Sunday, 31 December 2023

Fantasy of the Folly

As the decade of the twenty-tens began, so too began a rise in the number of events and encounters that were strange and inexplicable except when using magic as the answer. Ghosts. Men and women acting in strange ways without their knowledge. Antiques and artefacts with strange provenances being stolen. Rivers seeming to come to life. People disappearing in strange ways. Foxes seeming to talk. If you are prepared to accept that magic real, then it is obvious that its power and occurrence is on the rise, causing the life of the Demi-monde, those persons and creatures who have been touched or changed by magic, to grow and interact with wider society. Of course, the police, even London’s Metropolitan Police Service, is unprepared for such a change in circumstances. Except, that is for the Folly. The Met’s ‘Special Assessment Unit’, its headquarters in a grand building on Russell Square, has long been on decline by the twenty-tens, its operational staff having dwindled to just one—Detective Chief Inspector Thomas Nightingale—its commanding officer and a registered practitioner of Newtonian magic. With the resurgence of magic, Nightingale’s own powers have grown again and he has recruited his first apprentice in many years, Constable Peter Grant. In the decade since, Constable Grant has investigated numerous strange cases, known as ‘Falcon’ cases, both inside London and outside it, and become a significant figure within the Demi-monde himself. Yet there has also been the growing need to hire outside consultants on a range of subjects and recruit and train more apprentices. The Folly, is, once again, playing an important role in police matters, even the police’s attitude towards it is not always a positive one. This is the background to the Rivers of London series of novels and graphic novels by Ben Aaronovitch and so too, to Rivers of London: the Roleplaying Game.

Rivers of London: the Roleplaying Game is published by Chaosium, Inc.. In it, players will take the roles of men and women newly recruited or attached to the Folly, a few able to learn and cast magic, most with other gifts and advantages. Under the aegis of the Metropolitan Police Service and its code of conduct and legal powers, they will investigate occurrences of magic and other strange phenomena, hopefully to learn more about its practice and the Demi-monde, but primary to protect the public at large and ensure that no laws have been broken. It is thus an investigative roleplaying game, one notably written for both those new to roleplaying and those not new to roleplaying. For those new to roleplaying, the Rivers of London: the Roleplaying Game offers a solo case file or adventure—based on the short story, ‘The Domestic’ from Tales of the Folly—which will the player how to roleplay and how the rules work. This is much like the solo adventure Alone Against the Flames to be found in the Call of Cthulhu Starter Set , which also teaches a player the basics of the rules, how to create an Investigator, and the possible outcomes of various choices. This is no coincidence. Rivers of London: the Roleplaying Game not only includes an introductory solo investigation, but it also employs the same mechanics as Call of Cthulhu, Seventh Edition, although in a much cutdown, highly streamlined version. Consequently, anyone who has played Call of Cthulhu, Seventh Edition or even the Basic Roleplaying: Universal Game Engine, will be able to pick up and play Rivers of London: the Roleplaying Game with ease.

It should also be noted that Rivers of London: the Roleplaying Game comes with Ben Aaronovitch’s full endorsement. It uses the Basic Roleplaying: Universal Game Engine—which is always what he has wanted for a roleplaying game based on his book—and includes notes and asides throughout that add extra commentary to the setting of the roleplaying game. Here he even says that, “Rivers of London: the Roleplaying Game could even be described as “Call of Cthulhu—now with added hope!” However, it should be made clear that although there are occasional elements of horror within the novels, their genre and that of Rivers of London: the Roleplaying Game is Urban Fantasy. Much like novels themselves, the roleplaying game ties in with Aaronovitch’s own nerdiness and geeky knowledge of games, roleplaying games, and random Science Fiction and fantasy. It also be noted that Rivers of London: the Roleplaying Game is set after the events of False Value, the eighth novel in the series. Consequently, there will be spoilers in the roleplaying game for anyone who has not read either the novels or the graphic novels up until then.

After the delightful opening fiction of Peter Grant explaining roleplaying to other members of the Folly by running a session of Call of Cthulhu, and ‘The Domestic’ solo case file, Rivers of London: the Roleplaying Game begins explaining how to create a Player Character. An Investigator has five attributes—Strength, Constitution, Dexterity, Intelligence, and Power—which range in value between thirty and eighty. He will also have a Luck value, which ranges in value between fifty-two and seventy, but will go down as it is spent to modify and succeed at various rolls. He will have one or two Advantages, such as Connected, Fast Reactions, Silver-Tongued, or Magical. The Magical Advantage is a Major Advantage and if selected means that the Player Character can learn and cast spells, but also means that he cannot take another Advantage. He also has an Occupation—some marked as being typical of the Rivers of London setting, some not, such as Architect, Dilettante, Firefighter, Lawyer, Police Officer/Detective, or Social Worker. This Occupation lists the skills that the Player Character must have and the skills it is recommended that he have, plus contacts and possible equipment.

To create a Player Character divides a pool of points between the five attributes and selects both an Occupation and one or two Advantages. He then assigns a value of sixty points to a total of six skills and rolls for his Luck value. These six skills must include the required skills for his character’s Occupation, but he can choose as many or as few of the recommended skills as he likes. Some Occupations may list less than six skills in total, so the player is free to choose other to ensure his character has a total of six. Lastly, he creates a backstory for his character, ideally including an explanation of how he came to be associated with magic or the supernatural, and then equips him. The process is easy and well explained. Apart from the fact that a Player Character can learn magic and that they have all encountered magic or the supernatural, all Player Characters are ordinary human beings. There are, however, advanced options for veteran players who want to roleplay more experienced characters—with more skills, but also Disadvantages as well as Advantages—or characters who are Fae or Quiet People. (Sadly, there are no rules for creating Talking Fox Player Characters, because after all, who does not want to play a Talking Fox who knows he is a spy!)

Avtar Chakora is a London black cab driver who got involved in the Folly when his cab began taking fares and trips of its own across the city. It turns out that it was haunted by a previous driver, Dickie Stacy, who was giving fares to other ghosts, often to various locations in the Demi-monde across London. After several near accidents and an investigation by the Folly, Dickie and Avtar have come to an arrangement. Avtar will give rides to ghosts and more recently, other members of the Demi-monde, but Dickie would advise rather than drive. In return, Avtar, a fully trained accountant only because his mother wanted him to get a respectable job and he did not get the science grades at ‘A’ Level, provides the occasional fare for Folly and consults on accounts and financial records in cases. He finds this more interesting than normal accounting, though he does do the accounts and taxes of many other black cab drivers as well as his mother’s catering business. His cab is never without a box of snacks freshly cooked by his mother.

