Monday, 31 May 2021

[Fanzine Focus XXV] Andjang

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support. Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Andjang: The Queen on Dog Mountain is a little different. Penned by Zedeck Siew—author of Lorn Song of the Bachelor—and drawn by Munkao, it is the fourth title published by the A Thousand Thousand Islands imprint, a Southeast Asian-themed fantasy visual world-building project, one which aims to draw from regional folklore and history to create a fantasy world truly rooted in the region’s myths, rather than a set of rules simply reskinned with a fantasy culture. The result of the project to date is eight fanzines, plus appendices, each slightly different, and each focusing on discrete settings which might be in the same world, but are just easily be separate places in separate worlds. What sets the series apart is the aesthetic sparseness of its combination of art and text. The latter describes the place, its peoples and personalities, its places, and its strangeness with a very simple economy of words. Which is paired with the utterly delightful artwork which captures the strangeness and exoticism of the particular setting and brings it alive. Barring a table of three (or more) for determining random aspects that the Player Characters might encounter each entry in the series is systemless, meaning that each can be using any manner of roleplaying games and systems, whether that is fantasy or Science Fiction, the Old School Renaissance or not.

The first, MR-KR-GR The Death-Rolled Kingdom, described the Death-Rolled Kingdom, built on the remains of great drowned city, now ruled by crocodiles in lazy, benign fashion, they police the river, and their decrees outlaw the exploration of the ruins of MR-KR-GR, and they sometimes hire adventurers. The second, Kraching, explored the life of a quiet, sleepy village alongside a great forest, dominated by cats of all sizes and known for its beautiful carvings of the wood taken from the forest. The third, Upper Heleng: The Forest Beloved by Time, takes the reader into a forest where its husband Time moves differently and the gods dictate the seasons, Leeches stalk you and steal from you that which you hold dear, and squirrels appear to chatter and gossip—if you listen. the fourth takes you into the mountains.

What rumours do you hear from Andjang: The Queen on Dog Mountain? That it is taboo to put down old racing dogs, but bad luck to keep them, so they are sent to the dog heaven that is the Mountain. That you will never see a graveyard there. Instead the dead are dumped in their rice paddies, one corpse per field. Which why their rice crops are so rich. That witchery runs in the people’s blood and they like to buy minor curses from you. Andjang is a place of mystery, but its wan and thin inhabitants want to trade. They want metal goods, wine, fabrics, livestock especially, even slaves, and in return, their meaty black rice is known for its capacity to boost energy and the circulation of the blood, the region’s strangely red loam soil always guarantees that the next crop is a bumper one, and the rattan puppets that bud fruit from the top of their heads when a certain spell is cast. The puppet will obey anyone who eats the fruit, and the locals use them as ‘beasts of burden’ instead of the animals they strangely lack. Perhaps, the Player Characters can sign on as guards on Risala’s cattle train?

If the Player Characters visit Andjang, they will find the kingdom to be stranger than the rumours. None of the villages, each nestled in a valley below the mountains has any animals. Weapons, some murderous, some gossipy, others cranky, have settled into retirement in Andjang, but perhaps they might be traded or stolen out of retirement? The villagers live by three laws. The first is a blood tithe paid in a monthly parade. The second is the recognition of the kingdom’s boundary, marked by megaliths bearing the dog sigil, part of treaties signed with the gods which invading armies lose their way, carnivorous beasts losing their senses, wild spirits freezing… The third is obeisance to Andjang’s prices and princesses, their wishes are law, and they are the only ones who will arrange audiences with the Queen, their mother. And they appreciate gifts.

Yet untold numbers of the kingdom’s Royalty are dumped into the forest to die. There they learn to work together, then hunt to survive, and then they hunt each other. When they leave the forest, they are scarred, but worthy of a name. They are marked though—some have eyes that shine at night, loud joints that constantly pop, a servant trailing behind constantly touching the gold paint which covers them, a detachable head which can reattach to any decapitated corpse, and more.

The palace stand high atop a crag above the valleys with their single villages. Seemingly ruined, it is home to the languorous Queen who spends each day stretched out on a throne that is as much day bed as it is throne, accepting visitors and petitioners who have trailed their way up the mountain and waited weeks to see, her nights stretched out in her boudoir in the mountain cave behind the palace, her open air bath containing two pools. One is full of water, the other is of blood. Below, the caves stretch into the mountain, beginning with a grotto containing a lake of blood… Elsewhere in the palace, the kitchen appears connected to the palace gaol, the treasure house is full of weapons clamped to their stands and pardons from the lowlander cities, and every guest room has a tap out which flows blood. Time may seem to pass differently from room to the next, breathing and knocking seems to come from the walls, and children marked with a tattoo of open eye wander from room to room…

Besides a poster map of the palace, the Game Master is accorded table upon table to add detail and flavour to the encounters, personalities, and things found in the valleys and the palace. These add to the atmosphere of the kingdom, which is one of the oppressive Gothic, heavy on the suggestion that the Queen might be a vampire, but never openly stated. There is a creepy weird feeling throughout, of being watched, of blood being vital to the kingdom, of paranoia, and more. However, much like the earlier Upper Heleng: The Forest Beloved by Time, the issue with Andjang: The Queen on Dog Mountain is not immediately easy to use. Again because of the remote nature of the kingdom and because it is difficult to engage the Player Characters until they climb up to Andjang. That is its biggest weakness. It has the hooks—both ethnographic and cosmological—but it is a matter of getting the Player Characters there, but once there, the kingdom oozes a creepy charm of its own.

Physically, Andjang: The Queen on Dog Mountain is a slim booklet which possesses the lovely simplicity of the Thousand Thousand Isles, both in terms of the words and the art. The illustrations are exquisite and the writing delightfully succinct and easy to grasp.

In terms of story, Andjang: The Queen on Dog Mountain is easy to use once the Player Characters get there. There are hooks and plots which the Game Master could develop and engage the players and their characters with, and the setting is easy to adapt to the world of the Game Master’s choice, whether that is a domain on the Demiplane of Dread that is Ravenloft for Dungeons & Dragons, Fifth Edition or a remote kingdom in Hollow Earth Expedition or Leagues of Adventure. However it is used, if the Game Master can get her Player Characters to its borders, Andjang: The Queen on Dog Mountain is creepy and weird, a beautifully and simply presented vampire kingdom off the beaten track.

—oOo—

The great news is that is Upper Heleng: The Forest Beloved by Time, MR-KR-GR The Death-Rolled Kingdom, Kraching, Andjang: The Queen on Dog Mountain, and the others in the Thousand Thousand Isles setting are now available outside of Malaysia. Details can be found here.

