Monday, 29 July 2024

Fruits Of Your Labour

Achtung! Cthulhu is the roleplaying game of fast-paced pulp action and Mythos magic published by Modiphius Entertainment. It is pitches the Allied Agents of the Britain’s Section M, the United States’ Majestic, and the brave Resistance into a secret war against those Nazi Agents and organisations which would command and entreat with the occult and forces beyond the understanding of mankind. They are willing to risk their lives and their sanity against malicious Nazi villains and the unfathomable gods and monsters of the Mythos themselves, each striving for supremacy in mankind’s darkest yet finest hour! Yet even the darkest of drives to take advantage of the Mythos is riven by differing ideologies and approaches pandering to Hitler’s whims. The Black Sun consists of Nazi warrior-sorcerers supreme who use foul magic and summoned creatures from nameless dimensions to dominate the battlefields of men, whilst Nachtwölfe, the Night Wolves utilise technology, biological enhancements, and wunderwaffen (wonder weapons) to win the war for Germany. Ultimately, both utilise and fall under the malign influence of the Mythos, the forces of which have their own unknowable designs…

Achtung! Cthulhu Mission: Operation Black Cap is a short adventure for the roleplaying game. It takes place in March, 1941. Section M has received word that a Ju 52 transport aeroplane crashed due to unseasonably bad weather in the mountains of Montenegro in Yugoslavia and that when it crashed, the transport aeroplane was carry the finds from a Black Sun archaeological dig in Italian East Africa. This includes a valuable occult object, one potentially connected to the cult of the Black Goat, Shub-Niggurath. The Agents are assigned the mission to infiltrate Yugoslavia, make contact with a local asset, proceed to the crash site, and once there, either recover what the object is or destroy it. This sounds straightforward enough, but there are complications. First, Black Sun is certainly going to want to recover the crash site and take repossession of whatever the transport aeroplane was carrying. Then there is the question of whatever it was that brought the Nazi aeroplane down. Lastly, there is the political situation in Yugoslavia, which is growing increasingly tense as the prince regent and the Yugoslavian government are put under pressure by the Nazi government in Berlin and fascists within the government to sign the Tripartite Pact and enter an enforced alliance. By the end of March, the prince regent would sign the Tripartite Pact and the military would stage a coup d’état in response, and within two weeks of that, Nazi Germany would invade. All that is to come, but in the meantime, the Yugoslavian army is on alert, its soldiers on edge, the Agents have to sneak in at the same time as a Black Sun contingent all but mounts a mini-invasion of its own!

The scenario is linear, taking the Agents from the beaches on the Adriatic Sea up into the mountains via a local contact to the crash site. Along the way, they will encounter Serbian army patrols to avoid—though the scenario includes an optional scene if the Agents are captured, and past two check points. One is manned by the Serbian army, the other by Black Sun troopers, and how they get past either checkpoint is up to the Agents. Things take a turn for the weird when the Agents reach the village of Glavica, near the crash site. It is clear that it has been the site of a battle, but the buildings are covered by vines hung with mishappen fruit and a black fungus covers almost everything. What few animals and inhabitants remain are odd and fearful. This though is a lull in the story before the action ramps up with the scenario’s final three scenes. The first of these plunges the Agents into the confrontation between the villagers—who of course, are deeply involved in the situation—and the Black Sun soldiers in a pitched battle at the crash site. The intervention of the Agents will tip the balance against the Black Sun, but this is no case of ‘The enemy of my enemy is my friend’, since the villagers are almost as evil and fanatical in their own way! Penultimately, there is a confrontation with cultists who brought the aeroplane down and their revenge upon the Agents for their intervention, and either their theft or destruction of the artefacts that the German transport was ferrying to Berlin. After that, the Agents need to hightail it back out of the mountains and then out of Yugoslavia. Several suggestions of varying complexity, are given as possible means of escaping Yugoslavia, with one of them nicely handling the desperate situation in the country.

Physically, Achtung! Cthulhu Mission: Operation Black Cap is cleanly and tidily laid out, and it does include a couple of good pieces of artwork. The maps are clear and easy to use, although the aeroplane at the crash site does not particularly look like a Ju 52 transport aeroplane—not one of its three engines in sight! Lastly, a map of the village might have been useful.

Achtung! Cthulhu Mission: Operation Black Cap is a simple and direct affair, a snatch and grab whilst having to deal with battling factions of the Mythos. Easily played in a session or two, it is easy to slot into a campaign set early in World War II, although it is very time and setting specific. Combat focused, it is at its best when discovering the fecund malignancy in the village of Glavica, and then in confronting not one, but two factions of the Mythos.

Dingle Dangers

One of the great things about 
The One Ring: Roleplaying in the World of Lord of the Rings, the second edition of the acclaimed The One Ring: Adventures Over the Edge of the Wild published by Free League Publishing is The One Ring Starter Set. Why do you ask? Well, because it lets us roleplay members of the Hobbit community whom we not normally encounter. Drogo Baggins, Esmeralda Took, Lobelia Bracegirdle, Paladin Took II, Primula Brandybuck, and Rorimac Brandybuck, in many cases the parents or relations of three of the Hobbits who would form part of the Fellowship of the Ring decades later. Under the direction of the scandalous Bilbo Baggins, the quintet went off and had adventures of their own in the Shire, whilst at the same time The One Ring Starter Set presented the Shire for the roleplaying game itself. Sadly, the five adventures had to come to a close and with it the chance to play those characters again. Fortunately, there are available a number of sequel adventures, including Landmark Adventures, that can be run as part of, or after, the events of The One Ring Starter Set, or simply added to an ongoing campaign for The One Ring: Roleplaying in the World of Lord of the Rings if it is being run in or around The Shire. The Ghost of Needlehole proved to be a sharp little ghost story, whilst the Mines of Brockenbores took the Player-heroes to the far north of the Shire to inspect a mine, and Sackville-Baggins Estates took them to the far south to explore a growing threat that comes to fruition at the end of The Lord of the Rings: The Return of the King. The next Landmark Adventure takes the Hobbits to the most easterly of point in the Shire and beyond!

The Withywindle and the House of Tom Bombadil is the fourth of the Landmark Adventure sites published by ‘Ryan of the North’. Having travelled to lands own by them funny folk down in Buckland, the route leads even further east, beyond the borders of the Shire across the Brandywine and then up the River Withywindle. Here careful Hobbits and Tall-folk alike can pick their way along a path that runs alongside the river up the Dingle as the valley is known, and eventually come to a strange stone house. This is the House of Tom Bombadil where he lives with his wife, Lady Goldberry. The leaping off point for this journey is The One Ring Starter Set since it details the nearby communities of Deephallow, Haysend, and Breredon, although a little information is given. In addition, The Withywindle and the House of Tom Bombadil will be of use if any of the Player-heroes decide to take Tom Bombadil as a patron.

The Withywindle and the House of Tom Bombadil provides a very little basic details about the communities before describing the nature of the journey up the River Withywindle. There is a lovely sense of bucolic warmth to the valley, of a hazy summer’s day, but travel along the Dingle, whether by foot or by boat is not without its dangers. Drinking its waters—a possibility should anyone decide to swim in them or fall in if their boat capsizes—has hallucinatory effects and is bad for Hobbits anyway, given their inability to swim, plus Old Man Willow casts a dark shadow over the valley, capturing the unwary and pulling them under his roots. Fortunately, the House of Tom Bombadil is far more welcoming. The journey there necessitates a roll of the supplement’s own ‘Withywindle Journey Events Table’ as well as the standard Journey table in The One Ring to highlight the differences and strangeness to be found in the Dingle.

