatword does damage equal to the wielder’s Athletics Ability +3. Most weapons also have one or more Qualities of their own. The Greatsword has the Qualities of Powerful, Slow, Two-handed, Unwieldy, and Vicious, which means that a wielder can put more effort into a strike and inflict more damage (Powerful), that the wielder cannot divide his attacks against multiple opponents (Slow), requires two hands (Two-handed), is difficult to use on horseback (Unwieldy), and in defeating an opponent, always kills him (Vicious). Whilst a simple hit inflicts a set amount of damage, Degrees of Success multiply the base damage, which when you consider that the base Health rating for a character is 6, means that combat can be very deadly. Combat is not necessarily complex, but it does offer plenty of options, especially once characters start employing manoeuvres.

When a character has his Health reduced to 0, he has been defeated. It can offset though, by taking Wounds or Injuries, which involves taking penalties to Tests until a character is healed. If he is defeated though, the victor chooses what happens to you. Common options include Death, Maiming (with an accompanying reduction in one Ability), being Ransomed (or being held captive until this can be paid), Take the Black (exile and service with the Night’s Watch rangers on the Wall), or Unconsciousness. Alternatively, the Defeated could Yield and negotiate with the Narrator as to his fate; or he could burn a Destiny Point to decide what happens.

For example, having led her troops aboard the pirate vessel, Lady Ingirun has cut her way through several of the pirates, but not without suffering in injury to her arm that imposes a -2 to all Tests in the combat. She finally reaches the pirate captain, Olef the Red, and attacks with the fury of the Blood of the Ironmen, giving her a single extra die to roll and keep. She has Fighting 3+1B with a longsword, so she gets to roll five dice and keep four, deducting two from the final result. She rolls 2, 3, 3, 6, and 6, chooses the highest four results, and deducts 2 to get a final result of 16. The captain is wearing ring mail and has a Combat Defence of 4, so Ingirun has rolled 14 higher than the target. This is three Degree of Success and so Ingirun inflicts 12 points of damage, which is reduced to 8 by his ring mail. The pirate captain cannot withstand this blow and attempts to yield. Ingirun, ever the schemer, demands Olef and his men surrender and enter her service, or die…

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Mace Weller
Little is known of Mace Weller’s background and he rarely speaks of it. A trained Water Dancer despite his obviously being from Westeros rather than Bravos across the Narrow Sea, Weller has returned to his homeland where he is currently a sword master in the employ of House Install. If anyone asks, he will state that he was a student of the late Titos Fallelan, famed Bravoosi Water Dancer and nothing more. He denies any knowledge of the rumours surrounding his master’s death, but has been to stare longingly at a small cameo that he keeps in a locket and is never without.

Mace Weller
Agility 4 (Acrobatics 1B, Quickness 1B), Animal Handling 2, Athletics 3, Awareness 3 (Empathy 1B), Cunning 2, Deception 2, Endurance 3, Fighting 5 (Fencing 3B), Healing 2, Knowledge 2, Language 3 (Bravoosi) 2 (Westeros), Marksmanship 2, Persuasion 3 (Charm 1B), Status 2 (Breeding 1B), Stealth 2, Survival 2, Thievery 2, Warfare 2, Will 3
Goal: Revenge Motivation: Peace Virtue: Humble Vice: Cowardly
Events: Travelled across the Narrow Sea; Kidnapped and escaped; Falsely accused of wrong doing
Qualities: Destiny Points 1, Braavosi Fighter I, Water Dancer I, Courteous
Drawbacks: Honour-Bound
Attributes
Awareness 3
Intrigue Defence 7 / Composure 9
Move 3 / Sprint 14
Combat Defence 10+2 / Padded Armour 1/ Health 9
Attack Bravoosi Blade 5+2B (4 damage, Fast, Defensive +1)
Personal Gear: Bravoosi Blade, Courtier’s Clothing, 5 Gold Dragons

-o-O-o-

A Song of Ice and Fire Roleplaying includes two other forms of combat. The first is Warfare, which enables the Narrator to play out pitched battles and other military engagements, as well as allowing the player characters to get involved. Not just in fighting alongside the units, but also in joining and leading them. The rules involve units of a hundred foot soldiers or twenty cavalry, which possess Abilities just like characters, most obviously Fighting and Discipline. The latter is important when its commander attempts to give it orders using his Warfare Ability. Just like the rules for combat there several advanced options which allow for particular manoeuvres or formations, such as Pincer or Square. The rules can be used to roleplay out a military engagement, but they can just as easily be used with miniatures to play out as a simple wargame. These rules also allow the players’ House to go to war or defend itself using the military units purchased with the Power Resource.

