Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday, 23 November 2024

Table Etiquette

Almost immediately after the first roleplaying game was published, someone said that I can do better. The first roleplaying game to do that was Tunnels & Trolls published in 1975 by Flying Buffalo. It was soon followed by one roleplaying game after another, one roleplaying supplement after another, all saying that they could do Dungeons & Dragons better or an aspect of Dungeons & Dragons better. In most cases, they were offering more choice or more realism or more detail. Sometimes one, sometimes a combination of two, and sometimes, such as in the case of Rolemaster, a combination of all three. Rolemaster was originally published by Iron Crown Enterprises, not as a complete roleplaying game, but as a series of supplements which could be used together or used on their own to replace parts of Dungeons & Dragons that a playing did not like. First, in 1980, with Arms Laws, and then followed Claw Law, Spell Law, Character Law, and Campaign Law. In 1984, the first four of these book would be collected in a box as Rolemaster, a roleplaying game of its very own as the first complete edition. It has had three subsequent editions, but across all four, it has always been known for its complexity. It was, after all, published in the eighties when there was a shift in roleplaying design towards complexity and realism, often still in reaction to Dungeons & Dragons. It has likewise been known for its resolution mechanic, a percentile system in which aim is not to roll low and under, but roll high and attempt to get as high as possible above one hundred, and likewise, it has always been known for the number of tables within its books—the critical hit tables in particular.

Rolemaster Unified CORE Law is the newest edition of the roleplaying game. Published by Iron Crown Enterprises, it is the heart of Rolemaster Unified and can be seen as the fifth edition of the venerable roleplaying game. It combines two aspects of the rules—‘Character Law’ and ‘Arms Law’—with ‘Game Master Law’, so that Game Master could create and run a no- or very low magic campaign. That said, there are supplements needed to complete the roleplaying game. The first of these is, of course, Spell Law, but Treasure Law, will also be useful. What Rolemaster Unified CORE Law offers is twenty-two Professions, twenty-three Races, ten Cultures, a system for creating Player Characters with talents, flaws, and potential, streamlined mechanics for resolving actions, magic, and attacks. Combat encompasses melee, ranged and spell combat, complete with thirty-nine attack tables for weapons, animal, monstrous, and spell attacks, plus fifteen critical strike tables for Acid, Cold, Electricity, Grapple, Heat, Holy, Impact, Krush, Puncture, Slash, Steam, Strikes, Subdual, Sweeps, and Unbalance attacks. Then there are the expected rules for healing, social skills, environmental dangers and situations, and much more.

A Player Character in Rolemaster Unified CORE Law has ten statistics, a Race, Culture, Profession, Level, Talents, and Flaws. The ten statistics are Agility, Constitution, Empathy, Intuition, Memory, Presence, Quickness, Reasoning, Self-Discipline, and Strength. These have two values, both of which range between one and one hundred. The two are Temporary Value, which represents the current value for the statistic, and Potential Value, which is the limit to which the Temporary Value can be raised through training or magic. Rolemaster Unified CORE Law offers not just the traditional Dwarf, Elf, Gnome, Half-Elf, Halfling, and Human of traditional roleplaying fantasy as a choice. A Player Character could be a Fair Elf, Grey Elf, High Elf, or Wood Elf, or a Cave Human, Common Human, High Human, or Mixed Human, or a Greater Orc, Grey Orc, Lesser Orc, Scrug Orc, or a Vard Orc—and that just represents the variations upon the traditional Races. It is also possible to play a Gnoll, Goblin, Hobgoblin, Kobold, or Troll, and then on top of that, Rolemaster Unified CORE Law adds Races of its own. These include the frog-like Grator with anti-social tendencies and Gecko-like sight, the Hvasstonn or Giantlings, the lionesque Idiyva, the deer-like Plynos, the jackal-like Sibbicai, and more. There is a degree of anthropomorphism and a surfeit of options, but of course, the Game Master need not include all of them in her world. The ten Cultures consist of Cosmopolitan, Harsh, Highland, Mariner, Nomad, Reaver, Rural, Sylvan, and Urban. The Professions start with the ‘No Profession’, which can either be used as the generic cost of all skills in a setting or for Profession that does not specialise. The Professions are divided in six categories. These start with the Realm of Arms, which includes Rogue, Labourer, Thief, Fighter, Warrior Monk, and oddly, Scholar. The Realm of Channelling, whose Professions draw their power from an external source, typically a god of some kind, includes Cleric, Druid, Paladin, and Ranger. The Professions from the Realm of Essence draw upon the power around them and include Magician, Illusionist, Bard, and Dabbler. The Mentalist, Lay healer, Monk, and Magient—the latter a Semi-Spellcaster combing magic and stealth—come from the Realm of Mentalism. Lastly, the Hybrid Realms include the Healer, Sorcerer, and Mystic.

The statistics provide a straight bonus to skills, whilst each Race gives modifiers to these bonuses, plus modifiers to the Player Characters’ Resistances and Health stats. A Culture provides Ranks in skills, whilst the Professions set skill costs, Professional Bonuses, and Knacks—skills in which they particularly adept. For spellcasters, the Profession provides the Realm for casting spells. To create a character, the player decides on a concept and selects Race, Culture, and Profession. He selects Talents, purchases skills, the costs depending on the profession, and finally purchases equipment and calculates bonuses and so on.

Name: Skulom
Race: Gratar
Profession: Rogue
Level: 1
Culture: Harsh
Size: Medium Height: 5’ 4” Weight: 230 lbs

Resistances
Channelling: +01 Essence: 00
Fear: -01 Mentalism: +02
Physical: +06

Health and Development
Endurance: 4 Recovery Multiplier: ×1
Base Hits: 29 Bonus Development Points: 11
Base Movement: 20’ Defensive Bonus: +15
Initiative: +5

TALENTS
Sight, Gecko (+10 to vision-based Perception Manoeuvres)
Recurved Musculature (+20 Acrobatics, Climbing, Jumping, and Running Manoeuvres)
Ambidextrous
Fast Attack/1 (+5 to Initiative)
Pressing the Advantage/2 (+20 OB after inflicting a critical)

FLAWS
Maths Illiterate

STATISTICS (Temporary/Potential)
Agility 93/97 Bonus +10
Constitution 66/91 Bonus +06
Empathy 61/68 Bonus +00
Intuition 56/78 Bonus +01
Memory 56/78 Bonus +01
Presence 74/81 Bonus +02
Quickness 80/96 Bonus +05
Reasoning 45/88 Bonus -01
Self-Discipline 54/99 Bonus -01
Strength 50/90 Bonus +02

SKILLS
Animal: Riding 1
Awareness: Perception 3, Tracking 1
Battle Expertise: Manoeuvring in Armour 2 (P), Restricted Quarters 3 (P),
Brawn: Body Development 4
Combat Expertise: Blind Fighting 1 (P)
Combat Training: Unarmed 1, Melee Weapons (Blade) 3 (P) (Knack), Melee Weapons (Polearm) 2 (P), Ranged Weapons (Thrown) 1 (P)
Crafting & Vocation: Crafting 2, Crafting 2
Environmental: Navigation 1, Survival (Swamp) 3, Survival (Urban) 1 (P)
Gymnastics: Jumping 1
Lore: Language (Own) 8, Region (Own) 5, Other Lores 2
Medical: Medicine 2, Poison Mastery 1 (P)
Movement: Climbing 1, Running 3
Social: Influence 1
Subterfuge: Ambush 2 (P), Concealment 1, Stalking 3 (P) (Knack)
Technical: Trapping 1

The process is not quick nor easy. For example, to generate statistics, the player rolls percentile three times for each one. The lowest is discarded, the middle value is kept as the Temporary Value, and the highest as the Potential Value. Skills are bought in Ranks, with a cost in Development Points for the first Rank and a higher cost for subsequent Ranks, and these costs vary from Profession to Profession. These costs are the only limitation on the skills that a player could purchase, so that a Fighter could learn to cast a spell or two and an Illusionist could learn to wield a mace. All that is stopping either one is that the Development Point cost will be higher for Ranks in skills outside of the character’s Profession. Initially, this means that a Player Character is unlikely to stray too far from the skills his Profession trains him in, but in the long term, there is plenty of scope for development and change. Plus, there is a lot of page flipping back and forth, and one thing that Rolemaster Unified CORE Law does need is a clearer step-by-step guide to the character creation process.

