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Showing posts with label Generic. Show all posts
Showing posts with label Generic. Show all posts

Saturday, 25 July 2026

A Gaggle of Genres

One of the problems with generic roleplaying games is trying to work out quite what you can with them. The obvious answer is anything and everything, and whilst this is true, that might not be enough of an answer. Advice and tools which will help a Game Master do that anything and everything will always be useful. And whether it is GURPS, the HERO System, or Savage Worlds, there are a lot of supplements which address particular genres and settings. The Cypher System from Monte Cook Games is no exception. The Cypher System was introduced in 2013 with Numenera, the award-winning Science Fantasy roleplaying game of exploration and adventure in the very far future, which introduced new ideas in terms of roleplaying, such as player-facing mechanics and Game Master Intrusions, a new way of narratively increasing tension and awarding Experience Points. It also offered numerous options in terms of Player Characters, expressed in a way that clearly described what each did and which was also exciting. Since it first appeared, it has gone on to cover numerous different genres and even be used as the rules for roleplaying games based on a podcast or two. For example, High Noon at Midnight explores the Wild West, Neon Rain explores the Cyberpunk genre, and Stay Alive! dives into the horror genre. And this in addition to specific settings within these genres.

Expanded Worlds provides numerous options for Player Characters, an introduction to numerous genres, and a range of monsters, creatures, and NPCs that work with the previously explored genres. For Player Characters, there is a selection of new Descriptors and Foci. These fit the Cypher System’s means of defining a Player Character with the statement, “I am an adjective noun who verbs.” The noun is the Player Character’s Type, the adjective is a Descriptor which describes the character, and the verb is the Focus, or what the character does. For example, using the new Descriptors and Foci in Expanded Worlds enables player to create characters such as “I am a Meddlesome Adept who Changes Shape”, “I am Lawful Warrior who Collects Bounties”, “I am an Earnest Speaker who Governs”, and “I am a Chaotic Explorer who Drives Like a Maniac”. Several have extra details. For example, ‘Fell Through A Rabbit Hole’ has a ‘Nonsense’ table rolled on to create a random effect drawn from the surreal realm the character is connected to, such as ‘Unexpected Trapdoor’ or ‘Because I Said So’, that the player can then choose spend Intellect points to use. The Foci are a mix of the generic and the genre-specific. For example, ‘Descends from Nobility’, ‘Explores’, and ‘Figures Things Out’ veer towards the generic, useable in any setting, whilst ‘Hacks the Network’, ‘Is Haunted by Moths’, ‘Keeps a Magical Ally’, ‘Resides in Silicon’, and ‘Sailed Beneath the Jolly Roger’ have stronger or more specific requirement in terms of their setting and genre. The supplement does list the Foci by suggested genre. Nevertheless, there are a lot of Foci here and it is easy to go through them and package them into genres and settings of the Game Master’s own design.

Expanded Worlds explores seven genres across two chapters. The Fantastical Genres consist of ‘Post Apocalyptic’, ‘Mythological’, ‘Fairy Tale’, and ‘Childhood Adventure’, whilst the Gritty Genres consist of ‘Historical’, ‘Crime and Espionage’, and ‘Hard Science Fiction’. In each case, there is an overview of the genre, which includes suggestions as to what the players and Game Master might like to read or what, guidance on both creating and running the genre, followed by technical details that list threats, character types, Foci, and creatures all appropriate to the genre. Extras then add details specific to the genre. For the Post Apocalyptic genre this is a guide to scavenging, tables of junk and useful stuff, suggested artefacts like Enviroscanner and the Military Exoskeleton, and two Racial Descriptors in the form of the Morlock and Roach. For the Fairy Tale genre, it discusses the nature of Fairie, adds ‘Fairy Tale Wonders’ and ‘Fairy Artifact Quirk’ tables, and the Changeling Racial Descriptor. Notably, the ‘Childhood Adventure’ chapter gives an optional rule for playing young characters in the Cypher System without resorting to the Young Descriptor and so retaining flexibility in terms of options for the Player Characters. Of the four entries in the Fantastical Genres section, the ‘Mythological’ chapter feels just a bit too small, just not capable of handling its big subject. The inclusion of the Spear of Fate, Sword of Death, and Thunderbolt and Hellborn and Giant Racial Descriptors just hint at the possibility of the genre and really do leave the reader wanting more.

If the ‘Mythological’ chapter feels all too small for its subject matter, then too many of the entries in the ‘Gritty Genres’ section are all broad for what they are trying to cover. The ‘Historical’ genre chapter races through thousands of years of history in three pages and just cannot do it justice. The thumbnail descriptions of the different periods are just enough to intrigue the reader, but without helping in terms of what to read next or how to set adventures there. There is mention of some books, but simply not enough. Oddly, the ‘Crime and Espionage’ chapter works in one way, but not another, the problem being that it encompasses two different genres in one. What this means is that whilst all of the technical details—suggested character types, Foci, creatures and NPCs, and items—work with both genres, the advice does not as it means it is just too broad. Fortunately, the ‘Hard Science Fiction’ chapter more than makes up for deficiencies of the previous two chapters. Whether covering the effects of gravity on combat, survival in the vacuum of space, the unlikelihood of the Player Characters having their own spaceship, and so on, the advice here is to the point and useful.

For the Game Master, there is a selection of creatures and NPCs. Many of the creatures will work across more than one of the genres detailed in Expanded Worlds. For example, the Bogeyman and the Fairy can be used in the Fairy Tale and Childhood Adventure genres. Some genres are better supported than others. The ‘Mythological’ genre is particularly well supported with the Cambion, Cerberus, Hydra, Minotaur, Satyr, and Typhon, and similarly, the ‘Post Apocalyptic’ genre is solidly supported with the Abomination, Devolved, Fusion Hound, Gamma Worm, Glowing Roach, and Mad Creation. There are oddities though, such as the Killer Clown and the Night Gaunt, which seem to have wandered in from other genres. The most entertaining entries are the Erlking, an animated morass of woodland debris which loves to hunt and eat children, a former fairy noble stripped of his title and lands and exiled into the plant body, and the Shoe Thief, which hides under the bed and in other dark places in the home stealing single shoes and socks, pens and paperclips, gathering in groups and building up the courage to steal books, pets, and your little brother! The NPC descriptions are drier in comparison, serviceable and functional rather than inspiring.

Physically, Expanded Worlds is decently written and well written. The illustrations are excellent.

Expanded Worlds is hit and miss in terms of its content. Some of its genre write-ups are woefully underwritten because conceptually, there is too much to write about and not enough space to do it in, meaning that the book cannot do them justice. Indeed, it would take whole supplements the size of Expanded Worlds to do any one of its genres proper justice—and it has. Yet at their best, some of the write-ups do work as solid introductions to their respective genres and as introductions they are given good support in terms of playable, useful content. In that, the Fantastical Genres are better treated than the Gritty Genres, and both are given solid support by the Foci and Descriptors. Expanded Worlds is a good, but not perfect introduction to a variety of genres for the Cypher System.

Friday, 21 November 2025

Goblin Squabblin’

The big empire—or ‘big-emp’, if you are a scholar, and ‘imp-pig’, if you are not—lasted lots of moons. It was full of Dwarves and Elves and they was all happy and stuff, which was not natural like. Cos everyone knows Elves an’ Dwarves really hate each other. That’s just the way things are and it’s just the way things ought. So they had a fight. It was a big, lovely fight and they gave each other big red noses and then they hugged and were friends again. Naaah. Course not. They stabbed and they stabbed and they stabbed some more and they all died and the ones that did not die they hid. Which is why you never see a Dwarf or an Elf today. Well almost. Mostly not. Then the Becomening took place and the Gates of Hell which should never be opened unless you got a really, really good reason why, got opened. And that annoyed the gods. So the gods do what gods do. They come down and kicked and stabbed all the chaos gribblies that comes through the gate that the Elves says they never opened and says the Dwarves did it and the Dwarves says they never opened and says the Elves did it. Since nobody says they was the one to open the gate, the gods did clean up the world and all died when they did, but by then, the gods had given the Elves and the Dwarves a smack, which is why they are all hiding. And that is why the Dark Forest is empty and the one god who did remain, Moonface, did give it as a gift to all the Goblins and we did explore the forest and agree with Big Bosh to bash the Dwarves so hard they never fight the Goblins again and then after Big Bosh was gone, smack the Dragons so they are all dead and no Goblin ever has to give any shinies to any Dragons again. Unless it is Vermanthranox, the big boss dragon nobody seen where he went. And that is why the Dark Forest is for Goblins now. This is The Age of Goblins.