The second form of combat in A Song of Ice and Fire Roleplaying is Intrigue. Where both melee and missile combat and Warfare handle physical combat, Intrigue is for social combat. Whilst the danger of physical combat in the Seven Kingdoms is an ever present threat, Intrigue is more civilised form of warfare and constantly plays out across Westeros, most notably as the “Game of Thrones.” Where in melee combat a character will enter into the fray with his arms and armour, when entering into an Intrigue, he has Dispositions and Techniques, the first serving as his armour, the latter as his attacks, and will withstand attacks with his Intrigue Defence – and if not, will take “social” damage to his Composure. An Intrigue can be handled in as complex a fashion as the players and Narrator wants. A Simple Intrigue can be handled with a single Test, a Standard Intrigue as a series of Tests, and a Complex Intrigue as a series of Standard Intrigues played out over time.

As with physical Combat, there are consequences to suffering a Defeat during an Intrigue. These though, will vary depending upon the Technique used by the victor. For example, a successful Bargain might gain the victor a reduction in the cost of a service, whilst with a successful Convince, the defeated will agree to support the victor, even if they hate the victor. As with the previous forms of combat, the rules for Intrigue are supported with detailed examples.

Other elements of the setting of A Song of Ice and Fire are supported through the equipment lists, which includes a lengthy section on poisons, and the bestiary. The latter includes a small selection of supernatural creatures, such as the Others and Wights, should the player characters’ adventures ever take them beyond the Wall. The Narrator also receives some expanded rules and discussion of the previous rules as well as the usual advice on running the game, plus advice on handling magic and supernatural events, and running a game set within the Seven Kingdoms not built around the game’s default of running and playing a House. This includes having the players take the roles of the adventurers more typically found in a fantasy RPG, playing Free Folk, getting involved in the Game of Thrones or the events of the books, and of course, having the player characters Take the Black and join the rangers of the Night’s Watch on the Wall.

If there is an issue to A Song of Ice and Fire Roleplaying it is that the background is underwhelming. The almanac at the book’s start gives a good introduction to the setting, but at no point do you get the feeling that you have enough information about Westeros. Much of it comes down to small details, such as names. For example, in creating the sample House, Banner Houses, and characters above, I was left wondering what would be suitable names for the setting. Much of this is addressed in the game’s two main supplements. A Song of Ice and Fire Campaign Guide, for example, provides much more detail about the Seven Kingdoms and Westeros, as well as describing the characters from the books. A Song of Ice and Fire Chronicle Starter also gives six whole Houses in detail, any one of which could become the one run by the players. The others of course, could be their House’s allies, enemies, or rivals – or all six could serve in any of these capacities if the players have created their own House.

Nevertheless, this problem has been in part addressed in A Song of Ice and Fire Roleplaying: A Game of Thrones Edition. This new deluxe version of the RPG has been expanded by a third with the inclusion of two scenarios that had previously been available in PDF. “Journey to King’s Landing” originally appeared in the A Song of Ice and Fire Roleplaying Quickstart, whilst the much, much longer “Peril at King’s Landing,” which appeared as a supplement of its own. Notes are included that allow the scenarios to be run together with the scenario “Wedding Night” which appears in A Song of Ice and Fire Roleplaying Narrator’s Kit. “Peril at King’s Landing” also provides specific information about the Westerosi capital, King’s Landing, and a full set of NPCs and minor houses. Both scenarios make use of the sample pre-generated characters provided at the beginning of the book, specifically adding a background to each to involve them in the adventures.

Physically, A Song of Ice and Fire Roleplaying: A Game of Thrones Edition is nicely presented. The new edition is cleaner and tidier, and it has all of the errata worked in from the original A Song of Ice and Fire Roleplaying: Adventure, War, and Intrigue. New artwork has been added, including the cover, and whilst some of it hints at spoilers, it is generally evocative of the setting.