Name: Avtar Chakora
Gender: Male Age: 32
Occupation: London Taxi Driver
Strength 50 Constitution 50 Dexterity 60
Intelligence 60 Power 60 Luck 64
Advantages: The Knowledge, Silver-Tongued
Common Skills: Athletics 30%, Drive 60%, Navigate 60%, Observation 60%, Read Person 60%, Research 30%, Sense Vestigia 30%, Social 60%, Stealth 30%
Combat Skills: Fighting 30%, Firearms 30%
Language Skills: English 60%, Punjabi 60%
Expert Skills: Accounting 60%

Mechanically, Rivers of London: the Roleplaying Game uses the system as Call of Cthulhu, Seventh Edition, beginning with the skills. These have been divided between Common, Expert, and Combat skills. All Player Characters have the Common skills and may have one or more Expert skills depending upon their Occupations. It is possible to use an Expert skill, such as Astronomy, Locksmith, or Zoology, temporarily with the expenditure of Luck points. Combat skills are broad in their application and consist of just Fighting and Firearms. It is possible to take the Signature Weapon or Signature Firearm—bearing in mind that as the authors point out, Rivers of London: the Roleplaying Game is a British roleplaying game set in the United Kingdom, and firearms are exceedingly rare—and this grants bonus dice for damage. Rolls under a skill or characteristic are a Regular success, under half the skill or characteristic value a Hard success, and rolls of one a Critical success. A roll of one hundred is a fumble, which will typically lead to an involuntary action such as freezing on the spot or becoming enraged. The circumstances of the skill or characteristic roll may also grant the player Bonus or Penalty dice, which work like Advantage and Disadvantage dice found in other roleplaying games.

Depending upon the situation, a failed roll does not mean that the Player Character has completely failed. He might succeed, but with consequences, or he might fail, but without consequences or perhaps learning something that will help him. If the roll is a failure, then the player has two options. He can expend Luck points to improve a roll, typically to turn a failure into a Regular success, or he can Push the roll. This allows him a second roll, but this raises the stakes. Not only does it take more time, but the player has to define how his character is undertaking this second attempt and the Game Moderator sets out consequences of failure. This is always worse than the consequences of failure for the first roll. All of the skills in Rivers of London: the Roleplaying Game include suggestions for Pushed rolls and there are plenty of examples of the consequences if failed, as well.

Combat is designed to be fast and simple. It consists of a series of opposed rolls between the combatants, most commonly Fighting versus Fighting for mêlée, but a combatant can choose to dodge instead of fighting back, or even dive for cover or flee, both good options if the opponent is armed with a firearm. The results of the opposed rolls—Critical success, Hard success, Regular success, Weak success (more typically a failure in a non-combat situation), or Fumble—are compared and the combatant with the best result achieves his desired objective. Damage is determined by a Strength roll for mêlée or a Dexterity roll for firearms or spell combat. The number of points inflicted depends upon the quality of the roll—one for a Regular success, two for a Hard success, and three for a Critical success. Some weapons add to the result, such as a shotgun or rifle. This looks to be a very low level of damage in comparison to other Basic Roleplaying: Universal Game Engine roleplaying games, and it is. This is because a Player Character does not have Hot Points. Instead, he has a Damage Condition, either Bloodied, Hurt, Down, or Impaired. Each point of damage ticks off one of these conditions, and suffering four points of damage is a Mortal Wound and five points will kill a Player Character. Consequently, firearms are really dangerous in Rivers of London: the Roleplaying Game, an assailant only requiring a Hard success to inflict a Mortal Wound and a Critical success to kill someone one. In general, once a fight gets to the damage stage, Rivers of London: the Roleplaying Game can be brutal, but the Player Characters do have Luck on their side as well as careful play before then.

In general, the mechanics are very forgiving. Together with access to Luck points and Pushed rolls, and the possibility of failure not being absolute, but a chance of a Player Character being able to succeed, but with consequences or fail, but without consequences, there is a design choice here that focuses on the Player Characters succeeding and moving the story forward, getting to the next clue, and so on. This is not to say that there is no chance of failure in the Rivers of London: the Roleplaying Game, but rather that it has been de-emphasised. As a result, the chances of absolute failure—the Fumble—are very low, but when it does happen, the consequences are likely to be woeful indeed.

Magic plays a big role in the Rivers of London setting and so it does in Rivers of London: the Roleplaying Game. There is a discussion of Vestigia, the trace left behind by magic and of the Signare, the signature unique to every magic practitioner. To use magic, a Player Character must have the Magical Advantage. This grants him a Signare, the Magic skill, and three starting spellings. He will either be a Newtonian apprentice—studying under a master the school of magic laid down by Sir Isaac Newton, or a Hedge Wizard. Spells are organised into Orders, typically five. A practitioner must know a certain number of spells from one Order before learning spells of the next, plus higher order spells typically have their perquisites. A spell can also be mastered, meaning that the Magic skill roll is made with a bonus die, and once mastered, can be boosted with extra Magic Points to extend the duration, range, and other effects, beyond the base cost. Not quite forty spells are detailed in Rivers of London: the Roleplaying Game, but this is enough. It takes time to learn and then master spells, matching the pace with which Peter Grant learned magic in the novels.

In addition, casting magic and using spells can be very dangerous—and not only to electronic components and devices, which it will turn to sand. Use too much magic, cast too many spells, and a practitioner can suffer from Hyperthaumaturgical Degradation (HTD), damage to the brain that makes it look like a cauliflower. This occurs if a Pushed roll for the Magic skill is a failure or a Fumble, or if practitioner casts magic after running out of Magic Points. To check against the effects of Hyperthaumaturgical Degradation, the player makes a Power roll. At the very least, it will result in the loss of all Magic Points, which happens whatever the result, but at the very worst, it will inflict a fatal wound on the practitioner. Consequently, magic in Rivers of London: the Roleplaying Game will give a Player Character the edge in a situation, but it has to be used with care as the consequences are grave.

Police Detective Constable Winifred ‘Fred’ Messam was seconded to the Folly after investigating a case a series of forged antiques which led to an encounter with some very angry spirits which the forgeries were being used to imprison and transport the spirits. She managed to protect herself and her colleague, despite him being knocked out. When the Folly investigated, it was discovered that she had inadvertently cast her first spell—Shield. She was recruited after the case was further investigated and the culprits arrested. As yet, Winifred is unsure if she likes being a wizard. It just adds to her workload with more training and studying as well as bring up her two children as a divorced mother. Consequently, she feels tired a lot, but is trying her best, especially given that most of the recent recruits to the Folly are younger than she is.

Name: Winifred ‘Fred’ Messam
Gender: Female Age: 38
Occupation: Police Detective Constable/Apprentice Newtonian Wizard
Strength 40 Constitution 50 Dexterity 50
Intelligence 60 Power 80 Luck 62
Advantages: Magical
Disadvantages: Slow-footed
Common Skills: Athletics 30%, Drive 30%, Navigate 30%, Observation 60%, Read Person 60%, Research 30%, Social 60%, Sense Vestigia 60%, Stealth 30%
Combat Skills: Fighting 60%, Firearms 30%
Language Skills: English 60%
Expert Skills: Appraise 40%, History 20%, Law 60%, Magic 60%
Spells: First Order – Werelight (Mastered), Impello; Second Order – Shield
Signare: A clash of Indie band guitars accompanied by the smell of Belgian chocolate and the feeling of hands in a bowl of washing up

