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Showing posts with label MacGuffin & Co.. Show all posts
Showing posts with label MacGuffin & Co.. Show all posts

Saturday, 9 May 2026

The Other OSR: Pitcrawler

If you opened the pages of Pitcrawler and wondered if you had wandered into a ‘choose your own adventure’ path book a la the Fighting Fantasy series of solo books, then you might be forgiven for being confused about what you are holding in your hand. Once you get past it, you actually find out what Pitcrawler is and why it had to start with ‘choose your own adventure’ path book. This is because the whole ‘choose your own adventure’ path book is designed to introduce the reader to the concept of roleplaying and what a roleplaying game is, and so actually prepare the player for what Pitcrawler actually is. Which is a fantasy roleplaying game inspired by classic Fighting Fantasy and Lone Wolf solo adventure books, but instead of being a ‘Choose-Your-Own-Adventure’ game, it is designed to be played by two players. One is the Adventurer; the other is the Games Master. It is as simple as that, but also a lot more than that and lot less than that—and none of that is bad.

Pitcrawler is published by MacGuffin & Co., which is best known for the superlative Odd Jobs: RPG Micro Settings Vol. I, the anthology of genuinely good systemless campaign settings and ideas. Pitcrawler is both a storytelling game and not a storytelling game, in that both player and Game Master are working together to create a story and world with the player encouraged to make suggestions, but whilst the Game Master is most definitely not competing with the player, she is making the game and world challenging for the player and his character. Pitcrawler is both a traditional fantasy roleplaying game and not a traditional fantasy roleplaying game. There is hero who will have adventures and may even go on a great quest (or just a little one), and may delve into ‘Pits’ as it calls dungeons. However, there is no given world or world lore in the Pitcrawler. It is presumed to be over-the-top grim fantasy, but one which eschews traditional ‘Old School’ elements with its traditional treatment of females and races, alignments, and its play styles. The only background element that will be consistent from one play through to another is the world has Wizards who are powerful magicians capable of changing the world around them, not always to the benefit of the inhabitants. Wizards are also very rich and their tombs are often worth plundering. Wizards are sufficiently powerful that as a group they could destroy a minor god and even face down a major one!

Pitcrawler does not just eschew traditional ‘Old School’. It goes further in describing itself as having “Progressive Lefty Values”. And to be clear, this is not a bad thing either. After all, there are plenty of roleplaying games, almost all of them under the ‘Old School’ banner which do have those traditional elements if you want them. Pitcrawler is simply a roleplaying game that offers a different perspective and greatly widens—even if only by one roleplaying game versus hundreds of traditional roleplaying games—the choice for the player who wants to play what is a self-confessed progressive fantasy roleplaying game.

A Player Character in Pitcrawler is an Adventurer. An Adventurer is not a Wizard as Wizards are evil and an Adventurer cannot perform magic (though he can use artefacts). An Adventurer has five qualities. These are Face, Feet, Fingers, Fists, and Heart. Each is rated by a die type, from a four-sided die to a twelve-sided die. The die type attached to each quality is determined randomly. He starts play with seven Hit Points, a Background, three areas of Expertise, a Companion, and some equipment. The Backgrounds, which indicate what the Adventurer did before he came a Pitcrawler, include Animal Farmer, Bookkeeper, Entertainer, Gambler, Midwife, Tax Collector, and more. Each Background provides two items of equipment and two areas of Expertise, one of which is mandatory, the other the player can choose. A third s determined randomly. The Background also provides some equipment, two other items are determined randomly, and the player choses a weapon. What is not on the character is anything akin to Intellect, Perception, and Defence. This is because the Adventurer is as intelligent as his player; instead of rolling for Perception, the player is expected to ask questions and the Game Master is expected to answer them honestly; and Pitcrawler is a player-facing roleplaying game. That is, he is the only one rolling dice whereas the Game Master will not—except for random chance or contests between NPCs.

To create an Adventurer, a player rolls for his Qualities, Background, extra Expertise, and selects a Companion. The Companion assists with particular types of tests and can perform a particular ability once per scenario. For example, the Priest can assist with tests of willpower and pass a Complicated Heart test for the Adventurer once per scenario. The player should name the Companion and explain why the Companion is accompanying the Adventurer. The process is quick and easy, which makes it good if an Adventurer dies. If he does, one of the features of Pitcrawler is legacies in which the new Adventurer is somehow related or linked to the one that died and will gain a benefit as a result.

Pallavi Iapheth
Level: 1
Face d10 Feet d12 Fingers d8 Fists d6 Heart d4
Hit Point: 7
Background: Tax Collector
Expertise: Accounting, Haggling, Gambling
Items: Book, fake jewels, measuring tape, weighing scales, pistol
Companion: Bruiser (Bob)

To have him undertake an action, the Adventurer’s player rolls an appropriate quality die and aims to equal to or higher than a Difficulty set by the Game Master. The Difficulty ranges from three or Simple to eighteen or Inconceivable. When a quality die is rolled, it can explode, which means that it is possible for the Adventurer to overcome a challenge even if the die type is low. In addition, the difficulty of the test can be lowered one step if the Adventurer has a relevant Expertise, a Useful item, or is Assisted by a Companion or NPC willing to help. A critical success, equal to double the number needed to succeed, grants the Adventurer an extra reward. Failure can lead to loss of Hit Points and/or a consequence which will send the scenario in a different direction.

