Monday, 15 July 2024

[Free RPG Day 2024] Red Tundra

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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Red Tundra is a homecoming scenario for Werewolf: The Apocalypse 5th Edition, the roleplaying game of lycanthropic rage and action against the ecological damage inflicted upon Gaia by the Wyrm and its human agents. Published by Renegade Game Studios, it is the publisher’s second contribution to Free RPG Day 2024, the other being the scenario, Unnatural Disaster. It can be played in a single session or two, comes complete with six pre-generated characters, and requires the Werewolf: The Apocalypse 5th Edition core rules to play. There is mention of the roleplaying game’s dice pool system—familiar from either the Storyteller or Storypath systems—but it is very basic. This is preceded by a more detailed overview of Werewolf: The Apocalypse, of who and what the Garou, or werewolves are, and how they see it as their sacred duty to protect the Earth.

The setting for the scenario is the town of Winter Creek in the Canadian Northwest Territories. This is where the Player Characters grew up and went to school, underwent their First Change and became werewolves, joined the local werewolf pack called the Lunabombers, and ultimately left. In the mundane world, they left because the employment opportunities were better in the nearest big city, but in the world of the garou, they left because they disagreed with the tactics and actions of the Lunabomber pack leader, Marcus Oakheart. Now, after several years away, they have returned home. Or at least most of them have. One of the Player Characters remained in Winter Creek. Having decided to return, they have all decided to meet back up with the one person who was a stable, listening presence in their lives growing up, their high school coach, Gordie Mackenzie. Or least he was for most of them. One of the Player Characters is a Wolf when he went through the First Change and so never had that experience. The problem with these inconsistencies is not that they are present in Red Tundra, but rather that Red Tundra never addresses them. Why was Coach Mackenzie important to the Player Characters? Why does the Player Character who remained behind not know what is going on in Winter Creek? Above all, why have the Player Characters returned to Winter Creek at all? There is some fleshing out of personal details and motivations lacking here that really would have made the playing of Red Tundra much, much easier.

The six pre-generated characters consist of Shelley ‘Moonshadow’ Le Borgne, human-born Shadow Lord Galliard, a local ice hockey player who spends time with the werewolves of the city; Darius Van Detta, wolf-born Black Fury Theurge who studies the spirits; Ida ‘Ratbrain’ Fong, human-born Bone Gnawer Ragabash, a journalist with an addiction problem; Ashley ‘Fernfur’ Greeneyes, wolf-born Hart Warden Ahroun, a gardener who stayed behind in Winter Creek; Jonas ‘Sparks’ Beaulieu, human-born Glass Walkers Philodox who is fascinated by machines and after studying the laws of Canada and the Garou has become an arbitrator; and Jared Tierney, human-born Galestalkers Ahroun, who killed his family upon his First Change and bears a constant guilt. There are descriptions of all six in Red Tundra as well as full character sheets.

The scenario opens with the Player Characters on their way to meet Coach Mackenzie at a local bar, the Silver Saloon. They are waylaid by an encounter with their former pack leader, Marcus Oakheart, now lost to the ‘Hauglosk’ and highly aggressive. When he attacks them, they are forced to defend themselves, but before long, Jana Oakheart, another member of the Lunabombers pack arrives to calm him down. This is the scene to showcase the mechanics of Werewolf: The Apocalypse 5th Edition and foreshadow some of the difficulties that the Player Characters will face when dealing with the scenario’s real problem. This, as they learn from Jana Oakheart, is that a new company, called FOMO Hunting Company, has moved into the area and is running hunting trips for rich tourists, shooting wolves from helicopters. Jana Oakheart will also ask if the Player Characters have come back to help, and being werewolves, they should very much want to do so. However, they also quickly discover a complication. When they reunite with Coach Mackenzie at the Silver Saloon, he tells them that his is no longer a high school coach. Due to cuts in funding, he was made redundant and had to look for another job. Recently he found one—with FOMO Hunting Company.

The rest of Red Tundra is all about what the Player Characters decide to do about FOMO Hunting Company and how they do it. The most obvious one is to investigate the offices FOMO Hunting Company, but the Player Characters may want to contact the wolf pack that is going to be the target of the company’s next hunting trip. Lots of options are covered in terms of how the Player Characters go about investigating the local offices of FOMO Hunting Company—sneaking in, overpowering the guards, sabotaging the helicopters to be used for the hunting trip, and so on. Once inside, the Player Characters have the opportunity to find out more about the company. There are even notes on what happens if the Player Characters call the police, though in terms of game play, this is the least interesting option. There is even guidance on what happens if things go wrong and the Player characters get captured. The encounter with the target wolfpack is more straightforward, although the Player Characters may make contact with a wolf about to undergo her First Change.

The outcome of the climax is very much dependent on what the Player Characters did previously. If they did nothing, there is a complete timeline of what Marcus Oakheart and the Lunabombers do. This will result in a lot of bloodshed and the deaths of both Coach Mackenzie and many members of the wolfpack that the FOMO Hunting Company is planning to attack. Hopefully, much or at least some of this can be avoided, and the scenario lists numerous possible options and outcomes depending upon the actions of the Player Characters in the previous scenes. For example, if the Player Characters if have dealt with the head of FOMO Hunting Company, she is replaced by an assistant; if the helicopters have been sabotaged, then Coach Mackenzie might be killed or injured; and so on. Ultimately, the aim of the Player Characters is to stop FOMO Hunting Company, but ideally without Coach Mackenzie getting hurt or killed—though lack of a job will be a problem for him, without getting into too much conflict with Marcus Oakheart, and of course, without breaking the Veil and the Player Characters revealing their true nature to the mundane world. There are options, fairly open-ended, discussed as to what might happen next if the Game Master and her players want to continue the story or the Game Master has adapted the scenario to fit her campaign.

Physically, Red Tundra is decently presented. The artwork is excellent, but it does need a slight edit.

Red Tundra is a fair scenario, providing a good mix of investigation, interaction, and action, as well as, more importantly, presenting some moral decisions for the players and their characters to address. It is not a quick-start though, and a gaming group will need access to a copy of the rules to play. So, whilst it introduces the setting, it is not a good introduction to the rules. The most disappointing aspect to the scenario is the lack of Player Character motivations. These would have helped drive the Player Character action and given reasons for their involvement from the start. Although she should not have had to, if the Game Master takes the time to add these, Red Tundra becomes a decent scenario.

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