For the Game Moderator, there is a wealth of background and advice—and that in addition to advice dotted throughout the book on various rules and aspects of the roleplaying game, all give out by friendly Mister Punch. This covers law enforcement in London and the Metropolitan Police Service, including diversity, equipment, crimes and how they are investigated, police powers and how to handle them. There is advice on running the game, including handling consent and good gaming at the table, and more. It notes that the tone of Rivers of London: the Roleplaying Game is not gritty realism. The setting has magic after all, and is optimistic in outlook. The background for the Game Moderator includes ‘A Rogue’s Gallery’ of the various characters from the novels, such as Peter Grant, Thomas Nightingale, Abigail, and Toby. Various members of the Demi-Monde are given too, including Molly, genius loci of London’s rivers such as Beverly Brook and Lady Tyburn, Talking Foxes, and Zachary Palmer. All come with an illustration and full stats and write-up, though they are written from the point of view of Peter Grant—even himself—so there is a certain bias. If there is any write-up missing from here, it is that of Lesley May, Peter Grant’s former colleague and now rogue practitioner. There is also a history of London and magic in London, as well as a guide to central London. The Folly itself is described and mapped in some detail. Scattered throughout are case seeds that the Game Moderator could develop into a fuller adventure. This is backed up with ‘The Bookshop’, an introductory adventure adapted from the short story, ‘The Cockpit’, from the anthology, Tales from the Folly. Having already had one story adapted from the anthology, it would have been nice to have seen something original here lest the roleplaying game give the impression that all of its scenarios are going to be directly adapted from Aaronovitch’s fiction. It is also a short affair, meaning that the players could create characters and run through this in a single session.

Beyond ‘The Bookshop’, numerous additional rules are supplied for more advanced play and options. These enable experienced Player Characters or even Fae or even Quiet Person Player Characters to be created, new Occupations to be designed, and discusses the possibility of using organisations other then the Folly or even creating a Folly elsewhere. Besides revisiting various aspects of the rules, such as magic and enchantments, there is advice too on writing case file or scenarios, lastly, along with a set of ready-to-play, pre-generated Player Characters.

Physically, Rivers of London: the Roleplaying Game is very well presented. The artwork and the cartography are excellent, and the book is very well written, although in need of a slight edit in places. There are some amusing in-jokes dotted here and there throughout the book, and the tone is fairly light from start to finish. There are also a lot of good examples of the rules throughout the book as well.

There is only the one issue disappointing about Rivers of London: the Roleplaying Game to date that is the lack of support for it and the lack further case files to investigate. Otherwise, Rivers of London: the Roleplaying Game is absolutely the roleplaying adaptation that Ben Aaronovitch dreamed of for his novels. Not only does it use the rules he wanted, but it presents both rules and background in a simple, straightforward, easy-to-grasp fashion that will not overwhelm the fan of the novels coming to Rivers of London: the Roleplaying Game as his first roleplaying game or the roleplayer coming to the setting of the novels through the roleplaying game. Rivers of London: the Roleplaying Game is an excellent adaptation of the novels, capturing their lightness of tone and detail, and delivering it to the gaming table. The Rivers of London series have long defined the Urban Fantasy genre in the United Kingdom. Now Rivers of London: the Roleplaying Game can do it in the roleplaying hobby.

Saturday, 30 December 2023

[Fanzine Focus XXXIII] The Chaos Crier, Issue #0

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 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 and Old School Essentials. However, other fanzines serve as a vehicle for direct support from the publisher.

The Chaos Crier: An Aperiodical Zine for Black Sword Hack and Other Swords & Sorcery Games, is like the name suggests, a supplement for Black Sword Hack. This is the adaptation of The Black Hack, designed and published by The Merry Mushmen, to emulate the fantasy tales and style of the Eternal Champion—Elric, Corum, et al, by Michael Moorcock.

The Chaos Crier, Issue #0 was published as part of the Kickstarter campaign for the Black Sword Hack. It is a dense, black and white affair, which really provides two items—a pair of scenarios. In the process though, it also details new monsters and a new threat, a dark and evil cult, and a complete city. There is here, enough content here for multiple sessions of gaming, all of which can easily be slotted into the Game Master’s campaign. It opens with Alexandre ‘Kobayashi’ Jeanette’s ‘A Sky Full of Swords’, the first of the two scenarios in the issue. It is a tale of greed and death, as the Player Characters come across the town of Pardesh, where a group of miners have gathered as meteorites crash to the ground in them. The meteorites contain cold iron, each enough to make a brittle weapon that inflicts maximum damage on ghosts, spirits, and the undead, but also enough to make plenty of coin if sold. There is tension in the town because a local astronomer did not warn the townsfolk, but she complains that they did not pay her for the information. If the Player Characters save her from a possible lynching, she might tell them where the next cold iron meteorite will land, but that has its own problems. ‘A Sky Full of Swords’ is a nicely balanced affair, offering a session or two’s worth of play, in which the Player Characters will need to tread carefully as throwing their weight around could get them into trouble.

The two articles that follow specifically support the issue’s second scenario, but can easily have a wider influence upon a Game Master’s campaign. All three are by Olivier ‘Nobboc’ Revenu and all three are of a Lovecraftian bent. ‘The Sons of Dagon’ (also known as The Deep Ones) is a treatment of H.P. Lovecraft’s amphibian fish-like creatures, which gives stats for the Hybrid, Deep One, and Deep old One, as well as detailing the horror of the life of the Hybrid. This is followed by ‘The Black Sun of the Deep’, a nihilistic or apocalyptic faction or cult which serves the forces of Chaos by proliferating the earlier detailed Sons of Dagon, and hiding behind a façade as a conventional cult dedicated to a sea god. It is favoured by sailors and fishermen, the latter benefiting from the bounteous catches of fish. The primary means of spreading its influence is by abducting healthy male Humans, using them as part of their effort to spread their Hybrids, and breeding and substituting them for ordinary Human babies. Full stats are provided for Black Sun cultists, Templars, Deep Infiltrators, Priests, and so on. All of which as the Sons of Dagon appear in the scenario that follows.

‘The Darkness over Nijmauwrgen’ presents a complete city and scenario for the Player Characters to explore. Sat in a cleft on the coast with a reef just off the shore, Nijmauwrgen is a port and fishing city that has fallen into the clutches of the Black Sun of the Deep cult. Designed for Player Characters of Second to Fifth Level, they may be drawn to Nijmauwrgen by a request for aid by Alcantor of Zysifus—who appeared in the scenario, ‘The Blood God’, in the Black Sword Hack—or they might even be hired to find him by the Black Sun of the Deep cult. Other hooks are provided, but for the most part, the scenario is plotted around Alcantor’s desperate need to find a lost weapon. What the Player Characters discover in the free-state city is a port known for its abundant fishing, the sullenness of its inhabitants with their bulbous eyes, scaly skin, and webbed hands, gloomy by day and worse by night, its streets bustling by day, but empty and haunted by night by ghastly fish-eyed creatures that come from the harbour and skulk in the long shadows. There is a distinct Dutch feel to the city, especially in the names used for possible NPCs, each of the various forty or locations being described in some detail, with the two places important to the overall plot being fully detailed. This is backed up with a big table of events and encounters and events during the day, and a smaller table for during the day. Then to push the plot along, the scenario adds an ‘Anonymity Die’, a Utility Die which is rolled whenever the Player Characters investigate and ask questions that might attract the attention of the Black Sun of the Deep cult. As it is rolled and stepped down, it brings the Player Characters ever closer to being hunted and it also triggers other events too. It is a clever timing mechanic. Overall, there is a lot for the Player Characters to do and explore in Nijmauwrgen even they do not engage in the actual plot. In preparation, the Game Master is advised to give ‘The Darkness over Nijmauwrgen’ the one single, thorough read through, and then run from the page as it goes along. However, she does decide to run it, the combination of the Eternal Champion meets H.P. Lovecraft’s ‘The Shadow Over Innsmouth’ is gloom-laden, fish breath delight.