Sunday, 30 May 2021

[Fanzine Focus XXV] Black Pudding #5

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showcased how another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Black Pudding is a fanzine that is nominally written for use with Labyrinth Lord and so is compatible with other Retroclones, but it is not a traditional Dungeons & Dragons-style  fanzine. For starters, it is all but drawn rather than written, with artwork that reflects a look that is cartoonish, a tone that is slightly tongue in cheek, and a gonzo feel. Its genre is avowedly Swords & Sorcery, as much Fafhrd and the Gray Mouser as Conan the Barbarian. Drawn from the author’s ‘Doomslakers!’ house rules and published by Random Order via Square HexBlack Pudding’s fantasy roleplaying content that is anything other than the straight-laced fantasy of Dungeons & Dragons, but something a bit lighter, but still full of adventure and heroism. Issues onetwo, and three have showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. Black Pudding #4 included a similar mix of new Classes, NPCs, and an adventure, but also included the author’s ‘OSR Play book’, his reference for running an Old School Renaissance game, essentially showing how he runs his own campaign. Published in August 2018, Black Pudding #5 is more of a return to form, a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures. It does, however, begin to suggest a campaign setting.

Black Pudding #5 opens with ‘Standing Stones of Marigold Hills’. This is a mini-sandbox consisting of a series of hills strewn with tombstones and graves, with many of the latter occupied with the undead and the region by the spirits of the dead. Some of these occupants are given thumbnail descriptions for easy portrayal by the Labyrinth Lord. The tombstones were once tended to by the Marigold Witch, but although she is long gone, it is said that she left her spellbook behind. Perhaps it is in one of the tombs? The Book of Marigold is also detailed as is the fact that it will avoid being ‘captured’ and the three spells it contains. These spells are cartoonishly inventive, such as Arrow Road, which creates path of arrows which the targets of the spell must follow, and Marigold Charm, which creates a sphere of pungent aroma that renders those inside immune to poison, gas, and insect attacks, but at the cost of a reaction penalty and inability to surprise anyone.

The second adventure is ‘The Rat Queen Dies Tonight’, designed for Player Characters of Fourth and Fifth Levels. It is a thirteen-location, fairly linear cavern complex, sparsely written, but nicely detailed. The Player Characters trail a band of marauding rats to this complex and discover what appears to be at first a scavenged tomb then hot and steamy caves. The secret is that the Rat Queen has entered a pact with a demon and according to that pact, she dies tonight! Are the Player Characters the means of fulfilling that pact or is there another solution? There is lots of treasure to be found, including Malefysto’s Grimoire of Nefarious Incantations, another book of spells. These are all fire-themed, such as Malefysto’s Hands of Fire, which gives the caster flaming fists that he can even throw them like mini-fireballs, and Malefysto’s Eyes of Doom which turns the caster’s eyes black and his gaze capable of vaporising anyone he looks upon! The spellbook will be a suitable reward for any Wizard, but there is plenty of treasure to go around and the scenario itself is fun.

 ‘Adventures in the North’. The details a small region taken from the land of Yria, the ‘Doomslakers’ campaign, dotted with independent villages and dwarf strongholds, the latter abandoned after the blue giants known as the Norg drove them out. Even now, the dwarves plan to take their lands back. It takes the traditional concept of the barbarian north and its frosty weather, adds big tables of encounters and rumours of the north, and new monsters and magical items. The new monsters include the Ice Witch, a twisted, cold-hearted woman who lives in an icy house or cloister with her sisters, can cast numerous cold and ice-themed spells, and can be healed from or even reflect cold attacks. When slain, they can rise again as Witch Wights which seek out the warmth of the living, and some Ice Witch matriarchs carry a Staff of the Ice Witch, which will might freeze anyone who grasps it, can cast further spells than those of the Witch Wight, and once a month, conjure a blizzard! There is a lot packed into the four pages of this and it is great to some setting content from the author’s own campaign. Hopefully this will be supported with an adventure or two and more support in future issues.

Black Budding is renowned for its one-page, slightly tongue-in-cheek new character Classes and Black Pudding #5 is no exception with a total of three. The first is the Ninja, which does everything you would expect. The Ninja cannot wear metal armour or wield two-handed weapons, but is good with ranged weapons, a better backstab attack than the Thief potentially inflicting a deathblow, is adept at stealth and can throw flash and smoke bombs. Each Ninja comes from one of eight Ninja Orders which sets certain requirements for being a Ninja, such as the Red Finger order requiring its members to wear red gloves and those of the Morbid Moons to honour the undead! The Ninja Class feels nicely done, but perhaps slightly overly potent in comparison to other Classes.

The Orbii is an ancient race of protectors, said to have served the Daughters of the Moon. They fight as Thieves, but each has a single special talent like being able to forge weapons and armour, including magical weapons and armour at Fifth Level or being able to track and forage. They can also pray to the Moon Goddess once per day to gain ‘Moon Luck’, such as a kiss which heals the supplicant or teleporting the character and his allies anywhere they like! The Boola is the buxom matron of wild places and mother to secrets, who fights as a Cleric, can listen to nature to learn its secrets, and is accompanied by one or more animal companions. Both are thematically strong, the Boola essentially a variant upon the Druid Class.

The monsters in the issue begin with a quartet of unconnected and a quartet of connected creatures. The former includes the Star Troll, wise in cosmic wisdom and with a penchant for Elf flesh; the Ipzee , a cave-dwelling many-toothed thing which cannot be pushed over, swallows its treasure, and whose teeth can be turned into wands; the Ninja Devil, packs of miniature devils which practice Ninjitsu and assassination; and the Angry Shell, a grumpy if multi-lingual sea beast with a great shell who hates to be disturbed, but which might be bribed to talk. The connected creatures are the Arqod Illuminara, the Arqod Champion, the Arqod Dreadling, and the Arqod Sauropod. The Arqod Illuminara are ancient mind-bending, hyper-intelligent humanoids from the time before, always accompanied by their fearsome zealot Arqod Champions, almost suicidal, perpetually hungry for live flesh (and brains and bones) Arqod Dreadlings, and perhaps riding a great Arqod Sauropod, whose ichor can be harvested for its magical properties, and when not serving as beast of burden, likes to play practical jokes by pretending to be small hills. There is something very much of the Alien Universe in these creatures, the Arqod Illuminara being a little like the Engineer for example. Each of these creatures is accompanied by thumbnail descriptions—sometimes a little more, illustrations, and stats, all enough to be both entertaining and playable.

One of the best on-going features in Black Pudding is ‘Meatshields of the Bleeding Ox’, a collection of NPCs ready for hire by the Player Characters (or in a pinch, replacement Player Characters). There is a decent range of NPCs given here, such as Iko Rain, a Fourth Level Ninja whose turn-ons are infiltration and turn-offs are yaks, turtles, and big fights, and The Beast of Bogl, a Four Hit Dice Beast who likes food and fighting, hates talking and not eating, and will not carry anything. Much like the monsters, they each come with full stats, thumbnail description and portrait, as well as a list of their abilities and how much they can be hired for. Unfortunately, seventeen is too many, just as they did in Black Pudding #4, and as inventive and as fun as these are, they do begin to like place fillers rather than actual gaming content.