Mechanically, Rolemaster Unified CORE Law is a percentile system. It uses what it calls a ‘d100OE’ or ‘d100 Open Ended’. Whether it rolling to have his character make a difficult manoeuvre, test a skill, or make an attack, the player will be rolling percentile dice and aiming to roll high. If the roll on the dice, before modifiers, is ninety-six and above, then the player gets to roll again and add the result. To the roll he will add the Ranks of the skill being tested, the bonuses for both statistics associated with the skill and its category, plus bonuses from a Knack or Professional Bonus if appropriate, and any applicable Talents. The Game Master will assign the task or manoeuvre a difficulty. Results below seventy-five are counted as a failure, and if low enough, can result in a Critical Failure. Results between seventy-six and one hundred can be a partial success if that is possible, whilst results of one-hundred-and-one to one-hundred-and-seventy-five are counted as a success. Any roll above that is an absolute success and grants an extra benefit. If sixty-six is rolled, then there is the possibility of an unusual event occurring.
For example, Skulom has been hired by a merchant to intimidate the merchant’s rival. First, he has to deal with the target’s bodyguard and decides to do so after the merchant is returning home from seeing his mistress. This will be an opposed roll between Skulom’s Stalking skill and the bodyguard’s Perception skill. Skulom’s bonus for this is equal to bonus from the associated statistic, which is Intuition, so with only statistic involved, it is doubled; plus, the Ranks for the skill as well as the Professional bonus and the Knack for the skill. This gives a total bonus of +25. The Game Master assigns a total bonus of +20 to the bodyguard for his Perception and grants a bonus of +20 to Skulom because it is dark. The Game Master rolls 38 and adds the bodyguard’s Perception bonus for a total of 58. Skulom’s player rolls 63 and adds the complete bonus of +45 for a total of 108. The bodyguard has definitely not spotted the batrachian thug as he creeps up on him!
‘Arms Law’ covers melee, ranged, and directed attack by spells. Combat uses a surprisingly simple Action Point economy. Every combatant has four Action Points, each of which represents an action that can be taken in a combat round’s four Action Phases. Basic movement takes a single Action Point, a melee attack or casting a spell between two and four Action Points. Thus, a combatant might strike twice in a round if his weapon is fast enough or draw a weapon, move, and attack. Some actions, such as loading a crossbow take more than four Action Points—six for a light crossbow and fourteen for a heavy crossbow—so will take more than the one round to complete. Mechanically, the roll is a standard ‘d100OE’ roll to which is added the attacker’s total Offence Bonus, whilst the defender’s total Defensive Bonus is deducted from the roll. Other modifiers can come from the positioning of the combatants. Here the rules cover facing and flanking, restricted quarters, being flatfooted or surprised, cover, parrying, and more. Once per round, a shield can be used to block an attack and also increase the defender’s Defensive Bonus—and they can also be used as a weapon too!

Each weapon or attack type has not one, but three tables to determine the effects of an attack, one table for small version of the weapon, one for a medium version, and one for the large. The result is compared on the appropriate table against the armour worn by the defender. Armour is given an Armour Type value, from one to ten, according to its type, one and none, two and heavy cloth, and three and soft leather to eight and mail, nine and brigandine, and ten and plate. The outcome is either a miss, hits inflicted, or hits inflicted and a critical. In the case of the latter, the result will indicate both the severity and the type of the critical inflicted. Rolling on these critical results tables were always the highlight of playing Rolemasterr as the bloody demise of one villain or monster was played out, and so it is with Rolemaster Unified CORE Law. Similarly, the fumble tables in Rolemaster Unified CORE Law are as entertaining as they were in previous editions of the roleplaying game. The Attack Tables and then the Critical Tables and the Fumble Tables have chapters of their own, and together consist of one fifth of Rolemaster Unified CORE Law.
Previously, Skulom successfully stalked the merchant he has been hired to intimidate and his bodyguard. The bodyguard has not noticed Skulom and is therefore surprised. Skulom will gain a +25 bonus for this, whilst the bodyguard only has Defensive Bonus equal to his Quickness, so +9. Skulom is using a medium-sized dagger and thus his Offensive Bonus is +15 for the Ranks in his Melee Weapons (Blade) skill, +5 for his Knack in it, and +3 for the Professional Ranks in it. To this is added twice the Strength bonus for a total Offensive Bonus of +53. In terms of armour, both Skulom and the bodyguard are wearing suits of soft leather, which is Armour Type 3, which has a penalty of -15 to their manoeuvres, so for Skulom’s attack, his player will adding an Offensive Bonus of +38.

Skulom’s player rolls for his attack and the result is 98! This means that he roll again and add the result. This time, he rolls 97, meaning that he can roll a third time, but only—only—rolls 12. So, the total result is 98+97+12, plus Skulom’s Offensive Bonus of +38 and minus the bodyguard’s Defensive Bonus of +9. That is grand total of the 236! Consulting the damage table for the Medium Dagger, the result for 236 is ‘9CP’, meaning nine hits and a severity C Puncture strike. Rolling on column C for the table, the result of 19 gives the following: “Point tears skin along jaw line” and inflicts another fifteen hits and a heavy fatigue penalty! The bodyguard has a vicious cut under his jaw that if it does not kill him, means he is heavily bleeding, and if he survives, will have a nasty scar to remember Skulom by! The Gratar may have made an enemy. For now, though, he needs to deal with the merchant…
The combat rules also cover a variety of special manoeuvres, like called shots, firing into melee, protecting others, and slaying attacks. The various critical effects are explained in depth and there is also a detailed example of combat to help the Game Master understand how it works. Rounding out Rolemaster Unified CORE Law is ‘Game Master Law’, which includes advice on running the roleplaying game along with the rules for healing, psychology and social interaction, fear and morale, and a quick overview of environmental dangers. The advice is decent though not extensive, and the various rules are as detailed as you would expect for Rolemaster Unified CORE Law.

So, what is missing in Rolemaster Unified CORE Law? Although there are rules for creating spellcasters of all types and for using magic as a direct attack, there are no rules for magic or spells. Nor are there monsters or threats (other than NPCs) or treasure or a setting or scenario. However, none of these fall within the remit of this, the core rulebook and they either have or will have, supplements of their own.

Physically, Rolemaster Unified CORE Law is decently presented with lots of generic fantasy artwork. The book in general is well written, more so when it gets to explaining the rules and how they work rather than for character generation. Given its complexity and detail, there is a very welcome index at the end of the Rolemaster Unified CORE Law.

Ultimately, Rolemaster Unified CORE Law has one problem and that is the fact that it is Rolemaster. And the problem with Rolemaster is that it is a technical, detailed, and complex roleplaying game and it has a steep learning curve. This does not mean that it is a bad game by any means. Rather, it offers a lot of choice in terms of characters that players can create and develop and elements such as the different races that the Game Master can decide to use in her campaign world, and it provides for detail in the outcomes of what the characters do. However, this means that it is a game that takes both time and commitment to learn to play. There is nothing casual about playing Rolemaster and that is still after an effective streamlining of the rules by Iron Crown Enterprises for this new edition. For veteran fans of Rolemaster and for those who are looking to return to the game they played in the eighties, Rolemaster Unified CORE Law is undoubtedly a more accessible and welcome new edition. For new players, Rolemaster Unified CORE Law provides all of the rules they need to get started; they just need to provide the time and the commitment that Rolemaster demands.

Magazine Madness 32: Senet Issue 12

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Senet
—named for the Ancient Egyptian board game, Senetis a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

Senet Issue 12 was published in the autumn of 2023. It is, as the editorial notes, a post-UK Games Expo, and takes the time to highlight the pleasures of attending. It notes that the magazine is now quarterly, with the issue being its first autumn one. Then, as with previous issues, it gets on with highlighting some of the forthcoming games with its regular preview, ‘Behold’. There are two interesting titles featured here. One is Fateforge: Chronicles of Kaaan, a dungeon-crawler based on the Fateforge setting from Studio Agate, which is designed to be replayable, and tell a story in an hour, whilst the other is Fighting Fantasy Adventures. Designed by Martin Wallace, this implements the the Fighting Fantasy series of solo game books into a board game, with the base game adapting the first four. This is not the first time that titles in the series have been adapted into a board game, but this will be an ongoing line, with further releases adapting other books.

