Thursday, 31 October 2024

Miskatonic Monday #303: Flash Cthulhu – Lost in the Stacks

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.

—oOo—
Publisher: Chaosium, Inc.
Author: Michael Reid

Setting: Coventry, 1947
Product: One-Location, One-Hour Scenario
What You Get: Eight page, 2.22 MB Full Colour PDF

Elevator Pitch: “I have a longing for fiction – to try to believe in it and to disappear into it.” – Karl Ove Knausgard
Plot Hook: A hunt for a book turns into a hunt by the book
Plot Support: Staging advice, four pre-generated Investigators, one floorplan, two NPCs, one Mythos tome, and one Mythos spell.
Production Values: Decent

Pros
# Simple and short
# Slightly tweedy, seedy feel
# Has a growing sense of unreality, literarily
# Bibliophobia
# Pentiliarphobia
# Dementophobia

Cons
# Needs a slight edit

Conclusion
# Short, punchy, literary race against time
# Looking for a book? The book is looking for you.

Miskatonic Monday #302: The Russians Are Coming!!

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.

—oOo—
Publisher: Chaosium, Inc.
Author: Keith Craig

Setting: Alaska, 1961
Product: One-shot Scenario
What You Get: Thirteen page, 1.94 MB Full Colour PDF

Elevator Pitch: The metal from another world...
Plot Hook: Could aberrant radar signals be a prelude to Soviet invasion?
Plot Support: Staging advice, six pre-generated Investigators, two handouts, three NPCs, and two monsters.
Production Values: Plain

Pros
# More weird alien invasion than Mythos investigation
# Creepy transformations
# Environment reasonably detailed
# Could be a Delta Green investigation?
# Russophobia
# Tomophobia
# Neophobia

Cons
# Wonky Investigator backgrounds
# No maps (the Air Force would provide maps)
# Needs a good edit
# Solutions and consequences underdeveloped
# No Sanity rewards

Conclusion
# Alien invasion scenario rather than Mythos scenario
# Underdeveloped in terms of how the Investigators deal with the threat and what happens next

Miskatonic Monday #301: Lurkers in the Dark

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.


—oOo—
Publisher: Chaosium, Inc.
Author: Derek Zimmer

Setting: Michigan, 1927
Product: Scenario
What You Get: Eighteen page, 11.94 MB Full Colour PDF

Elevator Pitch: A return to where it all began...
Plot Hook: “To lose one Kimball may be regarded as a misfortune; to lose two looks like carelessness.”
Plot Support: Staging advice, three handouts, three NPCs, and two Mythos monsters.
Production Values: Decent

Pros
# Sequel to ‘Paper Chase’ from the Call of Cthulhu Starter Set and the Cthulhu Companion – Ghastly adventures & Erudite Lore
# Can be played using the Call of Cthulhu Starter Set
# Part of ‘The Next Adventure’ series 
# Part of the Call of Cthulhu – Ongoing Horror BUNDLE
# One Investigator, One Keeper scenario
# Detailed, meaty investigation
# Decent handouts
Coimetrophobia
Ososphobia
Claustrophobia

Cons
# No maps and no floorplans
# Needs a slight edit

Conclusion
# Worthy sequel to a classic scenario
# Rich, meaty investigation with subtle flavours
# Reviews from R’lyeh Recommends

Miskatonic Monday #300: Los Hobos and the Wolves of Carcosa

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.

—oOo—

Los Hobos and the Wolves of Carcosa: A 1930s Grindhouse Scenario is a chase scenario. A chase scenario across the width of Mexico aboard a party train at the height of the Great Depression in which a bunch of Hobos with the courier job of their dreams find themselves at the mercy of five different factions all wanting what they got and none of them wanting it for good. Drawn in by the promise of two weeks’ wages—if they had a proper job that is—they will find themselves literally hounded from one location to the next, visiting a smokeshop that is both the classiest and the seediest in all of Tijuana, finding respite at a Hobo shanty and getting served a bowl of Squattin’ Pete’s Mulligan Stew, and all that before a showdown on the dance floor! Imagine if you will, if Alfred Hitchcock decided to co-write From Dusk to Dawn with Quentin Tarantino and Joel Coen and Ethan Coen shot the resulting script instead of O Brother, Where Art Thou?, and that just about gets the tone of Los Hobos and the Wolves of Carcosa.

Los Hobos and the Wolves of Carcosa is a scenario for Call of Cthulhu, Seventh Edition and the winner of the 2024 Gold Ennie Award for Best Community Content. From the author of The Highway of Blood and The Grindhouse: Ultimate Collection – Vol. 1-3, it is thus another scenario inspired by the grindhouse genre of cinema—low-budget horror, splatter, and exploitation films for adults such as Duel, I Spit on Your Grave, Last House on the Left, Texas Chainsaw Massacre, The Hills Have Eyes, and the more recent Death Proof, which had their heyday in the seventies. However, it shifts the action to the Desperate and Dirty Decade of the thirties and the height of the Great Depression with the Investigators as Hobos, the signature figures of the period.

The scenario has quite a bit of background to go through, from all the way back to the first performance of The King in Yellow forward to The Carnival of Madness. There are also a lot of NPCs, on and off the train. The ones that the Investigators will have the most ongoing interaction with those wanting the MacGuffin they are ferrying across Mexico. They include a slinky Serpent-person Hybrid and her knife throwing circus minion, a maniacal luchador, a group of Deep One hybrids a la Peter Lorre, a private investigator who is probably going to be out of his depth as much the Investigators are, and the wolves of the title, icky, maggoty hounds that will chase the Investigators all the way to the climax of the scenario. Now many of the NPCs and all of the Investigators have a single special ability each. The Investigators include a Skywalker with the ‘Acrobat’ special ability, a Stage Actor with the ‘Bullshit Artist’ special ability, a Boxer with the ‘Sucker Punch’ special ability, and a Farmer with the ‘Bowie Knife’ special ability. The inclusion of these special abilities moves Los Hobos and the Wolves of Carcosa away from traditional Call of Cthulhu and more towards Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos, but not all the way. An option for the Keeper might be to shift Los Hobos and the Wolves of Carcosa all of the way to be playable as a Pulp Cthulhu scenario. In the meantime, Los Hobos and the Wolves of Carcosa is more of a hybrid between the two.