The supplement provides a nice range of encounters and mini-adventures that extends the range and scope of The One Ring Starter Set. There are encounters with b
oth recalcitrant and helpful inhabitants of nearby Haysend and Breredon, dealing with kidnapping badgers led by Badger-brock, and finding out how Tom Bombadil’s oars came be sticking up out of the water at the mouth of the River Withywindle. Plus there are treasures of nature to be found along the Dingle if the Player-heroes are careful and respectful of the valley’s denizens.

Physically, 
The Withywindle and the House of Tom Bombadil is cleanly and tidly laid out. The artwork, taken from the Artbook Compilation for The One Ring: Roleplaying in the World of Lord of the Rings is excellent, whilst the map of the River Withywindle and the Dingle valley is surprisingly good. In fact, it is the best map that author has drawn for any of the Landmark supplements he has released for the roleplaying game.

If The Ghost of Needlehole was a good little adventure, 
The Withywindle and the House of Tom Bombadil is a good Landmark Adventure site with evocative description and lots of little story hooks. Whilst its contents are not official, they are good enough to be official, and The Withywindle and the House of Tom Bombadil very nicely expands and complements the description and details given in The One Ring Starter Set.

Sunday, 28 July 2024

1994: Castle Falkenstein

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 1870 and the war has been won these past four years. The Battle of Königsgrätz is over. The Second Compact, an alliance of Albert Edward, Prince of Wales, Sir Richard Frances Burton, Lord Kelvin, the Seelie Court led by Lord Auberon, Science Minister Jules Verne of France, the Templars and the Freemasons, led by King Ludwig of Bayern and Bayernese Aeronavy has stopped the conquest of all the Germanies by Otto von Bismarck, the Iron Chancellor of Prussia and his mighty Landfortresses, and a secret alliance of the Unseelie Host and the Steam Lords of Great Britain with their Babbage Engines. There have been many adventures since as a cold war descended upon New Europa and Bismarck, licking his wounds in Berlin, sought to reunite all of the continent, using whatever underhand means he could. He is yet to succeed though, and so there are plots to be uncovered and treachery to be foiled, as well as romances to be had, places to visit, balls to attend, duels to be fought, and adventures to take far and wide.

This then is the setting for Castle Falkenstein: High Adventures in the Steam Age, a roleplaying game of high fantasy, swashbuckling action, manners and magic, Wagnerian myth, Victorian melodrama, Anachrotech developed from the Lost Notebooks of Leonardo da Vinci, faerie, and fiction, that would win both the 1994 Origins Award for Best Roleplaying Rules and the Nigel D. Findley Memorial Award for the Best Role-Playing Product of 1995. Published by R. Talsorian Games, Inc., it was then a radical departure that contrasted sharpy with prevailing trends in roleplaying at the time and it was also a conceit. The early nineties were dominated in roleplaying terms by the World of Darkness series of roleplaying games published by White Wolf, such as Vampire: The Masquerade, Werewolf: The Apocalypse, and Mage: The Ascension, horror games that tended towards darkness and introspection. Castle Falkenstein did not. It was bright, exciting, and optimistic. It was also colourful—quite literally. In another departure from the then norm, Castle Falkenstein was in full colour—or at least half of it was—that presented the world of New Europa in a richly painted vibrancy that was startlingly different. The other difference between Castle Falkenstein and other roleplaying games was mechanical. It used an ordinary deck of playing cards rather than dice, because well, cards are more civilised than dice!

The conceit was that the world of New Europa, with its sorcery and faerie, Anachrotech and Babbage Engines, vile villains, dashing heroes and heroines, was real. An alternate universe into which computer game designer, Tom Olam, is kidnapped—or ‘spellnapped’—by Lord Auberon as a secret weapon to help restore Crown Prince Ludwig of Bayern to the throne, and once he finds his place in Bayern, the equivalent of Bavaria in our world, located at the end of the Inner Sea which splits much of New Europa, goes on to serve the newly restored King Ludwig the Second, the definitely not ‘mad king’, and has lots of adventures. He also finds time to introduce a roleplaying game to the aristocracy and write a cross between a novel and diary and that is what lands at the doorstep of designer Mike Pondsmith. The other conceit is that New Europa is a world where fiction meets fact. Sherlock Holmes attends concerts with Sir Arthur Conan Doyle, Jules Verne is Science Minister of France even as Robur the Conqueror has designs upon the whole world, and Rudolf V needs rescuing in neighbouring Ruritania! This is a world where it is possible to encounter Captain Sir Harry Flashman, VC, Count Dracula, Lady Ada Lovelace, Captain John Carter, Charles Dickens, Lola Montez, the Time Traveller, and Mark Twain. In the roleplaying game, Tom Olam even describes New Europa as being, “one part Lord of the Rings and two parts Jules Verne science fiction, with a little Prisoner of Zenda thrown in for good measure”.

Castle Falkenstein was upfront about the divide in terms of organisation of the book, with the world and its background presented first in colour, followed by the rules and mechanics of the roleplaying game on the parchment-style pages of the section that followed. It said, “The best way to think of Castle Falkenstein is as a novel that allows you to write your own sequels.” Which made sense, because the means to create those sequels came after the fiction of the setting. That fiction is not so much a novel as a cross between a journal and diary in which Tom Olam relates his experiences and then describes the wider world. Since it is written as a journal, we are introduced to Tom’s situation as he experiences the world, from his immediate arrival after his ‘spellnapping’ through to the aftermath of the Battle of Königsgrätz. In between we are introduced the Lord Auberon and the Wizard, Morrolan, who cast the spell; Castle Falkenstein itself, even more fantastic castle than Neuschwanstein Castle, and Bayern beyond its walls; the companions to be in his adventures to come, including Rhyme, a mad scientist Dwarf; and the threats faced by Bayern in the form of Bismarck and the Unseelie Court allies, led by ‘The Adversary’. Castle Falkenstein does not ignore the wider world and there are some interesting divergences here such as America being divided into three nations—the USA, where sorcery saved the life of Abraham Lincoln, the Twenty Nations Confederation which formed and stopped expansion westward by the white man in 1830, and what was once California, Nevada, Washington, and Oregon are now the Bear Flag Empire ruled by the benevolent, but probably potty Emperor Norton the First. The Ottoman Empire remains the ‘sick man of New Europe’, ruled by a crafty, if insane Sultan and various sorcerously powerful Viziers, whilst China is ruled by the First Dragon Emperors, who are actually dragons! Tom also tells about some of the people he has met and places he has been, some of the Masterminds threatening the world, from Captain Nemo and Doctor Manchu to The Invisible Man and Count Iglio Cagliostro, and many of the ingenious Steamtech devices being invented in New Europa and beyond. These are three types—‘Anachrotech’ consists of Victorian versions of twentieth century devices; ‘Gadgetech’ are everyday items adapted to be powered by steam; and Infernal Devices are typically weapons, vehicles, automata, formulations, and the like, the unique creations of Mad Scientists and evil Masterminds. The Steam Age was not only in full power well before Tom Olam arrived in New Europa, the resulting devices and gadgets were more widespread and progress had been enhanced by Dwarven engineering. Access to the Lost Notebooks of Leonardo da Vinci would speed it up further as well as enable Bayern to create an Aeronavy to defend itself.

Although Castle Falkenstein does not stint of the details of the weird and wonderful things to be found in New Europa, including information about the Dwarves, such as their being embarrassed about their ducks’ feet, and all the types of faerie that the adventurers might encounter, it also takes the time inform the lady or gentleman reader about the mores of polite Victorian society. This includes dressing the part, common phrases and manner of speaking, society and manners, the social order—noting that women of this ‘Neo-Victorian Age’ are emancipated, and good manners, virtue, and honour are not enough, then the etiquette of the duel. In Tom Olam’s journal, Castle Falkenstein presents a wealth of background and detail, all of it interesting, useful, and rich in flavour. What is also very good is the way in which the information is presented, all of it in quite short essays. So easily digestible, but at the same giving the Host—as the Game Master is known in Castle Falkenstein—and player alike, enough information without immediately needing another supplement. Of course, other supplements did follow, but as a rulebook, Castle Falkenstein: High Adventure in the Steam Age feels complete.