‘Points’, the regular column of readers’ letters, contains a mix of praise for the magazine and a discussion of gaming culture, including representation in the hobby and the appeal of co-operative games. Just four letters, so it does not seem enough. As with the previous issues, there is scope here for expansion of this letters page to give space to more voices and readers of Senet. One way of doing that is perhaps to expand it when ‘For Love of the Game’ comes to end. This regular column continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. In this entry of his column, he explores artistic instinct versus making a marketable game and making it marketable by giving a design a clear and easily grasped name. Surprisingly, the column is more interesting than those from previous issues, but the column continues to feel played out and flaccid.

The format for Senet is now tried and tests. Two interviews, one with a designer, one with an artist, and one article exploring a game mechanic whilst another looks at a game theme.
The subject of the interview in ‘Ingenious’ by Matt Thrower, is the prolific Reiner Knizia, designer of titles such as High Society, Lost Cities, and Tigris and Euphrates. The interview handily covers Knizia’s time in the industry and how it has changed, how he developed the co-operative design with 2000’s Lord of the Rings years before it became fashionable, and how he likes auctions as a mechanism. It is accompanied by statistics that break down his games by mechanic used, themes applied, and games and awards by year. It barely touches upon the wide range titles that Knizia has created over the years, which would surely be worthy of a book of their own. It is solid and informative, though of course, some of the answers will be familiar from other interviews given Knizia’s fame.

‘Playing with Dinosaurs’ by Dan Thurot explores our fascination with dinosaurs and their being regularly featured in board game designs. The article has two ends of the spectrum to look at when it comes to dinosaurs and board games. At the one end is the ‘Rule of Scientific Accuracy’, whilst at the other is the ‘Rule of Cool’. Our fascination means that we typically want the latter rather than the former in our games, whilst at the same time being fascinated scientifically with dinosaurs, their evolution, and our discovery of their fossil remains. Dinosaur Island—an obvious nod to Jurassic Park—from Pandasaurus Games leans into the latter, whilst Dominant Species from GMT Games, adheres to the former. The games that stick to the ‘Rule of Scientific Accuracy’ tend to be drier and more complex, but also often encompass a second theme and that ‘evolution’. It includes a scale that measures various titles according to how heavy or light they are, and whether they are cool or scientific.

The issue’s second interview is with Vincent Dutrait. In ‘The Escape Artist’, Dan Jolin talks to the artist for board games such as Oltréé, Tribes of the Wind, and Museum, about his work process and how he approached the various projects he has worked. The article, of course, showcases Dutrait’s artwork as well, but without the trade dress for the particular games. The artwork is stunning and just shows how we as board game players have been spoilt in modern times.

Alexandra Sonechkina’s ‘Area of Conflict’ examines the theme of area control, pointing out that it is one of the most popular and most aggressive game mechanics. The starting for the area control mechanic is games such as Risk and Diplomacy, wargames by any other name, but beyond that, the mechanic allows for easy awareness of the state of play and who is in the lead and the potential for negotiation. Although the article begins with these designs and both their inherently combative and confrontational natures, it explores how designers have pulled away from those natures to make the mechanic less obvious or direct. For example, Martin Wallace’s Discworld: Ankh-Morpork shifts the winning conditions to secret objectives that differ between the players. However, as much as designers do pull away from the combative and confrontational nature of the mechanic, the article including a world tour of some of the most titles to employ it, they cannot truly escape it, something that the author makes clear. The result is not quite as satisfying a read in comparison to previous articles on game mechanics.

‘Unboxed’, Senet’s reviews section covers a wide range of games. This incudes League of the Lexicon, a particularly hard quiz and word game about language; Undaunted: Battle of Britain, which brings the the highly regarded World War II squad-level combat mechanics to defending Britain in 1940 in the air; the re-issue and redesign of the classic game of the Wars of the Roses, Kingmaker; and Library Labyrinth, in which a cast of fantastic fictional and historical women attempt to put escaped literary horrors back in their books! Which is an amazing theme. ‘Senet’s top choice’ is Moon, the Science Fiction hand drafting, Moon-base building sequel to Villagers and Streets. Once again, the reviews section of Senet shows off a wide range of different games for different tastes and play styles in just a few pages. The magazine could easily expand this section or do a whole separate publication of reviews of this quality.

As is traditional, Senet Issue 12 comes to a close with the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘Confessions of a bad board gamer’, Alexandra Sonechkina’s ‘Unboxing Clever’ looks at the problems that come after unboxing a game and that is how to get everything back into the box. There are a lot of useful tips here. Efka Bladukas of No Pun Intended pulls an absolute classic off his shelf for ‘Shelf of Shame’. This is El Grande, an area control game already discussed in the earlier article on the area control mechanic. He discovers that it is an absolute classic, despite its theme of colonialism and worth his time having played it.

Physically, Senet Issue 12 is very professionally presented and shows off the board games it previews and reviews to great effect. Unfortunately none of the articles stand out, so unlike in previous issues there is nothing to elevate beyond a stolidly enjoyable read.

Friday, 22 November 2024

Your WOIN Starter

The What’s OLD is NEW Roleplay System Starter Box is different to almost any other start set that you can imagine. This is because most other starter sets, such as the Pendragon Starter Set, the Warhammer Fantasy Roleplay Starter Set, or the Alien Starter Set, all typically introduce both a setting and a set of rules. Together with their dice, their adventures, their maps, and their characters sheets, they are designed to introduce a particular setting and the rules to roleplay within that setting. The What’s OLD is NEW Roleplay System Starter Box does some of that, but it does it a bit differently and it does a bit more. The What’s OLD is NEW Roleplay System Starter Box is designed to introduce the What’s OLD is NEW Roleplay System—also known as WOIN—but where the other starter sets introduce setting specific rules, What’s OLD is NEW is generic. And where other starter sets introduce the one setting, the What’s OLD is NEW Roleplay System Starter Box introduces three, and not only that, in doing so, introduces three different genres. Medieval fantasy, modern action, and Science Fiction. Published by EN Publishing following a successful Kickstarter campaign, the What’s OLD is NEW Roleplay System Starter Box contains a sixty-eight page ‘What’s OLD is NEW Roleplay System Starter Box Rulebook’, three twenty-page adventures—one each for the starter set’s three genres, three double-sided battle maps, over sixty tokens for the eighteen characters the monsters encountered in the three scenarios, eighteen pre-generated character sheets—six each for the three scenarios, and a set of eight six-sided dice.

The first book in the What’s OLD is NEW Roleplay System Starter Box is the ‘What’s OLD is NEW Roleplay System Starter Box Rulebook’. It opens in breezy fashion, introducing the game, roleplaying, and the various genres supported for What’s OLD is NEW Roleplay by the publisher, in particular, the three genres supported by this starter set. It explains the core mechanics and supports it all with an example of play. A Player Character in What’s OLD is NEW Roleplay System has ten attributes: Strength, Agility, Endurance, Intuition, Logic, Willpower, Charisma, Luck, Reputation, and Power. These and skills are defined by the number of dice assigned to them. Thus, a Character might have an Agility of three and Lockpicking of two, plus an Exploit or item of equipment which grants a bonus die each. Thus, on most occasions, when the character wants to break open a safe or unlock a cell door, his player rolls six dice. The aim is to roll equal to, or higher than, a Target Number. This is ten for Easy, fifteen for Hard, twenty for Difficult, and so on. Bonus or penalty dice can be added depending upon the circumstances. In the What’s OLD is NEW Roleplay System Starter Box rules, Luck dice can be spent on a one-for-one basis to reduce damage suffered, whereas there are more uses for Luck in the WOIN core rules.

Combat uses the same mechanics, but the Target Numbers are determined by the opponent’s Melee Defence, Ranged Defence, Mental Defence, and Vital Defence, depending upon the form of attack. Combatants get to actions per turn, which can any combination of movement, attacks, or other action, including repeating them. Some actions, such as emergency healing or picking a lock take two actions. The rules cover aiming, overwatch, and suppressive fire as well as area of effect attacks and called shots. The latter imposes a two dice penalty on attacks, but the creatures listed in the latter half of the ‘What’s OLD is NEW Roleplay System Starter Box Rulebook’ do have ‘Called Shot’ location entries if a Player Character is successful in targeting them. Damage is determined by the weapon or attack type and the result deducted from the defendant’s Health. If reduced to zero, this will destroy objects and incapacitate or kill defendants. The number of dice rolled to attack can be reduced on a one-for-one basis to increase the number of damage dice rolled. For larger creatures, such as dragons, damage suffered is reduced by their Soak value, and armour worn by Player Characters and NPCs does the same.