The Age of Goblins is the first campaign setting supplement for Quintessence, the generic, rules-light, dice pool-driven roleplaying game from Gribblie Games. It is a post-apocalyptic fantasy setting in which Goblins squabble and brawl and wander the Dark Forest, looking for Elf retreats and Dwarf holds to raid if still occupied, scavenge if not; battle, outwit, and if either fails, run away from just any monster bigger than they are—and most are; learn what magic they can, grift what shinies they can, grab what power they can, all to prove themselves to be the most goblinest of all Goblins and the gribbliest of all gribblies. All this is in a Dark Forest where every monster is out to eat you; every remaining Dwarf hold—occupied or not, is laced with traps to kill Elves, but will also splat or shred Goblins too; every Elvish retreat—occupied or not, is infused with the spirits of the forest who hate Dwarves and if they cannot take their hate out on Dwarves, Goblins will do; and every other Goblin not in your pack, warband, or tribe (probably some that are) will shiv you to get what you got, if it can. The life of a Goblin is not necessarily short, sharp, chaotic, or brutal, but it is probably going to be some of those things.

Of course, the Player Characters are all going to be Goblins, all of whom have survived their very scrappy, voracious childhoods, and matured into would be pack-members, a pack consisting of five members (so ideally, The Age of Goblins works best with up to five players). The creation process is intended to be entirely random. This includes determining which region a Goblin was spawned in, what type he is, and what perks he has. The three Goblin types are Grots, Whelps, and Brutes. Grots are short and odd, often becoming entertainers, tricksters, and volatile spellcasters; Whelps are common Goblins, big-nosed and bog-eared, often becoming assassins, hunters, or healers; and Brutes are monstrously tall, ignored due to their lack of intelligence, but respected for their strength and combat prowess. There are tables for all four stages of a Goblin’s life to determine his Perks and Approach adjustments ready for play. For example, a Grot might have a Third Eye, which grants heightened perception or mystical sight, be subject to excessive drooling, an upbringing as a Stargazer that exposed him to celestial magic (and the Perks of either Magic: Celestial, Astronomer, or Star Navigation), was so good at hiding in shadows that the tribe once forgot he existed (+1 Subtlety or -1 Resolve), found a jewel that brings him bad luck and which can never ditch (Unlucky Charm), licked a magical stone and can now become partially invisible (Invisible), and spent time swindling others (Trickery). After that, there are suggestions for possible Goblin Natures and Demeanours and Goals to choose from, and Attitudes to other Goblins and Connections to roll. The process is fairly quick and where it counts, random in outcome.

Goblin society covers two things. One is how it organises itself, from the Packs that the Player Characters belong to, all the way up to hordes and the other is a look at the different roles within Goblin society. Starting with ‘Bumpkins’ who have yet to prove themselves, these include ‘Pit Pigs’ (Pit Fighters), ‘Jerks’ (Skalds), and ‘Patchers’ (Healers), all the way up to Chieftain. These are roles and positions that the Player Characters can aspire to and which the Guide can use as inspiration for her NPCs.

Besides Goblin Clobberin’ (weapons), Swag (armour), and other Gubbins, including Swill (lovely), The Age of Goblins also details Goblin magic and its possible themes. The latter includes grotesque, shadow, draconic, moon (granted by Moonface, the only god about), and more. There are no spell lists, but instead, players are expected to flavour their Goblins’ magic with these themes. There are details of ‘Fizznips’ (potions), ‘Badgrogs’ (poisons), and ‘Fiddleswills’ (recipes), all with different effects, costs, and ingredients—the latter important because the Goblins can go foraging for the ‘Fings’ which are used to concoct them and this is supported by tables of ‘Greenies’ (plants), ‘Shrooms’ (fungi), and ‘Rokroks’ (minerals). Rounding out The Age of Goblins is a selection of new monsters, including lots of Goblin types plus dragons, Dwarves, spiders, the cockatrice, and more.

Physically, The Age of Goblins is very nicely presented. Both the cover and the internal artwork are excellent. It does need an edit in places, but the supplement is an easy read.

As a set-up, The Age of Goblins has everything that a Guide and her players are going to need. A setting, a handful of hooks, some foes, and the means to create some entertaining Player Characters. Yet it definitely feels as if there should be something more. An introductory scenario perhaps in which the Player Characters need to prove themselves more than Bumpkins, some loot that would be worth scavenging from a Dwarf hold or Elf retreat, or a big table of random events when things go wrong to help foment the chaos and disorder that The Age of Goblins is about. Of course, that chaos and disorder should come about through play and through the players, but something to ignite it would have been useful.

The Age of Goblins has the potential to be great fun, because everyone likes to play random, chaotic, silly characters once in a while. It just needs some effort from the Guide to set that fun up and get it going.

Saturday, 7 June 2025

The Other OSR: Ship of Fools

The year is 1395. The Hundred Years War has long been over, but neither Europe, or indeed, Christendom is stable. The Crusades continue in the Levant to the great cost of Europe’s great kingdoms. Outbreaks of the Black Death are all too frequent. The peasantry and the labouring classes bristle against the continued abuse of privilege and ill-treatment they suffer at the hands of both government and nobility, resulting in civil unrest and uprisings. Trade and production are held in the vice-like grip of mercantile and craft guilds, limiting scope for growth, enrichment, and improvement. And the Papacy is itself riven in two. In the past, unrest in the Holy See and Rome forced the Pope to flee to the French city of Avignon. Now there are two members of the church claiming to be the Bishop of Rome and thus head of the church. Pope Boniface IX sits in Rome, whilst Benedict XIII sits in Avignon. Which of the incumbents has the right to call himself the Holy Father? Which of the incumbents is ready to accept the other as the rightful Pope? Which of the incumbents is willing to resign, so that a new Pope can be elected and so reunite the church? It does not matter, for now Pope Benedict XIII fears the influence of the other Pope and outside influences, undermining his authority and that of the faithful. In the city of Avignon, made grand by his beneficence and that of his predecessors, all legitimate Popes, the paranoia of Pope Benedict XIII runs deep. The security and integrity of the Papal Court must be maintained in the face of continuing subversion, greedy priests, proud kings, angry mercenaries, lazy clerks, not said the neuroticism of the Pope, and so Papal Investigators must be deployed.

This is the set-up for Ship of Fools, a ‘Genre Set-Up’ for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks. Published by Just Crunch Games, this is setting in which the Player Characters are members of the Office of Papal Investigation charged with finding peaceful—or at least the least disruptive—solutions to the issues that the Avignon papacy faces, ensuring the safety of the Pope, and enforcing the pronouncements and decrees made by Pope Benedict XIII. The setting is based upon historical research, its bibliography referencing The Name of the Rose by Umberto Eco and Ars Magica by Jonathan Tweet, let alone books on the Avignon Papacy and the Medieval world. In tone it suggests the setting is Father Ted meets Kafka’s The Trial, but add to that the roleplaying game Paranoia and the animated Dungeons & Dragons cartoon. The degree of research shows succinctly in the first few pages, which in turn describe the world of Avignon, the papal palace, the ladder of stations—from Pope all the way down to the Monk and the layman—in the Catholic Church, and its world in turmoil.

A Papal Investigator in Ship of Fools has three Resources, here called Influence, Eminence, and Passion, the equivalent of Charisma, Reputation, and Willpower (or faith). These are not necessarily physical abilities, although there is nothing to stop a Papal Investigator from applying them to physical situation, but rather ways in which a Papal Investigator can apply his standing and belief in his standing in the church—that belief being his own and that of the NPCs around him. He also has three Abilities, one for each of his three Lifepaths. One Lifepath is his Curia Role, what was his original assignment within the Avignon court before being appointed to the Office of Papal Investigations; one is from his Secret Order which gives him secret purpose; and one from his Papal Duties, the training that marks him as a Papal Investigator. There are eight orders of the Curia, which together run the church. For example, the Camera Apostolica, whose lawyers extract taxes, whilst their most devout examine and catalogue relics for signs of their divinity; the Hospitallers protect the church, but their lack of faith is  doubted by the Inquisition; and the Transitus maintains the Papacy’s means and lines of communication across Europe, leading to rivalry with the Supportare, which maintains the infrastructure of the Papacy and Avignon. The other Curia include the Chancery, Dominican Order, Roman Inquisition, Apostolic Penitentiary, and the Supportare. The Secret Orders consist of the Adminsitratum, Anarcho-Syndicalists, Black Friars, Clementines, Committee, Free Spirits, Gardeners, Knights of the Holy Ghost, Metéora, Mumblers, and Occamites, whilst the Papal Duties include Barber Surgeon, Cellarer, Lector, Sacrist, Almoner, Financial Steward, and Liturgist.

In addition to two devices and pieces of equipage, the Papal Investigator has Corruption. This is a measure of his lack of Piety. It begins play at one and can go as high as ten. When his player fails a Challenge, that is, rolling one or two on a Challenge, the Papal Investigator suffers doubts and his piety is tested, requiring a roll higher than his current Corruption score. Calling upon a relic for its divine power or making a confession—as every Papal Investigator must do at the end of a Calling—also requires a similar test. If failed, the Papal Investigator gives into a sin or Folly, such as pride, sloth, deceit, or petulance. One point of Corruption and its associated Folly can be expunged between adventures, but a Papal Investigator can also beg an indulgence of another Papal Investigator (though if this fails, both suffer more Corruption) or pay a penance to remove more.