The second half of Castle Falkenstein: High Adventure in the Steam Age is titled ‘High Adventure in the Steam Age: The Great Game’. This is the roleplaying game itself, devised in what is the third conceit in Castle Falkenstein, by Tom Olam with the assistance of Albert Edward, Prince of Wales and King Ludwig the Second. The aim is to present an authentic Victorian Adventure Entertainment, for each player will have his own Dramatic Character and the company will need two decks of ordinary playing cards, ideally of two different colours. One is the Fortune Deck used to determine Fate’s influence during play, whilst the Sorcery Deck does the same for magic in ‘The Great Game’. What is not needed are character sheets, or rather it is suggested that each player keep a Diary for his Dramatic Character. Not only will it be used to record the story of the Dramatic Character’s adventures, but also Offstage activities between Entertainments—as Castle Falkenstein calls adventures—and personal goals, and so on. There is good advice for the Host on running the game and the various aspects she should ideally be drawing from Victorian melodramatic fiction—fiendish plots, insidious peril, imprisonment rather than the villain killing the heroes outright, ladies being menaced by a fate worse than death, and also the archetypes to be used as members of the supporting cast. These are categorised as either Heroes, Heroines, or Villains. A Hero is either a Heroic Hero, a Tragic Hero, or a Flawed Hero, whilst a Heroine is The Innocent Heroine, The Clever Heroine, the Tragic Heroine, or the Fallen Heroine. The Villain is either Honourable or Dishonourable. The descriptions include a good example each, such as Harry Flashman as a Flawed Hero and Irene Adler as a Clever Heroine. Add to this an array of supporting cast and the Host has a good choice of archetypes to choose from when it comes creating and portraying her cast.

The Dramatic Characters of the players will either be Heroes or Heroines. Various archetypes are suggested, including the obvious Adventuress, Consulting Detective, Dashing Hussar, Explorer, Gentleman Thief, Journalist, and Writer. Less obvious are the Anarchist, Mad Scientist, and Mastermind, whilst the Brownie, Dwarf Craftsman, Faerie Lord or Lady, Pixie, and Wizard are particular to the world of New Europa. Each suggests the Suits they are strong in, such as Fencing, Marksmanship, and Fencing for the Adventuress, plus possessions, what in their diary, and why they are involved in the Entertainment. If a Brownie, Faerie Lord or Lady, or Pixie, the Dramatic Character has a Faerie Power, such as Enchantment Faerie Lord or Lady and Love Charm for the Pixie. A Dramatic Character has several Abilities, which can be skills and different aspects of the Dramatic Character. They include Athletics, Charisma, Comeliness, Connections, Courage, Fencing, Fisticuffs, Social Graces, Tinkering, and more. Faerie have Etherealness and Kindred Powers, the first their ability to change shape or walk through walls, the latter their innate ability. Each Faerie also has very limited Sorcery, and it is also available to Wizards. A rating in an ability can either be Poor, Average, Good, Great, Exceptional, or Extraordinary. Each ability falls into one of the four suits from an ordinary deck of playing cards and when cards drawn from the Fortune Deck match the ability suit, a bonus is gained.

To create a Dramatic Character, a player selects an archetype, and then chooses one Ability he is Great at, four he is Good at, and one he is Poor at. He also answers a lot of questions about who the Dramatic Character is, filling in background and also deciding upon ambitions. Most Dramatic Characters will be men and women of good character, but some are also Dragons, Dwarves and Faeries. In their natural form, a Dragon is large, but fragile, being designed for flight, and naturally knows the spell Firecast, but it costs Health to cast. It is also exhausting for the Dragon to switch between his Human and natural forms. A Dwarf is immune to fire and highly resistant to magic, can only be male (Dwarves mate with other Faerie), gain a bonus to Tinkering when working metal, and begin play without a name. Earning a name is an important motivation for a Dwarf. A Faerie is subject to the Rule of Iron and iron and steel can irritate or even hurt him, and although cannot use Sorcerer, will have an innate ability according to the Faerie type.

Mrs. Harold McKinnon
Demimondaine
Abilities: Charisma [GR] • Comeliness [GD] • Connections [GD] • Courage [GD] • Fencing [AV] • Perception [AV] • Physique [PR] •Social Graces [GD]
Health 5 pts

Mechanically, Castle Falkenstein: High Adventure in the Steam Age uses a Fortune Deck, represented by an ordinary deck of playing cards. The players share one, whilst the Host has one of her own for the actions of her villains and other members of the supporting. To have his Dramatic Character undertake a Heroic Feat, all a player has to do is compare the difficulty of the task with the Ability required. If it is equal to, or greater than the difficulty of the task, the Dramatic Character at least partially succeeds. For example, to sway a mob requires a Charisma of Great, whilst leaping a yawning chasm of an Athletics of Good. Thus, Mrs. Harold McKinnon, with her Charisma of Great will sway the mob, but with an Athletics that is just Average—the default for any skills not selected—will need to rely upon the cards from the Fortune Deck to succeed or do better.

The cards have a face and a suit. The numbered cards have their straight value, whilst a Jack has a value of eleven, a Queen a value of twelve, a King a value of thirteen, and an Ace a value of fourteen. A Joker is worth fifteen points and when played, the player gets to choose the suit for that action. Similarly, the Ability Ratings also have a value, ranging from two for Poor and four for Average to ten for Exceptional and twelve for Extraordinary. The aim is to ensure that the combined value of the cards played and the Ability is equal to, or greater than, the difficulty of the Heroic Feat. A player has four cards in his hand and can play as many cards as he wants. However, if the suit of a card played does not match the suit of the Heroic Feat, it is only worth a single point, but if it does match, then the full value is used. The Clubs suit is for physical actions, the Diamonds suit is for mental and intellectual activities, the Hearts suit covers emotional and romantic feats, and Spades suit is used for social and status-related situations. The comparison of the total value of the Dramatic Character’s Ability and the cards played will determine how well the Dramatic Character. Results include Fumble, Failure, Partial Success, Full Success, and High Success. The total needs to be equal to the value of the Heroic Feat for the Dramatic Character to gain a Partial Success, equal to half the value of the Heroic Feat again for it to be a Total Success, and so on.

Combat is an extension of this, using either the Fencing, Fisticuffs, or Marksmanship Abilities, and are played out as contests with the quality of the outcome determining the amount of damage inflicted. The rules for duelling are more complex and do take some getting used to in comparison to the standard rules. Duels are fought over several Rounds with each Round consisting of three Exchanges, each Exchange a single clash of blades. Each duellist has a hand of six cards—two black, two red, and two face cards. Black cards are used for defence, red cards for attacks, and face cards for rests. On an Exchange, each duellist selects and plays two cards and both cards are compared. A defence card will automatically stop an attack card, but a rest card will not. So, there is tension built into duels as each participant knows what cards the other has played and it can get quite tactical and even cinematic once the terrain is taken into account. There is a good example of a duel to help the Host grasp the rules.

Combat does scale up once the great war machines come into play. For the most part it will be kept personal, and one way in which it is kept personal is no killing blows. The Dramatic Characters are by nature heroes and heroines and do not simply engage in wanton killing. Thus, in combat a Dramatic Character will wound someone or knock him unconscious, but not kill. Killing someone is a deliberate act and the intent has to be clearly stated rather than being accidental.