The rules in the ‘What’s OLD is NEW Roleplay System Starter Box Rulebook’ also cover scanning, searching, and tracking, countdowns, and supernatural powers. Depending on the genre and theme, this encompasses magic, psionics, and chi. All three use Power Points, derived from the Power attribute. Magic is designed to be freeform, so that a spellcaster can enhance a spell’s range, area of effect, duration, damage or healing done, protection provided, and number of creatures summoned, all depending upon the type of spell and the number of Power Points spent. The roll to cast the spell is based on the Player Character’s Power attribute and skill value in the type of magic. Psionics is not as flexible, the various disciplines, such as Clairvoyance, Telekinesis, or Teleportation, being treated as exploits, whilst Chi requires a Player Character to enter a Stance, which is a free action and costs a Power Point to enter and then a Power Point per turn to maintain. In comparison to magic, the descriptions of Psionics and Chi do feel underwritten and rely much more upon the character sheets for the respective scenarios.

Penultimately, ‘What’s OLD is NEW Roleplay System Starter Box Rulebook’ gives a list of equipment, which gives some surprisingly fantastical items such as a mithril shirt, laser watch, and telekinetic gauntlets, along with their prices. (In case you are wondering what a mithril shirt goes for in the What’s OLD is NEW Roleplay System, it is 10,500 gold crowns.) Lastly, over half of the book is a bestiary, from Bandit, Battlepsyche, and Bear to Woodland Creature, Xenomorph, and Zombie, for a total of forty creatures.

The What’s OLD is NEW Roleplay System Starter Box comes with three separate scenarios. The fantasy scenario is ‘Dilemma & Decay’. The Player Characters accidentally end up in the town of Farrington in the Vale of Two Ridges which has been beset by the spread of a foul blight from a nearby swamp. The warlord, Overlord Steelheart persuades the Player Characters to investigate and doing so, encounter refugees and evidence of the bog blight everywhere, all before facing the source. ‘Habits and Happenstance’ is the modern-set scenario. It is an exciting tale of city power-politics set in Boston where there is a fight to redevelop and stop the redevelopment of the city’s old underground network of tunnels into a modern transport system, whilst attacks on innocent people are on the rise across the city. This is an action-packed, cinematic affair involving nuns on motorbikes and nests of vampires with some exciting chases thrown into the mix.

The Science Fiction scenario is ‘The Silence of Zephdon Station’. The crew of the Murphy answer a distress call from the station and are then offered a generous reward from a corporate A.I. to answer the call and investigate. Once aboard the station, there are signs of a fight and when the Murphy is sabotaged, the Player Characters will have to investigate further to discover who is responsible and why. There is more to the mission than at first sight, and there is also a lot of ways in which it can play out, such that its climax is highly player dependant and lot more flexible than the other two scenarios. All three scenarios can be played through in a session or two, or lengthened with the included optional scenes, and all involve a good mix of action and roleplaying. One issue with the scenarios is that possible motivations for the Player Characters to get involved are printed in the scenario booklets rather than on the characters sheets. Of the three scenarios, ‘Habits and Happenstance’ is the most fun and likely the easiest to run because of its cinematic styling.

To support the three scenarios, the What’s OLD is NEW Roleplay System Starter Box includes set of eight six-sided dice in bright red, eighty counters to represent the Player Characters, NPCs, creatures, and monsters, three double-sided map sheets, and eighteen character sheets, six each for the three scenarios included in the box. In turn, they depict the region around the settle of Farrington and a set of ruins, a railway depot and a train station, and a research complex and an open area. The character sheets are single-sided and presented in landscape format.

For ‘Dilemma & Decay’, there is a Dwarven thief, an Elven musketeer with an actual musket, a pyrokinetic wizard, a knight in shining armour, a herbalist and cleric with a hatred of the undead, and an Orc berserker. For ‘Habits and Happenstance’, there is a British ex-spy, a thief with a cybernetic arm, a retired soldier cloned from Theodore Roosevelt and Amelia Earhart, a martial artist monk, a mutant leaper, and a crooked ex-cop turned private eye. For ‘The Silence of Zephdon Station’, there is a Russian smuggler and pilot, an Ogron mercenary, an android medica and science officer, a star knight complete with laser sword, a feline cat-burglar, and a drunken psychic.

Physically, the What’s OLD is NEW Roleplay System Starter Box is well presented and easy to read. The artwork is at least decent throughout, if not excellent, though it does need an edit in places. ‘Dilemma & Decay’ suffers from a lack of proofreading in particular.

The What’s OLD is NEW Roleplay System Starter Box is a better introduction to the What’s OLD is NEW Roleplay System than it is to roleplaying in general, because it races through first principles to really introduce roleplaying effectively. Nevertheless, what it offers is an introduction to not just the mechanics of What’s OLD is NEW Roleplay System, but three different settings with its three scenarios each of which neatly showcases what the system can do. Thus, What’s OLD is NEW Roleplay System Starter Box is a solid introduction to the What’s OLD is NEW Roleplay System that experienced roleplayers will pick up with ease and get playing very quickly.

Picturing Solo History

There are many gamers who will tell you that it was Vampire the Masquerade that got them into roleplaying. That was in the 1990s. There are many gamers who will tell you that it was Dungeons & Dragons that got them into roleplaying. That was in the 1970s and of course, ever since... There are many gamers who will tell you that it was another phenomenon, of the 1980s, that got them into gaming, certainly if they are British, that of the Fighting Fantasy™ solo roleplaying books. Created in 1982 by Sir Ian Livingstone and Steve Jackson with the publication of The Warlock of Firetop Mountain, in the thirty years since, some sixty or so titles have published in the series and some seventeen million copies have been sold. In their time, the Fighting Fantasy™ series has produced bestsellers, computer games, board games, and of course, a dedicated fan base. In 2014, the series finally received the history book it deserved with the publication of You Are The Hero: A History of Fighting Fantasy™ Gamebooks and now, a decade on, there is a follow-up.

Magic Realms: The Art of Fighting Fantasy is a celebration and exploration of the pictorial presentation of the Fighting Fantasy series, for it was not famed for its accessibility and innovative format—and of course, its fantastic stories, but also its art and illustrations. Beginning with Peter Andrew Jones’ cover for The Warlock of Firetop Mountain, which stood out on the bookshelves for its then radical composition, and the internal illustrations by the late Russ Nicholson, the series introduced readers to a wide array of artists and illustrators, styles, and striking images, across the many genres that the series would encompass. In particular, the pen and inks of Nicholson would create the look of the series’ titular character, Zagor the Warlock, as well as others, but in particular, his artwork added so much to the look and feel of the series. Not just horror and fear, but the idea that monsters could be doing something other facing the brave adventurer as his player leafed through the pages of The Warlock of Firetop Mountain. Dwarves playing cards and drinking into their cups, bored Goblins waiting for something to happen, a man having fallen asleep and being guarded by his dog. Yet the horror comes to the fore with images like the decomposing ghoul reaching to grab and rend the skin of the adventurer or the partially unwrapped mummy climbing over its saprophagous to attack the adventurer. Though the Fighting Fantasy series was aimed at a young teenage audience, its artwork was not. It never infantilised its fantasy, but instead, it was grim and gritty, savage and scary, enticing and exciting, and it remains so today. All of these pieces of artwork—and more—are given space in Magic Realms: The Art of Fighting Fantasy, which highlights the work of over forty artists in its pages.