As an aside, it should be noted that A Song of Ice and Fire Roleplaying: A Game of Thrones Edition bears strong comparison with another roleplaying game, both in terms of setting and mechanics. That game is Alderac Entertainment Group’s Legends of the Five Rings. Both games employ a “roll and keep” core mechanic, using ten-sided dice in the case of Legends of the Five Rings and six-sided dice in the case of A Song of Ice and Fire Roleplaying. Of course, how the results are interpreted is very different, with the Chronicle System being the slightly more complex of the two. In both settings, there is massive wall built through magic that protects the nation. In Westeros, this is of ice and found in the North, in Rokugan, it lies in the far South and is of stone construction. Both constructions are known as the Wall. Similarly, in both settings great clans or houses vie with each for power and prestige before the current holder of the nation’s throne – the Iron Throne in the case of the Seven Kingdoms of Westeros, the Emerald Throne in the case of Rokugan. Parallels aside, there is nothing to stop a GM from the rules given in A Song of Ice and Fire Roleplaying: A Game of Thrones Edition and the Chronicle System in general to run a fantasy campaign in which a family organisation matters. So it would work with the RPGs King Arthur Pendragon and Tékumel: Empire of the Petal Throne, and it would also work with Frank Herbert’s Dune. All it would take is some tweaking upon the part of the GM.

In many ways, the basic rules and mechanics in A Song of Ice and Fire Roleplaying: A Game of Thrones Edition do feel far from original. Yet does something have to be original to work? The Chronicle System is a relatively simple one, and simple for a roleplaying game that has deal with both experienced players and those coming to it anew as a fan of the novels and television series, is nothing but a good design decision. Plus, the one or two steps that the rules take in order to handle the trio of rules sets at the heart of the game and Westeros itself – Combat, Intrigue, and Warfare – are not overly complex ones and they do have enough similarities to go from one to another. In fact, the most mechanically complex aspect of the game is character generation, and that is more a problem of having to flip back and forth though the book to understand how each element of a character works in order to create one suitable for both the game and the setting.

Ultimately, A Song of Ice and Fire Roleplaying: A Game of Thrones Edition is weakest when it comes to the background of the books and the television series, but get past that and the Chronicle System and its implementation here capture the grim, often brutal fantasy as seen in both the books and on screen. The rules allow you to make an interesting House around which to play your characters, and also allow you to create characters that have the potential to be honourable, feared, hated, devious, and even mourned… If a Narrator and his players want to roleplay a campaign set within the Seven Kingdoms and Westeros, then A Song of Ice and Fire Roleplaying: A Game of Thrones Edition has everything that they need to get started.

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Posted in A Game of Thrones, A Song of Ice and Fire, Chronicle System, Dark Fantasy, Fantasy, Green Ronin | No comments

Sunday, 8 April 2012

Brains, Bullets, & Sanity

Posted on 09:41 by Anthony Carold

Guns. Guns. Guns. They are a gamer’s best friend. When it comes to roleplaying in any historical period from the nineteenth century onwards, in the contemporary here and now, or some way into the future, one of the common questions a roleplayer will find himself asking is, “Can I have a gun?” followed by, “What is the coolest gun that I can have?” Never more so than in Call of Cthulhu, a game in which, if set in its classic period of the 1920s, has fewer limitations upon gun ownership and use than there are today. Of course, when it comes to Call of Cthulhu, guns are really only a sort of psychological crutch. Yes, they and the bullets that they fire will work against those insane enough to worship the creatures and entities that lie just beyond the true nature of reality, and it is possible that some of the lesser creatures that the player characters might encounter as part of their investigations, might be susceptible to a case or two of high velocity, hot leading poisoning, but not all. And certainly not the utterly alien, utterly incomprehensible “gods” that threaten to return to our world again.

Still, players do like their player characters to have their guns. Even if it is have one last bullet with which to apply an emergency trepanation so as to save their characters from madness. Which leaves the Keeper with a tiny headache – though not one caused by the emergency trepanation. Rather it is this. The Call of Cthulhu rulebook does not go into a great of depth when it comes to firearms. To be fair, it is not its focus, and when the game’s publisher has addressed the subject, it has all too often, been in a piecemeal fashion. Indeed, the only single supplement devoted to the use of firearms in Call of Cthulhu is Pagan Publishing’s The Weapons Compendium, and that has been out of print for almost two decades. Further, when firearms do appear in scenarios, supplements, and campaigns, they are often glossed over, mentioned by calibre and thus by damage type, rather than make or model. Now some Keepers will argue that such details do not matter. That firearms do not matter. Which is an admirable point of view, and one that could not be more wrong. Firearms do matter because they matter to the investigators. If they matter to the investigators, then the futility of their reliance upon them can be demonstrated in the game. They also matter because if detailed correctly and handled correctly, not only can this futility be demonstrated more readily, their presence can add verisimilitude to a game.