Rounding out The Chaos Crier, Issue #0 is ‘Shanizar’s Bazaar’, also by Olivier ‘Nobboc’ Revenu, adds a strange establishment down a dead end street, where the voice of the proprietor can guides the shopper through his merchandise, weird and wonderful, like the Mantle of the Stars, a shimmer cloak of stars as good as any armour—under the night sky only, and a Ceramic Parrot capable of repeating everything said to it in the last hour. Shanizar offers other services too, but at a much, higher price. Then on the last page is Tales of the Dull Lotus #247, James V. West’s comic highlighting the worst that runic weapons have to offer…

Physically, The Chaos Crier, Issue #0 is ably presented. It is busy in places, but artwork is excellent.

The Chaos Crier, Issue #0 is a very good first issue of ‘An Aperiodical Zine for Black Sword Hack and Other Swords & Sorcery Games’. It provides excellent support for the Black Sword Hack and every Black Sword Hack Game Master should have this, and The Merry Mushmen should definitely publish more like this.

[Fanzine Focus XXXIII] The Kalunga Plateau – Issue 1

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 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. Then there is also Old School Essentials.

The Kalunga Plateau – Issue 1
is the beginning of a ‘Lost World’ setting, detailing a plateau only whispered of lying deep in the southern jungles, Classes for the tribesmen atop the plateau and the surrounding area, Invocations, and a scenario designed to get the Player Characters up onto the plateau itself. ‘The Kalunga Plateau’ opens with an overview of the plateau and some rumours with which the Game Master can seed her campaign. ‘The Setting’ explains a bit more, that the Plateau was once home to an alien civilisation whose presence was destroyed when an enormous sphere hit the planet. The sphere still remains, buried deep in the earth under the plateau that its impact threw up. What ruins remain are regarded by the current inhabitants of the Plateau as having been built by the gods. It then quickly settles down to present the first of three new Classes.

‘The Hunter’ specialises in the hunting and trapping of animals to feed the tribe. It gains points in the skills of Climb, Stealth, Bushcraft, Booby Trap, Sneak, and Tame. The latter is used to domesticate animals, whilst Bushcraft is used to handle survival in the jungle. The Hunter inflicts increased damage as the Class gains Levels, reflecting greater skill at killing creatures cleanly, and gains greater skill when working with fellow Hunters. ‘The Shaman’ can recognise the divine aura of another Shaman, makes for a poor combatant, and can conjure Invocations, such as Animal Spirit, Heal Wounds, Sleep, Feel the Evil, and so on. These are detailed separately in ‘Primal Invocations’. ‘The Combatant’ is the tribal warrior, which gains an attack bonus and can use all weapons. All three Classes are simple and straightforward, with the Hunter being the most complex. If there is an issue with the Classes, it is that they do not offer much in the way of choice to differentiate between one Player Character and the next. ‘Experience’ lists options for gaining Experience, such as killing dangerous enemies and creatures, surviving attacks, and exploration. ‘Gear, Weapons, and Coin’ gives a list of the prices for various items in the South Kingdoms, although without naming actual kingdoms. That and their details are promised for The Kalunga Plateau – Issue 2.

Almost half of The Kalunga Plateau – Issue 1 is dedicated to a single scenario, ‘Journey to an Unknown Land’. This is designed to get standard type Player Characters from their ‘civilised’ lands of the north to South Kingdoms and from there into the jungle and up onto the Plateau. It presents several hooks to get them interested and then details the journey south to the Last Sip Inn. With the help of a guide—who exacts a high price—they can then follow the Bone Road to the Plateau. Once atop the Plateau, they are first chased by a tyrannosaurus rex and then rescued by a tribesman. His tribe will offer refuge, but in return for gaining its trust, the Player Characters must perform a task for its shaman. They must recover an artefact from the nearby Cave of Pain. It is a fairly deadly dungeon, linear, but if the Player Characters succeed, they will gain the trust of the tribe and be released to explore the Plateau further. Likewise, the adventure is linear itself, without any room for the Player Characters to do anything other than follow the plot.

The Kalunga Plateau – Issue 1 does not really achieve what it wants to do. Essentially, there is not enough attention paid to the Plateau itself and too much attention is paid to getting Player Characters from elsewhere to the Plateau with the linear and limited adventure, ‘Journey to an Unknown Land’, whereas attention is paid to Classes, native to both the Plateau and the surrounding jungle, which cannot be used in conjunction with the rest of the content. It leaves the first issue unfocused. For example, only the one monster—the tyrannosaurus rex—is given for atop the Plateau, the rest either being in the cave of the adventure or on the route to the Plateau. Then the description of the Plateau never amounts to more than an overview, so that the Game Master is never really given a good feel for it.

Physically, The Kalunga Plateau – Issue 1 is well presented. The artwork and the cartography are both decent. The fanzine is overwritten and slightly heavy going.

As a first issue, The Kalunga Plateau – Issue 1 is disappointing. There is good content within its pages, such as the Classes—despite their limitations, and the Invocations for the Shaman, but the rest feels randomly chosen so as not support the other. Fundamentally, the inclusion of the adventure, ‘Journey to an Unknown Land’, was a mistake. It could and should, have been saved for a later issue, when perhaps the author can focus on getting the Player Characters from elsewhere to the Plateau. Instead, that space could have been better devoted to developing and presenting the Kalunga Plateau as a playable addition for the Game Master’s campaign. Perhaps this will change with The Kalunga Plateau – Issue 2.

Friday, 29 December 2023

[Fanzine Focus XXXIII] Black Pudding #7

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 as of Black Pudding No. 6, for use with Old School Essentials as well, 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 Hex, Black 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 one, two, and three showcased the author’s ‘Doomslakers!’ house rules with a mix of new character Classes, spells, magic items, monsters, NPCs, and adventures, whilst four 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. Issue five included a similar mix of new Classes, NPCs, and an adventure, but did begin to suggest a campaign setting, which six also continued as well as containing its owning wilderness area for the Player Characters to explore.