‘They Come… But What Are They?’ is a one-page NPC/monster generator. With a roll of a handful of dice, the Labyrinth Lord can create the encounter’ looks, alignment, magic, special defences and attacks, toughness, and more. It is quick and dirty and useful. Rounding out The Black Pudding #5 is a quartet of detailed magical weapons. Zam is a +2 sword which can read magic and grant levitation once a day, but really wants to kill Dark Elves; Traumch, a Chaotic +2 battle axe which can smash armour and deals double damage against unarmoured opponents and the undead; and Riveredge and Moonbeam are +1 swords, the first granting water breathing, increased swimming speed, and the ability to walk on water, whilst the second inflicts double damage on lycanthropes and can capture moonlight and shine like a torch. All four are nicely themed and interesting enough that any character capable of wielding them would have fun with them. Lastly, on the back of the issue is a new character sheet for the retroclone, this time laid out as the face of the demon statue being plundered on the cover of the Player’s Handbook for Advanced Dungeons & Dragons, First Edition. It is silly certainly, but a bit of fun, and a nice nod to the origins of the game.

Physically, Black Pudding #5 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look and lots of quite short articles, that are in places are underwritten. The obvious issue with Black Pudding #5—and indeed, any of its issues, is that its tone may not be compatible with the style of Dungeons & Dragons that a Labyrinth Lord or Game Master is running. The tone of Black Pudding is lighter, weirder, and in places just sillier than the baseline Dungeons & Dragons game, so the Game Master should take this into account when using the content of the fanzine, but Black Pudding #5 does something that previous issues have to dated avoided. That is, showcase parts of the author’s ‘Doomslakers!’ campaign and that lifts Black Pudding out of just being a madcap medley of monsters, Classes, and NPCs.

Again, just as in previous issues, Black Pudding #5 has too many NPCs and whilst there is still room for ‘Meatshields of the Bleeding Ox’, it should ideally be reduced in size to make way for other content. Especially the author’s ‘Doomslakers!’ campaign which deserves more attention in the pages of the fanzine. Once again, Black Pudding #5 combines a slightly gonzo style and look in a professionally published package offering fun new content and the promise of more of the ‘Doomslakers!’ campaign setting.

Saturday, 29 May 2021

[Fanzine Focus XXV] The Undercroft No. 13

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Published since July 2014 by the Melsonian Arts Council, the frequency of issues of the fanzine, The Undercroft is no longer as regular as it once was. After a four-year gap between the publication of The Undercroft No. 10 and The Undercroft No. 11 in August, 2020, it was something of a surprise to see the publication of The Undercroft No. 12 the following October. In addition, although previous issues provided support for Lamentations of the Flame Princess Weird Fantasy Roleplay, the more recent issues have moved away from providing direct support to providing not only support for the Old School Renaissance in general, and thus any fantasy retroclone. The Undercroft No. 11 even went as far to provide support for use with Dungeons & Dragons, Fifth Edition! There is no support for that roleplaying game in The Undercroft No. 13, although there is advice for using one of the articles with it. Otherwise, the issue does feel as if it is moving away from its Old School Renaissance origins.

The Undercroft No. 13 contains but three articles. The first of these is Sándor Gebei’s ‘Familiars for Witches’. This is a list of six dark and disturbing alternatives to the familiars that you might find in other roleplaying games with witches. For example, a witch has three crows, out of whose eyes she can see and cast hexes. Each time she casts a hex via one of her crows, it is set free from the witch’s bidding. When the witch subsequently strangles someone with her own hands, the victim returns to the witch as one of her crows. The other five familiars are of a similar or worse nature.

The main article in The Undercroft No. 13 is ‘So, it’s the End of the World’ by Dennis Manning. This is an exploration of the post-apocalypse genre. It is a solid overview, beginning with asking the cause of the disaster, such as a new Ice Age or extreme flooding from Climate Change or a virus, a plague, or zombie outbreak unleashed as the result of ritual magics or super science, before emphasising that adventures in this genre are about survival and rebuilding rather than delving and plundering. It suggests the use of Resilience value to represent what is essentially a Player Character’s mental Hit Points. If through loss, tragedy, or danger, enough points of Resilience is lost to reduce it to zero, the player rerolls a new total on the next lower die type, potentially gains a Condition, such as ‘Sleeping less than usual’ or ‘Temper tantrums’, and continues playing. If the die type for a Player Character’s Resilience drops below a four-sided die, it is time for him to retire. A table of Conditions is provided as is one for Injury Conditions, although the rules for handling injuries in the same fashion as Resilience are barely discussed.

Other rules for the genre include item quality, barter economics, personal inventory and storage, and detailing and running the homebase. The Player Characters are expected to protect the inhabitants of their base, build and manage resources—represented by die types, and face the consequences of their actions if the inhabitants are upset at all, such as killing or exiling a resident or exposing them to danger. There is a table for this, as there is for individualising the home base, essentially the reason it was selected in the first place. The rules creating and running a homebase and the dangers to the well-being of the Player Characters and the residents are all serviceable. Serviceable and no more, because they are not really anything which has not been seen before, whether in fanzines or other roleplaying games. Of course, if the genre and the set-up is new to the reader, then fine, but if not, the rules feel somewhat out of place in the fanzine, too modern a subject or genre in comparison to the usual Old School Renaissance fantasy that is usual fare for The Undercroft. So it is debatable just much use a reader of the fanzine will get out of them. The lack of examples do not help with this either, and overall, ‘So, it’s the End of the World’ feels as if it is actually the prototype for ‘The Apocalypse Hack’ a la The Black Hack and perhaps might have been suited to a dedicated ‘post-apocalypse’ issue or even roleplaying game of its own rather than sandwiched between two fantasy articles.

Rounding out The Undercroft No. 13 is Alex Clements’ ‘You Have Been Cursed’, a list of mostly minor curses that can be inflicted in the Player Characters for fun and roleplaying potential. It suggests a change to the rules for curses and removing them in Dungeons & Dragons, Fifth Edition. In particular, needing a Remove Curse spell of a particular Level to remove a curse, either that or fulfilling the removal terms of the curse. A typical curse states that the Player Character has been cursed by Sainted Bartholomew and consequently badgers hate the Player Character. They will crawl from their cets in the dead of to seek him out, perhaps even take him whilst he is awake, though probably not as badgers are strong, but not foolish. They are patient and they are good tunnelers… As can be seen, not every curse has conditions which can be fulfilled in order to lift it, but all thirty-six are inventive and engaging and are really going to make a player curse his Dungeon Master.

The Undercroft No. 13 needs a slight edit in place, but is otherwise neat and tidy, and enjoyably illustrated. The cover, wraparound in full colour, is weird and creepy

The Undercroft No. 12 felt slight because of the long articles, and so does The Undercroft No. 13—for exactly the same reason. Further, as reasonable as they are, not all of the articles in The Undercroft No. 13 fit the fanzine and whilst the individual articles are in no way bad, together the end result is underwhelming rather than engaging.

Friday, 28 May 2021

[Fanzine Focus XXV] Crawl! No. 9: The Arwich Grinder

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game.