If failure is likely, the Adventurer can instead ‘Put his heart Into It’ and his player roll the Heart quality die and add it to the total. If the roll is a failure, it is counted as a critical failure. One clever mechanic is that of ‘Thumbs’, which apes the keeping of the thumb on a previous page in a solo adventure book as the player explores the story on another. In effect, this allows the player to turn back the clock in the scenario to a reset point and there make a different choice. A player can have up to five Thumbs depending upon the difficulty of the play.

As with other player-facing roleplaying games, in combat, a player will be rolling to have his Adventurer avoid damage. It can be kept as simple as that, but it can be made more complex and detailed with the rules for advanced fights. These add more detail to opponents, allows for multiple opponents, range, the Adventurer or the enemy gaining the upper hand (whether through preparation, observation, or research), more detailed Companion involvement, and so on. The added complexity has its advantages in work, providing more mini-prompts with which to narrate the combat, but does slow game play down comparatively.

Beyond the simplicity of the rules, there is advice for the Game Master on easing the player into his first scenario and onto the next, as well as creating scenarios. These are effectively outlines or prompts that provide a foundation from which she can improvise from, consisting of a concept, objective, antagonist, location, complication, factions, and twists along with a hook that the Game Master can use to bait the Adventurer. The setting for Pitcrawler is described in broad detail—Wizards rule everything, dangers are everywhere and there are rewards to be won; and no thinking creature inherently evil, but that does not mean that they are necessarily good; and whilst there are a lot of gods, they are not necessarily going to be helpful. Particular attention is paid to the nature of Wizards, that they are ambitious, respect other Wizards only, are otherworldly and nerdy, and are egotistical. This is accompanied by a quick guide to creating a Wizard.

Two thirds of Pitcrawler consists of ten appendices. Some of these support Adventurer creation, but others provide lists of equipment, magic potions, and magic items to buy (the Adventurer can buy one of each of the magic potions and magic items between scenarios). The ‘Tome of Foes’ gives lots of suggested foes, ready to throw into the path of the Adventurer, whilst ‘Iconic Wizards’ describes some twenty-five different Wizards. These include An’Nimat the Dancer who is fascinated with music and sound and uses spells to make others move to the music including everyone in her domain the new moon; Bombatel the War Wizard, who resides in a cratered and battered domain, and is often hired by other Wizards to fight for them; Malsain the Rotmonger, who studies decay, disease, and entropy from her domain mired in slime and plague, and is shunned by other Wizards as a consequence; and Salvia the Chef, so enamoured of good food and the artistry of cooking, that he gave up his studies and made his mansion into a bistro, using magic to develop new ingredients, but not actually cook with. This is accompanied by ‘A Pitcrawler’s Progress’, a complete ten-part campaign, which takes the Adventurer from saving someone important to him in a fishing town that is being attacked by leviathan to delving into tombs, climbing mage towers, and more as he chases down The Sunless, a cult dedicated to awakening its dead god of darkness. Each of the parts has been opened up beyond simple prompts, but the structure does not limit the Game Master or the player in developing the world how they want in play, working from the prompts that the individual scenarios give. What is made clear is that ‘A Pitcrawler’s Progress’ is not a default setting for the roleplaying game, but something to define during play. Overall, ‘A Pitcrawler’s Progress’ provides the Game Master and player all that they need to get playing bar their creativity.

Unfortunately, there is not much in the way of pits or crawling in Pitcrawler. Despite all of its efforts to create a roleplaying game that treats a traditional roleplaying game style and concept in a non-traditional fashion, it seems odd that it does not talk about how to create and play dungeons in Pitcrawler. Given how much this is part of the traditional play that Pitcrawler is emulating, it is a major omission. The other is that for a roleplaying game that works from prompts and wants to push the imagination of both Game Master and player, it seems short of smaller, more general tables to help with that.

Physically, Pitcrawler is well presented. It is an easy read and the artwork constantly echoes the look of the Fighting Fantasy series.

Pitcrawler is different. It brings storytelling elements to Old School Renaissance play without any of its assumptions or traditions and what that means is greater flexibility in tone, style, and nature of the world that the Game Master and player will work together to create and the Adventurer will explore. Some of the elements are not as developed as they should have been, such as ‘pits’, perhaps opening up the possibility of a pit companion to this main rulebook. Ultimately, Pitcrawler opens up classic fantasy roleplaying to players and Game Master who would normally avoid it and allows them to make it their own together. The combination of a lack of assumed lore with it being a one-on-one roleplaying game also makes it easier to get a group—or pair—together and start playing.

—oOo—

MacGuffin & Co. will be at UK Games Expo which takes place from Friday, 29th to Sunday 31st of May.

Sunday, 26 November 2023

Upstream, Downstream

The Great River gives all that you need. Fish swim in abundance through the Silver Pits and rice grows thick and luscious on the Glas Road. Storms break on the riverbanks, leaving treasures to be found in the silt. Trade brings goods downstream and upstream, from far away. It is all that anyone would wish for, but for the curious. To the curious, the River simply flows by without answering the questions, “What lies at the beginning?” and What lies at the end?” For no one has ever found the Source of the River and thus the source of both its riches and the magic of the world. Likewise, no one has travelled to the mouth of the River. Anyone who would search for the Source is a fool, looking for faerie gold, whilst anyone who would go in search of the Sea is seen as already lost, drowned in the ravenous Sea. Yet there are such curious fools and you are one of them, for you and your crew has sworn a magical Oath to make the perilous journey to either the Source or the Sea, one that commits your very soul—even after death!—to reaching your destination or forfeit your souls and your ship to the water. This is the set-up for Upriver, Downriver, a roleplaying designed to be played somewhere in somewhere between four and twelve sessions’ worth of game play. At the end of that, the story of the voyage has been told and to play Upriver, Downriver again means setting out with an entirely different crew and boat and quite possibly in the other direction to that taken in the first campaign. In addition, the use of Tarot cards to determine the outcome of the crew communing with the River to receive either her Blessing or her Curse in combination with the twenty locations along the River do give it scope for replay. It is no surprise that Upriver, Downriver is built around limited play time, for the publisher has form with this with Odd Jobs: RPG Micro Settings Vol. I, a superlative collection of systemless mini-campaigns.