Once the scenario gets started, there are some great scenes from San Diego to Tijuana and from there to Ensenada and finally Mexicali, aboard the Mexicali Express, a party train set up for tourists who had originally wanted to drink free of the limits of Prohibition, but that has changed by the time the Investigators board. This includes a scene in a Tijuana tobacco shop whose proprietor is quite willing to sell the Investigators a whole more (necessitating a mature themes label) and the actual showdown at a Mexicali night club, whose name, The Crossroads, might just well be too much on the nose. The NPC motivations and possible actions are all nicely detailed, as is the Mexicali Express itself, helping the Keeper a great deal to run these encounters. Should the Investigators decide not to take the train all of the way or miss the train there is advice too on getting them to catch up or back on track, if not the railroad, to Mexicali.

For the benefit of both the Keeper and her players, there are excellent handouts and background on hobo life. The handouts include some period menus and part of a Tijuana Bible that will have both Keeper and player wondering about the author’s browsing history. The background on hobos is quite short, but it is not the only scenario for Lovecraftian investigative horror that has featured hobos. Golden Goblin Press has published one scenario in which they feature, Riding the Northbound: A Hobo Odyssey and dedicated an article to them in Island of Ignorance – The Third Cthulhu Companion. Included in Los Hobos and the Wolves of Carcosa is a list and explanation of Hobo Signs, to which it adds some new ones—one of which veteran Call of Cthulhu fans will appreciate spotting.

Los Hobos and the Wolves of Carcosa is described as a ‘Sandbox on a Railroad’. This suggests a wide area where the Investigators are free to come and go as they please and that the whole of this sandbox is on a track with a definite beginning and a definite end. It is a description that only just about works because it is both narrowing and stretching the concept of a sandbox an awful lot to get it to fit what Los Hobos and the Wolves of Carcosa actually is. Upon first glance, it looks like a railroad whose action takes place mostly on a railroad. The structure is more akin to the plot of a computer game in which the story is a thread which connects a series of cut scenes. Like most cutscenes there is exposition which moves the plot forward, but the actions of the Investigators are limited. They can ask questions, but little else. Where they can act is in the threads connecting these scenes, the scenes aboard the train. Do they hide from the train crew like any good hobo might or do they ride the rails like normal folk with a ticket and all? Which faction do they interact with? Which one do they fight? Which one do they run away from? And of course, once they get to the Crossroads, they have choices to make.

So, the question is, does this make Los Hobos and the Wolves of Carcosa a bad scenario? If this was a traditional scenario of Lovecraftian investigative horror, then perhaps. Yet it is not that. It is a one-shot horror scenario designed to tell a particular tale, tell it at pace, and whilst there are points where the Investigators have little agency, there are plenty more where they do. The point is, the threats are coming to them, and it is how their players decide their Investigators react and decide what they do that drives the story forward as much as the Mexicali Express carries them forward.

Physically, Los Hobos and the Wolves of Carcosa is very well presented. The artwork is decent and the handouts add a great deal to the atmosphere of the scenario. The scenario does need an edit in places.

Los Hobos and the Wolves of Carcosa: A 1930s Grindhouse Scenario is a fast-playing scenario that works as a desperate one-shot or convention scenario. It is surprisingly direct in its confrontation with the agents and entities of the Mythos as they worry at the Investigators on a thrilling chase through the underbelly of 1930s Americana.

Tuesday, 29 October 2024

1984: ElfQuest

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, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth 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—

ElfQuest was first published in 1978. The comic series, created by Wendy and Richard Pini, marked the emergence of the underground comic scene into the mainstream and was among the first successful independent comics series. The setting for ElfQuest is the World of Two Moons and the first twenty issues told the initial story of a group of Elves known as the Wolfriders and led by their young chief, Cutter. The Elves are diminutive, only a few feet tall, but known for being fierce warriors, the ability to send and receive thoughts and messages with each other, and their strong bonds with their wolves. After rescuing a tribe-member about to be sacrificed to their god by the nearby tribe of Humans, who blame and hate and fear the Elves for everything that has befallen them for previous several thousand years, the Wolfriders are forced to flee when the Humans set fire to their forest home. In the course of their travels, the Wolfriders will deal with duplicitous and cruel Trolls, find other Elves different to themselves, make a home for themselves, and journey across the world to discover secrets about the World of Two Moons, and who the Elves really are. In the nearly fifty years since ElfQuest was first published, much more of the World of Two Moons has been explored, numerous stories told, and secrets revealed, but it is the initial story, told in the first twenty issues, that ElfQuest: The Official Roleplaying Game would be based upon.

ElfQuest: The Official Roleplaying Game was published in 1984 and would be the second licenced roleplaying game to be published by Chaosium, Inc. that year, the other being Larry Niven’s Ringworld: Roleplaying Adventure Beneath the Great Arch. It came as a boxed set, used the Basic Roleplay percentile system, and was liberally illustrated using art from the comic books. Unlike that Science Fiction roleplaying game, it would be supported with three further supplements and a second edition, published as a single book rather than the boxed set in 1989. As a roleplaying game, ElfQuest has come in for some criticism by Sandy Petersen given its complexity of mechanics versus both the nature of the setting and the audience for the ElfQuest comic book series and thus the potential audience for the roleplaying game. Some of this criticism is justified as the rules are quite complex for anyone new to the roleplaying game hobby, being on a par with RuneQuest III, also published in 1984, but by Avalon Hill rather than Chaosium, Inc. However, anyone with experience of the Basic Roleplay system will have no issue learning to play ElfQuest: The Official Roleplaying Game, the system being good enough that it plays today as well as it did in 1984.