Published in January, 2014, Crawl! No. 9: The Arwich Grinder continues the run of focused issues of the fanzine. In fact, the focus has got tighter and tighter with each subsequent issue such that Crawl! No. 9: The Arwich Grinder contains just the two articles—a scenario and an encounter, both of which are written by Daniel J. Bishop, who has written quite a lot for the Dungeon Crawl Classics Role Playing Game. The scenario is ‘The Arwich Grinder’ of the title and it is designed as a ‘Character Funnel’. If there is a singular feature to the Dungeon Crawl Classics Role Playing Game, it is the ‘Character Funnel’. This takes Zero Level Player Characters—usually four per player—and pushes them through a Zero Level dungeon. Devoid of the abilities and Hit Points that a Class would grant them, a Class is what each of these Player Characters aspires to and can acquire if they survive the challenge each of them will face in the dungeon or adventure. Thus prepared by their terrible experiences they can go onto greater adventures of ever higher and higher Levels. In the meantime, there is the ‘Character Funnel’ in which there is death and danger aplenty, as well as a challenge for the designer, because every has to present the right mix of death and danger if any of the characters are to survive. This is because the characters lack the abilities, spells, and combat acumen that First Level adventurers possess, instead they have to rely upon their luck and their wits.

The scenario begins in almost traditional fashion for the Player Character—they begin in The Hound, the village tavern. Suddenly, a Very Large Man stumbles into the tavern and collapses. Short, but of enormous girth with short arms and legs, he is naked, and also dead. From no discernible cause. However, in his hands he clutches a bonnet belonging to the beautiful Bessie Curwen, one of the Curwen family which has lived up in the pine woods surrounding Arwich Village for long as anyone remembers. The Curwen family keep themselves to themselves, a little odd perhaps and rarely venturing down to the village, but it has always been kind to the inhabitants of Arwich Village. During the very hard winter two years ago, they helped keep many alive with freshly caught food. So the village owes at least a debt of gratitude to the Curwens, and thus somebody must venture up to their family home to find out what has happened and if everyone is all right. That someone will be the Player Characters.

Mention the name Curwen and all good gamers—and especially those with a penchant for Lovecraftian investigative roleplaying—will be thinking of H.P. Lovecraft’s ‘The Case of Charles Dexter Ward’ and they would be almost right to make that connection. ‘The Arwich Grinder’ is a Lovecraftian ‘Character Funnel’, but it has elements of ‘The Dunwich Horror’ too, and whilst the setting is the Curwen family home, it is in effect, a dungeon. The Player Characters will climb up into the woods and perhaps after an encounter, find the Curwen family home. It is damp and dilapidated, mould-ridden and malodorous, seemingly abandoned except for the senile and the unhinged. There are signs of slaughter almost everywhere—hooks and cleavers, preserved meats and curing meats, meat grinders, butcher’s knives and aprons, a coppery tang on the tongue, and more… There are pigs too, but seemingly all too few. The Curwen family must have done a great deal of hunting…

The Curwen family seat is described across two storeys, an attic, a cellar, and caves below that. There are some forty or so locations, each full of details—large and small, which constantly nag at the Player Characters. There are of course horrors to be encountered, and like any good ‘adventure’ for Lovecraftian investigative roleplaying, the best solution would be to run away, especially given the capabilities of Zero Level characters. That is, all but nothing. Eventually, whether through the nagging nature of the facts discovered at the Curwen home or direct confrontation, the Player Characters will realise what is going on. Amusingly, the best solution given to what is actually going on in the Curwen household is a cliché favoured by many a fan of Lovecraftian investigative roleplaying.

However, ‘The Arwich Grinder’ does come unstuck slightly when it comes to the explanation of exactly what is going on in the Curwen household. The problem is that author never tells the Judge what is going on and it is entirely up to the Judge to read through the scenario and put two and two together. It is actually fairly easy, but effectively doubles the preparation time of what is actually a very easy scenario to prepare and run. In fact, the scenario could almost be run from the page with no preparation, it is that straightforward. There is a time limit in terms of when the Player Characters can explore the Curwen house and means to drive them to act if they decide not to, but it feels a bit forced and perhaps it would be easier to simply move the time frame so that the Player Characters get there when they need to. Another issue is that although ‘The Arwich Grinder’ is Lovecraftian themed, both it and the Dungeon Crawl Classics Role Playing Game lack a Sanity mechanic. Which is fine, since the Dungeon Crawl Classics Role Playing Game is a fantasy roleplaying game, but perhaps the Sanity mechanic could be adopted from Crawl-thulhu: A Two-Fisted ’Zine of Lovecraftian Horror Issue 1? Or indeed, ‘The Arwich Grinder’ run using the rules from that fanzine?

Overall, ‘The Arwich Grinder’ is a decent scenario, which although it does not actually explain what is going on, has it instead become apparent during play. All the whilst skirting around not one, but two short stories by H.P. Lovecraft. It is grimy and atmospheric, and like every ‘Character Funnel’ before it, deadly. The scenario does not necessarily set out to kill the Player Characters—except where it matters, and that gives both room and time for the players to build a rapport with and between their characters, and those of the other players. Which means that when they finally fed into the grinding climax, the deaths of Player Characters are going to count for just that little bit more.

The second entry in Crawl! No. 9: The Arwich Grinder is also by Daniel J. Bishop. ‘But He Sure Had Guts! A Short Encounter’ lives up to both its title and subtitle. It is short and it does involve guts, providing a nasty comeuppance for any Player Character who happened to have disemboweled an opponent in the last few days. The Player Character begins to dream about intestines, seemly alive, seemly wanting to crush? Are they real? Do they belong to someone, perhaps even the Player Character? This is really only suitable for a campaign involving body horror, and maybe even then, it might be better if it remained just a nightmare... ‘But He Sure Had Guts! A Short Encounter’ is weird and not a little creepy, but too short to really build up the atmosphere of ‘The Arwich Grinder’, so it feels very much like an afterthought.

Physically, Crawl! No. 9: The Arwich Grinder is decently presented. The writing and editing are good, and much of the artwork is certainly decent enough to be shown to the Player Characters. As to the content, ‘But He Sure Had Guts! A Short Encounter’ is very much an afterthought, whereas ‘The Arwich Grinder’ is intended as, and is, the main attraction. Sometimes it can feel as if there are too many ‘Character Funnel’ style adventures for the Dungeon Crawl Classics Role Playing Game. This is no surprise as it is the signature feature of the roleplaying game and it almost a rite of passage for an designer to write one for it. ‘The Arwich Grinder’ stands out because of its Lovecraftian themes and atmosphere and potential adaptation, either for First Level Player Characters or to a modern iteration. Either way, the scenario is easy to prepare and should provide a session or two of grimy, creepy play. Crawl! No. 9: The Arwich Grinder provides an atmospheric ‘Character Funnel’ which players of the Dungeon Crawl Classics Role Playing Game who like horror will enjoy.

Monday, 24 May 2021

Jonstown Jottings #44: Wenkarleos

 Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?

Wenkarleos presents an NPC, his entourage, and associated cult for use with RuneQuest: Roleplaying in Glorantha.

It is a thirty-one page, full colour, 2.23 MB PDF.

The layout is clean and tidy, and its illustrations good.

Where is it set?
Wenkarleos is nominally set in Tarsh and Sartar, but the NPC and his entourage can be encountered almost anywhere the Game Master decides.

Who do you play?
No specific character types are required to encounter Wenkarleos. Lunar Tarshites, Old Tarshites, and adherents of the Seven Mothers can have interesting interactions with Wenkarleos.