Upriver, Downriver is published by MacGuffin & Co. following a successful Kickstarter campaign. The direction of the sworn Oath sets the theme and tone of the campaign. An Oath sworn to reach the Source is for a crew looking for adventure, magic and secrets, pirates and treasure, monsters and the challenges of the natural world from white water rapids and waterfalls to canyons and mountains, whereas an Oath sworn to reach the Sea is for a crew looking for freedom and wanting to get involved with politics, revolution, and intrigue, escape and redemption, war and peace, and facing thieves and illusionists, soldiers and fugitives, and reparation and healing. A campaign consists of three steps. There is character creation, there is a Session Zero, and then there is the play. The Session Zero is not just about Safety Tools and setting the tone and content of the campaign, but also about setting who the members of the crew and building the boat. The latter is a collective endeavour, partly determined by where the crew comes from and player choice. Play consists of journeying to locations and exploring and adventuring at each one, communing with the River for guidance, and once the stories to be told at a location have played, navigating to the next. When the crew and its ship have reached their destination, whether Source or Sea, the story as a whole is done and any who died along the way and have completed the journey as ghosts can pass on. To play Upriver, Downriver, a group will need four-, eight-, and twelve-sided dice and a set of the Major Arcana from a Tarot deck.

A Player Character in Upriver, Downriver is first defined by Origins, or species. These are the Riverfolk or Naiads; the long-lived and intuitive shapeshifting Kiwi, the near immortal, but rare Elves, long ago defeated by the Human Empire; the Halflings, militant weaponsmiths and armourers who hide in valleys from the Human Empire for their support of the Elves; and Humans. Each species has an Origins ability and notably, there are no descriptions of the Naiads or Kiwi. It left up to the players to agree upon what they look like. A Player Character has three attributes, Swords, Spirits, and Tongues. These are initially rated between one and four, but can go as high as ten. Then a Player Character also has a Role and Path. There are seven Roles—The Captain, The First Mate, The Gunner, The Doctor, The Engineer, The Cook, and The Priest—and within each Role, three Paths. A Path is both a code of conduct and the values that the Player Character adheres to, each Path also representing a Face of the River and so connected to the Major Arcana of the roleplaying game’s Tarot deck. A Path grants special abilities and gives commandments that the Player Character must follow. For example, the Cook can follow the Path of Judgement, The World, or The Magician. The Cook of Judgement follows his Path by making amends and help others find peace, but cannot attack the innocent, make unprovoked attacks, or aid the powerful. The Cook of The World follows his Path when travelling or making progress on his journey, but cannot remain stagnant, turn backwards, or becalm an enemy ship. The Cook of The Magician follows his Path by trusting his instincts and using magic, but cannot break a curse, kill a magical creature, or reject his magic and intuition. A Role also grants a Knack, a skill or other ability, some equipment, a Ship Battle Move, whilst each Path also gives another Knack. A Path has four Levels and each Level grants a bonus or ability. Player Characters begin play at Level One. To create a character, a player chooses an Origin, Role, and Path, and then rolls a four-sided die for each attribute. He also chooses two other Knacks. Lastly, a Player Character has a Scar. This can be physical, mental, or emotional and when it comes into play, it forces the player to roll with disadvantage.

Kiawah
Origins: Naiad
Role: The Priest
Path: The Empress (Heal others and commune with nature. Cannot curse another or cause death)
Level: 1 (Add 1d4 to healing rolls)
Swords 1 Spirits 3 Tongues 4
River Sense: 2
Health: 11
Physical Defence: 7
Spiritual Defence: 8
Abilities: Charm, Create Comfort, Create Medicine, First Aid, River Sense
Ship Battle Move: Salt-Stained Pages

Scar: Failed to cure a plague
Equipment: Talisman of The Empress

Together, the players all create their characters’ ship. This can be the durable and manoeuvrable Schooner; light and swift Catamaran; a sturdy, engine-powered Narrowboat; or a versatile and balanced Barge. The origins of the crew, north or south of the River will determine the type of boat, but the players are free to describe characters’ their boat and its origins. Each player is also free to detail as much of his character’s background as he wants.

Mechanically, to have his character undertake an action, a player will attempt to pass a Difficulty Check by rolling a twelve-sided die and adding an appropriate attribute. This is Swords for all physical tasks; Spirits for knowledge and magic-related tasks; and Tongues for wisdom, instinct, and charisma-related tasks. An average Difficulty Check is eight, difficult is twelve, and very difficult is sixteen. If the result is equal to or higher than the Difficulty Check, the Player Character succeeds, less and the Player Character must find other means of succeeding at the action. Rolls can be made with Advantage or Disadvantage, but never more than the single extra die in either case. The Swords attribute is also the primary attribute used in combat, the aim being to roll above an opponent’s Physical Defence, but unless a Player Character has a Prowess Knack like Brawling, Swordplay, Archery, or Improvised Weapons, the roll is made at disadvantage. Combat, including battles with enemy ships and river monsters, is intended to be light and fast, a possibility within play, but nots its focus. That said, ship combat is more complex and more detailed than standard combat, and in general, the rules for handling ships are mechanically, the most complex part of the roleplaying game.