The first edition of ElfQuest: The Official Roleplaying Game was published as a boxed set. Inside can be found the eight-page ‘ElfQuest Box Contents’ booklet, the seventy-two page ‘Elfbook’, the thirty-six page ‘Worldbook’, the four-page ‘Example of Play’ pamphlet, the ‘World of Two Moons Map’, the thirty-two-page ‘Character Sheets’ booklet, and two twenty-sided dice and three six-sided dice. The ‘ElfQuest Box Contents’ booklet is not a booklet per se, but rather a sheaf of papers that actually consist of an ‘ElfQuest Box Contents’ and errata sheet, plus the ‘Reference Sheets’ for both character creation and running the game. The ‘Example of Play’ pamphlet depicts the situation that really begins the Wolfrider sage, the rescue of Redlance from the Humans about to sacrifice him. Liberally illustrated using the art from the scene in the comic book, the example of play deftly shows the game in play with a nicely action-packed scene. The ‘World of Two Moons Map’ depicts part of the World of Two Moons explored in the first twenty issues of the comic and is marked with the travel routes of the various characters in the story. It is also the only item in the boxed set to make any use of colour. The ‘Character Sheets’ booklet contains fifteen sample character sheets. They are notable for having nude silhouettes of Elves in various poses and two Trolls that the players can then draw on to depict their characters. Lastly, the two twenty-sided dice are marked with one to ten twice to be used as percentile dice.

The rules for ElfQuest: The Official Roleplaying Game are contained in the ‘Elfbook’. This opens with an introduction from Richard Pini and an introduction to the World of Two Moons. Although the latter does mention Trolls and Humans, as well as the even tinier and odder Preservers, it of course, pays particular attention to the Elves, noting their origins, the different tribes (which of course, the Wolfriders are initially unaware of), their low birth rate, their magical abilities, customs, languages, and more. After this, the ‘Elfbook’ gives an issue synopsis for the first seventeen or so issues of the comic, before moving onto character creation.

However, one aspect of ElfQuest and ElfQuest: The Official Roleplaying Game also covered in setting description is that of ‘Recognition’. This is the Elf instinct to find a mate and counter their species’ low birth rate. When two genetically compatible Elves meet, there is a chance they will form an empathic link and are driven by an inevitable and almost unavoidable biological urge to mate. This is Recognition. During character creation, there is a chance based on the age of the Elf that he begins play having undergone Recognition and may or may not still have a mate, which can be the Elf of another player. During play, there is a chance that when a Player Character Elf meets an Elf he has not met before, and is not yet Recognised, then Recognition can occur. This is represented by a roll against the Player Character’s Recognition score. It is important to note that the members of a Recognition couple do not have to like each other and so there is scope here for interesting roleplay between the two. However, the advice given for the Game Master is that this can be ignored for the purposes of the story, but the advice also states that the need to roll can be ignored and two Elves, whether a Player Character and an NPC or two Player Characters, can have Recognition between them for the needs of the story. Whilst there is plenty of story and roleplaying potential in such a situation occurring, places a great deal of power in the hands of the Game Master in terms of the emotions and relationships of both the Elves in question, and their characters. This is the one point of contention in ElfQuest: The Official Roleplaying Game compared to the comic book and where the comic book and the roleplaying game greatly differ. It is undoubtedly faithful to the comic book and fans of the comic may well simply accept as part of the setting and even expect it to happen. However, some players may feel otherwise, and in that case, the Game Master is neither Richard nor Wendy Pini, and unlike them, does not, and should not, have the control over the fate of her players’ Elves. At least not without discussing it first and explaining to her players what Recognition is likely to mean in play. Of course, this is coming to the ElfQuest: The Official Roleplaying Game with the benefit of another forty years of game design and roleplaying development, but Recognition could have been more sensitively and sensibly designed even in 1984.

An Elf in ElfQuest: The Official Roleplaying Game has seven attributes—Strength, Dexterity, Size, Constitution, Intelligence, Appearance, and Power—which range roughly between three and eighteen. Magic Points and Hit Points are derived from these as are Hit Points per location, Damage Bonus, Experience Bonus, Movement Rate, and Strike Rank values. He will also have a number of skills and Magic Powers. The latter include Sending, the telepathic ability common to most Elves; Magic Feeling, the ability to sense magic; and for the Wolfriders, Wolf-Bonding. A Wolfrider will have stats for his bonded wolf. In addition to his name known to everyone, an Elf has a Soul Name, typically only known to himself and his recognised mate. Creating an Elf involves rolling for attributes, deriving the various secondary abilities, rolling for age and determining the number of skill points to assign beyond the base values, and then rolling for magical abilities and special attributes or disabilities, effectively advantages and disadvantages. By default, the Player Characters are Wolfriders, but options are given for the Sun Folk, Gliders or Blue Mountain Folk, Go-Backs, Sea Elves, Desert Elves, Plains Elves or Plainsrunners, Trolls, and Preservers. These are further detailed in terms of the mechanics at the back of the ‘Elfbook’, along with stats and details of the many characters from the comic book series. The result can range widely in terms of skills as an Elf can range in age between two and twelve hundred years old. It is possible for older Elves to have higher characteristics, but the Game Master is given the suggestion that everyone create a younger rather than an older character.

Character Name: Seeker
Soul Name: Starbright
Species: Elf Tribe: Wolfrider Age: 60
Gender: Female
Weight: 37 lbs. Height: 2’ 11”
Special Abilities: Exact Sense of Direction, Affinity for Stargazing

Rolled Characteristics
Strength 11 Dexterity 19 Size 3 Constitution 16 Intelligence 15 Appearance 18 Power 15

Magic Points: 15
Hit Points: 10
Head (AP 0/HP 4), Left Arm (AP 0/HP 3), Right Arm (AP 0/HP 3), Chest (AP 1/HP 5), Abdomen (AP 1/HP 4), Left Leg (AP 1/HP 4), Right Leg (AP 1/HP 4)

Derived Characteristics
Damage Bonus: – Experience Bonus: +7 Movement Rate: 4
DEX Strike Rank Modifier: 1 SIZ Strike Rank Modifier: 3 Base Strike Rank: 4

Skills
Animal Lore 40%, Climb 54%, Communication 33%, Dodge 88%, Elf Lore 55%, Healing Lore 30%, Human Lore 30%, Jump 60%, Language Lore 30%, Manipulation 30%, Mechanical Lore 08%, Mineral Lore 15%, Perception 80%, Plant Lore 30%, Ride (Wolf) 76%, Stealth 84%, Swim 30%, Throw 30%, Troll Lore 15%

Magic Powers
Sending 80%, Magic Feeling 15%, Wolf-Bonding 65%

Weapon Skills
Weapon: Sword Damage: 1d6+1
SR: 1 Attack: 80% Parry: 88%
Weapon: Bow Damage: 1d6+1
Rate: 2 Attack: 80% Range: 90

Mechanically, ElfQuest: The Official Roleplaying Game uses the percentile system of Basic Roleplay. Rolls are made against a skill or on the Resistance Table—a mainstay of the basic Roleplay system—with a roll under being counted as a success. A roll under a fifth of the skill or value is a Special Success, whilst a roll under a twentieth of the skill or value is a Critical Success. A Critical Success means that a weapon will inflict maximum damage, a climber clambers up a cliff all the faster, and a crafter makes an item that is better or more valuable. A Special Success might mean that a healer heals more damage or a sage knows something extra about Elf Lore. Conversely, the reverse of a Critical Success is a Fumble, being equal to one twentieth of the skill or value, but if the player rolls very high.

