Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label LLC. Show all posts
Showing posts with label LLC. Show all posts

Saturday, 3 March 2018

Lost on the Gods

Published by Apollyon Press, LLC, following a successful Kickstarter campaign, On the Shoulders of Giants is a setting sourcebook for use with Lamentations of the Flame Princess Weird Fantasy Roleplaying and other Old School Rennaisance retroclones. It presents an intriguing setting, four new Classes, associated spell-like abilities, a short bestiary of strange beasts, a location ready for adventure, and more, all illustrated by Scrap Princess, the artist whose artwork has graced the pages of other titles for use with Lamentations of the Flame Princess Weird Fantasy Roleplaying, most notably the Ennie Award winning Veins of the Earth and Deep Carbon Observatory.

The setting for On the Shoulders of Giants is not the body of one dead god, but twelve. In ages past, the twelve gods of the Greek pantheon—Zeus, Hera, Poseidon, Demeter, Athena, Apollo, Artemis, Ares, Aphrodite, Hephaestus, Hermes, and Dionysius—warred against each other over the imperfections they saw in one another, and one by one they died at the hands of their fellow gods until only Apollo lived. In anguish at what he had wrought, Apollo stabbed himself in the heart, and he too, died. Their divine caracasses did not remain inviolate however, and from their bodies were born maggots and as these maggots feed upon the godly flesh, they first formed mannish faces, before transforming into men, each with behaviours and attitudes born of their source flesh.

In time these men learned to make their way on the bodies of these gods. They farm the maggots for food and crafting materials; they draw the gods’ blood from their giant veins and distil, filter, and separate into humours for use in draughts and potions; they extract bone marrow and harden it with fire to make arms and armour; they take god-flesh and smelt it into metal or grind it into a paste; and they seek out the organs of the gods for the untold riches they might hold—although the stomach is known to be home to daemons!

On the Shoulders of Giants offers four Classes—the Conspirator, the Corpse Worker, the Prize Fighter, and the Witchdoctor, each of them quite simple. At each Level, the Conspirator gains Planning Points which he can use in an adventure to modify the results of the twenty-sided die, roll twice for damage and take the best result, and reduce damage taken on a point for point basis. When a Planning Point is spent, the player has to explain what he did before the start of the adventure in order to prepare for such a situation. This is a nice and simple mechanic, allowing a player to add to the narrative. The Corpse Worker extracts vital memories, the four humours, and more from the bodies of the dead gods, supplying Witchdoctors with ingredients for their experiments and more. Corpse Workers are skilled in Climbing and Architecture as well as being hardier and having good Saving Throws.

Prize Fighters are bruising fighters and can withstand the Witchdoctor’s ability to graft limbs more easily than others, but they cannot take much in the way of punishment. Witchdoctors research and conduct Experiments using reagents and ingredients mined from the bodies of the gods. Some thirteen Experiments are described in On the Shoulders of Giants, for example, Bloodletting involves humours being sprinkled on an open vein to actually heal someone (though there is the chance it may inflict more damage); Pick Up the Scent requires the use a nose which will twitch in the direction of the intended quarry; and with Viscous Membrane, a phlegm-coated leather scrap can be turned into an impenetrable barrier for a few rounds. It should be made clear that Experiments are not spells, but rather vile tests and procedures using godly ingredients.

By default the only available Race in On the Shoulders of Giants is the Human-like men transformed from maggots born of bodies of dead gods. It is suggested that depending on what body a maggot was born from, certain residues might carry over and influence certain attitudes and behaviours. For example, someone born of Artemis would know great precision and accuracy, but have skin possessing a silvery sheen, whilst those born of Hera are loyal to a fault, but wrathful when betrayed. Oddly, there are no bonuses or penalties provided for these, especially when it would have been easy for the author to provide them. Indeed, the Game Master can easily create them himself. For example, a man born of Hermes, who values and takes great pride in physical prowess, might gain a +1 bonus to physical actions, but a -2 reaction towards anyone who does not.