Sorcery requires an Ability of at least Good to cast spells. A spell can either be researched or learned at a magical college or society, and every spell has a Thaumic Energy Requirement. This is fulfilled by drawing cards from the Sorcery Deck, which represents the amount of Thaumic energy in the surrounding area. The Sorcery Deck can be depleted, indicating that all of the Thaumic energy is also depleted, but when a spell’s Thaumic Energy Requirement is met it can be cast. This works like a standard Heroic Feat, the difficulty set by the spell itself. Spells have aspects, which match the suits in the Sorcery Deck—Clubs for elemental magic, Diamonds for material magic, Hearts for emotional and mental magic, and Spades for spiritual and dimensional magic. There are guidelines too for magical artefacts and sorcerous duels. Lastly, there are rules for inventing and building Steamtech devices, a short adventure, some scenario hooks, and a bibliography.

Physically, Castle Falkenstein: High Adventure in the Steam Age is a book of two halves. It is well written and an engaging read, but the appearance of the two halves differs radically. The first half, the background, is gorgeous. In 1994 it looked amazing and it still looks good today. The second half, the rules section, works as a notebook, but is plain and even unattractive. It could also be better organised, so that the various sections are not interrupted by advice for the Host.

—oOo—
Castle Falkenstein: High Adventure in the Steam Age was reviewed by E. Ken Fox in ‘Closer Look: Reviews of Games and Related Products’ in Shadis Issue #116 (November/December 1994). He was highly complimentary, starting by calling it, “… [O]ne of the most exciting games in the industry today” and praising the look of the book, “With its incredible artwork and layout the book fairly transports you into the realms of the world, while not taking away from the exchange of information. While some may find it difficult working within the boundaries of this format. I personally find it an exhilarating change to what has become the Standard Format.” Finally, he concluded by describing it as a “A sure-fire system with a fantastic world of adventure: isn't that just what we all have been looking for?”

As a ‘Pyramid Pick’ in Pyramid Number 10 (November/December ’94), Scott Haring was equally as praiseworthy of Castle Falkenstein, saying, “This is not a game of sullen anti-heroes, angst and moral dilemmas; this is a grand game of world-spanning plots, pure heroes and diabolical villains. [Designer Mike] Pondsmith has done a great job of setting the stage for grand dramatic battles between good and evil without once letting it descend into melodrama or parody. This is a game that believes in itself and its premise 100%, but without drowning in pretentiousness or self-importance.” His conclusion was that, “Castle Falkenstein is a breath of fresh air in roleplaying, a game where real heroes matter and don’t have to apologize. The book is physically gorgeous, the game mechanics fit the tone of the game world like a glove, the writing is wonderful, and the game world is enchanting.”

In the issue’s ‘Feature Review’ of Castle Falkenstein in White Wolf Inphobia #51 (January 1995), Rich Warren asked, “It’s high adventure in the Victorian age with a mixture of magic and technology. They’ve all been tried before, so what makes them work now?” He awarded the roleplaying game four out of five and said, “The game’s mechanics are simple but unique; it can take a while to adjust.”

In Dragon No. 214 (February 1995), in ‘When dungeons won’t do; Alternative fantasy RPGs’ for ‘Role-Playing Reviews’, Rick Swan reviewed Castle Falkenstein alongside ARIA and the ARIA Worlds Book, awarding a rating of six out of six and stating that with Castle Falkenstein that, “… [T]his is about as good as it gets.” He described the setting of the roleplaying game by saying that “… [T]is isn’t Victorian London per se, but an alternative reality that’s one part fact, ten parts fun house; it’s as if Pondsmith tossed a history text, a copy of Alice in Wonderland, and a Monty Python video cassette into a blender. New Europa, the game world, is a crazy quilt of steam-age technology and social anarchy.”

Castle Falkenstein: High Adventure in the Steam Age was voted in at number forty-five in ‘The Top 50 Roleplaying Games’ in Arcane Issue 14 (December 1996). Editor Paul Pettengale said, “Castle Falkenstein is one of those games that people tend to either love or hate. It has a unique atmosphere, combining alternate history, Celtic mythology, steampunk and a somewhat whimsical, fairy-tale feel. Likewise, the rulebook itself is quite different from many, being laid out as a novel, with important information pulled out in sidebars, and the rules coming later. This reflects the main thrust of the system, which is heavily geared towards roleplaying and storytelling over game mechanics and numbers, and drops dice in favour of a couple of packs of playing cards.”
—oOo—

Castle Falkenstein: High Adventures in the Steam Age is a marvel of its age—optimistic, fun, and exciting—and like any classic, it still stands up not just as a superb design, but an innovative one as well. Its choice of mechanics are not only civilised, but they give a player choice and agency as to his Dramatic Character’s actions too. Above all, Castle Falkenstein: High Adventures in the Steam Age is a tremendous fabulation of fantastic Victorian fiction, Ruritanian romance, and swashbuckling Steam Age action.

Saturday, 27 July 2024

1984: BattleTech: A Game of Armoured Combat

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—

BattleTech infamously began life as BattleDroids. Originally published by FASA Corporation in 1984, for the second edition it would be renamed BattleTech because George Lucas and Lucasfilm claimed the rights to the term ‘droid’. It was also infamously, the game of ‘big, stompy robots’, but as BattleTech, it would go on to be so much more. In the forty years since its publication, this has included numerous expansions to the core board game, even more supplements adding rules and detailing the background to the game, several ranges of miniatures—both plastic and metal, over one hundred novels, a cartoon series, a collectible card game, and multiple computer games. These options have allowed fans to enjoy the setting in numerous ways, sometimes without even playing the core game, but the franchise has always been about the play of the boxed game that is BattleTech. This is a review of the second edition of BattleTech, published in 1985.

BattleTech
is a turn-based multiplayer game, played on large maps marked with hexes and terrain with players fielding twelve-metre-tall humanoid armoured, fusion-powered combat units, weighting between ten and a hundred tons, called BattleMechs, or ’mechs. These are not robots, but are controlled by human pilots who will manoeuvre across the battlefield, exchanging fire from lasers, autocannons, missile-launchers, and the dreaded PPC or particle projection cannon. If close enough, they may even punch or kick each other, and if they have jump jets, launch a risky death from above attack. Over the course of a battle, a ’mech will build up heat due to movement and weapons fire, and if it cannot bleed off enough heat, the excess will impair its targeting systems, impede its movement, and potentially cause any ammunition it is carrying to explode or the ’mech to simply shutdown. Each unit is represented by one figure, an illustrated—front and back—cardboard piece that slots into a plastic base, and a record sheet. Each record sheet contains information about the amount of armour a ’mech has, how many weapons, and where the armour and weapons are located, as well as being used to track damage suffered and its location, ammunition used, and how much heat it builds up from one turn to the next.

BattleTech: A Game of Armoured Combat carries the description, “In the 30th century, life is cheap, but BattleMechs aren’t.” The box contains forty-eight playing pieces depicting the various BattleMechs, twenty-four plastic holders for them, one-hundred-and-twenty unit insignias for the game’s various armies and mercenary units, a forty-eight page rulebook, two full-colour card maps, and two six-sided dice. The forty-eight playing pieces are an inch high, whilst the maps measure twenty-two by seventeen inches, are marked in one-and-a-quarter inch-wide hexes, and are both identical. Each hex is roughly a hundred feet across. the game is designed to be played by two or more players, aged twelve and up. The basic unit in the game is a lance of four ’mechs, so with twenty-four plastic holders, it is possible for six players to field a lance each, two players to field three lances each, and so on. It is also possible for a player to control just a single battlemech depending upon the circumstances, such as a duel or a roleplaying situation.