Combat is straightforward and complex. It uses Strike Ranks—first introduced in RuneQuest—derived from a combatant’s Strength and Dexterity, and then modified by the length of weapon being wielded, as the means of handling when combatants act. Weapon blows can be parried, the Parry skill for any weapon being separate to the skill for the weapon, and also dodged. Damage is suffered per hit location and can be quite deadly, especially given that Elves have relatively few Hit Points, let alone Hit Points per location, and armour is light, even if worn. In practice, what this means is that an Elf should have a good Parry skill for his weapons as well as a good Dodge skill, and when that fails, definitely have a healer among the group. This is partially offset by the fact that the Player Characters can be highly skilled, ElfQuest: The Official Roleplaying Game is a roleplaying game that just like the comic book it is based on, in which a lot of combat takes place and the World of Two Moons is a brutal one. Yet it all feels too complex for what it is trying to portray and too complex for its intended audience, or at least the intended audience outside of the roleplaying hobby. There were simpler versions of the Basic Roleplay system available in 1984, such that derived for use in the Worlds of Wonder roleplaying game which might have offered an easier and faster set of rules, let alone more forgiving, especially for combat.

This is compounded by a pairing of dissonate statements from the designer. At the start of the ‘Combat and Hunting’ chapter in the ‘Elfbook’, he writes, “Combat and hunting are integral parts of the lives of the elves on the World of Two Moons.” and continues with, “The rules below attempt to recreate the excitement and wonderment of the combat and hunting in the ElfQuest story.” However, he then states, “There is an inevitable temptation to make combat the entire activity in any fantasy roleplaying game. This is contrary to the spirit of the spirit which this game attempts to emulate and unnecessarily limiting to everyone involved. Combat provides a seasoning which provides an occasional thrill, whilst the main emphasis of the game is roleplaying.” This contrasting pair of statements begs the questions, why then make the combat so complex and why devote so much to it in the ‘Elfbook’?

Magic is divided into a number of powers. The Wolfriders have access to Sending, Magic Feeling, and Wolf-Bonding, as well as Animal Bonding, Plant Shaping, and Healing. Other tribes have access to other Magic Powers, such as the Astral Projection of the Sun Folk, Gliders, and High Ones, and the Fire-Starting of the High Ones. The Magic Powers are divided between telekinetic and telepathic categories, and in addition to skills being required to use, their practitioners have to expend Magic Points.

The ’Worldbook’ provides background and advice for the Game Master. It opens with the advice which feels painfully thin. It suggests that ElfQuest: The Official Roleplaying Game can be played as either one-shot episodes or as a campaign and that either way, the challenge for the Game Master is create content for her players that is true to the spirit of the original comic book series, whilst being entertaining and offering different adventures, but without simply replicating the plot of the comic books. A handful of campaign set-ups are suggested. It is possible for the players to take the roles of members of the Wolfrider tribe and play a campaign based around them, as stats and write-ups are given for all of them. This is either as playing them in an earlier time period prior to the events of the comic book or playing through at least some of the events of the comic book knowing that beyond the starting point, the campaign will diverge from the comic book. This approach is supported by the scenarios in the ‘Worldbook’. A third option would be to play Elves of another tribe, one of several seen in the World of Two Moons and detailed in the ‘Elfbook’. However, the fourth option is the one that gets the most attention as that is the one that was playtested by the designer. This is play as separate tribe of Wolfriders, the Game Master needing to decide what if any, connection there is between the Player Character Wolfriders and the Wolfriders of the comic book.

The rest of the Game Master advice is on running the game and is cursory at best. There is no advice on writing scenarios and adventures suitable for ElfQuest: The Official Roleplaying Game and there is no advice on themes and ideas that either the comic book series explores or that the roleplaying game could explore. For the Wolfriders, as told in the comic book series, it is about the search for a new home and finding their place in the world, discovering secrets about their origins, meeting new groups and exploring similarities and differences between them, exploring the bonds between the Elves, and so on. None of this is discussed in ElfQuest: The Official Roleplaying Game and the result is underwhelming, if not frustrating.

Elsewhere, the ‘Worldbook’ details all of the environmental hazards that the Player Characters might encounter from weather and asphyxiation to disease and exposure. The flora and fauna section covers a wide range of creatures and plants from the World of Two Moons, including bloodworms, bristle boars, dream berries, and strangleweed. Before coming to a close with a handy glossary, the ‘Worldbook’ gives the Game Master three scenarios. The first two of these are adaptations of encounters from the comic book series. Scenario One, ‘Rescue’, lets the Player Characters reenact the rescue of Redlance as told at the start of ElfQuest and also used as an example of play in the ‘Example of Play’ pamphlet. It is a simple affair, designed to get the characters into the action and show the players how combat works. ‘The Menace in the Woods’ details the hunt for the creature Madcoil and focuses on combat as well as the use of magic in combat. Both are encounters rather than full adventures and designed to get the players used to the mechanics or to be used as an addition to a campaign. The third scenario, ‘Lord of the Spiders’ is wholly new and designed to be used as part of a campaign. It begins with the forest home of the Wolfriders dying and the Player Characters being sent out to look for a new home. First, they have to cross some nearby plains, surviving and hunting as they go. One of the best entries included on the encounter table is with some hunters from the Plainsrunner tribe of Elves which will afford some opportunities for roleplaying—more than the previous two scenarios. Ideally this should have been made an optional encounter rather than a random one to highlight its potential and to bring into play the theme of meeting other peoples and the possibility of the Recognition. When the Player Characters do discover a potential new forest home, they find it twisted and changed, and overrun with spiders. If they proceed further, they will encounter one of the High Ones, the original Elves who came to the World of Two Moons, driven mad by his long life alone. The scenario does involve quite a lot of combat, but there is potential for interesting exchanges with its primary antagonist that will likely leave the players and their characters with more questions than answers. It is certainly the most sophisticated scenario of the three in the ‘Worldbook’, and certainly has the most scope for roleplaying.