Black Pudding No. 7 continues in the same vein as Black Pudding No. 5 and Black Pudding No. 6, containing a mix of new Character Classes, a few monsters, and expanded descriptions of Yria, part of the ‘Doomslakers’ campaign. The issue, though, begins with four new Classes, whose quality varies. The first is the ‘Rat Bastard’, the offspring of Wererat and Human parentage. Treated like a Chaotic Thief, the Class has the ability to shift into a Wererat and use a Claw and Bite attack, but takes extra damage from silver. The Class also has a strong sense of smell, is naturally stealthy and sneaky, including being able to escape bonds and cages. The Turncoat ability forces the ‘Rat Bastard’ to betray everyone if offered more money than the Class is currently receiving… The ‘Rat Bastard’ is intentionally evil/Chaotic Class, suitable for NPCs, most obviously, but also for a campaign where the players are playing evil/Chaotic Classes. If the ‘Rat Bastard’ has a role in certain campaigns, the role of the remaining three Classes is uncertain except for sillier or gonzo campaigns. The ‘Iggy’ Class is a crude, shirtless risk-taking brawler whose ‘Lust for Life’ random, jerky battle dance gives him Armour Class bonuses despite being able to wear armour on his head and legs, make unarmed attacks, steal weapons and use them, and whilst he is partially immune to mind-affecting sleep and spells and all manner of intoxicants, he throws himself into danger, often harming himself in the process. The ‘Flamer’ is an Angel, but on fire, which inflicts fire damage, including the Magic Missile-like Fireburst, block damage with a Fire Shield, can Fly daily, and is, of course, immune to fire. Unfortunately, the ‘Flamer’ incinerates any armour not magically designed for it, has a chance of melting any weapon it uses, and can take double damage from the cold. The Class essentially feels like the Human Torch from the Fantastic Four. Lastly, the ‘Eyeball’ is a walking, talking eyeball, with sight-based abilities, such as being able to read any scroll and spot hidden and invisible things, plus it has the Thief abilities of Sneak, Pick Locks, and Pick Pockets. It suffers penalties in bright light though. It is intentionally a humorous Class, but really all three—the ‘Iggy’, the ‘Flamer’, and the ‘Eyeball’—are pieces of humour rather than necessarily humorous Classes. Their inclusion in any game would change its tone and it would have to be a specific type of campaign, gonzo and absurd, that they would work in.

The five new monsters in Black Budding No. 7 are quick and simply presented, with abilities and their minimal background details, all delivered as a series of bullet points. They include the ‘Rocky’, ‘Grave Crusader’, ‘Dracowisp’, ‘Tyrano-X’, and ‘Queen of the Dark Light’. The ‘Rocky’ and ‘Dracowisp’ consequently feel underwritten because their descriptions do not give them a role, whereas the ‘Grave Crusader’ is an Undead protector of burial sites. The ‘Tyrano-X’ is a Tyrannosaurus Rex-type creature, but intelligent and whose eggs are used in potions and royal breakfasts, so their eggs are hunted, even though one egg per nest poisons the eater. The ‘Queen of the Dark Light’ is a villainous sorcereress, who relishes in the shadows, maintains a coven of witches to serve her, is protected by Shadows, can summon Zombies, and so on. Both the ‘Tyrano-X’ and the ‘Queen of the Dark Light’ are given a full page each—the ‘Queen of the Dark Light’ on an appropriately black page—and so are given more detail, even if only mechanically, that the Game Master can more easily bring into her game.

Half of Black Budding No. 7 is devoted to ‘Yria: A Black Pudding Gazetteer’. It primarily focuses on the five cities of one region—Darkmirth, Frimmsreach, Kanebok, Seapath, and Summertop—with the spaces in-between filled in with rolls on the accompanying ‘d66’ table. These are only given thumbnail descriptions, whereas the individual cities and their environs are given a page each. Darkmirth is described as being ruled by a one kind king whose mind has been lost to the darkness of the Shadow Shrine and black sword in hand, demands the city be made black… Seaport is perched on a cliff over an angry sea and behind a mountain range, but the protection of the god, Krolton, the Blazing Heart, ensures it offers a safe harbour and posterity for the incredibly wealthy guilds and merchants. Underneath lie broken layers of the sewers and older cities, infested and haunted by creatures and monsters that lurk deep within. Here there is opportunity for adventurers to delve deep and find work in a city dominated by guilds—merchants, thieves, and assassins.

‘The Mythos of Yria’ present the pantheon of gods worshipped across Yria. How Mother Nest, the Moon, screamed and birthed life into the world over and over as the Black Wing, the great bird of death, swooped down and snatched it up again and again from around Nexus, the World Tree. The twelve gods are described in detail, including each one’s physical form, how it is worshipped, the requirements of its clerics, what is seen when standing in its presence, and what are the portents of its coming… This the Worm Witch, Mother of 100 Dooms takes the form of a medusa with worm hair, her robes tattered and old, her belly swollen with child, silver mirror eyes, surrounded by one hundred children, each one a monster. She is worshipped in foul festivals of feasts of worms and rotten meat, child sacrifice, and worse… Her clerics must carry and eat worms to know her mysteries, carry daggers, smell disgusting, and summon worm-like monsters daily. Her Alignment varies between Neutral Evil and Chaotic Evil, and standing in her presence is to smell her foul breath, see her black fingernails, and hear her hissing rasp, whilst surrounded by wriggling worms, skittering creatures, and nausea. The portents of her coming include flowers wilting, hordes of bugs, food rotting, the Moon clouding over… Each of the twelve gods is detailed in similar fashion, in each case, adding to the richness of the Yria setting. There is a brutality to all twelve of these gods that suits the Swords & Sorcery genre.

Physically, Black Pudding No. 7 adheres to the same standards set by the previous issues. So plenty of good, if cartoonish artwork to give it a singular, consistent look, accompanied by similar cartography. As with previous issues of the fanzine, the potential and obvious problem with Black Pudding No. 7 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.

In terms of quality, Black Pudding No. 7 really divided in two. So, whilst it starts poorly with the four Classes, three of which are unlikely to see a lot of use in any game, the other half, consisting of ‘Yria: A Black Pudding Gazetteer’ and ‘The Mythos of Yria’ which together present a world and help bring it alive. Here there is scope for the Game Master to expand the world and make it her own by developing adventures for it and bringing it to live through play. A starting adventure or two would not go amiss in one of the locations detailed in ‘Yria: A Black Pudding Gazetteer’, perhaps in the pages of Black Pudding No. 8, but Black Pudding No. 7 really does provide a good introduction to the author’s home campaign of Yria.

[Fanzine Focus XXXIII] Tales from the Smoking Wyrm No. 1

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 and the Dungeon Crawl Classics Roleplaying Game from Goodman Games.

Tales from the Smoking Wyrm No. 1 is a fine-looking fanzine which provides long-term support rather than immediate support for use with the Dungeon Crawl Classics Roleplaying Game. This is not say that none of its content is not of use or even useless, for that is very much not the case, but rather that it requires a bit of effort upon the part of Judge to work it into her campaign. In fact, all of content is detailed, interesting, and worth reading. Published by Blind Visionary Publications in 2020, following a successful Kickstarter campaign, Tales from the Smoking Wyrm No. 1 also strays into the territory of the Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, if only a little. In the main, Tales from the Smoking Wyrm No. 1 is very much a fanzine for Dungeon Crawl Classics.

Tales from the Smoking Wyrm No. 1 opens with ‘The Paladin’. What this does not do is introduce the Paladin as a Class for Dungeon Crawl Classics. Instead, it presents a means by which any other Class—though ideally a martial one—takes on the role and responsibilities of the Paladin. The article though, begins with a history of the role and Class in fantasy and fantasy roleplaying, from its origins in Supplement I – Greyhawk, all the way up to The Gongfarmers Almanac 2017 and DCC Annual, along the way taking in Poul Anderson’s Three Hearts and Three Lions and Elizabeth Moon’s The Deed of Paksenarrion and Legend of Paksenarrion. It is nicely done, pleasingly informative, providing plenty of background and context before it details the Third Level Spell, Investiture, which is cast upon the candidate, who if it is successful, gains limited Cleric Class abilities, including Lay on Hands, Invoke Deity, and Turn Unholy. Invoke Deity is a spell-like effect which can grant the Paladin greater protection or even enable him to unleash blasts of divine power. Included also is a table of Investiture Trials that the potential Paladin must undertake. What this does is open up the possibility of a Player Character taking up a stronger religious role in a campaign setting other than already suggested by the Cleric Class and is nicely done.