Published by Unbound, and written by Sir Ian Livingstone and Jonathan Green—who previously collaborated on You Are The Hero: A History of Fighting Fantasy™ Gamebooks, what Magic Realms: The Art of Fighting Fantasy does is bring together the work of some thirty or artists who worked on the Fighting Fantasy series and more. Sir Ian Livingstone provides a foreword in which discusses his pleasure of working with so many great artists, Iain McCaig in particular, and also highlights out how artwork and artists in the series crossed over from other genres. For example, Jim Burns with his cover for both Freeway Fighter and the Games Workshop board game, Battlecars, and comic book artist Brian Bolland with his cover for Appointment with F.E.A.R. and for the Games Workshop board game, Judge Dredd: The Game of Crime-Fighting in Mega-City One (recently republished by Rebellion), as well as, of course, as his work on 2000 AD. This fostered a degree of synergy between the different genres and media, and the Fighting Fantasy series and Games Workshop beyond what was already there. Jonathan Green provides a more straightforward introduction.

Then from Chris Achilléos, Robert Ball, and Krisztián Balla to Duncan Smith, Greg Staples, and Gary Ward and Edward Crosby, Magic Realms presents the art of some thirty artists. Every artist gets to talk bout their involvement in the series and working with the commissioning editor, or many cases, the author, and the fantastic pieces they contributed. Some of the write-ups about the artists are more overviews, drawing retrospectively on older interviews, such as with Brian Bolland and Martin McKenna. Each is accompanied by the illustrations themselves. In fact, several pages of them, and typically longer than the interview. These begin with the artist’s most well-known pieces, such as Chris Achilléos’ wraparound cover to Titan: The Fighting Fantasy World, Robert Ball’s cover to the Scholastic Books’ version of The Warlock of Firetop Mountain, John Blanche’s cover to The Shamutani Hills, the cover to The Caverns of the Snow Witch, and the cover to Scorpion Swamp and Fighting Fantasy: The Introductory Role-Playing Game by Duncan Smith. This is followed by a gallery of smaller images, a mixture of colour and black and white, depending on the artist. None of the art here is straight reproduction of Fighting Fantasy covers—that comes later in Magic Realms—but the art sans the titles, author names, and trade dress. Thus, artwork here can be seen in all of its glory.

Almost three quarters of Magic Realms: The Art of Fighting Fantasy is devoted to these artists, but they are not the only ones. The contributions of another twenty-artists, such as Dave Carson, Maggie Keen, Steven Lavis, and Brian Williams are acknowledged, as the artists on the overseas editions of the series. The latter highlights art that is likely to be familiar to most readers, unless that is, they are ardent fans or collectors of the Fighting Fantasy series, so it often brings a fresh perspective upon books with covers have long associations and are firmly cemented in the imagination of the English-speaking fan of the Fighting Fantasy series. This includes artwork from Brazil, Denmark, and France. All of covers are reproduced for the series, including those published by Puffin Books, Wizard Books, Scholastic Books, and overseas editions. There is a gallery of every cover of The Warlock of Firetop Mountain in every language, too, but that is not all. Magic Realms: The Art of Fighting Fantasy comes to a close with galleries for Warlock: The Fighting Fantasy Magazine—surely due a reprint anthology, the Fighting Fantasy graphic novels, and the miniature figures. These are lovingly presented here, stunningly painted and superbly bringing the art to life in three dimensions and making the reader wish they could bring them to the gaming table.

Physically, Magic Realms: The Art of Fighting Fantasy is exactly what you want it to be. The perfect reproduction of art accompanied by some interesting words.

There can be no doubt that Magic Realms: The Art of Fighting Fantasy is an absolute must for any fan of the Fighting Fantasy series. It shines a spotlight on both the many great artists who brought to life the words of the Fighting Fantasy authors and the great choices made by authors and editors in selecting the artists, whilst for the reader there is the thrill of being able to see all of the Fighting Fantasy all in one place and the frisson of excitement at the memory of seeing it for the first time.

Monday, 18 November 2024

Miskatonic Monday #322: Flash Cthulhu – Whistling Bones

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: Venezuela, 1861
Product: One-Location, One-Hour Scenario
What You Get: Eight page, 2.84 MB Full Colour PDF

Elevator Pitch: Whistle and la revolución shall come to you.
Plot Hook: Halloween hacienda horror waaayy down south
Plot Support: Staging advice, four pre-generated Investigators, one floorplan, forty NPCs, and one Mythos monster.
Production Values: Decent

Pros
# Could be adapted to other military situations
# Different setting for a scenario
# Corpses and confinement—and the corpses are weird
# Misophonia
# Necrophobia
# Cleithrophobia

Cons
# Does set the Investigators against each other
# Scenario too short to take advantage of the setting

Conclusion
# Short, desperate hacienda horror which works better if the Keeper can whistle
# Potentially interesting setting and period of play undone by the short play length

Miskatonic Monday #321: Wicker Hollow

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: Matthew Hepler

Setting: New Hampshire, Modern Day
Product: Scenario
What You Get: Twenty-eight page, 1.69 MB Full Colour PDF

Elevator Pitch: It’s like The Wicker Man, but in New Hampshire and with students, not Edward Woodward
Plot Hook: Hiking horror fails to overcome a horror of weeks before
Plot Support: Staging advice, nine handouts, three maps, and two NPCs.
Production Values: Scruffy

Pros
# Dramatic set-up
# Fast playing one-shot
# Non-Mythos folklore horror
# Easy to add the Cthulhu Mythos
# Easy to transfer to other Call of Cthulhu times and settings
# Pyrophobia
# Thanatophobia
# Samhainophobia

Cons
# Needs an edit
# Layout is awkward to read and needs to be toned down
# No pre-generated Investigators
# Underwritten NPCs
# Obvious in its inspiration

Conclusion
# One-session one-shot survival horror
# All too obvious in its inspiration

Sunday, 17 November 2024

Your Edgerunner Entry

The Cyberpunk: Edgerunners Mission Kit has a lot of work to do—and in more than one direction. Published by R. Talsorian Games, Inc., this is the starter set for the publisher’s Cyberpunk roleplaying game—most recently seen with Cyberpunk RED, but based on the Cyberpunk: Edgerunners animated series, which itself is based on the computer game, . So, what it has to do is introduce both fans of Cyberpunk: Edgerunners and Cyberpunk 2077 to roleplaying and introduce fans of Cyberpunk RED to the advanced new world of the Night City of the 2070s. The good news is that the The Cyberpunk: Edgerunners Mission Kit at least comes with everything necessary to do that. Open up the box and the first thing is the introductory sheet, which introduces both the genre, what a tabletop roleplaying game is, an overview of what is in the box, and keywords. Underneath this is the ‘Edgerunner’s Handbook’, ‘Rulebook’, ‘The Jacket’, ‘Edgerunner Sheets’, ‘Maps’, and ‘Tokens’. There is a pair of ten-sided dice and four six-sided dice—done in the signature colours of Cyberpunk: Edgerunners, chromium yellow and green—and a set of plastic stands for the stand-ups. What this gives you all together is an introduction to the genre and the setting of Cyberpunk: Edgerunners and Cyberpunk 2077, the rules to run the roleplaying game in this period, a complete scenario, and seven pre-generated Player Characters, all ready to play not just the scenario in the The Cyberpunk: Edgerunners Mission Kit, but also those available to download.

If the ‘Introduction Sheet’ gets the reader started with the Cyberpunk: Edgerunners Mission Kit, the ‘Edgerunner’s Handbook’ is everything the reader needs to gets started on the setting. Running to forty pages, it gives a quick guide to the roleplaying game’s seven Roles, its history, the technology of the future—in particular cyberware and the Net, a guide to Night City and life in the free port on the California coast, and more. The history runs from the collapse of the USA in the 1990s through the Third and Fourth Corporate Wars and the Time of the Red to the arrival of an Arasaka supercarrier at Night City, the rise of David Martinez as an Edgerunner, and the clash of Militech and Arasaka forces once again in Night City. Effectively, what this does is bridge the decades between Cyberpunk RED and Cyberpunk 2077 and in doing so, provide the background for the latter, whether the reader is a player of the computer game wanting more background or a player of the roleplaying game wanting to discover what happens in the future in readiness to play either Cyberpunk 2077 or the The Cyberpunk: Edgerunners Mission Kit. In addition, there are descriptions of the cast of characters from the animated series. However, there are no stats for them, and the pre-generated Edgerunners consist of entirely different characters. There is no doubt that fans of Cyberpunk: Edgerunners will probably be disappointed by this. That said, there are good reasons for this given the events of the animated series. Hopefully, R. Talsorian Games, Inc. will address this issue in a later release that explores the Cyberpunk: Edgerunners worlds of Cyberpunk 2077 in more detail.