Physically, ElfQuest: The Official Roleplaying Game is well presented in a clean and tidy set of books and accessories. The production values are certainly good for 1984 and everything is very readable and clearly presented. Plus, of course, the artwork of Wendy Pini shows off the World of Two Moons, the Wolfriders and their foes and allies, and their age to great effect as well as making ElfQuest: The Official Roleplaying Game one of the best-looking roleplaying games for its time.

—oOo—
ElfQuest: The Official Roleplaying Game was reviewed by Rick Swan in the ‘Capsule Reviews’ department of Fantasy Gamer Number 6 (June/July 1984). He began with the following statement: “Imagine a cross between Conan the Barbarian and the Smurfs and you’ve got an idea of what ElfQuest is all about.” He commented that, “Although a dream come true for ElfQuest fans, this is not a game for beginning roleplayers. There are over 100 pages of rules to digest, including 19 pages of relatively complex combat rules (which is strange, considering designer Steve Perrin states that combat is generally “contrary to the spirit of the story and should therefore be de-emphasized). There isn’t much in the way of magic, and the variety of creatures and encounters is also fairly limited. This is true to the setting of ElfQuest, but roleplayers used to the scope of systems like Dungeons & Dragons or Traveller may find this world too constricting. Those unfamiliar with the original sage may be at a loss as to what to do next; three scenarios are provided, but they’re actually little more than single situations used to illustrate the rules rather than full-fledged adventures.”

Rick Swan concluded that, “Familiarity with the original ElfQuest is just about a prerequisite for the complete enjoyment of the game. Check out the books first (and since they’re a delight, you won’t be sorry). For those who are already fans of ElfQuest, waste no time in investing in a copy of this game.”

It was reviewed in ‘Open Box’ by Murray Whittle in White Dwarf Issue 60 (December 1984). He said, “The game, utilising the simplicity of the RuneQuest characteristics and skills system, concentrates squarely on storytelling and the creation of atmosphere.” Before awarding the roleplaying game an overall score of nine out of ten, he concluded that, “This is not a game for the traditional wargamer, who will find a lack of emphasis on tactical or combat skills, which are relegated to the last section of the players’ book. The established RuneQuest player will also find little that he could not engineer for himself from reading the series. This is really the nicest RPG I have seen to give someone as a present. It would suit especially a new player or the parents of young children, who will undoubtedly love the elves wholeheartedly, but also any player who really cares about The Story.”

Michael DeWolfe reviewed not only ElfQuest: The Official Roleplaying Game, but also The ElfQuest Companion and The Sea Elves supplements, in the ‘Game Reviews’ section of Different Worlds Issue 46 (May/June 1987). He awarded the roleplaying game three stars out of five and said, “Overall, the entire game is well done.” and described it as an, “…[O]utstanding example of game design.” After reviewing both the roleplaying and the two supplements, he said that for the fans, “[A]ll three products add to an ElfQuest fan’s knowledge of the characters and the world.”, whilst for the gamer, “[T]his is a change of pace from normal role-playing games. It doesn’t focus on powerful sorcerers and multi-racial parties, nor does it involve towns and ancient castles. The setting is new but may become boring for not a few. A suggestion: don’t worry about rewriting the comic with your exploits, just don’t rewrite the setting or logic of the world. ElfQuest is a good game in most facets and can be recommended.”
—oOo—

Ultimately, ElfQuest: The Official Roleplaying Game is let down by its design and its mechanics that in many ways, do not fit the setting or source material. They feel too cumbersome and there is an emphasis on combat and on the intricacies of combat that not only runs counter the designer’s own advice, but makes the roleplaying game and potentially the roleplaying hobby a daunting prospect to anyone coming to ElfQuest: The Official Roleplaying Game as a fan of the comic book series. This is compounded by a lack of advice for the Game Master on running the game and the failure to explore the themes of the comic book in the roleplaying game. Arguably, whether by intent or by effect, ElfQuest: The Official Roleplaying Game is not designed at all for fans of the Richard and Wendy Pini comic book series who have never roleplayed, but for fans who do roleplay and for those who do roleplay and are intrigued enough by the roleplaying game to want to read the comic.

Nevertheless, ElfQuest: The Official Roleplaying Game is playable as written. The mechanics and rules are serviceable and tried and tested. The details of the setting are all there. It is possible to play a good, even a great campaign of ElfQuest: The Official Roleplaying Game, but that will be due to the input and development of many a great Game Master, along with her players, rather than the roleplaying game itself.

—oOo—

The Kickstarter campaign for ElfQuest Classic Deluxe, the remastered fortieth anniversary boxed set of the ElfQuest: The Official Roleplaying Game can be found here.

Monday, 28 October 2024

Medicae Misconduct

Warhammer 40,000 Roleplay: Imperium Maledictum is a roleplaying game in which the Player Characters, in the service of their patron, have the opportunity to travel and see worlds far beyond their own, enjoy wealth and comfort that though modest is more than they could have dreamed of, and witness great events that they might have heard of years later by rumour or newscast. In return, they are directed to investigate mysteries and murders, experience horror and heresies, expose corruption and callousness by their patron, whether in pursuit of their patron’s agenda, his faction’s agenda, the Emperor’s will, or all three. This takes place in the Macharian Sector, catastrophically isolated from the rest of the Imperium of Mankind by the Great Rift for far too long, and only recently have communication, trade, and psychic links been reforged and the Imperium begun to re-establish its authority. Who knows what has happened in the time when the connections were broken? What Dark Gods, with their promises and falsehoods, have heretics turned to, how far does corruption run with its waste of Emperor’s resources and wealth, and when will Orks, or worse, Tyranoids, take advantage of the Imperium’s weak grip on the sector to conduct deadly raids or murderous rampages? What this means is that the Macharian Sector is a dangerous place and there is the possibility that the Player Characters might get hurt. Or rather, the Player Characters are definitely going to get hurt. Eventually. When that happens, they are going to need a Medicae Technician.