The black and white rulebook covers everything that the players need to know about playing BattleTech. This includes its rules—going from basic training to advanced gunnery, expert and optional rules—as well details of fourteen different ’mechs. These range in size between 20 and 100 tons, and include the Marauder, Phoenix Hawk, Warhammer, Stinger, Locust, and BattleMaster. Many of these are regarded as classics even today, though lawsuits over who owned the rights to use their images, taken from various different Japanese anime, including Dougram, Crusher Joe, and Macross, would result in FASA Corporation withdrawing their original appearances and all art associated artwork from the game. These would be labelled as ‘the unseen’ by BattleTech fans, and were missing from the game for many years until a legal agreement was reached that allowed many of them to return.

The rulebook also contains the setting to BattleTech, which is explained in sidebars which run down each page. The setting is the Inner Sphere, a region of interstellar space surrounding Earth with a radius of roughly five hundred light years. It contains some two thousand settled worlds, reachable by both Faster-Than-Light travel and communication. Beyond the Inner Sphere lies the Periphery. In the thousand years that mankind has had Faster-Than-Light travel, no signs of sentient, alien life have ever been found. In the early thirty-first century, several hundred years after a civil war that saw the collapse of the Star League, the Inner Sphere is dominated by five Great Houses—the Capellan Confederation ruled by House Liao, the Draconis Combine ruled by House Kurita, the Federated Suns ruled by House Davion, the Free Worlds League ruled by House Marik, and the Lyran Commonwealth ruled by House Steiner. Each house claimed the right to be First Lord of the Star League, but none could agree as who was right, and in a series of Succession Wars, the houses have battled each other into technological decline. In that time, the battlemech has remained king of the battlefield, each house fiercely protecting the few battlemech manufacturing facilities each possesses and suffering from a decreasing capacity both to produce new ’mechs and repair them. A battlemech pilot is akin to a knight of old and many ’mechs are handed down through families. The last thing that any pilot wants to suffer is a loss of his mech and his becoming one of the Dispossessed. As well as presenting a history of the Inner Sphere and details of the five great Houses, the rule book also describes numerous mercenary units with their own histories and relationships to the Houses, plus the Bandit Kingdoms of the Periphery.

The background, essentially a ‘feudalist future’, provides reasons and rivalries in what is an age of continual war, that can explain the whys and wherefores of any battles that the players want to stage. If perhaps the rulebook is missing anything, it is some actual scenario ideas that the players can simply set up and play.

In terms of game, the players will roll for initiative and then alternate the movement of their battlemechs. A battlemech can walk, run, or jump—the latter requiring jump jets—which determines how many Movement Points it has to spend on crossing terrain. The terrain can be open or rough ground, cliffs and bluffs, light and heavy woods, and water. The heavier terrain costs more Movement Points to cross. Once movement has been completed, the players take it in turn to declare their attacks for their battlemechs and then roll for the attacks. Battlemechs are equipped with an array of different weapon types and sizes. Lasers can be small, medium, or large; short range missiles launchers fire volleys of two, four, or six missiles; and long-range missile launchers fire volleys of five, ten, or twenty missiles. Plus, there are an autocannon and the PPC. The different weapons have their own ranges, damage inflicted, and heat generated. Rolling to hit is based on the range and is modified by the gunnery skill of a battlemech’s pilot, the movement of both attacker and defender, terrain and cover, and lastly, any ongoing effects of heat for the attacker. The attacking player then rolls the dice, aiming to roll equal to or higher than the target number.

The location of successful hits is determined randomly as the targeting systems of the Inner Sphere are poor. This includes individual missiles for short range missiles, but groups of five for long range missiles. Damage is first deducted from armour in a location and when that is gone, from the internal structure. Critical hits on the hit location roll can bypass armour and automatically do damage to internal structure. Any damage to the internal structure has a chance to inflict damage to weapons or ammunition in a location, to the engine or gyro in the torso, to actuators in the arms and legs, and even the pilot himself on a headshot. Critical hits have severe consequences. Damage to a weapon will destroy it, ammunition will explode causing more damage, damaged actuators and gyro make the battlemech more difficult to operate, a damaged engine will increase its heat output and if it takes more damage cause it to explode and possibly kill the pilot, and head hits can also kill the pilot or knock out an important component. In the meantime, if damage exceeds the amount of internal structure, a leg or arm can fall off or be destroyed. Excess damage can also be transferred to other locations.

Lastly, as well as tracking ammunition use, a player must track the heat a battlemech generates from movement and weapons use as well as damage to the engine. Each battlemech comes with ten heat sinks which will bleed off a certain amount of heat, and more may be fitted, depending upon the design. Excess heat is retained until it is bled off via the heat sinks, meaning that a battlemech will probably need to firer fewer weapons and move a shorter distance to do this. One part of play is thus managing heat from turn to turn. Rushing into an engagement all guns blazing is likely to generate far too much heat, limiting tactical options in subsequent turns. Most battlemechs have an optimal range for its weapons so working within those parameters will also help in heat management. This is in addition to making the best use of the terrain to gain cover or if necessary, standing in the water to work off excess heat!

Rounding out the rulebook are expert rules that allow a battlemech to twist its torso as a reaction to change its firing arc, make physical attacks—including picking up a blown-off limb and using it as a club, charging, and setting fire to the wooded areas. There are also rules for battlemech design, enabling a player to create his own and then test them out on the field of battle. It is just four pages long, and even includes an example, but expands game play in a surprising direction, enabling a player to experiment beyond the fourteen official designs included in the game.

Physically, BattleTech: A Game of Armoured Combat is a good-looking game. It might only use cardboard standees, but they are attractive and they look decent on the very nice maps. The rulebook itself is in black and white and whilst packing a lot of detail into its forty-eight pages is easy to read and understand. This helped by examples of the rules throughout.

—oOo—
Trever Mendham reviewed Battledroids in ‘Open Box’ in White Dwarf Issue 66 (June 1985). He said, “Overall, this is a well-written, easy-to-understand set of rules. Much of the design is clearly specific to robot combat and succeeds in capturing the flavour of this sort of battle. As it stands, Battledroids is a very good robot combat system, but very little in terms of ‘game’. The production value leads one to expect more.” before awarding it an overall score of seven out of ten.

In The Space Gamer Number 75 (July/August 1985), Aaron Allston reviewed the original game in ‘Featured Review: Battledroids’. His initial reaction was that the game was one of “…[G]iant
Japanese robot combat.” and was surprised to discover that it was not, feeling that its “…[F]uture-era “dark age”” was “…[F]leshed out far more than is necessary for a boardgame.” He then said, “But none of it feels like the Japanese cartoons. Rules such as beat buildup and weary campaign background are just wrong for the genre. It’s rather akin to designing a roleplaying game where the characters have superpowers and skintight costumes - and then run about performing political infighting and corporate takeovers a la Dallas or Dynasty. As the Japanese models and cartoons become more common over here, more and more buyers will be purchasing this game expecting something like the source materials, and they’ll be disappointed as I was. They’ll have a decent enough game on their hands – but they may not want to play it.” However, he was more positive in his conclusion: “My recommendation? Buy Battledroids if you'd like a giant-robots boardgame that has nothing to do with the Japanese cartoons. It’s a decent game. You won’t throw away any of your other games to play Battledroids fulltime, but you’ll be adequately entertained.”

BattleTech was reviewed in Adventurer: The Superior Fantasy & Science Fiction Games Magazine Issue #7 (February 1987), alongside the expansions, CityTech, which added urban terrain, infantry, and armour, and AeroTech, which added aerial and space combat. Ashley Watkins made some comparisons between BattleTech and some of the anime titles that were the source material for game and overall, had few reservations, concluding that, “Battletech has a real science fiction flavour, and it’s not often that the elements of playability and background come together in an SF game. So get Citytech for the combat rules, Battletech you want to design your own mechs, Aerotech only if you want the variable geometry mechs, or want to play the space game. This game could well become a cult classic and I highly recommend that you give it a look.”