Although the Camera Apostolica controls the vast archive of holy relics held by the papacy and access to them, each Papal Investigator has his own that he can pray on and draw inspiration from. He may even find more in play, though not all of them may be ‘holy’. A Papal Investigator’s Relic is supplied by his Secret Order. Each Relic grants a particular power, but the Game Moderator is encouraged to create and fully develop Relics to make them interesting and unique. Several sample Relics, all nicely detailed, are provided. (The Game Moderator might want to look at Burgs & Bailiffs: Trinity – The Poor Pilgrim’s Almanack for more information on Relics.)

Catalina the Benignant
Origins: Toledo
Influence D8 Eminence D4 Passion D6
Curia Role: Chancery
Secret Order: Clementines
Papal Duties: Barber Surgeon
Abilities: Ciphers, Dance, Craft (Tailor)
Pressure Track: 0
Equipment: Vial, Medicinal Cordial, Scribe’s Kit
Hits: 3
Corruption: 1
Relic: Candle of St. Thomas (Extinguish: Fervour)

An adventure or assignment in Ship of Fools is known as a ‘Calling’. There is a little discussion on what a ‘Calling’ is, as well as an example as a suggested opening. At the start of a Calling, one Papal Investigator is appointed the leader, or Prior. He has two Fortune which can be sued on anyone’s roll, but at the end of the Calling, his player assesses the other Papal Investigators and rates them. The Game Moderator then tests their Corruption on this basis. This adds a tense and slightly adversarial element to play, the feeling that the Papal Investigators are constantly being monitored. To balance this, the Papal Investigators can take turns being the Prior.

Rounding out Ship of Fools is a set of short, sample Calling hooks and five sample pre-generated Papal Investigators, some enemies, and a complete Calling. This is ‘The Relic, The Ruse, and The Ridiculous’ in which the Papal Investigators are tasked with locating a missing relic. It is an entertaining affair which can be played through in a single session, perhaps two. The final pages discuss what might happen in the future of the twin Papacy.

Physically, Ship of Fools is well presented, but lightly illustrated with nicely period artwork. The supplement is a pleasing read.

Ship of Fools is a thoroughly engaging and enticing setting. The idea of playing papal investigators in a world of apostolic bureaucracy, religious dogma, and papal perturbation is a delight. This setting definitely deserves more content and even a campaign, but in the meantime, Ship of Fools is a very good introduction to a world of papal paranoia and sacred shambles.

Saturday, 22 March 2025

Advanced Savage Worlds?

To be upfront and absolutely clear, the World Builder and Game Master’s Guide is not necessary to run Savage Worlds. It is not, in the traditional roleplaying sense, a guide to being a Game Master. All the advice that the Savage Worlds Game Master needs to run Savage Worlds Adventure Edition, or ‘SWADE’, is in the core rulebook. If it is not a traditional guide to being a Game Master for Savage Worlds, what then is the World Builder and Game Master’s Guide? This is the book for the Savage Worlds Game Master who wants to go a bit further than simply running the game for her friends on a week-by-week basis. The book is a collection of articles divided into three categories—guides to world building and writing content for Savage Worlds, running the game in situations other than at home, and advice on tweaking the game here and there, plus a handful of anecdotes that capture how fun Savage Worlds is to play and run. Published by the Pinnacle Entertainment Group, the World Builder and Game Master’s Guide is written by the publisher’s members of staff as well as freelancers and Game Masters who have writing and running Savage Worlds for more than a decade.

The World Builder and Game Master’s Guide opens with ‘World Building’, the first of the two articles on world building and writing content for Savage Worlds. The uncredited article explores how a Game Master might go about creating worlds and settings of her own. It is not extensive article—indeed whole books have dedicated to the subject—but it does boil the process down to a handful of questions such as what makes this new world special and exciting? What is its genre? Or as in the case of so many worlds for Savage Worlds, its genres? It suggests summing this up in an elevator pitch before discussing the various elements that make up the setting. Naturally, this is done through the lens of Savage Worlds, so it looks at Edges and Hindrances, various types of adventure, and of course, Plot Point campaigns. These are Pinnacle Entertainment Group’s signature campaign format, providing a means to tell a big story in a setting, but also explore different aspects of the setting as well. Backed up with the ‘Pinnacle Style Guide’, this is a solid introduction to world creation, especially for Savage Worlds. Beyond this, the Game Master will likely want more detailed advice.

Some of that does come in Richard Woolcock’s ‘Turning Ideas into SWAG’. This gives advice on how the prospective author can create his own content and then publish it as part of the Savage Worlds Adventurer’s Guild, Pinnacle Entertainment Group’s community content programme. It covers first principles in terms of the working process, structuring the setting and the wordcount, editing and proofreading, playtesting and feedback, and so on, all the way up to making it available as Print on Demand, marketing the release, and even setting a price. The specifics do relate to Savage Worlds as you would expect, but there is advice here too that applies to any of the community content programmes that feature on DriveThruRPG. Combined with the first article in the supplement and the ‘Pinnacle Style Guide’, and this is a good introduction to the process of getting published.

Jodi Black’s ‘Savage Worlds For All Ages’ is the first of two articles which look at running Savage Worlds under different circumstances. As its title suggests, this one looks at the challenges of running Savage Worlds and gives tips on how to prepare a game, run a game, and keep player interest in a game going for different ages, from six years old to sixty-five and older, as well as groups of mixed ages. There are houses rules for each age group, such as for players aged six and up, awarding Bennies for good manners, initiative run in seating order rather than drawing cards, and the need for ‘wiggle breaks’ when the players get restless, as well as suggested plots. For example, making them feel epic in terms of scope for those aged between fifteen and twenty-five who have more time for this sort of game. Accompanied by the author’s guide to running a game club at her school, this is the best article in the supplement, applying to any roleplaying game and not just Savage Worlds. Of all the articles in the World Builder and Game Master’s Guide, this should be freely available.

The other article on running Savage Worlds under different circumstances is ‘Building Your Tribe’ by Chris Fuchs and Chris Landauer. This charts their establishment of the Rocky Mountain Savages, a team of Game Masters that run Savage Worlds at conventions. There are numerous teams that do this, not necessarily for single games or just Savage Worlds, and some actually handle the demonstration games for various publishers. At conventions, these groups and their Game Masters have become part of the public face for the publishers in question, such as the Rocky Mountain Savages for Pinnacle Entertainment Group. It is not just a guide on how to create and run a team of semi-professional Game Masters, but also how to run games at conventions and how to play in games at conventions. The latter gives the article a surprising third strand to its advice, but one that has a broader application than the other two strands since most roleplayers are more likely to play at a convention than be the Game Master or set up a Game Master group. Nevertheless, despite the limited application of the other advice in the article—an aspect common to the supplement as a whole—this is all good advice.

Despite it not being a supplement of general advice on running Savage Worlds, there is still advice to do so in World Builder and Game Master’s Guide. This starts with Owen Lean’s ‘Risks & Reversals’, which is all about the benefits of risk in a game, that essentially, it makes it exciting and whatever the outcome, often memorable. Together with its discussion of ‘reversals’, the joy of going from success to failure and back again as a situation changes, the article throws a bucket-load of examples at the reader, all taken from films with which he is very likely familiar—Pirates of the Caribbean, Raiders of the Lost Ark, and so on—that illustrate both situations. He neatly scales this up from scenes to adventures and campaigns to show how reversals work on that bigger scale. The scaling up continues with ‘High Powered Games’ by Tracy Sizemore. This examines the power progression in Savage Worlds, from Player Characters rising in power vertically initially and then horizontally as their power broadens in application before offering advice on how to use the rules and mechanics of Savage Worlds to adjust to the play and lethality of high-powered play. This includes setting a Wound Cap to limit the amount of damage a Player Character will suffer, but also using the Gritty Damage Setting for deadlier games. It also looks at the unpredictability of the core mechanic to Savage Worlds, how the dice results can swing wildly from one roll to the next, potentially causing disappointment and excitement from one round to the next, and how that can be managed. Suggestions include creating non-combat goals, making villains complex and interesting to give them a role other than wanting to destroy the Player Characters, and so on. There are numerous options and ideas here which support both high-powered play and high-end play.

In ‘The Long Game’, Shane Hensley charts the history of how Deadlands came about and its development over the years, and how the game has been kept fresh since its publication in 1996 and how a Game Master’s campaign can be kept going. Lastly, World Builder and Game Master’s Guide, ‘Anecdotes’ offers not just a selection of stories and memories as the title suggests, but further advice on a variety of differing aspects on running Savage Worlds, such as ‘The Art of the Celebrity Con Game’ by Ed Wetterman on running audience participation games with celebrity players, Sean Patrick Fannon on ‘Running the Big Game’ with eight to sixteen players, and recording and making available your game play with Jordan Caves-Callarman’s ‘Savage Steaming’. None of these sections of advice is bad and some of it is useful, but not one of them is an ‘anecdote’, not one of them is story, and labelling them as such is an annoyingly misleading misnomer. Lastly, Clint Black gets ‘Under the Hood’ and discusses ideas on how the Game Master and player might tweak their Savage Worlds game, bringing the supplement to close with the broadest of advice.