Warhammer 40,000 Roleplay: Imperium Maledictum: Diagnostica Obscurus is there to fulfil that need. It presents ‘Three Mendacious Medicae Technicians for your Grim And Treacherous Adventures in the Macharian Sector’. There for when a Player Character suffers more Critical Wounds than he can cope with, the supplement not only describes three NPCs in quite some detail, but it also provides their stats, information as to where they might be found and what their facilities are like, their background—and of course, secrets, and a Treatment Table listing the typical effects of their medical attention. Lastly, each NPC description includes a set of scenario hooks that ends with an apex mission. The latter to be played out once the previous scenarios have been played through and the Player Characters have earned the NPC’s trust—or enmity. In each case, the Game Master will need to develop the scenarios into something that can be readily played, but if she does so, she will have an ongoing story, lasting a session or two each time, which can be slotted into her campaign and played out over time.

The supplement’s three Medicae Technicians consist of Noxia Vex, Karzinth Half-Hand, and Genetor Erudir Phi-VI. Noxia Vex runs a back-alley clinic in the depths of Hive Rokarth, providing cut-rate medical care to all, heedless of their faction, and is protected by well-armed and intensely loyal guards with strangely milky eyes. For some patients though, she will offer her services in return for a favour and this ultimately, will put that patient in a dangerous situation as he is tasked with investigating a viral vector that Noxia is researching in the hope that she can find a cure for the guards who protect her before they go on a murderous rampage!

Karzinth Half-Hand is noticeably missing two fingers from one hand and why he does not replace them with bionics is the subject of some speculation amongst his rich patrons and secretly, a source of shame for him. He primarily offers his surgical expertise to the Mavins of Hive Praemiosus on Asterion, having fled his former position as a Chapter Serf to an Apothecarian and is deeply paranoid that his former masters are still looking for him. Currently he seeks wealth and the means to protect himself, which includes blackmail using information he gathers from certain patients whilst they are anaesthetised and under his knife! Karzinth Half-Hand might become a patron for the Player Characters or he might blackmail them with information gained whilst under his care to work for him. The hooks for Karzinth Half-Hand are not connected, but the apex mission is connected to his activities and is quite detailed in comparison to the others.

Genetor Erudir Phi-VI is an arrogant surgeon with some highly unorthodox ideas that verge on heresy. A member of Adeptus Mechanicus, he has established a clinic at the Grand Docks of Harjus where conducts radical surgical experiments whose subjects find themselves supposedly ‘improved’ with transplants harvested from xeno beasts! This lends itself to the possibility that the Player Characters might find themselves on ‘bug hunts’ looking for specimens to capture for Genetor Erudir Phi-VI’s experiments and one of them involves such as task through the tunnels of the Spear on which the surgeon has his clinic. His associated apex mission involves protecting him against a black mail attempt and like the one for Karzinth Half-Hand is longer and more detailed than that given for Noxia Vex.

The length of the apex missions for Karzinth Half-Hand and Genetor Erudir Phi-VI in comparison to that given for Noxia Vex does unbalance her entry in Warhammer 40,000 Roleplay: Imperium Maledictum: Diagnostica Obscurus slightly, though she has four missions as opposed to their three. The situations for all three NPCs in the supplement are quite flexible in that they can be as written or shifted to other worlds in the Macharian Sector, and the NPCs themselves used as patrons, as straightforward NPCs, or even as NPCs to be investigated on behalf of the Player Characters’ actual Patron. The latter option will need more development upon the part of the Game Master as it is only suggested in the text.

Physically, Warhammer 40,000 Roleplay: Imperium Maledictum: Diagnostica Obscurus is well presented and the artwork is excellent. It does need a slight edit.

Warhammer 40,000 Roleplay: Imperium Maledictum: Diagnostica Obscurus is a great addition for Warhammer 40,000 Roleplay: Imperium Maledictum. Using all three of its entries might be a challenge, but three skilled, but imperfect Medicae Technicians to add to the Game Master’s campaign complete with secrets and scenarios to be developed and brought into play is exactly what this completely unqualified not-a-Medicae Technician recommends.

Companion Chronicles #3: Squires Rampant

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition and the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha, The Companions of Arthur is a curated platform for user-made content, but for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon. It enables creators to sell their own original content for Pendragon, Sixth Edition. This can original scenarios, background material, alternate Arthurian settings, and more, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Pendragon Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Pendragon campaigns.

—oOo—

What is the Nature of the Quest?
Squires Rampant is a supplement for use with Pendragon, Sixth Edition which details twenty squires who might each accompany a Player-knight and so be a help or a hindrance.

It is a full colour, nine page, 8.9 MB PDF.

The layout is tidy and it is nicely illustrated.

Where is the Quest Set?
Squires Rampant does not require any specific setting and will be of use wherever the Player-knights are.

Who should go on this Quest?
Squires Rampant requires Player-knights with at least one positive Trait, such as Valorous, Suspicious, Honest, and so on.

What does the Quest require?
Squires Rampant requires the Pendragon, Sixth Edition rules or the Pendragon Starter Set.

Where will the Quest take the Knights?
Squires Rampant is subtitled ‘Twenty squires for Player-knights’, but is better described as ‘Twenty ANNOYING squires for Player-knights’ and that should be enough for any Pendragon Game Master to add this to her campaign. The idea behind the supplement is that as much as squires are a help to the Player-knights, looking after their horses, setting up camp, pulling them from the tourney field if they are unhorsed or injured, and so on, they should also be irritating and exasperating. In other words, they should have personality and wants of their own, and if in irking their individual knights and players, the interactions between them encourage good roleplaying and comedy, then so much the better.