The River plays an extremely important role throughout the play of Upriver, Downriver. To move from one location to another, the crewmember assigned to Helm—and this can be any Crewmember as each has to take turns going on watch—rolls four-sided dice equal to the crew’s total combined River Sense. A location has a level rated between one and four, indicating how difficult it is to sail there, the aim being to roll a number of successes, or fours, equal to the level of the chosen destination location. Some Roles and Paths grant bonuses to this Navigation roll, but if failed, the boat is swept randomly to a location between the starting location and the intended location. Navigation rolls are made at the end of sessions to enable the Game Master to prepare for the next session.

Before a Navigation roll is made, the Player Characters have the chance to Commune with the River. Mechanically, this handled via the random drawing of a Major Arcana card from the Tarot deck. If the card drawn is upright, the River has bestowed a Blessing upon the Player Character, but a Curse if it is reversed. For example, if a player draws The World, as a Blessing, it enables a Navigate the River test to automatically succeed, but as a Curse, it indicates that the Navigate the River test automatically fails and the ship is blown off course in a great storm to a randomly determined location. If a player draws the Blessing of his character’s Path, it is rare and quite specific in its effects. For example, if a Cook of The World’s player draws The World, the ship and its crew is guaranteed to survive an encounter on the River which might otherwise destroy them.

As part of its inbuilt limit on play time, Upriver, Downriver intentionally curtails a number of elements within the game. One is their Oath. It binds both crew and ship, preventing a Player Character from leaving his ship for more than seventy-two hours, from making any attempt to turn back, or end the crew’s journey before the intended destination is reached. Another is that a Player Character can only rise in Level a number of times, up to Level Four, gaining improved Path abilities, increased attributes, and more Knacks each time, so that a Player Character can quickly become quite capable. Further, a Player Character can only Commune with the River three or four times depending upon their Role and Path. Consequently, choosing when to Commune with the River is an important decision, perhaps at an important or emotional juncture in the story of the journey. In effect, it places the Player Character in the spotlight and gives both him and his player a chance to shine.

However, one aspect of Upriver, Downriver does not limit play as it would in other roleplaying games—and that is death! Journeying up or down the River can be dangerous, even deadly, but the Player Characters have the advantage of having sworn an Oath and this Oath is so strong that as long it is active, the spirit will remain as a ghost, tied to his ship and the River. As a Ghost, a Player Character gains an extra Commune with the River and gains access to certain abilities. These are divided between Ghost Abilities such as ‘Consult the Ancestors’, ‘Appear as Lost Loved One’, and ‘Grant Peace to a Restless Ghost’, and Secrets of the Dead like ‘Become Intangible’, ‘Fly’, and ‘Curse to Wander’. A Ghost is tied to his boat and can only remain on land for a few minutes. It is also possible for a Ghost to return to life, retaining the Ghost Abilities gained when he was dead, but losing the Secrets of the Dead.

The setting for the River is broadly drawn. The discovery of gold by Humans drove them to greed and violence, caused the pollution of the River, and the persecution of the Kivi in the belief that they could sense gold. In response to these atrocities, the Elves and the Naiads warred with the Humans, supported by the Halflings. The Human Empire won and the Elves, Halflings, and Kivi went into hiding. They are rarely seen even in this age of peace, the new Human Crown wanting peace and reparations made to defeated enemies of the Human Empire, even as their advisors are divided on this stance. Magic pervades the River, it is the source of magic and all life and dreaming, bubbling up at the Source and dissipating at the Sea, with each of the species up and down its length taking different approaches in the way they use it. In some places, such as The City, it is forbidden, with severe punishments for its use, especially for Human practitioners. The Human Empire is Downriver, whilst the bucolic, fen-like The Glas Road lies Upriver. In general, Human Empire distrusts anyone not Human, whilst the inhabitants of The Glas Road dislike anyone from the Human Empire.

The play of Upriver, Downriver takes place on River and at various locations along its length. The book details twenty such locations, ten upriver, ten downriver. Each location, like the Paths within the Roles chosen by the players during character creation is associated with one of the Major Arcana or Faces of the River. The last two of the Major Arcana, The Hermit and Death, are associated with the Source and the Sea, respectively. Each location is described in some detail, and includes several NPCs and a Tidesong, or adventure hook. Some locations are large enough to require more than a single session’s worth of adventuring there. Whichever direction the Player Characters are heading in, they begin play in Meadowbrooke, the midpoint between Upriver and Downriver. There are certain requirements which they must fulfil to travel in either direction, locating and verifying The Map to the Crystal Nets to go Upriver and upgrading their ship if going Downriver. As a journey nears its end in either direction, the locations narrow in terms of their descriptions, becoming more fixed in their details as they funnel the Player Characters to the endpoints that anchor the players’ choice of campaign direction. In between, there is scope for more adventure, limited, of course, by time, and this is something that the Game Master will need to prepare, whether one of her own design or the given scenario hook, prior to each location once the players have made a Navigation check, whether it succeeded or failed.

Physically, Upriver, Downriver is cleanly and tidily presented. It needs a slight edit in places, but the artwork is decent and the use of the Faces of the River as a motif is charming.

Upriver, Downriver fulfils a need that we often forget is there—that of the short form campaign. It is not though, a one-play-through and done campaign, as it can be played through at least twice, once in either direction, plus there is variation enough in the locations in either direction that Upriver, Downriver could be played again. Whether going upstream or downstream, Upriver, Downriver will take the players and their characters on a magical journey through enchantments, enigmas, and hostilities to discover the ultimate beginning and ending of the River—and their story in the process.