Physically, World Builder and Game Master’s Guide is well presented, easy to read, and a nice-looking book.

Ultimately, the World Builder and Game Master’s Guide is not a book that is essential for any Savage Worlds Game Master. There is no denying that there is plenty of advice within its pages, but it is too specialised to be of general use to the average Savage Worlds Game Master. For the Game Master looking to do more than run the game for her friends, then the World Builder and Game Master’s Guide has the possibility of being useful and have the advice that she wants—and if so, then it is useful, it is good, it is helpful. Otherwise, the World Builder and Game Master’s Guide is too specific and too specialised for the average Game Master’s needs.

Saturday, 8 March 2025

Your Cypher Starter

The Cypher System was introduced in 2013 with Numenera, the Science Fantasy roleplaying game of exploration and adventure the very far future, published by Monte Cook Games. Numenera would go on to win the 2014 Origins Award for ‘Best New Roleplaying Game’, the 2014 Ennie Award for Best Writing, the 2014 Ennie Award for Best Setting, and 2014 Ennie Award for Product of the Year, be the basis of its own set of mechanics in the form of the Cypher System, and introduce new ideas in terms of roleplaying, such as player-facing mechanics and Game Master Intrusions, a new way of narratively increasing tension and awarding Experience Points. The Cypher System also offered numerous options in terms of Player Characters, expressed in a way that clearly described what each did and which was also exciting. Since the Cypher System first appeared, it has gone on to cover numerous different genres and even be used as the rules for roleplaying games based on a podcast or two. Whilst Numenera would receive its introduction to the game and setting in the form of the Numenera Starter Set in 2017, and even a starter campaign in 2024 with The Glimmering Valley, it is surprising to note that the Cypher System has not had its own starter set, its own introduction to the core game rules in all of that time. However, the Cypher System Starter Set, published in 2024, changes that.

The Cypher System Starter Set comes with two books, ten character sheets, a cheat sheet, a poster map, two mini-decks of cards, and two dice. The two books are the ‘Player’s Book’ and the ‘Game Master’s Book’, both thirty-two pages in length. The ten characters provide pre-generated Player Characters for the two scenarios included in the ‘Game Master’s Book’, one Science Fiction and one fantasy. The poster map provides maps of two locations, the cards—the XP cards and the GM Intrusion Cards—are for handling certain aspects of play, and the dice consist of one twenty-sided die and one six-sided die.

The ‘Player’s Book’ is marked ‘Read This First’. The starting point is an introduction to the Cypher System rather than roleplaying in general, but it provides an overview of what is in the box before leaping into an explanation of the rules. These begin with the eight basic rules, explaining in turn that there are four character types—Warrior, Adept, Explorer, and Speaker, there are three stats—Might, Speed, and Intellect that are pools of points which can be spend for various effects, that players make all the rolls, that the use of abilities can cost points, by spending points or ‘applying Effort’ an action can be made easier, damage suffered reduces the stat pools, but they can be recovered through rest, and any skill can be learned and both skills and assets can make actions easier. With this groundwork laid, the ‘Player’s Book’ expands on these so that in five pages, including how a GM Intrusion works on a roll of one, spending XP for rerolls, the benefits of high rolls, and the damage track, and the reader has a clear and simple explanation of how the rules work. This is followed by an example of play, which to be fair, is not a new example of play, but it works, illustrating how the game works for the reader after he has been told how it works. Having it this close to the rules is also more helpful than having it appear at the end of the book as in some rulebooks for the Cypher System.

This is followed by an explanation of the system’s namesake, the Cyphers, the one-use benefits or powers that can grant a Player Character in play, a list of arms, armour, and equipment for the fantasy and Science Fiction genres as well as the modern day.

Perhaps the biggest surprise in the Cypher System Starter Set is it includes rules for character generation. This is unheard of in any starter set which instead makes use of pre-generated Player Characters. It begins with explaining how the descriptive sentence at heart of every Player Character in the Cypher System works. This sentence has the structure of “I am a [adjective] [noun] who [verbs]”, where the noun is the character’s Type; the adjective a Descriptor, such as Clever or Swift, that defines the character and how he does things; and the verb is the Focus or what the character does that makes him unique. For example, “I am a Fast Warrior Who Needs No Weapons” or “I am a Clever Adept Who Commands Mental Powers”. There is a guide for modifying characters, but the rules here, complete with explanations of what each character Type—Warrior, Adept, Explorer, and Speaker—can do along with options for both the Descriptor and Focus. This allows a player to create a wide range of characters, though they cannot advance beyond Tier 1 (the full rules take a Player Character up to Tier 6). Rounded out with a glossary, the ‘Player’s Book’ is a very good introduction to the Cypher System, which the players could refer to in play beyond the contents of the Cypher System Starter Set. It also provides a means of creating characters as well, one with limited options, but also one that does not threaten to overwhelm the prospective player like the Cypher System Rulebook might.

The longer ‘Game Master’s Book’ is marked ‘Read This Second’. It explains how to be a Game Master and handle the rules, including setting task difficulties, awarding XP, combat, and so on. There is an explanation of how Cyphers work in the game and a list of twenty or so Cyphers that can be used in either scenario contained in the ‘Game Master’s Book’. GM Instructions have been mentioned previously in both books, but here they are given a fuller explanation. They are designed to make a situation and the Player Character’s life more interesting or more complicated. For example, the Player Character might automatically set off a trap or an NPC important to the Player Character is imperilled. When this happens, the Game Master hands the character’s player two XP cards. He can keep one of these, but must give one to another player. The player can refuse the intrusion, but that means his character and someone else’s character do not earn any XP. Plus, it is not any fun. A GM Intrusion can also occur if a player rolls a one on any action. There is also a short bestiary in the ‘Game Master’s Book’, but the latter half of the book is taken up by two scenarios.

‘Creeping Ooze’ is the fantasy scenario. In it, the Player Characters are hunting for an Elf Necromancer when they are ambushed by a Necromantic Ooze (and the players’ first GM Intrusion) whose slime leads back to a vault known as the Shattered Seal. The scenario is short, but offers opportunities for combat, exploration, and interaction, including being able to deal with a threat without having to resort to combat. Notes and stats are given in the sidebars, including some inventive GM Intrusions. The Science Fiction scenario is ‘Xambit Station’. The Player Characters are accompanying their friend, Arbiter Jemsen, to Xambit Station where they are to act as his bodyguards and eyes and ears whilst he conducts some talks between the rival Crimson Conglomerate and Ranj Alliance factions. This adventure is more complex than ‘Creeping Ooze’, having a plot and requiring the players and their characters to be more proactive. Arbiter Jemsen directs the Player Characters to essentially snoop around and investigate the station and its personnel to determine if there is any plan or attempt to disrupt the talks. The relative complexity of the scenario means that the sidebars are much busier and there is much for the Player Characters to do, especially in technical and social terms. There is scope for combat in the scenario, but consists primarily of tavern brawls and fistfights in space. Overall, a decent little adventure. Of the two, the ‘Creeping Ooze’ will probably take a session to play through whilst ‘Xambit Station’ will probably take two.

Both scenarios are supported with a set of five pre-generated Player Characters each. The fantasy ones consist of a ‘Stealthy Explorer who Moves Like a Cat’, a ‘Learned Adept who Bears a Halo of Fire’, a ‘Clever Speaker who Works Miracles’, and an ‘Exiled Explorer who Masters Weaponry’, whilst the Science Fiction ones consist of a ‘Stealthy Explorer who Moves Like a Cat’, a ‘Sharp-Eyed Explorer who Pilots Starcraft’, a ‘Clever Adept who Talks to Machines’, an ‘Honourable Warrior who Fuses Flesh and Steel’. Effectively, there are only slight variations in terms of the Player Characters between the two scenarios and whilst that does showcase how very similar characters can work in different genres, it does mean that Player Characters do not make the fullest use of the options presented in the ‘Player’s Book’.

In addition, the poster map gives a map of the Sealed Vault in the ‘Creeping Ooze’ and a map for the scenario called ‘Entombed in Ice’. Which is odd, because that scenario does not appear in the Cypher System Starter Set. The cards in the Cypher System Starter Set consist of two types. The XP Deck is made up of just XP cards. These are nicely illustrated and come with tips for the players and Game Master. The Intrusion deck consists of ideas for GM Intrusions for combat, interaction, and miscellaneous situations that the Game Master can draw from for inspiration.

Physically, Cypher System Starter Set is very nicely produced. It is superbly illustrated and solidly written, so that anyone with some roleplaying experience can pick up the rules very easily.

However, the Cypher System Starter Set is far from perfect. The tuck-style box that it comes in is flimsy, more so given the current format for starter sets. There is probably too much similarity between the Player Characters for the different genres of the two scenarios and more than one Reference Card would have been useful. As would a map of the space station in ‘Xambit Station’, which is a major omission. And the players are definitely going to want more twenty-sided dice. One is not enough. Lastly, it would be nice to see further support for the content of Cypher System Starter Set, perhaps a book of scenarios that would allow the Player Characters in the two scenarios have further adventures.