Each squire in Squires Rampant is simply defined by a description, a quote, a special Skill that the squire is good at, and a requirement for the Player-knight. The squire also has two names, one male, one female, depending upon gender.
Thus, for example, the randomly rolled example is ‘The Drunken Squire’. Anna is described as a “[H]appy, red-nosed lass, who is always of good humour.” She is loyal and does a serviceable enough job, but obviously drinks too much, has a loose tongue when she does, readily letting slip her knight’s foibles and desires—such as a secret love or subject of a feud, and then in morning has completely forgotten what she has said and to whom. She also has a sore head! Her special Skill is Intrigue, but is unable to use it wisely. Her knight should have a high score in the Temperate Trait to be sober enough to deal with the consequences of Anna’s partying the night before! If this squire is male, his name is Alec.

The twenty entries, or squires, in Squires Rampant, are all like this. There is the Outspoken Squire, the Awkward Squire, the Dim Squire, the Cowardly Squire, and more. Essentially, there are more than enough squires to attach to the Player-knights and keep the Game Master amused as well as the other players whose squires have not quite yet got their knights into difficulty. Plus, of course, the Game Master will fun roleplaying each and every one of the entries in the supplement. If that is not enough, then the supplement also includes ‘Squires Redux’, a table of another twenty squires ready for the Game Master to develop.

Lastly, it should be noted that Squires Rampant is a development of an article that originally appeared in the Pendragon fanzine, Beamains, in the 1990s. Thus, the Companions of Arthur follows in the footsteps of the Jonstown Compendium in developing and updating content for a community content programme that previously appeared in fanzines and other fan-based content in the last century.

Should the Knights ride out on this Quest?
Knights have to quest and squires have to squire, so they need all the personality they can get. Squires Rampant provides personality aplenty as well comedic opportunities for annoying, dangerous, or even odd situations, as well as good roleplaying.

Sunday, 27 October 2024

Short, Sharp Cthulhu II

Collections of short scenarios for Call of Cthulhu are nothing new—there was the 1997 anthology Minions, but that was for Call of Cthulhu, Fifth Edition. It was also a simple collection of short scenarios, whereas the more recent Gateways to Terror: Three Evenings of Horror in being both a collection of short scenarios and something different. Published by Chaosium, Inc. for use with either Call of Cthulhu, Seventh Edition or the Call of Cthulhu Starter Set, it is a trio of very short scenarios—scenarios designed to be played in an hour, designed to introduce players to Call of Cthulhu, and designed to demonstrate Call of Cthulhu. All three have scope to be expanded to last longer than an hour, come with pre-generated investigators as well as numerous handouts, and are designed to be played by four players—though guidance is given as to which investigators to use with less than four players for each scenario, right down to just a single player and the Keeper. All three are set in different years and locations, but each is set in a single location, each is played against the clock—whether they are played in an hour or two hours—before a monster appears, and each showcases the classic elements of a Call of Cthulhu scenario. So the players and their investigators are presented with a mystery, then an investigation in which they hunt for and interpret clues, and lastly, they are forced into a Sanity-depleting confrontation with a monster.

No Time to Scream: Three Evenings of Terror is the sequel. It is again designed to be used with either the Call of Cthulhu, Seventh Edition full rules or the Call of Cthulhu Starter Set, and again, it contains three scenarios. However, each is more expansive and plays out in a larger area than the single locations to be found in the scenarios for Gateways to Terror. Consequently, the three scenarios in No Time to Scream are longer, intended to be played in two hours rather than the one, That said, they can each be played in an hour and each comes with a rough timeline for such a playing length. Whether played in an hour or two hours any of the three scenarios works as as evening’s entertainment, or as a demonstration or convention scenario. All three are suitable for players new to Call of Cthulhu, whilst still offering an enjoyable experience for veteran players.

The anthology begins with an overview of its three scenarios and an extensive introduction—or reintroduction—to the core rules of Call of Cthulhu, Seventh Edition. This is to help the Keeper introduce the rules herself to her fellow players, whether sat round the table at home, playing online, or at a convention. In turn it discusses the investigator sheet, using Luck, skill rolls, bonus and penalty dice, combat, and of course, Sanity. Included here are references to both the Call of Cthulhu: Keeper Rulebook and the Call of Cthulhu Starter Set with pertinent points marked. The only thing not included here that perhaps might have been useful is a list of these references, possibly at the end of the section. It notes too, that the scenarios contain text to be read aloud to the players and two types of clues. ‘Obvious’ clues are meant to be found as part of the investigative as they are vital to its progression and they do not require any skill check to be found, whereas ‘Obscure’ add further detail and background, but are not vital to the completion of the scenario. They are typically discovered following a skill check. If an ‘Obvious’ clue does require a skill check, it is typically to see how it took the Investigator to find and to see if there are any complications from finding it. Otherwise this is all very useful, if not as a reminder, then at least as a means of the Keeper having to avoid flipping through another book.

Each of the three scenarios is tightly structured and follows the same format. This starts with advice on the scenario’s structure, specifically the timings if the Keeper is running it as a one-hour game. Then it discusses each of the four investigators for the scenario, including their notable traits and roleplaying hooks, what to do if there are fewer than four players, and what if there are more than four, before delving into the meat of the scenario itself. All three are very nicely presented, clear and easy to read off the page in terms of what skill rolls are needed and what the investigators learn from them. As well as decent maps, each scenario comes with a sheaf of handouts, suggestions as to how each of its four investigators react when they go insane, which includes possible Involuntary Actions and Bouts of Madness, and lastly, details of the four investigators. These are not done on the standard Investigator sheets for Call of Cthulhu, but those and the handouts are available to download.

The first scenario is ‘A Lonely Thread’, which takes place at the well-appointed country cabin of an elderly Professor of Archaeology who teaches part-time at Miskatonic University. A learned and avuncular man, he regularly invites guests to stay at his home, and this time that includes the Investigators. Unfortunately, it soon becomes apparent that the professor is unwell, is he acting oddly, and seems forgetful. Is that because he is ill, or is there something else going on here? Striking the right note of oddness takes some roleplaying skill upon the part of the Keeper and the players using what their Investigators know about him as given and suggested on the Investigator sheets. Just how soon the players and their Investigators notice and just how soon they act will greatly influence the outcome of the scenario.

