Monday, 23 September 2024

Weirder Wonders

Wilden Falls is a nice town. It is surrounded by rich forest and sits on a lake with a waterfall that brings tourists all summer long. Out on Route 767 stands the Osterman Labs Research Facility, but it has been closed since the sixties and nobody goes there. The kids of the middle school and the high school get to enjoy the countryside and time to ride their bikes or drive their cars, free of parental supervision for much of the time. Located in the Pacific North West, the town also has a Mines & Mining Museum dedicated to the region’s played out silver mines, KWF Radio on which DJ Cherry Kilbourne plays the latest hits, Camp Whispering Pines where all sorts of fun activities take place over the summer—except five years ago when that terrible thing happened that nobody talks about, and when the kids get bored, there is the Pastimes Amusement Arcade where all the latest video games can be played for a quarter at a time and Sal’s Video where the newest releases on VHS can be hired for the night. Though you may have to wait until next year for the release of Spirits of Manhattan and Montana Drones and the Raiders of the Cutty Sark. This is the eighties, the best time for any kid to have an adventure and also the setting for Strange Science. This is
a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, the scenario is primarily intended as a one-shot, film night special.

Strange Science is inspired by all of the kids in peril adventures of the nineteen eighties. The Goonies, Weird Science, and Back to the Future, with just a suspicion of Twin Peaks, Stranger Things, Eerie, Indiana, and A Town Called Eureka. Like all of the supplements for ACE!, it very much wears its inspirations on its sleeve, but as much a player may find it just a little too familiar, he will also find the genre and setting very easy to grasp. Wilden Falls itself is quite nicely detailed, including all of the notables places in town and in its surrounds that all together capture the feel of small town America. The set-up is also flexible in that the Player Characters can be either Middle School kids or High School kids and Strange Science and its adventure, also called ‘Strange Science’ can run without any changes. All that changes is the age of the children and just how aware of the world they are. What does not change are the roles that the Player can be. There are six, consisting of Brain, Cheerleader, Outsider, Protector, Radio Presenter, and Tycoon. These are classic archetypes of the ‘kids in peril’ genre.

As with other releases for ACE!, the eponymously named adventure in Strange Science, is a three-act affair. It specifically begins in April, 1984, when odd things begin happening at the school. There is the arrival of an odd new pupil, ‘Steve Twentyseven’, the replacement of the regular science teacher, Mr. Goodall, with a substitute teacher, and a van turning up outside the school handing out free protein shakes. Fortunately, the protein shakes taste of sprouts and cayenne pepper, so are positively disgusting and no kid in their right mind would drink one of them. Plus they look like snot. If Steve Twentyseven acts oddly, then his parents—dad ‘Steve Radioshow’ and mom ‘Steve BakingSoda’—are even weirder... Investigating the ‘Steve’ family will lead to the mall, revelations as to what is going on, a lot of exposition, and some time travel. This is back to 1884 and the town of Wildenville where with the help of the missing Mr. Goodall, the kids can prevent what is going on in the future and hopefully get back to that future. Sadly, this does not involve a steam train or shouts of “Great scot!”

‘Strange Science’ is a surprisingly lengthy and detailed adventure that will take two or three sessions to complete. For the most part, the scenario is very obviously inspired by its source material and the Game Master and her players should embrace wholeheartedly the eighties it depicts. However, given the lack of a DeLorean, the Player Characters need another way to travel back into the past, which is to have their minds cast back rather than their bodies. When this happens, their minds occupy the bodies of the men and women of Wildenville, which should lead to some roleplaying opportunities as the children of 1984 suddenly find themselves occupying the bodies of adults of 1884!

Written as a one-shot, Strange Science does include some notes on how to expand it. These are brief, but include adding in supernatural elements and possible sequel and crossover with Spirits of Manhattan. These are only suggestions though and the Game Master would need to develop and write it on her own.

Physically, Strange Science is a bright and breezy affair. The artwork is decent and the supplement is well written.

Strange Science is not a ground-breaking or even a great adventure, but then it is not trying to be. It is a little supplement and scenario that delivers exactly what it promises—eighties nostalgia, plus plenty of weirdness and a mystery that only the kids of small town America can see and solve. This is a great little combination that will be fun to play and fun to go back to if it gets the sequels it deserves.

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