A few monsters are detailed in On the Shoulders of Giants, such as the stomach-born acidic Daemons who slide out of the noses of the gods to offer binding contracts which exchange baubles and trinkets in return for men’s souls; Flesh-eaters are men who have been transformed into mindless husks after having consumed far too much god-flesh, but who can recover if allowed to gorge on adequate food for days and days—some cults force initiates to undergo this process to prove their devotion; and Sky Squids, tentacular creatures that will convey those who ride inside them to the body of another random god. This is in addition to a set of tables for creating random monsters. In terms of specific settings, the supplement describes ‘The Gray Pools’, an adventure outline. A Gray Pool is a site where a god’s brains have seeped to the surface through his shattered skull, the liquid having a variety of results when consumed, including psychic powers. An NPC or two who possess an interest in controlling such sites are also described as are some adventure ideas. Rounding out On the Shoulders of Giants are appendices providing a bibliography, conversion of the four Classes to The Black Hack, the Maggot Farmer as an NPC Class, and a table of names.

Physically, On the Shoulders of Giants is decently produced, a somewhat thin, if sturdy hardback. The writing is decent, but the artwork is fetchingly grimy and menacing.

Now the idea of adventurers plundering the body of dead gods is nothing new. After all, Malhavoc Press published a supplement devoted to it for use with Dungeons & Dragons, Third Edition in 2002, called Requiem for a God. But living on the gods and mining them is an interesting idea and suggests possibilities aplenty. Unfortunately, as intriguing a setting as presented in On the Shoulders of Giants actually is, the supplement fails to do two fundamental things. First, it fails to  answer some very basic questions. Who lives on the bodies of the twelve gods, what peoples, what towns, and so on? What do they do? Where are the bodies of the twelve gods located? How can outsiders get there—a possibility suggested in the text? What do adventurers—or the player characters—do on the bodies of the twelve gods? Second, it sets up some interesting facts and then utterly fails to support them. So if the Conspirator is the brains behind daring heists and organisations, then what heists and what is he stealing, and what organisations? Where does the Prize Fighter fight and what for? If some cults force feed initiates godflesh, what are these cults and what do they want? And more importantly, where is the rest of On the Shoulders of Giants with these answers?

As it stands, this supplement is incomplete or unfinished. Either way, as much as a setting based on the dead bodies of the Greek gods is rife with possibilities, On the Shoulders of Giants fails to flesh out its setting, leaving the Game Master to do the development work and answer some very basic questions that the author should have done. It is a book of ideas rather than the setting it should have been.

Friday, 11 August 2017

Free RPG Day 2017: Penny Dreadful One Shot: Earthly Desires

Now in its tenth year, Free RPG Day offers up a variety of different titles for different games, typically introductory rule sets, also known as quickstarts, or scenarios. The scenarios are of course for existing games, but whilst the quickstarts may likewise also be for existing games, many are for forthcoming games, giving gamers a chance to experience a new game or setting before they released. RuneQuest: Roleplaying in Glorantha – Quickstart and Adventure is one such release, as is Penny Dreadful One Shot: Earthly Desires.

Penny Dreadful One Shot: Earthly Desires is a one shot scenario and taster for Through the Breach, a roleplaying game set in the Victorian-era city of Malifaux and published by Wyrd Miniatures, LLC. Malifaux is a Gothic city of steam power, magic, monsters, Victorian horror, and the wild west which can be accessed from our Earth. In Through the Breach, the players take the roles of the Fated, those men and women whose destinies are tied to series of vague and cryptic clues, yet who can choose to embrace or reject their destinies. In Penny Dreadful One Shot: Earthly Desires, the player characters are new recruits of the Ten Thunders, an Asian crime syndicate which operates in the lawless Little Kingdom slum as both oppressor and benefactor. Currently, they are students at the Sango Temple, training to serve the Ten Thunders. Five pre-generated player characters are given. They include a boisterous Japanese acrobat who makes himself the centre of attention; an American wastrel with the luck of the draw; a Vietnamese scrapper with anger issues; an imposing Japanese guard; and a Chinese dabbler in magic who is ashamed of her poisonous spells. 