The professor is definitely not himself, having become possessed by an alien wire-like entity, which he was investigating as part of his research into the Mythos and inadvertently set free. The creature has also threaded itself through the body of his housekeeper and is quietly gestating its new form in the wood cellar below the house (so, this scenario does prove that is something in woodshed). Once the Investigators have worked out that something is wrong, confronted the professor, fought and discovered his situation, then they will have the whole house to explore as well as his workshop. There is the opportunity to gain some clues before doing so, but the scenario’s time limit is reached when the creature-that-was-once-the-professor’s-housekeeper completes its transition and begins to stalk the Investigators through his house.

The ending is likely to be quite physical in nature, though the option is given for fleeing, as is setting fire to the professor’s cabin and workshop. This is actually covered in some detail and mechanically uses a Luck roll to determine if the Investigators are successful. Overall, this is a decent scenario and straightforward to run.

The second scenario, ‘Bits & Pieces’, moves the action to Arkham itself and the city’s morgue. This is where the Investigators will find themselves in 1927 after they receive a telephone call from a disgraced physician in which he mutters about cultists, resurrection, and the need for cleansing fire. The call brings a disparate group of people together, first at his apartment and then at the morgue, where once they have broken in (because it is closed for the night), they find the doctor almost dead, his final words being, “Don’t’ let them out.” So, whomever stabbed him in the neck with a scalpel is still in the morgue and not only that, but the corpse that the doctor was obviously working on, is not on the slab. So where has that gone? Once the Investigators start looking, they do not find anyone. However… what they do find are parts of a body and every single part wants to fight back.

‘Bits & Pieces’ feels very much inspired by the film Reanimator, because these body parts are animated and not only do want to get back together, they prepared to fight to do so. This scenario is huge, silly fun. It manages to combine both horror and what is effectively, slapstick. Plus, the body parts all do different things to the Investigators. The arms will lay traps and stab them, the legs kick them and run away, the torso barges them, and best all, the head not only bites them, it actually calls the police to try and get ride of the Investigators! The aim for Investigators is to grab all of the body parts and get them to the furnace to burn all of the evidence—if they can work out how to operate it. The time limit on the scenario is when the morgue opens up in the morning. This is a brilliantly fun scenario, very physical, and is going to be highly memorable one to play and run.

The third and last scenario is ‘Aurora Blue’. This is the most mature and complex of the three scenarios in terms of its themes and tone. This is because it sees a clash of the marginalised. It takes place in late winter, 1932 and the Investigators are agents if the Bureau of prohibition, marginalised because their backgrounds and their assignment. The Investigators consist of an African American, of mixed African American and Inuit heritage, an older African American, and a woman. Consequently, given the attitudes the Bureau of Prohibition, their careers have found them marginalised to the backwater of Alaska, at the time a U.S. territory rather than a state. This is because after first believing that a new source of very popular bootleg alcohol was Canada, their bosses want to blame the delay in actually investigating and dealing with the source, a farm in the Chugach Mountains, Alaska, and anything that might go wrong, squarely on the Investigators. ‘Aurora Blue’ helpfully includes a sidebar with advice on the portrayal of the marginalised quartet and the attitudes towards them, but also suggests that the Keeper refer to ‘Realism: Reality and the Game’ from Harlem Unbound.

In addition, the scenario also includes a ‘Memory’ for each of the Investigators, triggered by a scene or encounter, in which they each have the opportunity to recall a similar moment in which they were faced with the prejudices against them and what happened as a result. These flashbacks are a moment to highlight and personalise their status and for each player to roleplay his or her Investigator.

The scenario also suggests that the Keeper refer to the Color Out of Space—both the short story by H.P. Lovecraft and the film from 2019—for the look and style of ‘Aurora Blue’, as this is the threat at the heart of the scenario. Scenarios for Call of Cthulhu that involve a Color Out of Space tend to be quite traditional, the alien creature landing near a farm and its poisonous aura first causing unparalleled fecundity and change before a rot sets in that renders everything into a grey infertility. The difference between them is the set-up and who the Investigators are, and in this case, the Investigators are agents of the Bureau of Prohibition, and the set-up focuses on the clash between their desperation in being given a bad, possibility career-ending assignment and the economic desperation of the farm that is producing Aurora Blue, the brand of the bootleg alcohol which the Agents have been sent to investigate.

In many ways, ‘Aurora Blue’ is not a subtle affair, its horror on show from the start and its mutated fecundity and hints of its barren blight to come pervading the scenario throughout. The main opportunity for roleplaying is with the farmer’s daughter, ill-treated and then rendered mute by the effects of the Color Out of Space, with only crayons and paper as her only means of communication and with her drawings serving as clues that the players have to interpret. The scenario is also more sophisticated in terms of its outcomes. The Agents can succeed in completing their assignment and they can potentially defeat the Color Out of Space, but this is optional—fleeing the farm without destroying the Color Out of Space is an acceptable option. It may also be possible to get away with the farmer’s daughter, but the scenario does not really make clear to the Agents and their players the strength of the connection between her and the Color Out of Space and how, if possible, it can be broken. Consequently, the optimum outcome of ‘Aurora Blue’ is not as clear as perhaps it should be for a scenario that is as short as this and for a scenario that is designed in part to demonstrate the roleplaying game.

The book is rounded out with two appendices and a set of indices. The first of the appendices contains the handouts for all three scenarios,, whilst the second has the bibliographies of the authors. The indices consist of four—a general index and then one for each of the three scenarios.

Physically, No Time to Scream is very well presented, with decently done maps and a great deal of the artwork can be used to show the players during play. The handouts are also well done, the crayon drawings for the farmer’s daughter from ‘Aurora Blue’ standing out for being singularly different. Lastly, it should be noted that the running length of all three scenarios makes them fairly easy to prepare and have ready to run.

No Time to Scream: Three Evenings of Terror is good sequel to Gateways to Terror: Three Evenings of Horror. The three scenarios in this new anthology get better and more interesting as they go along. ‘Bits & Pieces’ stands out as a very rare combination for Call of Cthulhu—slapstick and horror—whilst ‘Aurora Blue’ is an excellent combination of back woods horror and poisoned hope with the need of the Investigators to prove themselves. As a collection of one-shots, demonstration scenarios, and convention scenarios, No Time to Scream: Three Evenings of Terror delivers three more, short doses of horror and does so in an engaging, well designed, and multi-functional fashion.