The fanzine takes a darker turn with the inclusion of ‘Cthulhu’ as a Patron. Like any Patron for Dungeon Crawl Classics, this includes a table of Patron Results, which are fantastically invocative. For example, a pale emerald mote appears and emanates a glow surrounding the Invoker and everyone nearby, the invoker designating a target within range, who is grabbed by several tentacles as a sacrifice. The invoker gains a bonus to his next spell check and multiple targets can be designated to gain a bigger bonus. Unfortunately, using this inflicts patron taint upon the invoker, and there is a table for that and the effects of Spellburn, most of which involves taking on the cast and form of Great Cthulhu himself. To this are added the spells, Summons of the Deep, which summons bands of Deep Ones, Breath of the Deep, which inflicts drowning upon targets (or the ability to breath water upon a willing target), and Form of the Deep, which if successful, grants insights into the mind of Cthulhu himself. Cthulhu as a Patron should not necessarily work, the possibility being that the Elder God be reduced to window dressing and little in the way of flavour, but ‘Cthulhu’ invokes a sense of dread in worshipping him and enforcing the fact that doing so is not always beneficial and even it is, has its downside. This is nicely judged between its flavour and its effect and would make a great addition for an NPC cultist or in a really eldritch campaign for the Player Character Cleric. The inclusion of two extra ‘Appendix N Suggestions’ is an added bonus.

‘Cullpepper’s Herbal’ is the first in a regular feature in issues of Tales from the Smoking Wyrm. In game, it consists of the notes of famed herbalist, Willhomeena Cullpepper, whose bibliography is given too. Two herbs—Aconite and Adder’s False Tongue—are described in no little detail, including uses that the parts can be put to, including means of healing and poisoning. There is a lot here to research and use, but the level of detail requires work to include it in a campaign. For the herbalist Player Character or the Player Character in need a cure though, this is useful content.

Tales from the Smoking Wyrm No. 1 takes a weirder turn with ‘The Silver Ball’. This is a device, a floating silver ball, invulnerable to almost all forms of damage, that just appears in a dungeon and absorbs a Player Character. It may or it may not return the Player Character, but the likelihood is that he will be changed when returned. There are tables for strange memories and physical changes, as well as surprising items which might be ejected from the Silver Ball. It can be used as a random encounter, a way to account for a player not being present at a session, or even a way to deliver a new Player Character deep into an adventure when no other method makes sense. As a recurring motif, even though its effects upon play are often humorous, the players and their character could come to hate it as it seems to appear at odd times, haunting their adventures, and so on… Almost equally as odd is the addition of the ‘Telepathic rat’, which is drawn from Mutant Crawl Classics. There is even a chance that the one that latches onto a Player Character is actually a miniature Giant Space Hamster, but all have a quirk and a minor special ability that can benefit the Player Character and possibly the rest of the party too, such as the urge to groom all of the party members, who if they accept it, gain a bonus Hit Point back when resting due to the lack of vermin infesting both them and their clothing.

‘Rites & Rituals Part I’ expands upon the use of magic and rituals in Dungeon Crawl Classics. The primary way in which a ritual differs from a spell is that it has its own action die rather than using the spellcaster’s. This can then be modified by using circles of both casters and followers, sacrifices, rare ingredients, accepting Corruption, and so on. This is simple and straightforward, but the two sample rituals—Rites of Schlag-Ruthe, which creates a dowsing device for magical sources of power and Dark Phylactory, which creates one or more vessels to protect the caster’s soul though at the cost of corruption—are detailed and complex, but add to play rather than impede it. That said, Dark Phylactory is in general, better suited to use by an NPC, whereas a Player Character can use Rites of Schlag-Ruthe as well as an NPC. Either way, the elements required by the spellcaster to perform a ritual will add to play, whether that is the Player Character collecting them or the Player Characters tracking an NPC who is collecting them to their own ends.

Joel Philips’ ‘Onward Retainer’ is a classic comic strip about the retainer in the fantasy roleplaying games. It is nicely drawn and touches upon several well-known jokes about that style of play. Although not too original, it is nevertheless amusing.

Penultimately, ‘What is the Smoking Wyrm?’ is the belated editorial in the first issue of Tales from the Smoking Wyrm No. 1. It provides a potted history of roleplaying and roleplaying games, which flits around a bit, but basically makes the point that the fanzine builds on what has before, comparing the flowering of the fanzine in the twenty tens within the Old School Renaissance and since the publication of Dungeon Crawl Classics, with that seen in the late nineteen seventies following the publication of Dungeons & Dragons. This is a fair point, but the editorial is lengthy and overwritten in comparison to the rest of the fanzine, making it feel self-indulgent if only a little. Lastly, ‘Wyrm Words’ is a crossword puzzle of Gygaxian words.

Physically, bar the editorial, Tales from the Smoking Wyrm No. 1 is well written and the fanzine as a whole, has high production values. The artwork is good throughout, and the front cover echoes the illustration from the Dungeon Master’s Guide for Advanced Dungeons & Dragons, First Edition, by Dave Trampier, which is based on the Street of the Knights on the Greek island of Rhodes. This is an illustration that the fanzine will return to again and again for its front covers.

Tales from the Smoking Wyrm No. 1 is a solid first issue. It has some excellent content, but this is content that will have to be worked into a campaign, rather than simply added and brought into play immediately. For the Judge that wants to add depth to her Dungeon Crawl Classics game, Tales from the Smoking Wyrm No. 1 has material that will help her do that.

Tuesday, 26 December 2023

2003: Book of Erotic Fantasy

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

It is curious to note that in 2003, two supplements were published which addressed the subject of romance, sex, sexuality, pregnancy, and more in roleplaying games—or rather, fantasy roleplaying games. One would pass by almost unnoticed, was written under the terms of the Open Gaming Licence, and was one that I was able to review. The other caused no little controversy, forced Wizards of the Coast to rewrite the terms of the d20 STL forcing publishers to comply with ‘community standards of decency’, has since passed into legend as one of the most notorious books of the roleplaying hobby, and was one that I was not able to review at the time. Indeed, it would take over a decade before a copy could be found and imported into this country—thank you Brendan LaSalle—to enable me to not only own a copy, but review. The one that I could and did review was Naughty And Dice: An Adult Gamer’s Guide to Sexual Situations, published by Sabledrake Enterprises. The one I could not review was the Book of Erotic Fantasy, published by Valar Project. Having forced a rewrite of the d20 STL to prevent Wizards of the Coast from being directly connected to the project and so tarnish its image and reputation, the
Book of Erotic Fantasy would eventually published without the d20 System trademark of the Open Gaming Licence, but with the words at the top of the front cover, “This product is compliant with the Open Gaming Licence and is compatible with the world’s best selling Fantasy Roleplaying Game”. Thus, it arrived ready for use with Dungeons & Dragons, Third Edition, but was not specifically written for Dungeons & Dragons, Third Edition.