The thirty-eight page ‘Rulebook’ in the The Cyberpunk: Edgerunners Mission Kit covers everything needed to play its contents—and more. Mechanically, it uses the Interlock System. In general, for his Edgerunner to do anything, a player will roll a ten-sided die and add the Edgerunner’s Stat and Skill (or Role Ability) to the result in order to beat a Difficulty Value. This Difficulty Value is fifteen for an Everyday task, seventeen for a Professional task, twenty-one for Heroic, and so on. Dice can explode—rolls of ten— and enable a player to keep rolling and adding to his total as long as he keeps rolling ten, and they can also Implode—rolls of one—forces him to roll again and subtract from the total, but just the once. In combat, chases, and so on, the rolls tend to be opposed, both sides rolling and adding their character’s Stat and appropriate Skill. The Difficulty Value for ranged combat is determined primarily by range. The rules cover the effects of cover, armour, critical injuries, face-offs, and so on. This is little different from Cyberpunk RED, but there are major important differences which reflect the changes in technology between Cyberpunk RED and Cyberpunk: Edgerunners and Cyberpunk 2077.

In the Cyberpunk: Edgerunners Mission Kit, the big changes are to Netrunning and weapons. The The Cyberpunk: Edgerunners Mission Kit lacks the space to devote to a complete set of rules for netrunning and hacking, but what it gives instead, is ‘Quickhacking’. This enables on the spot hacking by a Netrunner, but not just of local systems—vehicles, doors, terminals, and so on. No, with a Quickhack, a Netrunner can, from a short distance, hack the Neuroport that everyone in 2077 has fitted as standard. Once a Netrunner has managed to jack in and breach any Self-ICE that the target has had installed, he can then carry out Quickhacks like ‘Impair Movement’ to slow the target down, ‘Overheat’ to set him on fire, ‘Lure’ him to investigate another location, cause ‘Synapse Burnout’ for more damage, turn the target into a ‘Puppet’ so that he shoots himself or a colleague, or force a ‘System Reset’ so that he is temporarily unconscious. The trend with Cyberpunk roleplaying games is to put the Netrunner on the spot where the action is happening. The Quickhack rules do that and more, letting the Netrunner get inside a target’s head and mess with them and so be part of combat, but rely upon a skill that he specialises in rather than a gun. Difficulty Values are provided for all of these Quickhacks and more.

Weapons are suddenly interesting again in the The Cyberpunk: Edgerunners Mission Kit. They were not in Cyberpunk RED. What the The Cyberpunk: Edgerunners Mission Kit does is again, add the technology seen in Cyberpunk: Edgerunners and Cyberpunk 2077. Weapons can now be Power, Smart, or Tech Weapons. A Power Weapon increases the damage done by a Critical Injury and the wielder can ricochet shots off cover to hit targets that otherwise cannot be successfully hit. A Smart Weapon grants the wielder a bonus and allows the use of Smart Ammunition, which ignores penalties due to visual obscurement, plus if the shot misses, a reroll to hit is allowed, but at a much lower chance. A Tech Weapon comes with a scope and can be charged at the cost of a Move Action to make a single round capable of piercing thin cover and ignoring half of its protective value. Not only does the ‘Rulebook’ provide the means to adapt the weapons from Cyberpunk RED into Power, Smart, or Tech Weapons, it also includes weapons from Cyberpunk: Edgerunners and Cyberpunk 2077. These include the Militech M-10AF Lexington, the Arasaka HJKE-11 Yukimura, and others. There is also a selection of Cyberware included such as David’s Experimental Sandevistan as seen in Cyberpunk: Edgerunners, the Monowire and the Mantis Blade made famous by Cyberpunk 2077, and as the Gorilla Arm which enhances the user’s strength.

The ‘Rulebook’ does have a section called ‘The 2070s in Cyberpunk RED’ which gives all of the basics that the Game Master and her players need to adjust from Cyberpunk RED to the The Cyberpunk: Edgerunners Mission Kit and Cyberpunk 2077. This includes some tweaks to the Roles to take account of resource accessibility, rules for Neuroports and Quickhacks, direct Netrunning, and potential sources of Humanity Loss other than installing Cyberware. The new arms and cyberware are listed here too. This is a thoroughly useful section, providing great support for fans of Cyberpunk RED coming to this new version and easing them mechanically into the changes.

The scenario in the The Cyberpunk: Edgerunners Mission Kit is called ‘The Jacket’. The forty-page book and adventure is supported by a set of tokens for its NPCs and standees for the pre-generated Edgerunners. These are used with the three maps that are included in the adventure. These are double-sided and depict places such as a car park, a storage depot, a normal street, and others. They are overlaid with a 2 cm square grid, so they do feel a little tight. There is also a separate map of Night City. The pre-generated Edgerunners each have a four-page dossier with stats and skills on the front along with an illustration, descriptions of important cyberware and weapons on the inside pages and a quick breakdown of possible rolls that might be needed during play. They include a Solo, a Tech, a Fixer, a Medtech, a Netrunner, a Nomad, and a Rocker. What none of them have is any background. Part of preparing to play ‘The Jacket’ is the players getting together and rolling their Edgerunners’ Lifepaths to determine their backgrounds and connections. The scenario itself takes place after the events of Cyberpunk: Edgerunners and is designed as follow up. The Edgerunners have formed their own crew and pick up a job that starts out in the Badlands just beyond the borders of Night City, and it begins with a fight outside a storage unit! The scenario is a MacGuffin hunt for something left over from the events of Cyberpunk: Edgerunners and it will take the Edgerunners around various locations in Night City. Written using R. Talsorian Games, Inc.’s Beat Chart system and a breakdown of this is provided on the back of ‘The Jacket’. Full stats are provided for the NPCs as expected and there is advice throughout the whole adventure intended for the Game Master who is running her first game. There are some random encounters, an opportunity for downtime, run-in with both Arasaka and the NCPD, opportunities to make some allies, and of course, chases and gunfights. It is a good mix, the adventure is a solid affair that should provide two to three sessions’ worth of play.

Physically, the The Cyberpunk: Edgerunners Mission Kit is well written and easy to read. The layout is clean and tidy, but it is lightly illustrated.

The The Cyberpunk: Edgerunners Mission Kit has a lot to do—introduce fans of Cyberpunk: Edgerunners to roleplaying, fans of Cyberpunk 2077 to tabletop roleplaying, and fans of Cyberpunk RED to the period of Cyberpunk 2077—and the good news is that it does all of these and does them very well. The transition between Cyberpunk RED and Cyberpunk: Edgerunners is nicely handled and the background included in the The Cyberpunk: Edgerunners Mission Kit pleasingly serves everyone. It also pushes the story of Cyberpunk: Edgerunners on, exploring events which take place as a result of those from the animated series. All together, the Cyberpunk: Edgerunners Mission Kit is a well put together combination that serves all of the fans and provides a couple of sessions of entertaining and exciting gaming.

Saturday, 16 November 2024

Your Fantasy Heart Breaker

The world is broken and everything is in a state of decay. The environment. The land itself. History. You and everyone around you. Your memories. Centuries ago, magic broke the world. It unravelled and with it the great civilisations that exist as memories of near forgotten tales and the artefacts that can be scavenged from the ruins. The gods died and fell from the sky. Their corpses lie where they fell, some worshipped by cults hoping that their faith will restore them to life, even as the corpses spawn strange creatures, trigger strange phenomena, and even still provide valuable resources despite the danger of living so close to them. Every magical artefact and every monster which ever wielded magic became one more vector for the Decay that corrupts and twists all it touches. Those who wield such artefacts or even dare to weave the frayed threads of magic that exist are in danger of becoming a thrall or Decay or poisoning those around you. Decay warps time and space, changing the environment around you are you travel and even changing the time that the journey took. Monsters are everywhere. Lastly there is the Decay within you, the twisting of the magic that runs through you. It is a Curse which threatens all of your kind. Humans rot and rise as soul-hungry undead; Dwarves burn up from the inside and become eternally burning infernos; Elves transform into crystal constructs that scour the skin from their victims; Halflings melt into living oozes; and the Forgotten crumble into nothing. Yet there is Hope.