The answer to this omission for Call of Cthulhu comes courtesy of the first release from British publisher, Sixtystone Press Limited. Investigator Weapons, Volume 1: The 1920s & 1930s is written by, Hans-Christian Vortisch, who as a firearms expert has authored Cthulhu – Waffen-Handbuch, the only other firearms supplement available for Call of Cthulhu, but unfortunately only available in German, as well as GURPS High-Tech, GURPS Martial Arts: Fairbairn Close Combat Systems, and GURPS Tactical Shooting for Steve Jackson Games. It carries the subtitle, “the Complete guide to Bean-shooters, choppers, gats, heaters, mohsakas, pieces, rods and roscoes” and describes and gives game statistics for some twenty-five handguns, nine rifles, eight shotguns, two submachine guns, two machine guns, and their variants, as well as explosives, flamethrowers, and grenades. It contains not just these weapons, but also expanded rules for their use, expanded background that examines how to obtain them and the legal aspects of doing so, and in purely game terms, suggests the guns that not only each Occupation would typically wield, but also those that cultists might arms themselves with, continent by continent.

It is specifically written for use with Call of Cthulhu, Sixth Edition, and makes use of the 1920s Investigator’s Companion, the 1990s Handbook, and both the Keeper’s Companion and Keeper’s Companion 2 as well as various other supplements and sourcebooks. That said, this book is compatible with any version of Call of Cthulhu and with any Basic Role Play driven RPG.

Before I continue with the review, it should be pointed out that my name is listed in the credits. My contribution to the book was as part of a Peer Review group that read and reviewed each part of the book as it was written. That said, my influence over and input into this volume bar working through my Call of Cthulhu library in the name of research is minimal, enough such that I am comfortable in reviewing it.

Investigator Weapons, Volume 1: The 1920s & 1930s comes as a one-hundred-and-thirty-two page, 19.06 Mb PDF done in black and white with a colour cover. Chris Huth’s cover feels a little too cartoon-like, but it nevertheless captures the desperate flavour and feel of a Call of Cthulhu shoot out. Inside, the book is cleanly laid out and suitably illustrated with a range of photographs and period adverts. If there is an issue with the writing, it is that it is a little stilted in places, but to be fair, the author’s English is infinitely superior to either my Danish or my German. Nevertheless, the rules write-ups for each weapon and each variant are very clear and easy to read, and avoid any problems that could come with listing one similar firearm after another. A nice touch is that the weapons listed on the contents page are linked directly to their actual entries, so the reader can go straight to them with a simple click.

Every gun is presented in a standard format. Accompanied by an illustration and appropriate quote, each firearm is given a full write-up that covers everything from its history and list of users to its dimensions and suitability as an investigator’s weapon of choice. In addition, a simple guide to using the gun is given along with a discussion of the major variants and a list of films in which it can be seen being used. Each firearm and variant is accorded one stat. A line below this gives the weapon’s appropriate Skill, Base Chance, Damage, Base Range, Rate of Fire, Capacity, Hit Points, and Malfunction. As mentioned above, these lines are very easy to read, even when there are multiple variants, such as the seventeen given for the Mauser Gewehr 98 or the eighteen for the Mauser C96.

As to the guns themselves, the entries include the familiar, from the Colt Government (M1911) and Mauser C96 to the Colt M1918 BAR and Holland & Holland Royal Double (the so-called “elephant gun”) via the Enfield SMLE Mk III and the Auto-Ordnance Model 1921 Thompson. They also include the less familiar Colt Vest Pocket, Nambu Shiki, Remington MK III, Riverside Arms Model 315, and Bergmann M.P.18,I. Call of Cthulhu player favourites are also listed, for example, the Webley-Fosbery Automatic revolver also so beloved of fans of The Maltese Falcon, whilst other more obscure entries, such as the Lebman Machine Pistol, a fully automatic version of the Colt Government (M1911) deserve to become a player favourite.

The mix of firearms listed means that a Keeper should be able to easily arm the antagonists in his scenario wherever they happen to be encountered, whether that be Germany or Canada. This is intentional, not just in terms of actual global geography, but also in terms of Call of Cthulhu’s geography. The USA figures strongly here, since most of the scenarios for the game are set there, but Call of Cthulhu also happens to take the investigators to the United Kingdom, Australia, India, China, Africa, and numerous points elsewhere. In this way, it also supports the various points of call that the typical Call of Cthulhu campaign, such as the Complete Masks of Nyarlathotep, takes its investigators to. Besides the actual guns themselves, this aspect of the supplement is expanded upon with a lengthy section devoted to firearms and the law, detailing weapons permits and how to obtain a gun in various countries, the pitfalls of travelling with a gun, the exchange rates for various currencies in 1925, as well as actually giving the addresses of various major gun dealers from San Francisco to Shanghai and all points in between – in both directions! What this brings to the fore is the fact that buying and obtaining a firearm can actually be very simple or quite difficult, depending upon the desired firearm.