Dale L. Kemper reviewed BattleTech and CityTech in ‘Game Reviews’ of Different Worlds Issue 45 (March/April 1987). He countered some of the criticism of the game not being Japanese enough by saying, “Battletech surpasses other “Japanese robot”-type games on the market for the simple reason that its universe makes sense. The Battlemech vehicles in the game (many which resemble those from such Japanimation shows as Macross and its Robotec U.S. variant) are piloted military units with strengths and weaknesses. They resemble walking tanks alot more than they resemble the shape-changing robots popularized in the latest cartoons. Certain tactics will aid Mechwarriors in various situations and others will not. Practice and skill outweigh luck in this game.” Before moving on to look at some of the expansions, he concluded that, “All in all Battletech is a good introduction to the universe of the Succession Wars. It should whet your appetite for more and FASA plans on giving it to you. With all the addon games and rules, Battletech will be around for some time to come.” and awarded it three-and-a-half stars.

Steve Wieck reviewed BattleTech in White Wolf Issue #7 (April 1987), continuing the trend of reviewing alongside the supplements Citytech, Aerotech, and MechWarrior. He awarded BattleTech a rating of eight out of ten and said that, “If the true test of any game is its playability, then Battletech is a good system. It is extremely easy to gamemaster and fun to play, at an hourly price that eventually beats the movies.”

Space Gamer/Fantasy Gamer Number 78 (April/May 1987) returned to BattleTech when Scott Tanner asked the question, “Feeling overwhelmed by the number of products for mechwarrior gaming? Here’s a survey of FASA Corps. BATTLETECH products.” in ‘Infotech on BATTLETECH’. He concluded his description of the core game with, “Battletech is a good game which stands on its own, but lacks in two important areas which the next two supplements cover; warfare in an urban environment and air combat.” The article also contained descriptions of CityTech, AeroTech, and MechWarrior.

Battletech was reviewd in ‘Role-Playing Reviews: Tickets to the stars’ in Dragon Magazine Issue #131 (March 1988) by Jim Bambra alongside the MechWarrior roleplaying game. He said, “The BATTLETECH game is a brilliantly conceived and presented game of robotic combat set in the war-torn universe of the Successor States.” before concluding about the game, “The BATTLETECH game system requires tactical thinking and detailed combat resolution, without becoming too mechanically complicated. Add in the background which appears in sidebars throughout the book, and you have a very good game rich in depth and technical information.”
—oOo—

From the basis of BattleTech: A Game of Armoured Combat has spawned a rich and detailed setting supported by numerous games and editions, as well as miniatures and more, but what has made the BattleTech franchise what it is today has to start somewhere. Returning to the original game and there is a pleasing elegance to BattleTech: A Game of Armoured Combat that is easy to grasp and play. What you might play is as another matter, for whilst the background is excellent, the issue with it is that not much is made of it in the rule book. There are no scenarios or suggested battles and had there been, that would have drawn the players into the game and setting. That said, there are hooks here and there in the background that can be developed in scenario set-ups, especially in the descriptions of the mercenary units and the bandit kingdoms. BattleTech: A Game of Armoured Combat is still a very playable and enjoyable game with flavoursome combat and a good background.

Solitaire: Gloomhaven: Buttons & Bugs

One of the biggest board games in recent years has been Gloomhaven, a fantasy-themed, campaign-based tactical skirmish game which combined narrative campaign, almost one hundred scenarios, and seventeen different playable Classes. The box itself is huge, the extent of the campaign vast, and the playing time months. Published by Cephalofair Games, it offered a roleplaying-board game hybrid and it has been a huge success. Now there is an option which is a tenth the size. Not only a tenth the size, but a tenth the playing size, a tenth the set-up time, and definitely a tenth the playing time. This is Gloomhaven: Buttons & Bugs. This is a game in which everything—including the protagonist and the game components and the play time—have been shrunk down.
Gloomhaven: Buttons & Bugs is a solo board game set in the dark fantasy world of Gloomhaven, designed for ages ten and over, and to be played in just twenty minutes per session. It includes six different characters or mercenaries and over twenty individual scenarios, plus variable difficulty levels, means a combination which offers plenty of replay value. This does though come at a loss of some of the expansiveness of Gloomhaven, but then Gloomhaven: Buttons & Bugs is designed to offer more self-contained play.

The tight little
Gloomhaven: Buttons & Bugs contains a small, thirty-six page rulebook, a set of plastic cubes to use as markers and monsters, six tiny miniatures representing each of the characters a player can choose from, five dials for tracking Hit Points—for both those of the monsters and the character, and a single die. The die is marked with an ‘O’, a ‘+’, or a ‘—’ symbol. This is used to determine if the movement, attack, and defence values for a hero are lower or better in round, and if the initiative, movement, attack, and defence values for the monsters are lower or better in round. There are also a lot of cards. These start with the Character Cards. There are six of these and include a brawler, a fighter, a spellcaster, a tinkerer, magical manipulator, and an assassin. Each give the character’s Hit Points, Ability Cards—at both the base level and the improved level, and also a complexity indication. There are three low complexity characters and two high, but only one medium complexity character. There is a set of Character Ability Cards for each character. As well as indicating the Initiative value for that round, each one provides two actions, at their most basic, a move action and an attack action. Other actions might provide an area attack, an elemental spell effect, or a piercing blow that ignores part of the defending monster’s defence value. On a turn, a player will choose two of these cards from his hand. He will use the best Initiative value of the two cards and when it is his turn to act, he will use two actions. These cannot come from the same Character Ability Card of the two, meaning that the player will choose the one from the top of one Character Ability Card and the one from the bottom of the other Character Ability Card. This gives a player some great choices when mixing and matching the actions on the Character Ability Cards.

Character Ability Cards are double-sided. The abilities on the ‘A’ are played first and then the Character Ability Cards are flipped over and the abilities on their ‘B’ side can be used on subsequent turns. When the latter have been used, the Character Ability Cards are discarded. Some Character Ability Cards have the ‘Lost’ Icon, which means that when it is used, it goes into Lost pile. Some have ‘Active’ abilities, which remain in effect. Should a player be in danger of running out of Character Ability Cards, he can perform rests to restore cards. Resting also forces the player to lose one card into the Lost pile.

The Monster Ability Stat Cards give values for their initiative, movement, attack, and defence in three different columns. The middle column gives the standard values, the lefthand column the lower values, and the righthand columns the better values. At the start of a round, the player will roll the die. If the ‘—’ is rolled, the lower, lefthand column values are used; for a ‘O’ symbol; there is no change and the middle column is used; and for the ‘+’ symbol, better, righthand values are used. The Monster Ability Stat Cards are double-sided and have a different monster on each side. The Monster Difficulty Modifier Cards are used to make the monsters more or less challenging to defeat and are used in conjunction with the Player Modifier Tray. There are some counters to track the effects of elemental icons and conditions during play and there is also an Icon Reference Card, which is definitely needed as there are a lot of Icons in the game.

Then there are the Scenario Cards. There is a deck of twenty of these, which together make up the whole campaign in
Gloomhaven: Buttons & Bugs. They are double-sided. One side is split into three parts. The top part is the introduction to the scenario and how to set it up, whilst the second is the outcome if the hero is successful. In between, there is a list of the monsters required. At the very top and bottom of the card are the rewards that the hero will earn if successful. The hero can only use the one at the top or bottom of the Scenario Card—not both! On the reverse is the actual play area, a grid of hexes five by hexes, each hex being a centimetre across. The grid is also marked with the starting position both the hero and the monsters, obstacles, and possible traps. Some may also include effects and goals specific to the scenario. Whilst the hero has his own miniature, the monsters are represented by coloured cubes. These are not sophisticated maps, but to be fair, they do not have to be. Each scenario is intended to be completed in roughly twenty minutes.