Overall, the Cypher System Starter Set is a solid introduction to the Cypher System. It is well written and presented with character options aplenty to showcase some of the choices available, and if the scenarios are a little short, they do demonstrate some of the flexibility and possibilities of genre that the Cypher System is capable of supporting.

Friday, 10 January 2025

The Other OSR: Lost in the Fold

All you know is Here. There is no need to know of anywhere that is not Here. Where is Here? You know nobody who knows. It is your Home. It is your community. It gives you a function. It gives you opportunities for recreation. It gives you the chance to contribute to the Community. Everything you need and everything anyone needs, flows through The Chain. You know it works. Its pipes run everywhere and wheeze and pop and whistle and clang, but always deliver what you need when you need it. When the Community needs it. Starting every day with a morning clothing bullet to make sure everyone is dressed in fresh apparel. All of which is overseen by The Authority, the municipal administration which ensures that The Chain continues to operate, to ensure everyone is assigned to the right sleeping quarters, given the correct amount of recreation time, they contribute to the Community, and they keep a record that they do. Yet… There is the Threshold. It might be the edge or the end of Here, but nobody knows. Or at least nobody is saying. And definitely, nobody who has gone beyond the Threshold, whether deliberately or be accident, has returned to tell anyone what the Threshold is or what lies on the other side.

This is what anyone knows—including the Player Characters—of the Here, a habitat occupied by humanity, surviving on limited resources, and living on borrowed and definitely bureaucratic time. What the habitat of the Here is, is unknown. It could be a bunker, buried underground after a nuclear apocalypse, a space station orbiting Jupiter, a long-term social experiment, or at the end of the universe. Wherever and whatever it is, the scarcity of resources means that if anything went wrong, the Here would no longer be viable. It could collapse. It could be shut down. Either way, it would be ‘Lost in the Fold’, in a bureaucratic reshuffle as its last resources are reassigned.

This is the set-up for the Lost in the Fold. Published by Just Crunch Games, this is a ‘Genre Set-Up’ for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks, which describes itself as a set of “Universal Rules for Challenge-driven Games”. It is a separate ‘Genre Set-Up’ to the two given in the core rulebook—as expanded in .GIF and For A Rainy Day—one inspired by the Post Apocalyptic dystopian Science Fiction of The Silo and Brazil, Yokohama Station and The Trial. It is a roleplaying setting of Science Fiction horror, for there is constant threat of the Habitat in which the Player Characters make their Home or themselves being ‘Lost in the Fold’ or the Player Characters being exposed to the Threshold or perhaps what might be lurking within the Threshold. Lost in the Fold includes some discussion as to that the Habitat might be, but does not decide on any one. What it does do though, is provide the means for the Player Characters to explore the Here and undertake assignments for The Authority as there are issues with The Chain and the Threshold.

A Player Character in 
Lost in the Fold has three Resources, here called Grit, Rote, and Wile, the equivalent of Physical, Mental, and Willpower, but here also representing the ability of a Player Character to persuade others that he is capable or knowledgeable, rather than necessarily actually being so. He also has a past, represented by a Lifepath. In Sanction, this is a Past, a Diversion, and an Influence. In Lost in the Fold, it is Communal Purpose, representing a Player Character’s place and responsibilities, a Troubling Keepsake which is his unhealthy interest secreted away instead of being returned to The Chain for recycling, and a Downtime Distraction, which is what the Player Character does to reduce stress and contribute towards the sense of community. He also has two items of gear, some base Hits, and a Pressure Track.

Renton
Physical D4 Mental D8 Willpower D6
Communal Purpose: Civil Assistant
Troubling Keepsake: Fencing
Downtime Distraction: Mediating
Abilities: Accounting, Commence, Negotiation
Pressure Track: 0
Equipment: Glow Tube, Stanly Knife
Hits: 3

One key aspect of a Player Character is the degree which he is under Pressure. It is not danger as such, but how a Player Character feels when under the scrutiny of the company he keeps and the situation that he finds himself in. It begins at zero, but when first affected, is set to a twelve-sided die. It increases whenever a non-Pressure check results in Falter or directly due to the nature of a situation, and each time it does, the die size decreases, from a twelve-sided die to a ten-sided, from a ten-sided to an eight-sided, and so on. This step down in pressure die size occurs automatically in these situations rather than a player rolling for it as if Pressure were being treated as a Resource. When something occurs that is so traumatic, such as seeing an unnatural death or an inexplicable situation, a Player Character’s Pressure is Triggered. This requires a Pressure check and when a Player Character rolls a one or two on this roll, a Falter, he will Fold. This does not mean that he disappears, but rather that he shifts in terms of his personality. For example, he may suddenly gain a sense of being Persecuted, be Belligerent, or Rash. These are only temporary, but the lower the Pressure Die, the more often he is affected. Through rest and recreation, a Player Character can improve or increase his Pressure Die.

In terms of running Lost in the Fold, the Game Moderator can use the Mission Triggers table to create assignments, such as ‘Understand/Collect’, ‘Restricted/Uncontrolled’, and ‘Damage/Safety’. In leaving the Habitat she is advised to listen to her players and take cues from their conjecture as to its nature. She is also given advice, including safety advice, on how to create Nightmares, the things that might in the Threshold or even invade the pipes of The Chain. Four sample Nightmares are included for play beyond the scenario given in the book. This is ‘Chain Reaction’. It opens with a problem. The expected and usual Chain Drop and daily arrival of the Clothing Bullet did not take place today or the day before. Dressed in what they can scavenge or have previously hidden away despite it not being socially acceptable, the Player Characters are assigned to investigate. This sends the Player Characters into an industrial space, a space in between, which could be the Threshold, the space between the walls, or even another Habitat, another Here. The scenario does not make this clear, and intentionally so. It is an exploration scenario, with the Player Characters interacting with each other and with the space they discover rather anyone else.

‘Chain Reaction’ is also self-contained in that it only shows the Player Characters on an assignment which takes them out of the Habitat, or at least, their Here. Consequently, there is insufficient contrast between this and what their life is like in the Here. So no interaction with The Authority or with the Community. The scenario is unbalanced and the Game Moderator might want to address this before she runs it.

Physically, Lost in the Fold is short and simple. The layout is clean and tidy, everything is easy to grasp, and it is very lightly illustrated.

Lost in the Fold has the feeling of Paranoia, but without its budget or all of its satire, and with the sensibility of sixties and seventies Science Fiction shot on a budget in industrial zones. It also has the feeling of promise and of having interesting ideas, but which it also does not have the budget to fully realise them. Although a short book, there are some interesting ideas in Lost in the Fold, but the low page count and a scenario that emphasises what lies beyond the experience of the Player Characters, means that those ideas remain unexplored. Lost in the Fold is an interesting ‘Genre Set-Up’ with some intriguing ideas, but no more than that, leaving the Game Moderator wishing that it had gone further in exploring its set-up.

Monday, 25 November 2024

The Other OSR: For A Rainy Day

Stefan Meunch is dead. Died three days ago, between weekly visits. Part of the local catalogue round of check-ins for useless and washed-up old spies with nowhere to go and no future beyond a meagre pension, the bottle, and having lived out their usefulness, such as it was, getting by without bringing themselves to anyone’s attention. Only this time he has. The Factory went in and cleaned up as normal, confirmed the death was a heart attack, and was all ready to close the file when an analyst discovered that Stefan Meunch, a retired ex-spy, eighty-five years old, living on a not an entirely unreasonable state pension in a flat over an empty shop in a town in the West Midlands, had quarter of a millions pounds squirrelled away in off-shore accounts. How the hell did he get away with it, where did he get the money from, and who was paying him? More importantly, how did the fuck-ups whose job it was to do the weekly run of the catalogue of hand-me-downs like Stefan Meunch miss the fact that he managed to save quarter of a million pounds?

This is the set-up for the scenario, For A Rainy Day. Published by Just Crunch Games, this is a scenario for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks, which describes itself as a set of “Universal Rules for Challenge-driven Games”. Specifically, For A Rainy Day is a scenario for the second Genre Set-Up in Sanction. This is ‘Agency: Outlet Work’, an espionage setting inspired by the grim, grimy, and pathetic espionage of the Slow Horses series by Mick Herron with dash of John Le Carré. The Player Characters are ex-agents, failures and fuck-ups, washed out of active service, but not out of the service. Reassigned to small towns and cities like Wolverhampton or Grimsby, the Agents do data processing, combing through reports and archives, and so on, before sorting it and sending it back to head office, with no explanations as to why or what the information is for. It is make-work, a window job, and that is all that the Agent will have until he retires. Yet the Agent hopes, and worse, he cannot help but want to apply his tradecraft. Part of the work involves the catalogue run. Just one more part of their tedious day in their tedious week in their tedious no-career between now and retirement. Probably a bit like Stefan Meunch, but without the quarter of a million. It’s their fuck-up and they have to find out what Stefan Meunch did to make them look like even more of a bunch of fuck ups, and how he got away with it.

