Friday, 17 May 2024

Feathering Fantasy

One of the most interesting and innovative roleplaying games of 2021 has to be Inspirisles. Published by Hatchlings Games, Inspirisles is an Arthurian storytelling game in which young teenagers find their way into the mysterious lands of the fae that mirror the British Isles where through the Shaping of magic collect Belief enough to protect the World Tree and so become Pendragons, the descendants of Arthur and Guinevere. It is specifically designed to do three things. First it is designed to be played by young adults. Second, it is designed to be played by the deaf and the hard of hearing. Third, and as a consequence of the latter, it is designed as both an introduction to and to help teach, Deaf culture and sign language—both American Sign Language and British Sign Language. To do that it uses sign language as part of game play. Just as words, letters, numbers, and expressions are shaped out in sign language, in Inspirisles, the players Shape out their characters’ magical control of the Elements, meaning that the players are literally Shaping what their characters are Shaping, and it gives the game a wonderful physicality.

Overisles is the first campaign for Inspirales, following on from the scenario collection, Shapes of Adventure: An Inspirisles Anthology. Published following a successful Kickstarter campaign, it takes the roleplaying game in a wholly direction—into the air and island hopping across the archipelago with the Pendragons riding astride their great feathered beasts, the Nimbus. At stake is the fate of the islands. All over the islands, Disbelief, brought about through greed, corruption, cruelty, and bloodshed, is bubbling up under the Nests of the Nimbus, masses of darkness that enable the great birds’ eggs to be stolen, Belief to weaken, and the islands to be dragged down from the skies. Could the culprits be Wyrm Pirates, infamous for stealing the eggs, or could it be something else? The Silver Apples, former Pendragons who stayed on once their quests were complete rather than returning to their lives on Earth far below, have searched far and wide for the cause, but all they have found so far, are hints of shadowy creatures roaming the islands committing theft after theft.

Although Overisles does include a quick guide to creating Pendragons, the Inspirisles rulebook is needed to create the Player Characters. In addition, the Grail Guide—as the Game Master is called—requires a pair of six-sided dice for use with the campaign’s various tables. The actual play requirements for Overisles are simple. Just five participants, one of whom will be the Grail Guide, the others taking the roles of the Pendragons, ideally one for each of the setting’s four Elements. Control and use of these four Elements is done via Shaping, the magical means used to overcome Belief Barriers and enter into Disbelief Battles. The former are puzzles or problems which the Pendragons need to solve or overcome, whilst the latter are contests against a threat infused with Disbelief, for example, a troll who has built a bridge into a community and is about to pillage it. Players and their Pendragons work together to solve a problem, explaining how their Shaping and their use of their Element contribute to the solution, working through a Leader. The Leader will change from problem to problem, depending upon which Element is best suited to dealing with the current situation. Key to Shaping, of course, is the use of Sign Language.

Overisles adds another form of Shaping. This is Feathering, which represents communication between the Nimbus and the Pendragon. Eight new words are added in both British and American Sign Language to handle the instructions that a rider will give his Nimbus, whilst in game, his Pendragon will bond with his Nimbus, its feathers coming to reflect the hue of the Element that the Pendragon specialises. There are other means to cross from one island to another, such as the Sky Bridges, but riding a Nimbus gives Pendragon the freedom of movement.

The play of Overisles involves the Pendragons travelling from island to island, encountering NPCs and possibly ‘monsters’, searching for signs of Disbelief, and hopefully solving each situation or problem on each island. Their progress is tracked in two ways. One is by the Pendragons and their players, in terms of the number of Nimbus Eggs and the amount of Belief they retrieve and offer. As they retrieve and offer more of both, they will unlock stronger Shapes and gain access to better items. The other is by the Grail Guide, and is the degree of Calamity which can befall the Archipelago. Whilst Disbelief can be reduced by recovering Nimbus Eggs, if it and Calamity increase, it can trigger calamitous events, starting with a Vorm Storm, when the captain of The Gallant Gull, which takes the Pendragons to Wingrest, the biggest island of the archipelago and the starting point for the campaign, loses control of his emotions all the way up to one of the Nests plummeting to the ground below, and beyond. When this occurs, the Pendragons have to act immediately in order to prevent a disaster.

Overisles details numerous NPCs across the Archipelago, including the four Crests who lead the peoples across the islands, the elite of the Silver Apples—including a very truthful Squirrel, and dangerous beings, like the Corrupted Glow (Glow are winged and birdlike creatures who research Belief, but the Corrupted Glow have been overcome by Disbelief) and Wyrm Pirates. Wingrest is described in broad detail, and there are a number of interesting NPCs that the Pendragons can encounter here in addition to the Crests.

A good quarter of Overisles is dedicated to describing the twenty islands of the Archipelago. For example, Felisia is home to many cats, including its king, Cat Sith. Its notable features include the Great Cat Tree, decorated with colourful tassels and ribbons, and dotted with sun dappled platforms and homes; the Sunning Hills, carpeted with lush grass where the Feliseans can bask or catch fish from the verdant pools; and the Green Fields, which consist of fields of catnip and cat grass, all to please the inhabitants’ sense of smell. It is inhabited by the Feliseans, anthropomorphic cats. Of late though, dark clouds have been rolling over the Sunning Hills at a moment’s notice, and where Cat Sith once hosted picnics, festivals, fishing competitions, and more, he has not been seen in weeks. The Pendragons will want to find out why and this is presented as a series of tasks that will see them climb the Great Cat Tree to Cat Sith’s palace, stand in for him at a festival, and come to his aid. These tasks are presented in succinct fashion and the Grail Guide will want to flesh them out and add a little colour too. All of the island descriptions follow a similar pattern—a description of a handful of important locations and NPCs, the problem causing Disbelief on the island, and the tasks to be done to overcome the Disbelief.

What this means is that the Pendragons have twenty islands to explore in any fashion that they want. That though may be a problem. The Players may not necessarily know which island to visit first and there are no real links in terms of hooks or pointers which will pull the Pendragons from one island to the next. On the one hand, this gives both them and their players a lot of freedom, but that freedom can be daunting. Thus, the Grail Guide may want to throw in some hooks and rumours in order to give her players some ideas as to where their Pendragons should go. One thing that the Grail Guide has to do is decide who is actually responsible for the rise in Disbelief across the Archipelago. Several suggestions are given, but the Grail Guide will need to decide as to who and why.

Physically, Overisles is brightly presented and decently written. The artwork is bright and engaging, one particularly enjoyable piece is of the island of Wingrest floating unseen over the British Isles.

Where Overisles has a problem is that it is underwritten in places and is perhaps too open in its structure, such that it lacks a good starting point and hooks to give reasons for the Pendragons to go to an island and their players to want their Pendragons to go to an island. It is here that it needs development upon the part of the Grail Master and that is in addition to deciding who the villain of the piece is. Inspirales does deserve a campaign, but Overisles is not quite the campaign it fully deserves. It needs a bit more input to run than it should and for less experienced players this could be off-putting. Of course, there are no other campaigns for Inspirales, so Overisles is the only option. Once the preparation has been done, Overisles will be a decent option, not just the only option.

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Hatchlings Games will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.

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