Saturday, 21 January 2023

Quick-Start Saturday: Pitcrawler

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The Pitcrawler Quickstart is a quick-start for a fantasy roleplaying game inspired by classic Fighting Fantasy and Lone Wolf solo adventure books, but instead of being a ‘Choose-Your-Own-Adventure’ game, it is designed to be played by two players. One is the Adventurer; the other is the Games Master.

The Pitcrawler Quickstart includes a basic version of the full game, but covers rules of Adventurer creation, an explanation of the rules and the roleplaying game’s implied setting, a table for creating scenario titles as inspiration, and four sample scenarios.

It is a twenty-seven-page, full colour booklet.

It is published by MacGuffin and Company.

How long will it take to play?
Each of the scenarios in the Pitcrawler Quickstart can be played through in a single session.

Who do you play?
One player is the Adventurer, but not a Wizard. The other player is the Games Master.


How is a Player Character defined?
The Player Character has five qualities. These are Face, Feet, Fingers, Fists, and Heart. Each is rated by a die type, from a four-sided die to a twelve-sided die. The die type attached to each quality is determined randomly. He starts play with seven Hit Points, a Background, three areas of Expertise, a Companion, and some equipment. The Backgrounds, which indicate what the Adventurer did before he came a Pitcrawler, include Artist, Burglar, Crop Farmer, Gravedigger, Mayor, and Sailor. Each Background provides two items of equipment and two areas of Expertise, one of which is mandatory, the other the player can choose. The third is determined randomly. The Background also provides some equipment, two other items are determined randomly, and the player choses a weapon.

The Companion assists with particular types of tests and can perform a particular ability once per scenario. For example, the Priest can assist with tests of willpower and pass a Complicated Heart test for the Adventurer once per scenario. The player should name the Companion and explain why the Companion is accompanying the Adventurer.

How do the mechanics work?
To undertake an action, the Adventurer’s player rolls an appropriate quality and aims to equal to or higher than a Difficulty set by the Game Master. The Difficulty ranges from three or Simple to eighteen or Inconceivable. When a quality die is rolled, it can explode, which means that it is possible for the Adventurer to overcome a challenge even if the die type is low. In addition, the difficulty of the test can be lowered one step if the Adventurer has a relevant Expertise, a Useful item, or is Assisted by a Companion or NPC willing to help.

Failure can lead to loss of Hit Points and/or a consequence which will send the scenario in a different direction. A critical success grants the Adventurer an extra reward.

If failure is likely, the Adventurer can instead ‘Put his heart Into It’ and his player roll the Heart quality die and add it to the total. If the roll is a failure, it is counted as a critical failure.

One clever mechanic is that of ‘Thumbs’, which apes the keeping of the thumb on a previous page in a solo adventure book as the player explores an option on another. In effect, this allows the player to turn back the clock in the scenario to a reset point and there make a different choice. A player can have up to five Thumbs depending upon the difficulty of the play.

In addition, the Game Master is advised to present actual physical or mental puzzles that the player as the Adventurer must solve at the table.

How does combat work?
Combat uses the same mechanics. Most weapons use the Fists quality to roll attacks, except where greater finesse is needed, in which case it is Feet instead. Fingers is used for missile attacks. If the quality roll is successful, the Adventurer inflicts a point of damage, more if it is a critical success. Failures mean that the Adventurer suffers damage. Enemies typically have one Hit Point each, so will be killed on a successful attack. Critical damage is inflicted against multiple opponents. 

How does magic work?
The Adventurer cannot cast magic in Pitcrawler. It is entirely the province of Wizards and their potentially world changing powers. The Adventurer can use arcane items.

What do you play?
There is no given world or world lore in the Pitcrawler Quickstart. It is presumed to be over-the-top grim fantasy, but one which eschews ‘Old School’ elements with its traditional treatment of females and races, alignments, and its play styles. It instead replaces these with Wizards who are powerful magicians capable of changing the world around them, not always to the benefit of the inhabitants. Wizards are also very rich and their tombs are often worth plundering. Wizards are sufficiently powerful that as a group they could destroy a minor god and even face down a major one!

The Pitcrawler Quickstart includes four sample scenarios. These include a raid on a tomb, an attempt to escape a murder-dungeon, a retrieval mission to recover a clockwork device from a swamp, and a retrieval mission on an island surrounded by a rainbow sea with the different colours having different magical effects.

Is there anything missing?
The Pitcrawler Quickstart could have done with more advice for the Game Master on running the individual scenarios and presenting the content to the player as well as mixing in the puzzles and traps, and giving the player meaningful choices.

Is it easy to prepare?
The rules are easy to grasp, but the preparation required by the Game Master could have been supported better.

Is it worth it?
The Pitcrawler Quickstart provides plenty of content to play with and it does something that few roleplaying games do and that is present a roleplaying game for one-on-one play. It is underwritten in terms of support for the Game Master, who will need to work a bit harder to prepare it for her player.

Where can you get it?
The Pitcrawler Quickstart is available here.