‘Agency: Outlet Work’ is one of the best things in the Sanction rulebook—more so if you are a fan of the Slow Horses series—and For A Rainy Day is an introductory scenario for it. Just as ‘Agency: Outlet Work’ is inspired by the Slow Horses series, it should be noted that For A Rainy Day is inspired by a pair novellas that run parallel to the main novels in the series—The Drop and The List. Although a player may be familiar with the series and with both novellas, For A Rainy Day is only inspired by their set-ups, rather than the whole of their plots. In fact, For A Rainy Day is not a scenario in the traditional roleplaying sense, an adventure with a plot that has a beginning, a middle, and an end. Rather, it has a beginning—a very good beginning with the Player Characters being given a bollocking for their failure and their players a chance to introduce their characters and their very ordinary lives, and a middle, where all of the investigation takes places, with its grubby scrutiny and possible future for the Player Characters. The end is very much down to the players and what their characters think is going on. For A Rainy Day does tell you what is going on, but the players and their characters may get other ideas… Which is fine, since they are fuck-ups…

For A Rainy Day is heavy on investigation and tradecraft, though there are opportunities for violence too—though only for the Game Master, who is accorded good advice on running the scenario. This includes running it as an episode of a television series, using the provided table of prompts when appropriate, such as when a scene drags or is going nowhere, and reacting to the Player Characters and their actions as it is primarily a player-driven scenario. In addition, five pre-generated Agents, one for each of the standard Lifepath archetypes in ‘Agency: Outlet Work’ are provided for quick set-up and use with the scenario.

Physically, For A Rainy Day is short and simple. The layout is clean and tidy, everything is easy to grasp, and the artwork has a suitably drab, drizzled upon kind of feel.

For A Rainy Day can be used in conjunction with the espionage-themed roleplaying game of the Game Master’s choice, but of course, Sanction suits the desperate, down-at-heel grottiness of both ‘Agency: Outlet Work’ and For A Rainy Day. The good news is that For A Rainy Day is the first in a series and it will get sequels, which is probably the most that the Player Character fuck-ups deserve. In the meantime, For A Rainy Day is a delightfully seedy introduction to the wretched world of ‘Agency: Outlet Work’ and its no-hopers.

Saturday, 5 October 2024

Not Quite Quiddity

Quintessence is a generic, rules-light, dice pool-driven roleplaying game from Gribblie Games. Intended to do everything from hack ‘n’ slash fantasy, post-apocalyptic survival, and paranormal investigation to cartoon capers, space opera, and horror one-shots, it is written to allow a great deal of freedom in terms of character design and growth, some of which can be developed during play to create individual Player Characters with unique abilities. Once play begins, the mechanics to Quintessence are fast-paced, lean into cinematic action, and allow for player input in terms of describing the action and developing what their characters are capable of. The book itself is fairly short—barely a little over one hundred pages—which does not give a lot of space for it to cover everything. It can be roughly divided into three sections, covering in turn, the rules, character creation, and advice for the Guide, as the Game Master is known.

With a little time to explain what a roleplaying game is, Quintessence really starts with a glossary of its terms, necessary because it dives quickly into the mechanics. A Player Character has four Affinities—Air, Earth, Fire, and Water. Air represents grace, instinct, and spirit; Earth represents fortitude, reason, and resolve; Fire is confidence, passion, and spark; and Water is curiosity, expression, and subtlety. Within each, he will have one or more Approaches, ways in which deals with situations or problems. A Player Character’s attunement to each Affinity is represented by a die type, from a four-sided die to a twelve-sided die, whilst the Proficiency in each Approach indicates the number of dice rolled for it. Vigour is a combination of a Player Character’s energy, health, and motivation, and is either depleted when he suffers damage or when points are expended to undertake actions. Perks such as Soothing Voice, Lithe, and Confident will add dice to a pool, whilst Quirks like Inattentive, Fear of Snakes, and Illiterate deduct dice from a pool.

To have his character undertake an action, assembles a pool of dice equal to a pair of Approaches and their dice type and number of dice. If appropriate, Perks add dice to the pool, whilst Quirks deduct from them. When rolled, results of four or more count as successes. Rolling the maximum value on any die counts as either two successes or go into the player’s pool of Destiny dice. A player can have a maximum of four Destiny dice and these can be kept and rolled on any later check. Any roll of one is treated as a fumble, in which case a success is deducted from the total rolled or a die can be added to the Guide’s Fate pool. The Fate pool works like a player’s Destiny dice in that it can have a maximum of four, which are used for NPC checks. Making the roll costs the Player Character a point of Vigour.

Action in the roleplaying game is kept track of on an Action Tracker. This is a track of boxes numbered from one to twenty and enables the Guide to determine when the actions of both the Player Characters and the NPCs take place. Some actions, such as talking to an ally or drawing a weapon take no actions. A snapshot with a rifle or a punch thrown in a brawl is a one-step action; a pointed attack with a rapier or an aimed shot with a pistol is a two-step action; and a smash attack with a mace or a targeted shot with a crossbow is a three-step action. Then the Guide counts up the number of steps on the Action Tracker and when enough have passed, the action will take place. Whilst one-step actions are faster and means that a Player Characters gets to do a lot, they do not inflict as much damage as the considered and longer two-step and three-step actions. Each action, no matter how many steps in involves, costs a single Vigour to carry out, so the player has to weigh up the cost of the faster, less damage-inflicting Actions that effectively cost more Vigour because a Player Character can do more of them versus slow, more complex, but potentially more damaging Actions that have the same Vigour cost.

Damage is determined by the number of successes rolled multiplied by modifier based on the weapon used and the number of steps that the action took. Armour reduces damage, but also takes damage itself, indicated by the number of times that the armour will successfully protect the character. The rules for combat also handle cover, which increases the number needed to count as successes; dodging and parry, which requires an opposed roll with the defender’s successes negating the attacker’s; and of course, death and healing.

Although the main purpose of the Action Tracker is to keep track of who acts when in combat, it can be used for other purposes. The most obvious is for chases and races, but another is long term projects, perhaps researching a spell or improving irrigation for a village. The latter is not really explored in the pages of Quintessence, but Endeavours, Notions, and Magic are. Magic requires a Perk as well as suitable setting theme, whilst a Notion is an idea or inspiration that is acquired through play, which can be banked at the cost of an Experience Point to be brought into play later on. The use of either Magic or Notion requires the use of an extended test, an Endeavour, that the player creates himself during play which can then be improved through multiple, successful use. The base difficulty for the Endeavour, like any action, is four, but this is increased by numerous factors, including whether the aim of the spell is to heal or harm—and then by how much, range, number of people affected, and so on. If the Endeavour is successful, then the player gets to record it. Once it is written down, the difficulty reduces by one and the next time the Player Character successfully casts the spells or performs the Endeavour, the difficulty lowers again until it reaches the default difficulty.

This Endeavour system is supported by some examples, primarily of magic use. It is a nice, simple, freeform system that allows for a lot of player input and scope for the player to develop his character as he wants. However, as good as it is, as written it feels limited to just magic and physical activities. Yet like the suggestion that the Action Tracker be used for more than combat and chases, the idea that the Endeavour mechanic be used for something else, including social situations and long-term projects, remains disappointingly unexplored.

One aspect of the rules that Quintessence does not cover is conditions. Beyond straightforward damage to Vigour, there is no advice on damage from other sources, where that is fire, falling, drowning, poison, and even fear. These are major omissions, especially more so given that they might be ones that the players might want to bring into play via their characters’ Endeavours.

To create a character, a player decides upon a concept that fits the Guide’s setting and then decides upon a Persona, Origins, Perks, and Quirks, before running him through a Lifepath. The Persona is divided between Nature, who the Player Character is in terms of personality or ideology, and Demeanour, how he appears to others. Origins can be lineage, species, community, and so on. For example, one could be Orc and the other Human, to become a Half-Orc, or one could be Italian American and the other the New York Police Department. Perks and Quirks are acquired from the Origins, and then the Lifepath consists of four life events for which the player must alter Approaches once, add Perks and Quirks once then, and choose any one of them again. The player also decides on gear, relationships, goals, and languages.

Henry Brinded
AFFINITIES
Air: d6; Etiquette 2, Intuition 2, Humour 2
Earth: d8; Grit 2, Knowledge 3, Willpower 2

Fire: d4; Optimistic 2, Obsession 2, Imagination 2
Water: d8; Inquisitive 3, Artistry 2, Shrewd 1
Vigour: 25

Origin #1: Classics Scholar
Origin #2: Quiet Antiquarian
Life Event #1: Grew up Boston Brahmin
Life Event #1: Yale
Life Event #1: The Great War
Life Event #1: My own business

Perks: Ear for Languages, A Love of the Past, Private Income
Quirks: Pacifist, Deafness

Goals: Prove to my family that my business can be successful (short term), return to college (long term), keep my friends safe (group)

The advice for the Guide covers setting and genre, running Session Zero and the questions to be asked, setting call to adventures for the Player Characters to give them motivation to go adventuring, and session planning. The latter covers its tone and pacing, types of encounters—including social, environmental, and action—and then threats to populate with them. There are optional rules for fumbles, accompanied by tables for both standard and magical fumbles, and notably, there is advice on the Guide working with her players. This focuses on ensuring that a player’s creation is not unnecessarily overpowered, but rather something that is useful and over time can be developed in an ability or spell or power that will be amazing. The advice is simply not to say no, but “Yes, but…” to ensure the vision that the player and the Guide do not clash and fit the setting. The advice for the Guide is good, but it is brief.