Centuries since the Breaking, survivors still form communities, known as Havens, and invest their Hope in them. They invest their Hope in Survivors brave enough to travel the wilds and so enable them to fight back against the Decay, to hold back and even reverse its corrosive effects, and push them to great acts of heroism. Walking the land on the same paths and placing memorable Waymarkers can solidify the land against Decay, as can connecting communities and sharing stories with them. Memoria, carried by every Survivor on a journey can help them withstand the warping and loss of memories that if they were otherwise unprotected, they would suffer. Hope is all that stands between the Survivors and a world of entropy.

This is the setting for Broken Weave, a setting which the Survivors (as the Player Characters are known), “Survive, built community, and fight for hope in post-apocalyptic tragic fantasy world”. Published by Cubicle 7 Entertainment, it is designed to be compatible with Dungeon & Dragons, Fifth Edition and whilst it runs as a standalone, post-apocalyptic roleplaying setting, it could actually be mapped on the setting of the Game Master’s choice, so that the Survivors could be exploring the long decay remnants of a world that their players’ previous characters explored unaware of the disaster that was to come with the Breaking. However, there are some mechanical differences between Broken Weave and Dungeon & Dragons, Fifth Edition. These include Survivors being created via a Lifepath System, Lineages replacing Races, Feats being replaced by Talents and Inspiration by Hope, and a number of changes and additions to both the skills and the Toolkits that the Survivors have access to. In addition to spending Hit Dice to regain Hit Points as per normal in Dungeon & Dragons, Fifth Edition, but Broken Weave also offers another option which they can be spent. This varies between the different Classes.

Play begins with the creation of the Survivors’ community, their Haven. This is their base of operations, their home, and what they will be striving to protect and grow throughout a Broken Weave campaign. Consisting of the Founders’ Legacy, Location, Culture, Crises (current and past), and Finishing Touches, this can be created randomly using the given tables or designed. Either way, it is mean to be collaborative process between all of the players so that they have an investment in it. There are notes included alongside the process to suggest ways in which it can be twisted and changed to add detail and story possibilities. For example, this could be that Founders’ Legacy is not as pure the Survivors recall it to be or that the community could be home to a ‘Hard Luck Haven’, meaning that it starts with a higher level of Decay and increases the degree of challenge for both players and Survivors. Lastly, a Haven will have beginning values for Hope, Decay, Population, and Resources, based on the number of players. When a Haven suffers a crisis, its Resources will be first reduced and then its Population. This loss can be resisted, but if the Population is reduced to zero, the Haven is destroyed.

HAVEN: Flaming Lake
Our Founder Wanted To… Escape the monsters our families were becoming
LOCATION
Biome: Wetland Resource Abundance: Wood Resource Scarcity: Metal
Landmark: A vast lake of flammable liquid
CULTURE
We Value… Cleverness, subtlety, wit
Clothing and Appearance: We shave patterns into the sides or back of our hair
Traditions and Superstitions: We always save a bone for the beast and a drink for the lost
Leadership: Public votes are taken on all important matters, but the weight of your vote is reduced the more Decayed you are.

CRISES
Past Crises: The Haven could not safely expand any further. Some were exiled so the rest could live. A dangerous monster that was assembling a crude device or altar and had a weak point beneath its armour. Current Crisis: Every month a strange fog covers the Haven and all but one survivor falls unconscious for a seven days at a time.
Hope: 10
Decay: 1
Resources: 10
Population: 100

Survivor creation is also intended to be a collective process, essentially so that backgrounds and bonds can be created during the process. Each Survivor has a Lineage, each of which grants several advantages, but also a Curse and the way in which Decay affects you. Dwarves are beset by the Curse of Flame, Elves by the Curse of Earth, Halflings by the Curse of Water, Humans by the Curse of Wind, and The Forgotten by the Curse of Oblivion. Unlike the other four, The Forgotten are not a true Lineage, but are a mélange of the forgotten Lineages in the Broken World and vary greatly in appearance. In this way, they represent what might have been another species in the Dungeons & Dragons-style world from before the Breaking. The Lifepath for a Survivor determines his Family, Upbringing, Occupation, Defining Experience, Talent, Possessions, and Allies and Enemies.

Lineage: I Am A… Halfling
Parents: I Was Raised By… People of the same lineage
Influential Family Member: One Of My Family Members Is… Carrying on the family trade
Family Size: My Family Is… Small – Two members
Upbringing: My Upbringing Was… Dangerous. I always keep an eye out of trouble I Am… Use to fear
Occupation: I Am A… Scout I Am Skilled In… Stealth
Defining Experience: I… Cared for people when a plague spread through the community I Learned… Medicine
Life Lesson: You Learned… Some secrets of the Broken World others would rather ignore I Gained… +1 Intelligence
Starting Talent: Hurler
Possessions: Experience… I explored your Haven’s surroundings, foraging for supplies or mapping the area. I Gained… Seeker’s Tools, Herbalist’s Tools, or Prospector’s Tools
Allies and Enemies: I was raised with or taught by this ally and we have developed our skills together. My enemy believed it was my responsibility to care for them and that I failed

There are six Classes in Broken Weave. Harrowed tap into the corrupting force of Decay to protect others from its effects, but use its unnatural power to defend their Haven and protect their allies. Makers seek out old and new technology to use for the benefit of the Haven. Sages—scholars, chirugeons, and historians—harbour their knowledge and both use it to protect their Haven and to pass it on to others. Seekers walk the forgotten paths of the Broken World in search of lost Artefacts, so must guard against Decay even as they use the items they find to protect their Haven. Speakers are diplomats and storytellers who both build their Haven and travel to other communities strengthen the links between them as well as tell new histories and legends that can be remembered when memories have been lost. Wardens are protectors and guardians, equipped with ancestral arms and armour to defend themselves and the Haven. Attributes are assigned from a standard array and in the last steps, a player rolls for Dreams and Connections, as well as the Memoria that link the Survivor to his memories.

Each of the Lineages details what it was like before and after the Breaking, and then the nature of the Curse. This ranges between one and ten, and as it increases for a Survivor, it actually provides both bonuses and benefits. For example, the Halfling’s Curse of Water at a value of between four and seven, causes the sufferer’s skin to become translucent, malleable, and makes it difficult for him to interact with objects. He is at Disadvantage on Athletics Tests, but can use Acrobatics to initiate a Grapple attack and will be at Advantage for all Grapple Tests. Each of the Classes provides abilities at each and every Level and three subclasses. Of the latter, the Harrowed has Condemned, Harrowed, and Sovereign; the Maker has Alchemist, Artificer, and Smith; the Sage has Healer, Lorekeeper, and Veteran; the Seeker has Delver, Hunter, and Strider; the Speaker has Envoy, Preacher, and Whisperer; and the Warden has Avenger, Sentinel, and Warcaller. Whilst for the former, at Second, Sixth, Tenth, Fourteenth, and Eighteenth Levels, a Survivor gains a Talent, as well as the one gained during Survivor creation. Talents are not Feats. In fact, they are less powerful than the standard Feats of Dungeon & Dragons, Fifth Edition (though Broken Weave does allow the option for the players to select them as well). Many are specific to the Broken Weave setting, such as ‘Decay Resistance’, which grants Proficiency for Decay Saving Throws, ‘Decay Sense’, which grants Advantage on tests to determine if a creature is suffering from Decay and by how much, and ‘Built to Last’, which makes any Waymarkers constructed to mark a route more durable and resistant to Decay.

This is, of course, in addition to the actual Abilities for the Class. For example, at First Level, the Harrowed has ‘Delay the Inevitable’, ‘Embrace Entropy (1d10)’, and ‘Kindred Spirits’. ‘Embrace Entropy (1d10)’ lets the Harrowed harness the Decay to speed his recovery and heal Hit Points when he gains a point of Decay, ‘Delay the Inevitable’ grants Proficiency for Decay Saving Throws and slows the path of the Harrowed’s Lineage Curse, and ‘Kindred Spirits’ grants Advantage on Tests to determine the degree of Decay in an individual, creature, or an object, and even identify its source and location. In comparison, the Seeker begins with ‘Walk the Old Paths’ and ‘Lead the Way’. The latter means that the Survivor can ignore Difficult Terrain and grants Advantage on Tests related to the Outrider role in Journeys, whilst the former enable the Survivor to do the Place Waymarker Campcraft Activity and another Campcraft Activity, and search a previously placed Waymarker for the contents of a secret stash.