Through the Breach uses cards instead of dice to resolve conflicts. These are divided into four suits—Crows (Spades), Masks (Diamonds), Rams (Hearts), and Tomes (Clubs)—and two types of decks. One is the Fate Deck, which is the communal deck, and is the same size as a standard deck of cards. The other is the Twist Deck. Each player has one of these, which consists of just thirteen cards. To undertake an action with a risk of failure, a character  engages in a Challenge Duel. The Fatemaster—as the Game Master is known in Through the Breach—sets a Target Number for the Challenge Duel, whilst the player flips one card from the Fate Deck and totals its value with his character’s relevant Aspect and Skill in order to beat the Target Number. 

The two Jokers in the Fate Deck indicate great success or great failure, the Red Joker the former, the Black Joker the latter. If drawn, the Black Joker must be played. Further, Fate Modifiers—positive and negative—indicate whether a Challenge Duel is is easier is harder to overcome. They cancel each other out, but any remaining modifiers increase the number of extra cards a player draws from the Fate Deck, up to a maximum of three. If the remaining Fate Modifiers are negative, the player must use the card with the lowest value, but if positive, the player is free to choose which card he uses.

A player will also have a hand of three or more cards drawn from his Twist Deck. A player can use a card in his hand drawn from his Twist Deck to enable his character to Cheat Fate by replacing the card flipped from the Fate Deck. Some characters possess Triggers, extra effects or actions that come into play when a Challenge Duel is resolved and a card of the Trigger’s Suit—Crows, Masks, Rams, or Tomes—is used to overcome the Challenge Duel. For example, in Penny Dreadful One Shot: Earthly Desires, the pre-generated character, Mai Pham, has the Vengeful Crane Kick which has a Jump Kick Trigger. It triggers if Mai Pham succeeds in a martial attack and the Rams Suite is used in the attack and enables her to make a second Martial Arts attack on the same target.

Combat in Penny Dreadful One Shot: Earthly Desires uses the same mechanics, but the number by which the attacker beats the defender determines the Damage Flip Modifier. This is the equivalent of Fate Modifiers, but specifically for damage. This determines the number of cards to be drawn from the Fate Deck and the value of the one selected by the player will determine if the character will inflict Weak, Moderate, or Severe damage. If a member of the Fated suffers damage enough to reduce his wounds to zero, then further damage suffered will have Critical effects.

The rules presented in Combat in Penny Dreadful One Shot: Earthly Desires are not too complex, although the Fatemaster and players alike will need to make some adjustment if they are used to playing roleplaying games with dice rather than cards. They will also need to make careful reading of the pre-generated characters and their abilities to get the most effective use out of them.

The adventure in Penny Dreadful One Shot: Earthly Desires is of course, ‘Unearthly Desires’. It is a short, three-act affair which begins with Sango Temple where the player character Fated are studying, coming under attack and their master being all but killed. This reveals Master Lo’s true purpose—keeping a demon bound in place. Whether or not they succeed in saving his life, Master Lo instructs the Fated to save the perpetrators and stop the demon from wreaking its havoc on the city.

Physically, Penny Dreadful One Shot: Earthly Desires is nicely presented as a full colour, sturdy booklet. The illustrations are excellent, though the booklet will require a read to grasp how it played. Probably two, which means that the preparation time for the adventure is quite high given how long the adventure actually is. In addition, each player as well as the Fatemaster will need his own deck of cards. The players to create their individual Twist Decks and the Fatemaster the Fate Deck.

There is certainly a good two hour adventure to be had in Penny Dreadful One Shot: Earthly Desires though it is one that focuses more on combat than on investigation or roleplaying. That said, it does a nice job of introducing the mechanics to Through the Breach and at least a little of the setting. The only real downside is the preparation time and the time needed to find and set up the number of required card decks. More challenging—at least mechanically—than most entries for Free RPG Day 2017, Penny Dreadful One Shot: Earthly Desires is decent introduction to Through the Breach that definitely serves up the action.