The Book of Erotic Fantasy does not only cover sex and sexuality, but also conception, marriage, love, relationships, and more. That more includes relationships between different species, new Classes and new Prestige Classes, monsters, and organisations. It begins though, by discussing sex. The authors advise that, “Believing it acceptable to expose our audience to a variety of lifestyle choices, we did our best to include the broadest possible array of sexual choices, including celibacy, in the book.” But warn that, “At times, we found it a challenge to keep our own preconceived ideas from creeping in.” As a consequence of this, there is an open attitude to the subject that runs throughout the book, one reflected in a lot of the new mechanics and in some of the choices made by the authors. Further, despite the authors stating that “The world has changed and it is time for fantasy roleplaying to change and mature.”, theirs is not an attitude or outlook that was shared by all, even by their own society. Criticism from those what did not share that outlook was certainly one motivating Wizards of the Coast to rewrite the terms of the d20 STL, despite the authors warning over and over that the
Book of Erotic Fantasy is aimed at mature adult audiences.

The supplement really gets underway with a discussion of why sex should be included in the game, how to handle it and roleplaying, and covering subjects such as romance, sex, seduction, sex and humour, and a lot more. It states that the point is not necessarily the sex itself, but rather that sex and romance can be used as means to add spice or flavour to campaign, to help create memorable plots and NPCs, to make it part of the story, and so on. Acknowledged here is that the bawdiness of sexual humour is okay, as it helps keep everyone relaxed, but it has its place. It suggests using the Motion Picture Association film rating system (of 2003) to measure the amount of sex in a campaign, and acknowledges the difficulties of bringing the subject into a game, clearly stating that, “Just as in real life, no means no.” and that relationships between Player Characters can become as fraught as those between adults. It means clear also, that mechanically, sexual orientation has no bearing on game, but like prostitution and marriage, it can have a cultural bearing. How a culture views sexual orientation, prostitution, and marriage varies from one to the next. So, one, two, or more of them might be venerated in one country, even sacred, whereas they might be reviled and even outlawed in another. Again, such attitudes can be used to enforce the cultural outlook of different countries, to bring the world to life, and be the basis of a plot or storyline.

Also worth noting is that any emphasis placed upon sex in a campaign is likely to affect the design of Player Characters and NPCs and that the contents of the
Book of Erotic Fantasy are not aimed at the combat veteran or highly skilled wizard. Instead, the need to optimise the Player Character in Dungeons & Dragons, Third Edition will require a campaign of its own, a campaign focused more on social (and now sexual) interaction. In general, the advice and discussion here is decent and mature.

Where the
Book of Erotic Fantasy goes slightly awry is in illustrating the views on sex according to the Alignments of Dungeons & Dragons. So, a Lawful Good values honesty and respect and can be celibate or chaste, but when an adherent does have sex outside out of marriage, he is clear in what he expects and is offering, whereas a Lawful Evil simply uses as a means to accrue power. So, the paladin in the accompanying text engages in a romantic encounter, but leaves room for the other participant to withdraw, whereas for Lawful Evil, the character is bloody tyrant engaging sadomasochistic torture. It feels such a shame to have decent advice followed by such clichés. Chaotic Evil does not even get any accompanying text, but then the included quote sums the Alignment up nicely: “Fuck You! No, Fuck You! Fuck You All!” Similarly, though the attitudes of the various Races of Dungeons & Dragons follow expected patterns—Dwarves are conservative, but enduring; Elves are bisexual, adventurous in that they like to share, and have transitory relations over their long lives; Gnomes are even more adventurous, using self-built toys, and writing manuals like the Gnomish Kama Sutra(!); Half-Elves have problems because they mature too early for Elves and too late for Humans; Half-Orcs like it rough; and Halflings view sex like a party. Other Races are covered too, along with how pregnancy and childbirth occurs for each Race, even the Undead and Dragons. These are a bit more inventive though than the sexual backgrounds to the standard Player Character Races.

In terms of new rules, the
Book of Erotic Fantasy starts with the addition of Appearance, a new attribute for Dungeons & Dragons, Third Edition, at least, including adding it to all of the Races and species discussed so far. There are rules for sustaining sex, with a rising Constitution Difficulty Check after every ten minutes, and a list of new skills. There is the alternate use of Appraise and Bluff, along with new Knowledge skills and Perform (Sexual Techniques), complete with a table of possible results. Having already looked at the social and biological consequences of sex—marriage and pregnancy—another consequence, the possibility of disease is also discussed, along with a list of fantasy sample diseases. Included among them are Ghoul Fever, Lycanthropy, and Mummy Rot, essentially providing new vectors for old diseases. The others are equally unpleasant, such as Whore’s Delight, which causes the sufferer to excrete a paralysing poison and so freeze the other partner in place (obviously having acquired immunity to it in the meantime), allowing them to be robbed or taken advantage of… Here also, is a table indicating which Race can interbreed with which Race and a variety of new Feats. These are mix of Sexual Feats, such as Dominating Demeanour, Limber, and Quick Recovery; General Feats, like Chaste Life, Seductive, and True Submissive; and Background Feats, for example, Sexually Open Society and Sexually Private Society.

The Classes in the
Book of Erotic Fantasy begin with the Imagist, a spellcaster who is both beautiful and reveres beauty itself, wanting to make the world a more beautiful place. The Class casts spells like a Sorcerer, but instead of Charisma, uses Appearance as the spellcasting characteristic. The Class’ spells are a mix of the arcane and the divine. The Kundala Class is similar to the Monk, but with spellcasting abilities derived from its sexual practices. Again, these are a mix of arcane and divine spells, but they can only be cast by a Kundala on others with great difficulty. Where it is not exactly clear how the sexual practices of the Kundala Class affect its spellcasting ability except being presumably lost if not engaged in, the Tantrist Class is more obvious. An arcane spellcaster, the Tantrist inscribes spells as runes on the practitioner’s body and must engage in sex to renew its magical ability, at least for an hour. Which of course, requires a willing partner and a ‘Sustain Sex’ endurance check. The Perform (Sexual Techniques) skill and Endurance Feat add bonuses of course, to the check, as does a high Constitution. Of the three, the Imagist feels underwritten, if not slightly flat; the Kundala Class underwhelming and too similar to the Monk; and the Tantrist, the best explained and possibly the most interesting to play as a flashy spellcaster.

The supplement’s Prestige Classes are the Disciple of Aaluran, the Divine Celibate, the Dominator, the Fey Enticer, Frenzied Disciple, Harem Protector, Knot Binder of Kaladis, Metaphysical Spellshaper, the Pierced Mystic (complete with a eyewatering list of piercing locations), Rake, Sacred Prostitute, and Voyeuristic Seer. The mix manages to be interesting in places as well as both good and bad. It is even unintentionally amusing in places, such as the box of text labelled ‘The Divine Celibate’s Mount’ (which of course, is the unicorn). However, the bad includes the Dominator and the Voyeuristic Seer, both of which are as clichéd and as distasteful as their names suggest. The Voyeuristic Seer is described as “Profoundly visionary or merely prurient, voyeuristic seers might be either or both.”, but definitely feels like the latter and is essentially a specialist in divining and scrying spells, so not that much different to a Wizard that specialises in either. The good includes the Frenzied Disciple, essentially a whirling Dervish-type which uses dance to enhance magical and combat abilities, and the Rake, a classic figure with plenty of roleplaying potential. Most though feel as they are better suited to NPC rather than Player Character use. This includes the Dominator and the Voyeuristic Seer, but is joined by the Harem Protector, which not only needs the Sterile Feat, but be castrated as a eunuch. This is not to say that none of the Prestige Classes in the
Book of Erotic Fantasy can be taken by a Player Characters, but rather that some of them cross that line from tasteful to distasteful.