Sunday, 1 January 2023

Reviews from R’lyeh Post-Christmas Dozen 2022

Since 2001, Reviews from R’lyeh have contributed to a series of Christmas lists at Ogrecave.com—and at RPGaction.com before that, suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles from the last twelve months that you might like to receive and give. Continuing the break with tradition—in that the following is just the one list and in that for reasons beyond its control, OgreCave.com is not running its own lists—Reviews from R’lyeh would once again like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about ‘Baleful Blandishments’ to all concerned or otherwise based upon the arbitrary organisation of days. So as Reviews from R’lyeh presents its annual (Post-)Christmas Dozen, I can only hope that the following list includes one of your favourites, or even better still, includes a game that you did not have and someone was happy to hide in gaudy paper and place under that dead tree for you. If not, then this is a list of what would have been good under that tree and what you should purchase yourself to read and play in the months to come.

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Dice Men: The Origin Story of Games Workshop
Unbound ($40/£30)
Written by Sir Ian Livingstone with Steve Jackson, Dice Men is not a history of Games Workshop, but rather a memoir of its founding and first decade or so by the founders of the company, whose dedication and hard work would propel the both of them and the company to the forefront of the gaming hobby in the United Kingdom. The company went from producing wooden puzzles and games and importing the first copies of Dungeons & Dragons direct from E. Gary Gygax to a licensee for numerous roleplaying games, including Call of Cthulhu, MERP, and Stormbringer, and publishing its own titles such as Golden Heroes and Judge Dredd the Roleplaying Game—plus of course, Warhammer Fantasy Roleplay. The authors have delved deep into their archives and their memories to bring forth a fantastic array of photographs and treasures, and thus the book is a lavishly illustrated coffee table book that will bring back memories of a certain age.

Frontier Scum: A Game About Wanted Outlaws Making Their Mark on a Lost Frontier
Games Omnivorous ($25/£19.99)
This Old School Renaissance-style roleplaying game takes criminals to the Lost Frontier, an Acid West hallucination of the Wild West, in which the Player Characters must survive the weirdness, uncertainty, and loss, all of which infuses the landscape and its promise of renewal subverted by avarice and ambition. The Player Characters are desperate outlaws, at best searching for redemption, at worst trying to survive in what is a deadly game—especially gunfights. Fortunately, every Player Character can survive at least one gunshot by having his hat shot off! The roleplaying game includes the full rules and a setting, more enough for a mini-campaign. The Frontier Scum book itself is brilliantly done as a plain matte board book and a spine with no cover that makes the glue visible. The layout inside is thematically done as a Sears, Roebuck and Co. catalogue, which is absolutely perfect for the look and feel for Frontier Scum. This is a startlingly different version of the Wild West and Frontier Scum brilliantly brings it alive!

Regency Cthulhu: Dark Designs in Jane Austen’s England
Chaosium, Inc. ($44.99/£39.99)
Regency Cthulhu takes Call of Cthulhu into the late Georgian period and an age of manners and propriety when everyone—including the Investigators—is expected to conform to societal norms, and woe betide to anyone who does not, including those prepared to investigate the Mythos and cosmic horror. The supplement provides a good introduction to the period and a guide to playing good gentlemen and good gentlewomen, including rules for new Occupations, place in society, and Reputation, the latter actually working as the equivalent of Social Sanity! It supports this with a complete setting in the form of a rural Wiltshire town with lots of secrets and two good scenarios set in and around the town, which invite the Investigators to various social events and then hint at strange things going on in and round the town. Both setting and rules highlight the tension between a highly conservative and stratified society and the need to investigate the Mythos and the consequences of doing so, all of which serves to bring out the Regency period’s roleplaying and storytelling potential.

The Electrum Archive Issue #1
Emiel Boven & CULT OF THE LIZARD KING ($26/£20)
The Electrum Archive Issue #1 introduces us to the Science Fantasy world of Orn where the descendants of survivors transplanted by the ancient starfaring civilisation known as the Elders (who have long since disappeared) survive and explore the Elder ships which crashed to the surface and buried themselves in the surface of the planet long ago. The Player Characters—Fixers, Vagabonds, and Warlocks—search the wilderness for signs of Elder technology and Elder Ink. As Elder Drops, Elder Ink is a currency, but when vaporised and inhaled by Warlocks, it expands the mind and enables users to enter the Realm Beyond and cast spells known by the Spell Spirits. And the spells themselves are entirely random in their name and effect, so every Warlock’s spells will be different. The Electrum Archive Issue #1 comes with lots of flavour and detail, and includes six detailed regions complete with the plot hooks and events that will keep a gaming group busy for multiple sessions. The Electrum Archive Issue #01 is a great introduction to what is a weirdly inky, baroque, and alien planetary romance.

Heat: Pedal to the Metal
Days of Wonder ($80/£60)
From the designers of Flamme Rouge, the board game of cycling ‘Grand Tours’, Heat: Pedal to the Metal is a board game of tense car races in which drivers jockey for position, manage their car’s speed and energy, requiring careful hand management of movement cards to ensure they can keep ahead of the pack and if not that, then at least, keep up. The base game is fast and furious, with a real sense of speed as the cars career around corners and accelerate onto the straights, but expansions and advanced rules add weather, road conditions, and events, which can make even a single race more challenging, let alone a whole championship. Designed for solo play or up to six players, Heat: Pedal to the Metal can be played by the family, but the expansions will appeal to petrolheads and board gamers alike as it lets the players race like it was in the sixties!

The One Ring: Roleplaying in the World of Lord of the Rings
Free League Publishing ($49.99/£45)
The new edition of The One Ring moves the highly-regarded roleplaying game set in Tolkien’s Middle-earth two decades on and the focus from Rhovanion, the region to the East of the Misty Mountains, to Eriador, the region to the West of the Misty Mountains. The One Ring Starter Set began with The Shire, but the new rulebook explores far and wide beyond its borders as well as tidying and streamlining the mechanics. The Player Characters step out into the wilderness to find adventure and perhaps curb the influence of the Shadow which threatens to sow chaos and undermine society as its forces search for signs of the One Ring. This has all been redesigned in a style and look that echoes that of the classic editions of The Lord of the Rings trilogy published by Allen & Unwin, and has a more scholarly feel as if Bilbo himself sat down to write it himself.