Physically, Quintessence is decently written and illustrated. The artwork ranges in quality, but none of it is bad and all together serves to give the book an enjoyably scrappy look.

Quintessence really sums up this roleplaying game. For there is a solid set of mechanics at its core and in the Endeavour mechanic gives players and the Guide the scope to bring powers and spells and abilities into play and develop them into signature moves. However, beyond that core, that ‘quintessence’, and the roleplaying game is undeveloped. There are hints and suggestions that the Action Tracker and Endeavour mechanic can be really flexible, but neither is as fully explored as it needed to be in order to really show how flexible the roleplaying game is clearly intended to be. Ultimately, there is a brevity to Quintessence and omissions from its rules which make it challenging to use. Perhaps a second edition—or at least a companion volume—that will fix these issues and make Quintessence the roleplaying game that the designers clearly intended it to be.

Monday, 30 September 2024

The Other OSR: .GIF

The Shattered Dominion stands broken by war and the passing of the Last Gods. Only the Warriors of the Grand Guild are now touched by the dwindling spark of their fleeing divinity, imbuing a rage that sees them smash and savage their way through the underground complexes of ancient races or the up towers of overly ambitious wizards, wiping out all before them and looting great relics, but always missing much and leaving a rather big mess in their wake. Thus, they are always followed by members of the Lesser Orders. Chaplains, cut off from their gods and in search of new purpose. Rogues, avoiding a life of crime that might be deadlier than disarming traps and uncovering secrets in a dungeon. Scholars, bereft of magic also, whose sage-like knowledge and ability to keep records might be useful. Their job, perhaps with the addition of the hired help, is to follow the Warrior into the dungeon and there clean up in his wake, map everywhere, record every detail, pick up on anything that the Warrior might have missed, and report back. Their duty is not to fight, especially since the Warrior should technically have dealt with everything, and more importantly, sending a fighting man to clean up after a great Warrior would be exceptionally rude. That though does not mean that they will not have to fight, since the Warrior likes to be direct and straightforward—quite literally in some cases—when dealing with a dungeon.

This is the set-up for With Guile, Incantation and Faith, a ‘Genre Set-Up’ for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks. Published by Just Crunch Games, this is in fact, an expansion to a Genre Set-Up, also called ‘With Guile, Incantation and Faith’, one of the two given in Sanction. Of the two, it was most familiar and consequently, not quite as interesting, whereas the other was far more intriguing. That said, With Guile, Incantation and Faith—or .GIF as it is annoyingly abbreviated—does do something interesting with Dungeons & Dragons-style play. This is to make any dungeon replayable again. Not by simply restarting afresh, but by starting after a party of Player Characters—or in this case, a mighty Warrior—has worked their way through the dungeon, leaving a trail of broken bodies, traps, puzzles, and treasures behind him as well as a myriad number of rooms and locations unattended. It can be a dungeon that the players might even have played through previously or it can be one that the Game Master creates or adapts herself. Whatever the source of the dungeon, when the members of the Lesser Orders work their way through it, it is in the aftermath.

The expansion in With Guile, Incantation and Faith sees the setting developed further—if only a relatively little—and more details given to the Lesser Orders. That is, the Rogue, the Scholar, the Chaplain, and the Hireling. To this are added extra Abilities, the means of the Lesser Orders members’ survival. These include Boating, Disguise, Excavation, Anatomy, Brewing, Passage & Pathway (the dungeoneering equivalent of traffic analysis), Astrology, Gambling, Signs, and more. These are intended not necessarily as options available during character generation, but rather Abilities that can selected once a Player Character has some experience working as member of the Lesser Orders. Two suggestions—Dungeon Designer and Fate the Stars Foretold—are mentioned, but left undeveloped. The two new Specialities are more obvious and easier to use. The Druid worships the Force of Nature, which might be the only Old God that remains, and has access to Animal Lore, Animal Whispering, and Trapping, whilst the Ranger is a guide and trapper who has access to Hunting, Orienteering, and Passage & Pathway.

Cantrips are treated in a very basic fashion in Sanction: A Tabletop Roleplaying Game of Challenges & Hacks as just simple, single words that are left for the players and the Game Master to develop. In the world of Shattered Dominion, cantrips are remnants of spells that when have disappointing limited effects. With Guile, Incantation and Faith, each of the single words in the core rules are developed to set the boundaries of what each can do. The descriptions are not written in stone, a player allowed to develop his own interpretation or use of the cantrip, though what is written in stone is that any suggested use of a cantrip which feels or sounds like a fully fledged spell should not be allowed.

Although the set-up and running of With Guile, Incantation and Faith and what the Player Characters do is predicated on the actions of the Warrior, the Warrior remains a nebulous, offscreen presence, but one that is nevertheless constantly felt by the Player Characters. In mechanical terms he becomes a timing mechanism marked by alternating periods of progress and sleep, the latter also marked by a sudden silence after all of the crashing, banging, and wails cut off mid-scream. Then with a yawn and stretch, the Warrior is off again, either to leave the dungeon all together—good for a single session or a convention game—or ready to continue smashing his way through the dungeon.

Random tables are given to track the Warrior’s way through a dungeon with the Player Characters following on behind, and these can be used in a couple of ways, depending on the degree of preparation that the Game Master wants to do. The tables can be used to direct the movement of the Warrior with relatively little regard for the consequences upon the wider environment in a low preparation game, whereas in a high preparation game, the Game Master can use them in combination with asking what effect the Warrior has on the wider dungeon. This will include the obvious scattering of corpses, but to that can be added rescuers, reinforcements, looters, wanderers, vermin, and more. The Warrior’s progress can also cause instability in a dungeon, either break traps or ignore them, likely ignore puzzles, and so on. A handful of monsters are be added, but together with those given in Sanction: A Tabletop Roleplaying Game of Challenges & Hacks still does not feel enough. Perhaps there is scope for a bestiary of broken and unbroken dungeon monsters, both scarred and unscarred, for With Guile, Incantation and Faith?

With Guile, Incantation and Faith ends with a ‘Sample Dungeon’. It feels more like a manor house than a dungeon, one which the Warrior has run straight through rather entering rooms to the left or right. However, the path can be altered with a few rolls on the random tables to provide some deviation and add more chaos and destruction. Overall, it is short, but detailed and should provide single session’s worth of clear up and accounting in the Warrior’s wake.

Physically, With Guile, Incantation and Faith is a slim, little book, cleanly laid out and easy to read. It is lightly illustrated, but the artwork is good. The cartography is plain.

With Guile, Incantation and Faith is a clever, even witty twist upon classic Dungeons & Dragons-style play, and this supplement nicely expands upon the information first given in Sanction: A Tabletop Roleplaying Game of Challenges & Hacks. However, it does feel as if there could be more—more monsters, more background, and more adventure sites—but nevertheless, With Guile, Incantation and Faith is a decent further exploration of a world of lost gods, missing magics, and damaged dungeons.

Saturday, 14 September 2024

The Other OSR: Sanction

Sanction: A Tabletop Roleplaying Game of Challenges & Hacks describes itself as a set of “Universal Rules for Challenge-driven Games.” If that sounds pretentious, then what it really is a roleplaying game with a set of mechanics that are designed for simplicity and flexibility in play, the intention being that they do not intrude unnecessarily and that rolls are only made when there is a chance of a Player Character failing and suffering consequences. That is the ‘Challenges’ aspect of the subtitle. The ‘Hacks’ are adventures and Genre Set-Ups that influence the way in which Sanction is played, but not the how. Published by Just Crunch Games following a successful Kickstarter campaign, Sanction is derived from three roleplaying games. The first is The Black Hack, an Old School Renaissance roleplaying designed for Dungeons & Dragons-style play, whilst the second is Cthulhu Hack, the roleplaying game of Lovecraftian investigative horror. Both would lead to the third, The Dee Sanction, the roleplaying game of ‘Covert Enochian Intelligence’, which like Cthulhu Hack, is published by Just Crunch Games. Sanction includes the full rules and two Genre Set-Ups, one of which is very, very good.

Sanction: A Tabletop Roleplaying Game of Challenges & Hacks begins with an explanation of its mechanics. A Player Character has three Resources rather than attributes or traits. The default are Physical, Mental, and Willpower, but will vary according to the Genre Set-Up. Each Resource is represented by a die type, ranging from ‘D4’ to ‘D12’, but ‘D4’, ‘D6’, and ‘D8’ being the most typical. If a Player Character is faced with a Challenge where the outcome is unknown, his player rolls the appropriate Resource. The Game Moderator decides the terms and goal of the Challenge, what happens if the Player Character succeeds and the Consequences if he fails, and if the Resource can have a ‘Step Up’ or ‘Step Down’, and thus be changed to a higher or lower die size depending upon the circumstances. The player rolls the die and if he rolls three or more, his character succeeds. However, if he rolls one or two, the Challenge Falters and the character suffers the stated Consequences. (Throughout the rules, options are given for using cards from an ordinary deck of playing cards instead of dice.)