Dotted around all of the weapon entries are separate sections that detail new skills like Craft (Gunsmith) and Demolitions, describe the National Rifle Association in the 1920s – which it turns out, was a very handy place to learn Martial Arts (!), body armour, weapon lights, sound suppressors, and more. Besides all of the background detail, the Investigator Weapons, Volume 1: The 1920s & 1930s addresses the rules for their use in Call of Cthulhu. Primarily these are with a series of optional rules that cover skill competencies, concealment, quick draw, called shots, and automatic fire, as well as rules for shooting under various environmental conditions. All in cases, these rules are clear and simple, and supported with examples.

First though, the author addresses the confusing, frightening, and often deadly nature of gunfights. There are some radical suggestions here, most notably the rules for an investigator being surprised when fired upon from ambush, the likelihood that an investigator will simply fire as many shots as possible in the confusion of a gunfight, and imposing Sanity checks upon an investigator when he shoots someone. These are not unreasonable suggestions. After all, they add to the realism of the game, divorcing it from the concept of the Hollywood shootout, and they add another element of horror to the game.

So far, the Investigator Weapons, Volume 1: The 1920s & 1930s has been useful for both player and Keeper, but the Keeper also receives a section all of his very own. This addresses how guns can be brought to bear on the Mythos and their effects on its creatures and entities, which to be honest, can be best summed up as “woeful.” It suggests that some Mythos creatures should be able to dodge, just as the investigators can, and that any kind of aimed shooting at any Mythos entity, should involve a Sanity check. That is, if the investigator has not made one already. It also looks at how other types of ammunition might affect these beings and how certain types of magic might be applied to firearms. This option though, is really for a more Pulp style game.

Rounding out the supplement is a full set of tables that list every weapon and variant in the game. These are followed by summaries of its new rules and a new investigator sheet specifically designed for use in combat. These also come separately when the PDF version of the book is purchased.

It should be noted that although the Investigator Weapons, Volume 1: The 1920s & 1930s is written with Call of Cthulhu in mind, when divorced of the mechanics, the supplement’s descriptive and background detail should be useful for any RPG set in the period. This of course, includes other games of Lovecraftian investigative horror, such as Realms of Cthulhu, Trail of Cthulhu, or Cthulhu Hero. Perhaps, there is a possibility in there being a version of this supplement for each of these rules?

A perennial problem when it comes to running Call of Cthulhu is how exactly the rules for firearms work. Not that they do not work, but rather that players disagree how they should work. Much of it born of the fact that they have experience themselves with guns, but that is not necessarily the experience of their investigators. Investigator Weapons, Volume 1: The 1920s & 1930s addresses this problem, adding realism and detail in how Call of Cthulhu is played when it comes to guns and in the process adding flavour too. It does so in an immensely readable and informative fashion, and its contents are not only a ready resource for Call of Cthulhu players and Keepers alike, they are also useful for Call of Cthulhu writers and editors too. Whilst not every Keeper’s Call of Cthulhu campaign necessarily focuses on this aspect of the game, without a doubt, Investigator Weapons, Volume 1: The 1920s & 1930s is the definitive sourcebook when it comes to classic Call of Cthulhu and firearms.

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Posted in Action, Basic RolePlay System, Call of Cthulhu, Chaosium, Historical, Horror, Lovecraftian Horror, Pulp, Purist, Sixtystone Press, Source Book | No comments
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  • White Box Fever
  • Wild West
  • Winsome Games
  • Wizards of the Coast
  • Wolfgang Baur
  • Wordplay games
  • Worker Placement
  • World War Cthulhu
  • World War I
  • World War II
  • WotC
  • Z-Man Games
  • Zombies

Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
  • ►  2014 (68)
    • ►  December (6)
    • ►  November (6)
    • ►  October (7)
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    • ►  August (4)
    • ►  July (6)
    • ►  June (4)
    • ►  May (6)
    • ►  April (8)
    • ►  March (9)
    • ►  February (4)
    • ►  January (4)
  • ►  2013 (56)
    • ►  December (6)
    • ►  November (8)
    • ►  October (6)
    • ►  September (6)
    • ►  August (7)
    • ►  July (5)
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    • ►  May (2)
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    • ►  January (5)
  • ►  2012 (62)
    • ►  December (3)
    • ►  November (7)
    • ►  October (5)
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    • ►  July (1)
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    • ►  February (8)
    • ►  January (7)
  • ►  2011 (7)
    • ►  December (7)
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Anthony Carold
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