There are several thick cardboard trays. There is a Player Modifier Tray and several Monster Modifier Trays. The Player Modifier Tray has a slot to track the adjustments made to the character action from one turn to the next. At best, the adjustments will add a bonus, at worst they will completely negate the effect of the decided action that turn. Different cards be slotted into the Player Modifier Tray to represent a character improving. A Monster Ability Stat Card slots into a Monster Modifier Tray, which has a slot to track the column used on the card.

Set-up of a
Gloomhaven: Buttons & Bugs session is easy. Once set up, play is mechanically very easy, with relatively few components for the player to keep track off, a light skirmish game in which the player focuses on the Character Ability Cards and keeps track of the various conditions and icons. Then when play starts, Gloomhaven: Buttons & Bugs really is fun to play. And what is even better is that the game does not outstay its welcome because the play time for a single scenario is so short, and then set-up and put away time is so short.

The events of
Gloomhaven: Buttons & Bugs are set after those of the main board game. A would-be adventurer approaches Hail, the mysterious Aesther who lives in the Crooked Bone, a derelict tavern, and who is said to be capable of turning anyone into a hero. This is what the character wants, but as soon as he steps over the threshold of the Crooked Bone, things go awry! He is shrunk and quickly finds himself attacked in the first scenario. It appears that Hail has set a trap to dissuade people from following up on the rumours, so the would-be hero must strike out across the ‘Button Realm’ and into the Crooked Bone where he will both prove himself worthy and find a way of being restored to normal size. So not only has Gloomhaven: Buttons & Bugs been shrunk from standard Gloomhaven, so has the effective play area—across a street and into a building—and the size of each scenario!

Physically,
Gloomhaven: Buttons & Bugs is small, but impressive. The production values are good and the artwork excellent. If there is an issue with the game is that out of the box, some of the cards are slightly warped. If there is another issue, it is that the rulebook in the box is really an introduction to the game rather than a full set of the rules.

The scale and size of
Gloomhaven: Buttons & Bugs does come at some cost. The story is linear and progression in terms of the characters is limited. Nor does it have the expansiveness or the ability to unlock elements of play like its big brother. The rulebook which comes in the box only really covers lay of the first scenario. The player will need to download the full rulebook. Yet these are minor issues in comparison to what Gloomhaven: Buttons & Bugs does offer. A self-contained game with twenty scenarios and six different characters to play, easy to learn rules, and then constant choices in play as to which combination of Character Ability Cards and their actions to use from one turn to the next. It is also easy to set-up and once you have played through all twenty scenarios, there is still the option of return to play another character. The replay value is very high—as is the portability. Plus, there is certainly scope for expansion as well.

Gloomhaven: Buttons & Bugs is incredibly pocket-friendly and packs a lot of game play and a surprising amount of depth into that game play. Gloomhaven: Buttons & Bugs is proof is that tiny can be great.

Friday, 26 July 2024

Propping Up Your Pocket

From the moment you see the words “Gleason’s Department Store. Arkham, Mass.” on the lid of the patterned box you know that you have something special in your hands. Open it on the inside of the lid it says “Arkham Leather” above the wallet itself, wrapped in red tissue paper. There is a ‘User Guide: Read Me First’, but honestly, you are not going to read that first. You might look at the ‘Automobile Bail Bond Certificate’ or the ‘Operator’s License’ as issued by the ‘State of New York—Bureau of Motor Vehicles’, with actual headshot photograph attached, but what you are really looking at is the wallet. The brown, real vintage-style leather wallet is also marked with the ‘Arkham Leather’ stamp and inside can be found an embarrassment of riches. There is a ‘Motor Vehicle Registration Card’ issued by The Commonwealth of Massachusetts Dept. of Public Works Registry of Motor Vehicles, a ticket to the ‘Miskatonic University Exhibit Museum’, membership cards for both the ‘Arkham Historical Society’ and ‘The Eye of Amara Society’, a card for the ‘Grafton Diner’, a ‘Locker Rental Assignment—Men’s Gymnasium’ for the local YMCA, a ticket for the ‘Northside Line’ of the ‘Arkham Transit Company’. There is matchbox* for a restaurant, amusingly called ‘The Red Herring’. There are coins and tokens, and even a genuine period key, as well as several dollar bills, and a ‘Prescription Blank National Prohibition Act’ so that the holder can legally drink!

* This is a prop set. Of course, there has to be a matchbox.

The attention to detail is genuinely verisimilitudinous. For example, the card for the ‘Grafton Diner’ has loyalty program punches around its edges, whilst the card for ‘Fennel’s Roadhouse’ has the name ‘Betty’ handwritten on it. The fact that it says, “For Good Time ’Phone 8031’ suggests that this is more than a simple roadside stop offering fuel and lodging.

This then is the Arkham Investigator’s Wallet. It is stunningly stuffed full of things, prop after prop. Things that you and perhaps your players—if you ever let them get their grubby hands on it—are going to be amazed by what they find. Lastly, when you do get to the ‘User Guide: Read Me First’, it explains its use and more. On the back of it is the ‘Arkham Investigator’s Wallet Prop Inventory’, which lists all forty-seven items. Many of them are marked in green, indicating that they can be downloaded and printed out again.

The H.P. Lovecraft Historical Society is best known for servicing the great campaigns for Call of Cthulhu with amazing props and objets d’art, such as the Masks of Nyarlathotep Gamer Prop Set and Call of Cthulhu Classic Gamer Prop Set, but with the Arkham Investigator’s Wallet, it has done the reverse. It has provided the Arkham Investigator’s Wallet, not with a campaign, but a scenario which makes use of many of the items to be found within the pockets and folds of the wallet. This is The Dog Walker: A Scenario in 1920s Arkham, inspired by H.P. Lovecraft’s ‘The Shadow Out of Time’. As the title suggests, this takes place in Arkham, so you can make use of Chaosium, Inc.’s Call of Cthulhu: Arkham. It begins with Charlotte Foley, a precocious young dog walker and would-be detective, out walking one of her canine charges behind Christchurch Cemetery when she encounters a man acting strangely as if having some kind of a fit. Rushing to the nearest house—where the occupant, Madge Tomlinson and her friends are discussing plans for the neighbourhood’s annual Halloween party—for help, when she returns, the man has entirely disappeared. All that is left behind is a pair of spectacles and a wallet! What has happened to the man? Charlotte is determined to find out.

The Dog Walker is designed to be played with between two and six Investigators. Six pre-generated Investigators are provided in the book. They include a journalist, a history teacher, a retired cook, a retired professor of physics (with a drinking and gambling problem that may actually help the investigation in certain locations!), and a civil engineer, as well as young Charlotte. This is a nicely genteel selection of Investigators notable for the fact that all but one of them is unarmed, so the scenario is not one designed to be concluded through force of arms. That said, six Investigators does feel slightly too many for the scale of the scenario and perhaps some advice as to which of the six pre-generated Investigators to use with fewer players would have been helpful. The scenario is designed to be played solo, the player taking the role of Charlotte and using the ‘Solo Player PDF’ available to download. Alternatively, a Keeper can run The Dog Walker with the one player who can take the role of Charlotte. Lastly, the Arkham Investigator's Wallet Prop Set does require some customisation and set-up upon the part of the Keeper, removing certain props and adding details to others. The Dog Walker includes full advice for the Keeper as to what needs to be done as part of this set-up. An alternative option might be to combine the scenario with The Eldritch New England Holiday Collection and turn it into an all ‘kids-as-Investigators’ scenario.