Magic in the
Book of Erotic Fantasy includes new Domains, new spells, and new uses for old spells. The Body Domain and the Pleasure Domain are obvious, whereas the Perversion and Voyeur Domains, again, like some of the Prestige Classes seemed suited to NPCs rather than Player Characters. And there are the spells, some of which are amazing, though not in a good way, because this is where the Book of Erotic Fantasy goes awry, not badly awry, but seriously awry. Command can be used to force someone to masturbate or have an orgasm; Cursed Orgasm inflicts damage on the target whenever he has one; Disrobe undresses the target; Grope works in way that Mage Hand does not; Infestation inflicts a sexually transmitted disease on the victim and is accompanied by a ‘delightful’ image of a crotch infested with lover’s lice; Orgasmic Vibrations that can daze a target and force him to miss an action; and Wet Dreams… The problem with all of these spells is that they run counter to the supplement’s opening advice that “Just as in real life, no means no.” as the levels of consent required to include them in a game make their inclusion beggar belief. As does the fact that they are even included in the supplement since without that consent, they all have the potential to amount to sexual assault in one form or another. That potential would vary according to the context and degree of consent, but as written all of these spells are cringeworthily unpleasant. Yet there are spells in the selection which avoid any of this and would even be useful in a standard Dungeons & Dragons game not using the Book of Erotic Fantasy. Mirror Talk and Mirror Walk, for example, as well as Pleasant Dreams to give the target a restful and safe night’s sleep.

The equipment section covers everything from sex toys and aphrodisiacs to birth control devices and services. There are magical items too, including a Ring of Disease Detection, Staff of Holy Pleasure, Ghost Sheath (so you have intercourse with the incorporeal!), and more. It even lists the
Book of Erotic Fantasy as an artifact in its own right! The Book of Erotic Fantasy should perhaps, have been on surer ground when it comes sex and deities, since the sexual activities of the gods have always provide fertile grounds for good storytelling, except that the book goes its decided way. Some of the gods, or versions of them, would have a place in many a campaign. For example, Alilial the Childbringer, Midwife to the Gods, Cevelis the Chaste One, Lady of Denial, and Kaladis the Binder, Guardian of the Sacred Vow, all of which are nicely done, but then there is Zanbos the Defiler, the Abusive One, who is the “[D]eity of wanton rape, brutality, and sexual cruelty.” Now it is stated that he is rarely worshipped, but that does not excuse his inclusion because again, it crashes into the supplement’s opening advice that “Just as in real life, no means no.” In a sex-based campaign, like the one that the Book of Erotic Fantasy, there is undoubtedly going to be a need for a dark or villainous or evil god, but the inclusion of Zanbos in this role so obviously, is horrifying.

The bestiary also adds creatures of passion such as Bliss Motes, Cherrubs—both Celestial and Fallen, and templates for variants such as Demonbreed, Devilblooded, Felids (essentially cat people), Feykissed, and more. Some of these do feel more developed than others. Penultimately, the book includes a list of one hundred adventures, all no more than a sentence and all very much in need of development by the Dungeon Master, followed by a handful of sample organisations, such as ‘Damio’s Companionship Service’, an escort service dealing in the exotic, ‘The Velvet Room’, a sample brothel complete with floorplans, and the ‘Seekers of the Eternal Sensation’, a cult of hedonists. All are quite well developed and include NPCs too. The
Book of Erotic Fantasy is rounded out with a list of Appearance values for the creatures found in the Dungeons & Dragons, Third Edition core rules, and a ‘What’s New with Phil & Dixie’ comic strip by Phil Foglio, which turns the opinions of games rules lawyers to the subject in hand…

Physically, the
Book of Erotic Fantasy is cleanly and tidily presented. Then of course, there is the artwork, which includes photography, much of photo-manipulated, and which does involve a lot of nudity. Whether or not any of its is erotic is in the eye of the beholder, but none of it would have been regarded as being extreme in 2003, though not exactly tasteful, perhaps even a little boring and a little creepy in places, is the worst that can be said of it. Today it all looks a bit tame.

The
Book of Erotic Fantasy is definitely a curate’s egg. The advice, given at the beginning of the book, is good. The rest varies wildly in tone and content, but ultimately it comes down to the spells in the book. All too many are distinctly unpleasant in their use and connotations, and indicative of how times have changed where those spells might have been acceptable then, they would not be in the here and now.

In the twenty years since the
Book of Erotic Fantasy was published, there can be no doubt that attitudes towards sex and sexuality have changed—both in general and in the gaming hobby. In general, there is a wider acceptance of both and within the hobby, numerous roleplaying games, such as Green Ronin Publishing’s Blue Rose: The Roleplaying Game of Romantic Fantasy and Bully Pulpit Games’ Star Crossed have explored romance and accepted LGBTQ+ characters into the hobby. Yet there really has been no other supplement like the Book of Erotic Fantasy or Naughty And Dice that has reached a wider gaming audience, for the subject of sex—especially in roleplaying—still remains a taboo subject, a subject matter or activity that we rarely want to cross over into and bring into our games. So, in that regard, little has changed. What it would take is a brave group of players—Dungeon Master and players alike—to want to explore and fully embrace what the Book of Erotic Fantasy presents, and it would mean all of the players and the Dungeon Master. After all, the Book of Erotic Fantasy is an ‘all-in, or none in’ kind of supplement. How many such groups there were prepared for what the Book of Erotic Fantasy offered at the time of its publication is debatable, and the same can be said of today. Which leaves the reader to wonder how many actually bought the Book of Erotic Fantasy to use and how many simply bought it for its notoriety? And then to hope that they never learn the answer to that question.

Ultimately, the
Book of Erotic Fantasy has three problems. One is its subject matter, which not everyone is comfortable with, which in places is exacerbated by the second, that some of the content is more than enough make the reader recoil in distaste, let alone think about bringing it into play. The third is that its subject matter is very personal, even if the personal is via the construct of a Player Character in a roleplaying game. Not everyone, arguably very few, are willing to engage in the kind of intimacies that the Book of Erotic Fantasy calls for, even if they are the kind of intimacies involving a Player Character rather than the player, in the semi-public sphere of a roleplaying group. So, in 2003 the Book of Erotic Fantasy presented a final frontier that few were prepared to cross, which is understandable given that although it did include a basically mature treatment of sex and sexuality that for the most part belies its reputation, elsewhere its content crossed over into the unpleasant and distasteful for which the supplement fully deserved its reputation for tawdriness and unsavoriness. Ultimately, whilst some of its writing is mature and helpful, the Book of Erotic Fantasy is as unpleasant a book and as useless a book in 2023 as it was in 2003. It was a supplement that whilst fantasy, was very few gamers’ idea of erotic, and that nobody wanted in 2003 and nobody would want in 2023.