Decay is an ever-present threat in Broken Weave. Sources include arcane artefacts, corrupted lands, and monsters. In addition to the effect on a Lineage’s Curse, its effects can be memory loss. That though can be countered by a Memoria trinket, if the potential memory loss is associated with the trinket. Decay can also be reduced via certain Class features, along a particular route by completing the path as part of a journey, Moonstone can absorb Decay, placing and maintaining Waymarkers, and of course, rebuilding communities. Countering Decay is Hope. This is gained during Heaven creation, making a Noble Sacrifice, growing a Community, and overcoming a crisis. Hope is spent to gain an automatic success, to cheat death, to turn a successful attack into a Critical attack, recover from a condition, resist Decay, reroll a Test, take an extra Action, and to twist fate, forcing someone nearby to reroll a Saving Throw. It is lost if a Survivor dies in a manner that is not heroic, a crisis is failed, and when a Haven’s Decay increases.

Broken Weave includes detailed rules for journeys—no surprise given that the publisher developed them originally for The One Ring: Adventures Over The Edge Of The Wild and has already presented them for Dungeon & Dragons, Fifth Edition with Uncharted Journeys—and for the passage of time that encompass Campcraft, Downtime, and Seasonal Activities. There is a quite a range of activities here and they scale up in terms of scope and time. Thus, ‘Contemplate Scars’, ‘Gallows Humour’, ‘Listen’, ‘Record Knowledge’, and ‘Remember the Fallen’ all encourage good roleplaying during Campcraft times, whilst Downtime activities include ‘Build Defences’, ‘Craft Memoria’, ‘Establish Memoria’, ‘Maintain Waymarkers’, ‘Push Back Decay’, ‘Steer Decay’, and so on. Seasonal Activities include ‘Build a Home’, ‘Gather Survivors’, ‘Go to War’, and more. Then on top of that, the Survivors will ‘Invest in the Future’, which might be to ‘Retrain’, ‘Reinforce Waymarker’, ‘Start a Family’, or even ‘Retire’. Seasonal Activities end with a number of random events for the Survivors, the Haven, and Factions, which can be played as necessary, whether immediately or over the course of the next Season. Mechanically, a Haven is important as a source of resources, but as play progresses, they should become something more. That is, the means to pull the players and their Survivors into the world of Broken Weave, giving ways in which the Survivors can recover, improve themselves, and make the world a better place. This is enforced not just through the numerous types of activity that the Survivors can undertake in addition to adventuring, but also the abilities that Classes grant. For example, the Artificer subclass for the Maker gains ‘Mass Production’ to create blueprints and documentation that others can follow and build, either improving their defences or their standard of living, whilst ‘Enduring Lesson’ for the Sage means that his medicinal advice is noted down and standardised so that future Survivors begin play with an extra Hit Die!

In terms of an actual setting, Broken Weave provides a broad overview of its technology—as is, ruins, havens, daily life, and more. In terms of specific details, it describes the Haven of Guardian’s Lament, complete with the Founder’s Legacy, location, culture, influential people, crises past and present, and the immediate surrounding area. It is a lush oasis embraced within the arms of a fallen god amidst a barren desert. The legacy includes a shrine to the fallen god, which is also the Haven’s landmark, and the Haven has faced crises such as repelling invaders and dealing with an artefact that turned the inhabitants into cannibals. The artefact is buried in the ruins beneath the Haven. Currently, the Haven faces two crises. One are the voices heard from recently opened, but not yet explored ruins and warnings from refugees of a Titan on the march. Guardian’s Lament is designed as a both an example Haven and a starting Haven. Several others are also described, so that the Survivors can create paths to them and establish relations and so grow a wider community. Together this provides a framework for a campaign starter, but the Game Master could just as easily take the content and drop it in her own version of Broken Weave.

For the Game Master there is solid advice on running Broken Weave highlighting its themes of tragic fantasy and loss versus survival and hope. It also covers how to describe Decay, as well as advising using a location web to map the world and detailing several magical artefacts. These are powerful, but their use is not without consequences. For example, the Bowl of Plenty provides a ready source of food, but if eaten the food forces a Survivor to make a Saving Throw versus Decay and if they are widespread in a Haven, its Decay goes up season by season, whilst the Deathmarch Armour grants incredible Strength and protection, in the long term, it forces an automatic failed Death Save or Decay on the wear. The advantage of the armour is that the wearer would be able to face some of the toughest monsters in the Broken Weave. This applies to all of the magic items in Broken Weave and in many ways, the Survivors are really going to want to either avoid magical items or employ them sparingly.

Broken Weave also provides a nicely done bestiary including an NPCs, flora, fauna, monsters, and Titans. Of these, a monster is any creature overwhelmed by Decay, whilst Titans are colossal creatures that spread Decay and destruction wherever they go. Some believe them to be gods hollowed out by Decay and if ever a Haven stands in the path of Titan it is doomed. Broken Weave includes the means to adapt creatures from other Dungeons & Dragons, Fifth Edition settings and sourcebooks, giving monsters the means of spreading Decay and Decay Transformations like ‘Blinking’ or ‘Volatile Blood’, as well as monsters specific to the setting. For example, the Deathstalk is ambush predator, a twisted sentient tree that shapes the paths in and around its forest grove to lead into the grove, whilst tempting its would be victims with the voices and memories harvested from its previous victims, using their decapitated heads as literal mouth pieces. The Shrieking Horror is an example of a monster inspired by Dungeons & Dragons, a hulking, multi-eyed, beaked beast with extra squawking beaks that run down its feathery chest and let out shrieks that can stun and deafen. It looks very much like a mutated Owl Bear!

Lastly, Titans get a section of their own. Their appearance nearby automatically triggers a crisis for a haven and the only response is to slay the beast, change its path, imprison it, or run. Every Titan is different and two are detailed in Broken Weave. Each is fully detailed in terms of its corruption and Decay, what is known about it and what is believed to be the best way to defeat it, and how it interacts with the world. The fulsome stats include Legendary actions in addition to the many traits and actions. The two Titans detailed are the Dreamer and the Rotbringer. The Decay from the Dreamer affects those that sleep and it can summon Dreamspawn from the those that sleep to appear near them, whilst the Rotbringer is a walking storm of Decay, spores, and sound. Both are incredibly tough and vile creatures and any group of players and their Survivors deserve all of the praise and glory they would get if they defeated one of these.

Physically, Broken Weave is well presented. The artwork is excellent, suitably a depicting world and its inhabitants and creatures changed by an apocalyptic event.

If there is an aspect of Broken Weave that is not as fully addressed as it could be, it is what Survivors are doing on adventures. The emphasis is rightly upon the Haven and protecting and improving it, on journeying between other Havens and building and enforcing communities through contact and confirmation of memories, all whilst withstanding the threat of Decay. What then of actual adventuring and exploring the world? If the world of the Broken Weave was a highly magical world before the Breaking as is suggested, what are the ruins leftover like and if there are dungeons, what they like in a world where Decay is prevalent? These are not questions addressed in Broken Weave, which is an oversight. It does not help that there is no adventure, ready-to-play, in the book. If there had, the question could have been answered there.

Lastly, it should be pointed out that magical apocalypses are not new to the hobby, though they are relatively rare. 2008’s Desolation from Greymalkin Designs explores a world just after the apocalypse, whilst the most obvious one, Earthdawn, is set centuries after the apocalyptic event. They are noticeably different in tone and outlook compared to Broken Weave though.

Broken Weave is a radically different setting for Dungeons & Dragons, Fifth Edition. Its emphasis is on survival and community in a setting that is more environment and connections than a mapped-out world. It can be played as is, or it can be laid out over the ruins of an existing world, whether a pre-published or one of the Game Master’s own devising, enabling the players to roleplay Survivors potentially the secrets of the past and the secrets of past Player Characters. This gives it a high degree of flexibility as do the rules for Haven creation and improvement and monster modification, and that is in addition to the flexibility in terms of use of the actual setting material. Overall, Broken Weave is a grim, yet heroically hopeful fantasy setting that emphasises togetherness and co-operation against the long-term effects of contemporary fears.