The items in the wallet are all clues of course. Some, like the Bail Bond Certificate will hint at the missing man’s background, others such as the key enable easy entry to his nearby home, and still more grant access to otherwise closed locations, the Eye of Amara Society membership card granting the holder entry to the otherwise private members’ society. The clues will take the Investigators back and forth across Arkham, from dives such as Irish mobster Dan O’Bannion’s Lucky Clover Cartage Company to the Orne Library where they might meet Professor Henry Armitage. As the scenario progresses and the Investigators follow up clue after clue, location after location, The Dog Walker becomes a MacGuffin hunt as well. Ultimately though, everything leads back to the missing man and his home.

The Dog Walker is decently supported beyond the solidity of the props from the Arkham Investigator’s Wallet. There is a breakdown of all of the clues and how to prepare them for play—as well as a checklist for those that are pertinent to the scenario, the NPC stats, a timeline, and a map of the Lower Southside neighbourhood where the scenario begins. Physically, the scenario is cleanly laid out, very nicely illustrated (only one piece of artwork lets the look of the book down), and the props to be used in the scenario are also illustrated as well.

It is notable that Charlotte, the young girl and dog walker who makes the discovery of the lost wallet that triggers the mystery in The Dog Walker: A Scenario in 1920s Arkham is a fan of detective stories and Sherlock Holmes in particular. This is because the story itself is reminiscent of one of the best Sherlock Holmes stories, or rather one of the best pastiches. This is The Abergavenny Murder, the first episode in the second series of The Further Adventures of Sherlock Holmes, which continued the very fine BBC pairing of Clive Merrison and Andrew Sachs as Holmes and Watson—and Clive Merrison and Michael Williams before that—with stories based on cases mentioned by Sir Arthur Conan Doyle, but never expanded upon. In The Abergavenny Murder, the duo are at home at 221b Baker Street with nothing to do and lamenting the lack of crime to investigate, when a man rushes into their sitting room and drops down dead. Holmes and Watson then have forty-five minutes in which to solve the crime entirely based on the man’s corpse in front of them and what is on his body. It is a delightful ‘ship-in-a-bottle’ style episode and two-hander, displaying all of the personalities of the two men and the author’s inventiveness.

The Dog Walker feels much like this, though much more expansive than four walls of the sitting room at 221b Baker Street, and of course, having a wallet of clues to go on rather than a corpse and the contents of its pockets. Quite so too, since it would hardly be the done thing for young Charlotte to discover a corpse! That though highlights an issue with the scenario in that how does the adult world react to the inquisitiveness of a twelve-year-old? Apart from one NPC whose reaction to Charlotte may play an important role in the scenario, the issue is not addressed.

The Dog Walker: A Scenario in 1920s Arkham is a charmingly parochial mystery, its revelations hinting at the true nature of the universe, rather than fully blasting the minds of the Investigations with its actual uncaring majesty and the insignificance of humanity’s place within it. In fact, the scenario is almost gentle by other scenarios’ standards, there being only the one possible Sanity check in its telling. Which, of course, is how it should be given that Charlotte Foley is just twelve. All of which is supported by the Arkham Investigator’s Wallet and its marvellous props—of which, it should be noted, The Dog Walker: A Scenario in 1920s Arkham uses barely half, enabling the Keeper to return to the wallet to create his own mystery or the author to write a sequel. Above all, together The Dog Walker: A Scenario in 1920s Arkham and the Arkham Investigator’s Wallet are a wonderfully crafted combination that will provide a thoroughly enjoyable and engaging evening’s worth of detective work that will introduce one young lady to the mysteries of the cosmos.

[Free RPG Day 2024] Across the Veil of Time

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

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2024 Free RPG Day Module: Across the Veil of Time
is Goodman Games’ only contribution to Free RPG Day 2023. It is a scenario for use with the publisher’s highly popular Dungeon Crawl Classics Role Playing Game and written by the author of the very good Dungeon Crawl Classics #101: The Veiled Vaults of the Onyx Queen (though it should be noted that this is the second scenario by the author to use the word ‘veil’ in the title, so either he should stop now or use ‘veil’ in the title of every scenario from now on as his motif). Across the Veil of Time is designed for First Level Player Characters and can be played through in a single session or so. It is thus a slight affair, though one in which the entirety of time is in danger.

The scenario begins with the Player Characters on their travels reaching a village only to find it devoid of inhabitants. It appears that the village has been abandoned, except for a note on the door of a local haberdashery, “ENTER THE SHOP”, written in the hand of one the Player Characters and on a scrap of his cloak too! What is going on and how did the strange note appear on the door of a shop that the Player Characters have never seen before, in a place that the Player Characters have been to before? This is only the start of the strangeness in Across the Veil of Time. The Player Characters are thrown back in time again and again before they can gather enough clues to have any idea as to what is going on. The scenario ramps up the weirdness and will see the Player Characters racing along a bridge over the Sands of Time, trying not to fall in or be knocked off, and then up the ‘Clock Tower at the Centre of Time’, which of course, looks like a grandfather clock, though one with a cosmically horological mechanism at its heart rather than a simple clockwork. Here they will battle the ‘Time Lord’, the temporal demon, responsible for the situation, hopefully avoid blows from his nasty ‘grim’ Reaper, and save both the other person responsible and the universe!

Time [sic] constraints mean that Across the Veil of Time is a linear adventure. After all, it is designed to be played in a single session. However, it is really a series of puzzle-locked locations. Solve one puzzle and the Player Characters can move on to the next location. It is also very action and combat orientated, and there is very little scope for anything else. For a scenario with such tight playing time constraints, that really is the primary issue with Across the Veil of Time—no room for interaction or roleplaying. There is potential for expansion, especially early on in the scenario, if the Judge wanted to develop it, adding to its time and horological themes, and perhaps adding that the missing interaction and the NPCs necessary for that. Then, if the Player Characters are successful, then everything resets itself, the universe is safe, and all they will be left with is a slight sense of déjà vu… Appropriate, but paltry in terms of reward for having saved the universe.

Physically, Across the Veil of Time is very well presented. Both maps and artwork are decent and handouts, a surprising number for a scenario as short as this, are also good.

2024 Free RPG Day Module: Across the Veil of Time is easy to set up and run, being better as a convention or demonstration scenario. Its theme of facing time running backwards is intriguing, but the format constraints of the scenario being designed for a short, single-session playing time means that it is not explored enough. Without those constraints, the theme could have been explored to greater effect and the scenario could have been much, much better. 2024 Free RPG Day Module: Across the Veil of Time is full of thematic potential, but it is just not allowed to fulfil that and so it is just all too slight.

Monday, 22 July 2024

Miskatonic Monday #295: A Sliver of Starlight

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

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Publisher: Chaosium, Inc.
Author: Daniel Chadborn

Setting: New York State, 1983
Product: Weird Haunted House One-Shot
What You Get: Forty-five page, 7.19 MB Full Colour PDF

Elevator Pitch: “If you want to see an endangered species, get up and look in the mirror.” – John Young
Plot Hook: A haunted house (or inspiration) attracts the all too curious.
Plot Support: Staging advice, two NPCs, four pre-generated Investigators, and twelve handouts.
Production Values: Decent

Pros
# Multiple set-up options
# Decently done clues and events
# Easily shifted to other locations
# Staged, step-by-step plot
# Easy to adjust to other eras and locations
Oikopobia
Eisoptrophobia
Trypophobia

Cons
# Maps could have been better and clearer
# Needs an edit
# Staged, step-by-step plot

Conclusion
# Clues and events engagingly unsettle the investigation
# Staged, step-by-step haunted house plot that leads elsewhere (and back again)