What do you need?
Wenkarleos requires RuneQuest: Roleplaying in Glorantha. In addition, A Rough Guide to Glamour may be useful as an introduction to Lunar culture and politics, The Glorantha Sourcebook for recent history, and potentially the sourcebooks on Lunar Tarsh and Old Tarsh available for previous versions of the roleplaying game.

What do you get?
The second volume of ‘Monster of the Month’ presents not monsters in the sense of creatures and spirits and gods that was the feature of the first volume. Instead, it focuses upon Rune Masters, those who have achieved affinity with their Runes and gained great magics, mastered skills, and accrued allies—corporeal and spiritual. They are powerful, influential, and potentially important in the Hero Wars to come that herald the end of the age and beginning of another. They can be allies, they can be enemies, and whether ally or enemy, some of them can still be monsters.

The fourth entry is Wenkarleos, which describes a Rune Lord of the Seven Mothers. The ‘Gold-Giving Son of Gartred’, Wenkarleos of Furtherest is the head of the Gartredi Clan in Lunar Tarsh, a fierce supporter of King Pharandros and stalwart opponent of the Fazzursons faction in the civil war in Tarsh. He dreams of building a ‘Greater Tarsh’, but has been tasked with finding allies to support his side in the civil war. A former hoplite file leader and captain serving under the famous General Fazzur Wideread, he is rarely without a small cohort of troops, whom he trains hard to fight together, and whilst a good swordsman himself—though it helps that one of his bound spirits is an ancient spirit of kopises, he a skilled tactician and magician. In addition, like all Rune Lords, he is accompanied by his own retinue who include a loyal soldier, his Orlanthi lover and spy, and a Lunar sorcerer, who serves as his war caster. All four are fully detailed, including their equipment, their spells, and any allied or bound spirits. Some of these will prove entertaining for the Game Master to roleplay, such as ‘Abeladrus’ Tankard’, occupied by the spirit of a former labourer who possesses defeated opponents and drives them to drink and the Mistress of Unconditional Desires drives her victims mad through visions and sensations as she reveals the unconditional love and acceptance of the Lunar Way.

As well as presenting Wenkarleos and his retinue, the supplement discusses his tactics—particularly the way in which he has drilled his soldiers with certain set manoeuvres, and his extensive use of magic, including the use of the Multispell Rune spell, spell matrix enchantments, and high storage of personal POW, often donated by his loyal followers, who are in turn handsomely rewarded. Both the use of the Multispell Rune spell and spell matrix enchantments are fairly complex, so will need careful study upon the part of the Game Master to use effectively in-game.

It also suggests how Wenkarleos can be used in-game, whether as an ally or an enemy, potentially serving as a source of conflict with Tarshites—Lunar or not, especially if like Vostor from The Broken Tower, has the Passion of Hate (King Pharandros). Thus he can be used to pull the Player Characters into the Tarshite Civil War, and thus later, events during the early years of the Hero Wars and the rise of Argrath Whitebull. There is potential here for a long-term campaign in which as allies or agents of Wenkarleos, the Player Characters will be facing agents of Argrath Whitebull’s allies in the Tarshite Civil War. Either way, Wenkarleos is best introduced early on in a campaign. Of course, an Orlanthi or Sartarite campaign would more likely to see Wenkarleos as the enemy, and that may preclude his use in some campaigns.

Lastly, two adventure seeds are included, though both use as an enemy rather than an ally. A new magical item, Philigos Medallions, is also described. These were made by King Phargentes of Tarsh and grant those attuned with them the Sense Assassin skill.

Is it worth your time?
YesWenkarleos presents a potentially interesting ally or enemy who can be used to draw a campaign into the politics of Tarsh and the early years of the Hero Wars, and so provide some time in the spotlight for any Tarshite or Seven Mothers-worshipping Player Characters.
NoWenkarleos presents connections to Tarsh which may draw a campaign set in Sartar too far north and as yet, the politics and situation in Tarsh in the period when RuneQuest: Roleplaying in Glorantha is set, remain relatively unexplored.
MaybeWenkarleos presents a potentially interesting ally or enemy, whose politics may radically differ from the Player Characters or the campaign, and who may just a little too complex in terms of his magic to use easily.

Sunday, 23 May 2021

The Devil in the Dreamlands

Since the publication of Call of Cthulhu in 1981, the Mythos has proliferated into numerous other genres and roleplaying games, including the fantasy of Dungeons & Dragons. For example, Wizards of the Coast published Call of Cthulhu d20 in 2001, whilst Realms of Crawling Chaos from Goblinoid Games explored the Mythos for the Old School Renaissance. More recently, Petersen Games presented the entities, races, gods, and spells of the Mythos for Dungeons & Dragons, Fifth Edition, enabling the Dungeon Master to bring those elements of cosmic horror in her fantasy campaign. What though, about using Dungeons & Dragons, Fifth Edition to run campaigns involving cosmic horror in the more modern periods normally associated with Lovecraftian investigative roleplaying—much like Wizards of the Coast did with Call of Cthulhu d20? For that, there is Whispers in the Dark from Saturday Morning Scenarios, also the publisher of Harper’s Tale: A Forest Adventure Path for 5e, a campaign for Dungeons & Dragons, Fifth Edition, suitable for a younger or family audience. Whispers in the Dark is definitely not, being a horror setting in which stalwart Investigators confront the forces of the Mythos or ‘Yog-Sothothery’, and do not always succeed or come away unscathed—physically or mentally. The starting point is Whispers in the Dark: Quickstart Rules for 5e, and although there is not yet a full roleplaying rulebook for Whispers in the Dark, there is a combined setting and novel.

Horror in the Windy City: A Whispers in the Dark Setting and its novella, The Devil’s City, which explore the early history of the city of Chicago through its rise and explosive growth to prominence as an important trade and transport hub on the Great Lakes to the Worlds Columbian Exposition, the most influential world’s fair in history in 1893 and the horrors which would be revealed within the walls of the Worlds Fair Hotel at the hands of Herman Webster Mudgett, also known as H.H. Holmes, arguably Americas first and most notorious serial killer. Inspired by Eric Larsons The Devil in the White City, the novella serves as a prequel ‘Welcome to my Parlour’, introducing the reader to the five pre-generated Investigators who one-by-one fall prey to Mudgett’s dark desires and those of his master, Atlach-Nacha. It is dark and ghoulish piece, which can be read on its own, but should really be read by each of the five players in readiness to roleplay through the scenario. And of course, the Game Master should also read it as part of her preparation to run it. Overall, it sets the tone for the scenario, which like the novella, combines elements of both survival and body horror. Neither the novella nor the supplement are for the faint-hearted.