A Player Character can also have an Ability which applies to a Challenge. This Ability can be a skill, a knowledge, or a power, depending upon the Genre Set-Up. The Game Moderator can decide that the Ability simply lets the Player Character undertake the task without the need to roll or that it provides him with an edge in the situation which will be represented by a ‘Step Up’. Alternatively, an Ability lets the Player Character undertake the task because it is so specialised. For example, the ‘Concealment’ Ability might simply let the Player Character hide in the undergrowth surrounding a castle or give him a ‘Step Up’ if there are guards on patrol. Whereas, a Player Character with the ‘Cantrips’ can cast minor magical spells that he would otherwise be unable to.

If a ‘Step Down’ decreases the die size to below a ‘D4’, the Game Moderator may still allow the Player Character to act. This is known as a ‘Call to Fail’ and the Player Character will suffer severe Consequences. In general, this option is for the Player Character who wants to cause a distraction.

The most obvious type of Consequence is the Hit. This might be due to a fall, poison, or being hit in combat, but Sanction is not a roleplaying game that emphasises combat. Morse so given that a Player Character only has three Hits before being severely injured or dead. Instead, Consequences can take the form of delays, susceptibilities, breakages, or losses. Their aim is to present interesting narrative outcomes and to test the Player Characters in ways other than being slashed with a sword.

Character creation involves first assigning dice steps to the three Resources. The base for each is a ‘D4’, and once the dice steps have been applied, all three will be at ‘D6’ or one at ‘D4’, one at ‘D6’, and one at ‘D8’. The next step is to take the Player Character through a Lifepath. This consists of three steps. In the default setting, this is a Past, a Diversion, and an Influence. The Past is typically an occupation, the Diversion is why the Player Character is in his current predicament, and Influence is an aspiration. Each of these provides an Ability. The Player Character also receives some equipment. Many items have a Supply Die which, like a Resource, ranges in value from ‘D4’ to ‘D12’. When a Player Character uses any items with a Supply Die, the die is rolled. If a one is rolled, the Supply Die is stepped down to the next die size until this happens on a ‘D4’ and the items are exhausted. A Player Character’s Past, Diversion, and Influence can either be rolled for or the player selects them.

Geoffren is a failed petty wizard. His bursary ran out and he turned to petty theft in order to fund his further studies. It turned out that he was as bad at that as he was at handling his money. His tutors bailed him out in order to prevent any embarrassment to the academy. Now he owes them. He has joined one of the Lesser Orders of the Grand Guild, a minor adventurer assigned to clean-up teams working through dungeons already battled through by mighty Warriors. He notes down everything that his team discovers and recovers and reports back to his true masters in between assignments.

Geoffren
Physical D4 Mental D8 Willpower D6
Past: Scholar
Diversion: Petty Crime
Influence: Sage
Abilities: Blather, Burglary, Folklore
Equipment: Journal
Hits: 3

Sanction is a player-facing roleplaying game. This means that the player always rolls whilst the Game Moderator never does. Nowhere does this show more than in combat or facing Threats. Here the player rolls for his character to attack a Threat and also rolls to avoid being attacked by a Threat. When facing Threats in Sanction, it extends to the order of play as well. Thus, whilst the Game Moderator states the goals for the Threats first and the players states their second, the players resolve their characters’ actions first and then the Game Moderator does for the Threats. Combat is fought out in Moments, each lasting a few seconds, during which time a Player Character can typically attack or act once and react once. A Player Character will typically inflict one Hit with a successful attack, whereas an NPC has its own damage table. The results are determined randomly and can be to move to a more advantageous position, inflict bruises or leave him bloody, or do one Hit. With doing a Hit being only one of the four options, this again emphasises the narrative Consequences of the rules rather than simply doing mechanical damage. This is the most basic range of damage, meant to represent an ordinary person. Sanction includes a range of Threats, each with its own range of damaging Consequences. For example, the Damage options for the Giant Spider consist of ‘Move’ which imposes a ‘Step Down’ on attacks against it; ‘Catch & Throw’ triggers a physical Challenge which inflicts the Restrained condition on a success, but Restrained and a Hit on a failure; ‘Impale’ for one Hit; and ‘Poison’ which inflicts a Hit, causes Bleeding, and injects venom.

For the Game Moderator, there is advice on creating encounters, supported by sample creatures and Threats, and on resolving hazards. The ‘Hacker’s Toolbox’ offers a guide to using the various parts of character creation to enforce and foster the flavour and feel of a Genre Set-up in
Sanction as well as adding unique elements. This is further supported by advice on creating Threats suitable for the Genre Set-Up. Given the size of Sanction, it should be no surprise that the ‘Hacker’s Toolbox’ is short, but it is succinct, helpful, and to the point.

The Game Moderator is supported with not one, but two Genre Set-Ups. ‘With Guile, Incantation, & Faith’, or ‘.GIF’, is the default, threaded throughout the pages of
Sanction as an example. In ‘.GIF’, the Player Characters are second rate adventurers, investigating and clearing out dungeons on behalf of the Grand Guild. A mighty Warrior on a euphoric ‘Weird Out’ has already been through the dungeon and done the hard job of slaughtering the major—and most of the minor—Threats. Now it is the job of the members of the Lesser Orders to investigate and clean up. Having failed to become a true Adventurer like the Warrior, the Player Characters have become blue collar dungeoneers, collecting treasure, recording details, mapping out the complexes, and so on, all while wondering where it went wrong for them. Inspired by B1, In Search of the Unknown for Basic Dungeons & Dragons, the ultimate abandoned-clean-up dungeon, ‘.GIF’ does two things. First is to give characters who would otherwise have been the role of the hireling in traditional Dungeons & Dragons-style roleplaying games a greater role and agency of their own, whilst the second is to provide a means to play just about any dungeon all over again, ideally after the players’ actual adventurers have battled their way through it.

The second Genre Set-Up comes at the end of the book, complete rather than threaded through the book. ‘Agency: Outlet Work’ shifts
Sanction from the fantasy genre of ‘.GIF’ to the espionage genre. Not though the action espionage of the superspy James Bond, but the grim, grimy, and pathetic espionage of the Slow Horses series by Mick Herron with dash of John Le Carré. The Player Characters are ex-agents, failures and fuck-ups, washed out of active service, but not out of the service. Exactly why is something that will have to be worked out between the player and the Game Moderator during Agent creation. Reassigned to small towns and cities like Wolverhampton or Grimsby, the Agents do data processing, combing through reports and archives, and so on, before sorting it and sending it back to head office, with no explanations as to why or what the information is for. It is make-work, a window job, and that is all that the Agent will have until he retires. Yet the agent hopes, and worse, he cannot help but want to apply his tradecraft.

‘Agency: Outlet Work’ changes its Resources to Network, Cover, and Tradecraft. It has its own Lifepath table and it adds Espionage Specialties, Bonds, and a Burn Track. Bonds are connections to NPCs who might help the Agent, whilst the Burn Track measures his stress. Rolling a one or two on a Resource when undertaking a Challenge in public or dealing with an actual intelligence asset, calling in a favour, or resorting to an act of violence, will increase an Agent’s Burn Track. As it increases, there will be Consequences, which get worse and worse, until the Agent washes out completely, is killed, or arrested. What is noticeable here is how bad violence and fights are in ‘Agency: Outlet Work’. There is not a fight-related Resource and fights are so stressful that in the long term, the Consequences are career or life ending, taking into account the fact that the Agents of ‘Agency: Outlet Work’ have no career. There is advice for the Game Moderator and a table of prompts, but no scenario. Admittedly there is no scenario for ‘.GIF’, but you really wish that there were for ‘Agency: Outlet Work’. (Fortunately, there is one available, For A Rainy Day.) ‘Agency: Outlet Work’ is deliciously pathetic and rife with roleplaying possibilities.

Physically,
Sanction is a well presented, tidy book. The artwork is decent and the book is easy to read.

Although its heritage lies in the Old School Renaissance,
Sanction is not part of it, but more tangentially adjacent to it, having adopted a more narrative approach in terms of its mechanics and storytelling. The simplicity of the mechanics make it very easy to learn and play, and they also make it easy to adjust to other Genre Set-Ups. Perhaps a third Genre Set-Up might have been included in Sanction to showcase its flexibility more fully, but there can be no doubt that ‘Agency: Outlet Work’ not only does that, but is also worth the price of admission alone. It would also be good to see other Genre Set-Ups, perhaps as an anthology from a variety of authors, showing off Sanction in other genres. Overall, Sanction: A Tabletop Roleplaying Game of Challenges & Hacks is an impressive design, providing simple, but not simplistic, mechanics that encourage roleplaying and storytelling whilst also being flexible enough to adapt to different genres and settings.