Everybody Wins: Four Decades of the Greatest Board Games Ever Made
Aconyte Books ($29.95/£24.95)
Board games have come a very long way in the last quarter of a century, but as authors James Wallis and Sir Ian Livingstone explored in Board Games in 100 Moves, their history goes much further back than that. Now James Wallis returns to explore the history of board games from a different angle—through the boxes, boards, cards, and meeples of the annual Spiel des Jahres winners in Everybody Wins: Four Decades of the Greatest Board Games Ever Made. This is a history of some of the best games ever published—as well as some of the near misses—that tracks the massive rise in popularity of the board game as well as the themes, the changes in design, and trends in the hobby in that time. This is a great read for anyone who loves board games and wants to know more about them and the genesis of the hobby. Beautifully illustrated with many titles from the author’s own collection and engagingly written, this is the history book that board gamers will want on their shelves.

Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence
Osprey Games (£25/$35)
What if by 1510, Niccolò Machiavelli, the military commissioner of the Republic of Florence, had persuaded Leonardo da Vinci to stick to engineering rather than painting? What use could the genius’ designs have been put to in the defence of the republic? Now armed with primitive computers run on water clocks, spring-powered tanks capable of withstanding any cavalry charge, their canons blasting way left and right, and gliders flit across the perfectly blue Tuscan skies delivering messages, intelligence, and reports of troop movements to the city and her military commanders. The Republic of Florence is once again a growing power, but her neighbours are jealous of the new technology and the question is, just how much information is being controlled and compute by the calculating devices. Gran Meccanismo is a Clockpunk roleplaying game of intrigue, invention, and war—no surprise since the Player Characters might find themselves crossing wits with Machiavelli, avoiding the charms of Lucretia Borgia, and entering into philosophical discussions with da Vinci himself! Gran Meccanismo: Clockpunk Roleplaying in da Vinci’s Florence combines fast-playing, easy to grasp rules with a setting that not only can genuinely be called unique, but one to which your first response should be, “That’s a cool idea!”

Bones Deep
Technical Grimoire Games ($30/£30)
Bones Deep begins with a genuinely weird premise—that after you die your skeleton hatches from your corpse and goes in search of a near life and to find itself as far away as possible, on the sea floor. Literally, ‘bones deep’. Together the skeletons explore the strange, often lightless realms of the sea floor, armed with a few skills, a little magic, and a desire to both own and create some memories of their own. Bones Deep is packed full with a briny bestiary and descriptions of some twenty locations, including ‘The Bottom of the Barrel’, a meeting place for undersea creatures specially constructed with an air half and a water half so that crabs, fish, wizards, witches, skeletons, and any other creatures can meet in safety, stories, and more. This is a fantastic undersea sand crawl which uses the simple mechanics of Troika!, but takes into account the very different physics of the bottom of the ocean. 

Judge Dredd: The Game of Crime-Fighting in Mega-City One
Rebellion Unplugged (£40)
Remember the good old days when you could arrest Judge Death for the crime of Littering? It was possible in the classic Judge Dredd board game designed by Ian Livingstone and published by Games Workshop in 1982. Rebellion Unplugged brought this fondly remembered game back in 2022 allowing players to return to the streets of Mega-City One and bring the law to its 800 million citizens. Their task is to respond to crimes and their perpetrators, making arrests, and proving themselves to be the most productive Judge—and so win the win. The original game involved lots of luck and plenty of intervention by the other players in an attempt to stop a player and his Judge from arresting high value criminals and crimes. The original game has bags of theme, but its high luck and high player intervention make it very much an Ameritrash design. The new edition—some forty years on since the release of the original—keeps the same game play, but adds extra rules which bring more detail and depth to game, including Specialist Judges such as Cadets, Special Judge Squad, PSI-Judge, and more. The result is that players can play the game like they remember or use the new rules for a new experience. Either way, Judge Dredd: The Game of Crime-Fighting in Mega-City One is a light, highly thematic, and most of all, fun board game that fans of the iconic law man of the future will thoroughly enjoy.

Slaying the Dragon: A Secret History of Dungeons & Dragons
St. Martin’s Griffin ($29.95/£22.99)
If one of the most interesting histories of roleplaying and TSR, Inc. in particular, was 2021’s The Game Wizards by Jon Peterson, then arguably its counterpart and equal was 2022’s Slaying the Dragon by Ben Riggs. The Game Wizards charted the first half of the TSR, Inc.’s history and Slaying the Dragon explored the second half from the ousting of E. Gary Gygax and takeover by Lorraine Williams through to the company’s purchase by Wizards of the Coast. It is a fascinating tale of missed opportunities and mismanagement of property after property in a failed search to find that one thing that would transcend the publisher beyond its roleplaying origins. It is not a definitive history of the company during this period, since Lorraine Williams is not interviewed, but nevertheless this is an engaging read from start to finish, providing anecdotes and insight down the path to TSR, Inc.’s sad ending.