Horror in the Windy City: A Whispers in the Dark Setting opens with ‘People of Color in Late 19th Century America’, an essay written by Doctor Robert Greene II, Assistant Professor of History at Claflin University to share the perspective of those African Americans who were resident in Chicago and helped to build the city. It is accompanied by biographies of the leading Black figures of the period, including Frederick Douglas, W.E.B. Du Bois, and Nancy Green. No character write-ups are provided of these figures by intention, but the essay encourages a Game Master to use them and the lives of Black Chicagoans to add veracity to her game. Unfortunately, as interesting as the essay is, the authors of the supplement do not support it with scenario hooks and advice, which is a missed opportunity and would have helped a Game Master develop the veracity that Doctor Greene II suggests is possible. One interesting involvement of the leading figures profiled here is that they and other African American activists protested at the lack of an African American pavilion at the World’s Columbian Exposition, but again, this is not something that the authors of the supplement support.

There are plenty of scenario hooks throughout the rest of Horror in the Windy City: A Whispers in the Dark Setting. As it progresses through the founding and history of the city, covering in turn the Great Chicago Fire of 1871, the founding of Montgomery Ward, the first mail order catalogue in 1872, the Unsightly Beggar Law of 1881, and more. Of course, this includes the World’s Columbian Exposition of 1893. This is almost the centrepiece of the supplement, and so is explored in some detail. This includes write-ups for many of the figures involved in the event, including its architect, Daniel Burnham, Harry Houdini who performed there, William ‘Buffalo Bill’ Cody and Annie Oakley of Buffalo Bill’s Wild West & Congress of Rough Riders of the World, which also performed there, but was not associated with the event. Numerous tents are placed along the Midway for Investigators attending the World’s Columbian Exposition to encounter and enter, experiencing bright, sometimes strange proprietors and incidences in an almost carnival-like atmosphere, including cockroach races and the Light of Ra. These are more odd than Mythos.

The various districts and places of the city are presented, including Lake Michigan and the Chicago River, the Yard which form its meatpacking district, Bubbly Creek, a foul, bubbling arm of the Chicago River, Cabbage Patch or Old Town with its St. Michael’s Church built as a haven for German immigrants, and Lincoln Park with its zoo, before expanding out to the surrounding states. However, as interesting as these descriptions are, they lack geographical context as the period maps are too small to use effectively. Numerous organisations—clubs, cults, and coteries are detailed, which can become allies, enemies, and even patrons. They include the Nightworms, dedicated to the preservation, protection, and provision of books of all kinds; the Whitechapel Club, the informal counterpart to the social club of the Chicago Press Club, fascinated with some of the ghoulish incidents its members have reported on; and the Black Star Society, dedicated to spreading the influence of the Yellow Sign. Some of these are aware of the strangeness going on in the city, most are not. The various gangs and organised crime is given a similar treatment, the Italian mob in particular.

Although several of the story hooks in Horror in the Windy City: A Whispers in the Dark Setting hint at the Mythos, the supplement is not a full treatment of its presence in the city and there is no overview of it in the city. Notable inclusions include the Grobowskis, a pack of Ghouls which police the Yard district with an iron for both mundane and Mythos incidents, and the Chicago Athletic Association, a private club whose inner circle worship Ithaqua and spread his worship through tonics of disreputable source that enhance the athleticism of other members. Its treatment gets fully underway with how parts of the city have influenced the Dreamlands—Abattoir Fields, an unsettling hunting ground overcast with rusty brown, bruised clouds and smelling of copper created by the slaughter of animals in the stockyards; the Conflagration—a land of smouldering rubble and whirling ash created by the Great Fire of 1871; and of course, the World’s Fair Hotel, its presence dedicated and reinforced to Atlach-Nacha by Mudgett. In return, the Dreamlands intrudes into the mundane world, especially in the World’s Fair Hotel.

Besides the main scenario, ‘Welcome to my Parlour’, Horror in the Windy City: A Whispers in the Dark Setting includes a story arc and a campaign jump-start. The story arc, ‘Hot Night in the Olde Town’ is a tale of gang revenge which begins with a bombing, whilst ‘Procurements & Acquisitions’ is the campaign jump-start. The Investigators are hired by a Chinese man to locate some artefacts that he cannot due to the difficulty of manoeuvring in American society and the racism he faces. The set-up can be tied into the organisations previously described as well as Mudgett and the World’s Fair Hotel, and gives the starting point from which the Game Master can develop further using the material in the supplement.

The main feature in Horror in the Windy City: A Whispers in the Dark Setting is the ‘World’s Fair Hotel’, its ‘Hotel Staff’—including Mudgett and his co-conspirators, and the scenario, ‘Welcome to my Parlour’. The hotel itself is extensively mapped and detailed, there being some eighty locations across three storeys and the basement. The ground floor consists of retail premises, a hotel on the first floor, and Mudgett’s rooms and other facilities on the third, whilst in the basement, nastier rooms can be found. Extensive descriptions are given of its ordinary rooms, strange locks, chutes, extensive secret doors, odd plumbing, locked rooms which cannot be opened from the inside—some airtight, others connected to pipes which pump gas into the room, surgical tables, acid vats, hanging rooms, and more. The descriptions are clearly marked in red, whilst throughout sidebars discuss other features and rules, such as the infamous lockable chute which delivers bodies from the top floor to the basement, gambling, and the intrusion of the Dreamlands into the hotel. It is its own little world, a murder hotel in which the supernaturally enhanced Mudgett sees all and controls much, and into which the authors want to drive the Investigators…

The scenario, ‘Welcome to my Parlour’, is best played using the given pre-generated Investigators whose backgrounds have been presented in the novella, The Devil’s City. They are Fourth Level Player Characters, each of whom has fallen prey to Mudgett’s predations and awake to find themselves trapped in the basement of their hotel. They must face their own nightmares as well as the horrors of the hotel, and perhaps may learn of their captor’s secrets before they can escape. Essentially, ‘Welcome to my Parlour’ presents another way of approaching the set-up of the hotel and its murderous proprietor, one that confronts the Investigators with the existence of the Mythos much earlier on and more directly than the options elsewhere in the supplement. The scenario is likely to take two or three sessions to play through at most, and leaves what comes next up to the Game Master.

The scenario, whose title references Mudgett’s arachnid master, includes and highlights a number of trigger warnings, including body horror, child ghosts, torture devices, forceful imprisonment, human experimentation, cannibalism, and emotional abuse. This is appropriate and there is no denying the number of strong subjects and themes entailed in ‘Welcome to My Parlour’, but there is potentially another issue with the scenario, that of using the Mythos in this fashion. In other words, using it to explain Mudgett’s monstrous crimes. This is not uncommon in Lovecraftian investigative horror set in the nineteenth century, especially when it comes to the use of Jack the Ripper (and also Sherlock Holmes), the use of which is simply trite. The use of Mudgett and the World’s Fair Hotel does not feel that, primarily because the subject matter is unfamiliar, but that still leaves the matter of using the Mythos in conjunction with both. Fortunately, Horror in the Windy City: A Whispers in the Dark Setting does not employ the Mythos to explain or provide a possible excuse for Mudgett’s crimes, but rather has the Mythos take advantage of someone who is already a monster and exacerbates his true nature. Of course, running and playing a campaign set in Chicago at the time of the World’s Columbian Exposition means it is difficult to avoid Mudgett and the World’s Fair Hotel, nevertheless,  both the Game Master and her players may want to be aware of the nature of the crimes before beginning play.

Rounding out Horror in the Windy City: A Whispers in the Dark Setting is a quartet of appendices. For the Game Master there is ‘Welcome to My Parlour Statblocks’; a ‘Gamemaster’s Toolbox’ of Hit Dice, Creature Size, and Challenge Ratings; a list of ‘Publications of the 19th Century’ and ‘Patent Medication Names’; and the ‘World’s Fair Hotel Maps’. For the players it includes ‘The Devil’s City Pre-gens’—the five pre-generated Investigators for the scenario, ‘Welcome to My Parlour’ and ‘New Investigator Options’, which adds a new Ancestry in form of Tcho-Tcho, new Backgrounds including Athlete, Explorer, Religious Scholar, and Teamster, new Feats, and a new Alignment system. The latter switches from the traditional ‘law versus chaos’ and ‘good versus evil’ axes to ‘good versus evil’, ‘order versus chaos’, and ‘selfless versus selfish’. A Player Character typically has one or two of these, and can add another as a result of a major, usually traumatic, life event. Each axis is a scale, designed to provide a player some flexibility in how his Investigator reacts and changes over time. A player is expected to write a narrative description of his Investigator’s Alignment, again providing a player with greater flexibility in how he portrays his Investigator. Although the five pre-generated Investigators are nicely presented, they could have done with clearer backgrounds for players who have not necessarily read The Devil’s City.

Physically, Horror in the Windy City: A Whispers in the Dark Setting is a well-presented book. The artwork is decent and the maps excellent. It could have done with an index, and in places the writing could have been clearer. The organisation does not always feel logical either, the Mythos sitting alongside the mundane at times when it feels it should have been placed later in the book. In places it feels as if the content has been developed in fits and starts, like Kickstarter stretch goals, and whilst everything seems to have good reason to be in the book, it feels fragmented in places.

Horror in the Windy City: A Whispers in the Dark Setting is not the definitive supplement for Chicago during the nineteenth century or the World’s Columbian Exposition, whether for Whispers in the Dark or Cthulhu by Gaslight. Which leaves the problem of quite identifying what it actually is, because its focus is ultimately not on the city itself and the great events of World’s Columbian Exposition, but rather on the World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’, as well as supporting it with encounters and campaign frameworks which lead back to the World’s Fair Hotel. So it feels like three books—one devoted to Chicago, one to the World’s Columbian Exposition, and very much the largest one to the World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’—rather than just a single, large book. It does not help that there is no real overview of Chicago in 1893—mundane or Mythos related, no clear, easy to use map of the city, and as well-intentioned as the opening essay ‘People of Color in Late 19th Century America’ is, it is disappointing that as upfront as it is, the supplement just does not bring that into play.

There is a lot to like about Horror in the Windy City: A Whispers in the Dark Setting. The authors provide plenty of information, scenario hooks, and playable content for Chicago, describe the World’s Fair Hotel and Herman Webster Mudgett in ghoulish detail, and present multiple means to bring the Investigators to his murder hotel, but the supplement only feels like a whole sourcebook when it focuses in on World’s Fair Hotel, Herman Webster Mudgett, and the scenario, ‘Welcome to my Parlour’. More of a scenario and a potential campaign set-up, Horror in the Windy City: A Whispers in the Dark Setting needs the hands of an experienced Game Master to develop it into something more than that.

Saturday, 22 May 2021

A Cthulhu Collectanea III

As its title suggests Bayt al Azif – A magazine for Cthulhu Mythos roleplaying games is a magazine dedicated to roleplaying games of Lovecraftian investigative horror. Published by Bayt al Azif it includes content for both Call of Cthulhu, Seventh Edition from Chaosium, Inc. and Trail of Cthulhu from Pelgrane Press, which means that its content can also be used with Delta Green: The Role-Playing Game and The Fall of DELTA GREEN. Published in November, 2020, Bayt al Azif Issue #03 does not include any content for use with the latter two roleplaying games, but instead specifically includes three scenarios—stated for both Call of Cthulhu, Seventh Edition and Trail of Cthulhu (and therefore would actually work with The Fall of DELTA GREEN if the Keeper made the adjustments necessary), discussion of various aspects of Lovecraftian investigative horror, interviews, an introduction to Call of Cthulhu in Japan, a review of a recently-rereleased classic campaign for Call of Cthulhuan overview of Lovecraftian investigative horror roleplaying in 2019, and more. All of which, once again, comes packaged in a solid, full colour, Print On Demand book.

Bayt al Azif Issue #03 opens with editorial, ‘Houses of the Unholy’, which discusses how the Mythos was and is never one thing, but quite mutable and what we make it, and that in order to do that we should run it and play it, before diving into ‘Sacrifices’, the letters pages. The inclusion of a letters pages lifts Bayt al Azif above being just a supplement, and whilst the letters are most congratulatory, they marks the start of another role for the magazine. Which is to help build a community. The more fulsome content gets underway with ‘Cthulhu in 2019: A Retrospective’. Witten by Dean Engelhardt of CthulhuReborn.com—publisher of Convicts & Cthulhu: Call of Cthulhu Roleplaying in the Penal Colonies of 18th Century Australia and The Apocthulhu Roleplaying Game, this covers the releases, major and minor, through the year, from each of the various publishers, beginning with Chaosium, Inc., before moving on to Stygian Fox, Golden Goblin Press, and Sons of the Singularity. Amateur publications and magazines are not ignored, including Bayt al Azif, and the author also covers Trail of Cthulhu from Pelgrane Press and Delta Green: The Role-Playing Game from Arc Dream Publishing, plus numerous other Cthulhu horror-themed roleplaying games, such as Sandy Petersen Games’ Ghoul Island series and the Weird Frontiers RPG (previously known and identified here as Dark Trails: A Weird West RPG) from Stiff Whiskers Press. Notably, it touches upon just a handful of the entries available on the Miskatonic Repository, which in future is likely to become too unwieldy to cover effectively as the number of titles grow and grow. Lastly there is an examination of titles currently awaiting fulfilment on Kickstarter. Each of the various is accompanied by a thumbnail description, enough detail to spur the reader’s interest, but not really a review—although the author does offer an opinion in places. This update dispenses with the references to individual reviews on Reviews from R’lyeh included in previous entries in the series, which to be fair saves spaces as more and more titles are covered. As in previous issues, this is an extensive overview, which again nicely chronicles the year keeps us abreast of anything that the reader may have missed or forgotten.

Bayt al Azif Issue #03 continues the Germanic feel of Bayt al Azif Issue 02. This is because it reprints—in English—content drawn from the German Cthulhu magazine, Cthulhus Rus, which began with ‘False Friends’, a 1920s scenario set in the university town of Göttingen by Philipp Christophel and Ralf Sandfuchs. Its sequel, ‘The Murders of Mr. S’ moves the action to 1925 and Berlin, making it even more suitable to be run using Berlin: The Wicked City – Unveiling the Mythos in Weimar BerlinWhen a number of scientists at a pharmaceutical plant in Berlin are inexplicably murdered and the letter ‘S’ written in their blood beside them, the lurid newspaper reporting dubs the killer ‘Mr. S’, the Investigators are hired by one of its owners (who previously hired them in ‘False Friends’) to find out who is responsible and whether there is an ongoing threat to his business. The scenario takes the investigators into Berlin’s industrial district, so has a different feel to it. Although given permission by their employer to investigate events at the plant, the Investigators will be received with a certain reluctance by his partner and a certain disregard by the victims’ fellow Bulgarian scientists, all three of whom are reluctant to talk about their research. With echoes of Fritz Lang’s M‘The Murders of Mr. S’ is a decent investigative story, but the Keeper may need to work that little bit harder to make sure that the players and their Investigators make connections with some of the NPCs and so push the scenario to a conclusion.

The second scenario in Bayt al Azif Issue #03 is ‘In the House of Glass’. Written by Gail Clendenin, this is a modern survival horror scenario, a ‘locked room’ one-shot set during the hours of daylight at an arts event. And it does not involve the Yellow King. The Pierce Botanical Conservatory is about to hold a stunning art exhibit by famed glassblowing artist Galen Tisselly, and whether connected to the conservatory staff, donors to the conservatory, or fellow artists, the Investigators are invited there to be present during the installation a few days before the exhibit opens. Played out over three different biomes—mountain, desert, and tropical—after they discover one of the staff dead, the Investigators’ visit quickly turns weird as glass sculptures seem to come to life and stalk them and the great sheets of glass that form the conservatory walls warp and show strange visions. The Investigators will need to avoid the strange things hunting them and locate their source if they are to bring their nightmare to an end. ‘In the House of Glass’ is an enjoyably inventive scenario which takes its inspiration—a pair of historical greenhouses—and combines it with the artwork of Dale Chihuly. The scenario is well written with decent staging advice and good handouts, and should deliver a weird and creepy session of roleplaying.

The third and final scenario in the issue is ‘Operation Ice Dragon: 1960s scenario’ by Rich McKee. This is a Cold War scenario set in a remote military base in the Artic in 1960. Part of United States’ Distant Early Warning (DEW) Line system intended to warn of imminent Soviet nuclear attack,  Ice Dragon Station has recently been subject to a series of strange signals which have interfered with the station’s radios. The government has already sent a team led by a radio expert, Doctor Kreuger, to the source of the signals, but when the Investigators arrive shortly after, the signals intensify and begin driving the staff at the base crazy. They quickly find themselves going after the Doctor and his team, but not before some scary moments in the base. Essentially, Ice Station Zebra meets the Mythos, this is nicely atmospheric piece with certain Pulp sensibilities that make it suitable for use with Delta Green: The Role-Playing Game and The Fall of DELTA GREEN.

In the Designers & Dragons series, Shannon Appelcline delivered a five-part history of the roleplaying industry. Of course, that history is ongoing, and as he charts further aspects of it at RPG.net, he continues to update previous histories. As the title suggests, ‘Designers & Dragons Next – Chaosium: 1997-Present’ updates the previous history begun in the series, bringing Chaosium up-to-date, examining its ups and downs of the last two decades or so, essentially spanning  the period between founder Greg Stafford leaving the company in 1997 to his returning and sad passing away in 2018. The history is tumultuous and difficult and most fans of Lovecraftian investigative horror will be aware of much it, but nevertheless, the article is informative and explains the reasons behind Chaosium’s actions over the years.

Although Call of Cthulhu has been published in numerous languages, little consideration is given to how it is played or perceived outside of the English language, so it was a surprise to learn that the roleplaying game is very popular in Japan. ‘Kuturufu No Yobi-Goe: How New Media and Indie Pirate Culture Elevated Call of Cthulhu to the Most Popular RPG in Japan’ by Andy Kitkowski, we get to see how and why. This is a fascinating look at the roleplaying culture in Japan and just how its fans play the game, organise events, and more. It highlights how the Japanese roleplaying hobby enjoy replays of adventures—both in the form of transcriptions and YouTube videos, how many women are playing, and how the Japanese understand H.P. Lovecraft’s racism. This is most interesting article in Bayt al Azif Issue #03, enabling the reader to look at the hobby from a very different perspective and way of playing.

In ‘The Mythos and Technology’ Tyler Omichinski explores how the Mythos might interest with modern technology, suggesting that to properly combine the two, a Keeper would need to research her ideas and be consistent. The author also gives a real-world example, that of the Necronomicon, published by Avon Books in 1977 and asks what would happen if it were actually a scanned version of the Necronomicon. The article is short and really does not do the subject justice, but the addition of a real-world example gives it a little more heft.

Sanity and losing it is a fundamental part of Call of Cthulhu, but it can be difficult to handle and roleplaying. Jared Smith, editor of Bayt al Azif suggests ways of handling the set-up, the roleplay, and the mechanics of Sanity in ‘The Best People Usually Are: Sanity in RPGs’. Paired with ‘Sanity Point Costs: Call of Cthulhu 7th Edition’, it offers good advice and is worth reading no matter how long you have been running Call of Cthulhu

Jared Smith offers just the single interview in this third issue, but it is with the most important person in the history of Call of Cthulhu in ‘Something Never Seen Before: An Interview with Sandy Petersen’. This is with the creator of the roleplaying game, Sandy Petersen, and covers his introduction to gaming, his creation and first playthroughs of Call of Cthulhu, creating for his own company and designing for the video games industry, and more. Like the interviews in the previous issues, is interesting and informative, and is likely one that all fans of Lovecraftian investigative horror would want to read. Evan Johnston continues his enjoyable comic strip, ‘Grave Spirits’, and Jason Smith contributes another entry in the ‘Sites of Antiquity’ series, this time ‘Cappadocia’ and suggests how this series of cave complexes in Turkey could be used with the Mythos.

Physically, with the third issue, Bayt al Azif keeps getting better and better in terms of production values and look. It is clean and tidy, and though it might need an edit in places, the main issue is that some of the artwork veers toward being cartoon-like.

Bayt al Azif Issue #03 is another decent issue of the magazine. It follows on from Bayt al Azif Issue #02 in containing longer articles and a more diverse range of voices. Again, the content from Cthulhus Rus opens up an aspect of the Call of Cthulhu community which would otherwise be inaccessible to the predominately English-speaking community, and of course, the scenarios are not only well done, but they also highlight Bayt al Azif as a vehicle for scenarios that whilst good, are not necessarily commercial enough to be published by Chaosium, Inc., Pelgrane Press, or a licensee.  In particular, ‘In the House of Glass’ and ‘Operation Ice Dragon: 1960s scenario’ stand out here. The former as a creepy, weird, craft-based one-shot, the latter as atmospheric, almost high adventure, but definitely peril on the ice mystery and chase that verges on the Pulp. The highlight though, is Andy Kitkowski’s ‘Kuturufu No Yobi-Goe: How New Media and Indie Pirate Culture Elevated Call of Cthulhu to the Most Popular RPG in Japan’, which is simply fascinating. 

Overall, Bayt al Azif Issue #03 provides solid support for, and about, Lovecraftian investigative horror roleplaying. With a good mix of decent scenarios and interesting articles, what more could you ask for?