Odd Jobs: RPG Micro Settings Volume I
MacGuffin & Co. (£34)
Technically, if you are going to cheat on a list of the best games of 2022, then you had better make sure that the  recommendation you cheat with, is worth it—and Odd Jobs: RPG Micro Settings Volume I is definitely worth it. This hidden gem is contains not one, not two, but eleven, fully supported, mini-campaigns, all systems agnostic and all lasting no more than four sessions (but can go on longer if you want). Covering a diverse range of genres, including Science Fiction, Fantasy, Horror, Christmas campiness, and all sorts of weirdness. Religions done as start-ups, complete with a OSE or ‘Oracle Spiritual Exchange’ tracking the number of worshippers, essentially The Big Short, but literally with faith. Soul retrieval from the dead across the Solar System in Ghostbusters meets Office Space. Evil Wizard’s staff and familiars filling in for him after the wizard is killed. Nuns seconded in disgrace to an abbey in France which might just stand over a pit or it might stand over a hell pit in Seventies hellish horror. And what if Atlantis, after it sunk, became the Las Vegas of under the sea? Deep One mobsters anyone? Odd Jobs: RPG Micro Settings Volume I is a superb collection of ideas and set-ups, offering shorter, more focused, and engaging campaigns that can go on for as quick as you or as long as you want, and for the game system you want.

Sunday, 27 November 2022

An Excellent Engineless Elevensome

There is a gap between the one-shot and the campaign that is rarely filled. The gap between the one or two session scenario and the campaign that will run over the course of years in multiple sessions. The gap between one-shots like Viral and Lady Blackbird and full campaigns such as Impossible Landscapes and The Curse of Strahd. It is this gap where the shorter campaign takes place, somewhere between say four or five adventures and say, a maximum of twelve. Yet the hobby does not often offer campaigns of such length, tending towards the extremes in terms of length rather than the median. That though, is not an issue with Odd Jobs: RPG Micro Settings Vol. I. This is a collection of eleven mini- or micro-settings, each complete with a background, character options, NPCs, a detailed mini-campaign, adventure seeds, bonus material, and more. Taking in everything from collecting ghosts to return to Earth from across the Solar System and running the rails between bubbles of stable reality to playing the stock market which measures and tracks the worshippers of your god and searching signs of intelligent life on a distant planet as you become that life, this anthology brings a together a plethora of weird and wonderful campaign ideas designed to be played in three to four sessions (but can go longer if the extra content is used).

Odd Jobs: RPG Micro Settings Vol. I is published by MacGuffin & Co. following a successful Kickstarter campaign and the first thing that you really need to know about it is that it is systemless. There are no stats of any kind in the book. Which means that the Game Master will need to put in some extra effort when preparing one of the book’s campaigns, providing the necessary stats and abilities, and so on. However, after explaining what a roleplaying game and a micro-setting is, the authors do discuss the choice of system in the book’s introduction. What is great here is that they suggest a number of different roleplaying games, pairing them with each of the various micro-settings in the book. These range from Fate Condensed, The Black Hack, and Cthulhu Hack to Savage Worlds, the Cypher System, and Dungeons & Dragons, Fifth Edition. Now any of the micro settings in Odd Jobs: RPG Micro Settings Vol. I can be adapted to the rules system of the Game Master’s choice, but the suggestions can lead a Game Master and her players to try out a new set of rules or if they already know one set of rules, the Game Master can pick up this book and prepare the setting paired with her preferred rules straight away. (And then look at the other settings.) It should be noted that two of the settings carry content warnings, but these are kept short and to the point.

Each of the settings and campaigns in Odd Jobs: RPG Micro Settings Vol. I follows roughly the same format. It opens with three pages of background, followed by a page or so each of character ideas and locations. These initial pages are for both player and Game Master, but the remaining pages, beginning with ‘Secrets’ are clearly for the Game Master’s eyes only. This is followed by a list of NPCs, the mini-campaign itself—consisting of four adventures, the latter full of surprising twists, before being rounded off with a handful of adventure seeds and some bonus content. The latter can be as simple as a bonus adventure, but can also include further character ideas and tables for creating random elements in the setting. The book itself is rounded out with bonus content for all eleven campaigns.

Odd Jobs: RPG Micro Settings Vol. I very quickly gets on with the first setting and campaign—and it grabs the reader from the off. ‘Ghost Ship’ combines Dead Like Me with Office Space, but in space! When somebody dies, their spirit passes on, but only on Earth. Which is a problem when someone dies off-world. Someone has to collect the ghosts—some of whom are not always friendly and need to be harpooned!—and return them to Earth. The setting classifies the ghosts by belligerency, and has the Player Characters as ghost collectors discovering that there is much more going on and that some of the ghosts really do not want to go back. It is followed by ‘Twisted Rails’ in which the Player Characters crew a steam train ferrying freight and passengers from one Bubble of stable reality to another, riding the rails which have been laid across the chaos in between that resulted when reality broke down. The Player Characters will have to contend with rail pirates on parallel lines attempting to capture their train. This campaign is accompanied by tables for creating new Bubbles. The third campaign, ‘Not Far to Bermuda’, gets a bit weird. It is set aboard the Wanderlust, a large passenger liner which has been on the Atlantic Islands Cruise for at least two-hundred-and-ninety-four days. Fortunately, the food has not run out, though it varies unexpectedly, and whilst discipline and society has not exactly broken down or broken out into violence, it has coalesced into a series of cliques which need to be carefully navigated. This is where the Player Characters come in, being members of the hospitality staff, such as poolside entertainer, excursion leader, or events manager, whose old roles seem to have fallen away as the trip has continued. Quite where the ship is and where it is going is the focus of the campaign as the voyage continues.

‘Guardians’ is a flashback to the seventies and rural France with the Player Characters as nuns whose reputation and conduct has resulted in their being seconded to the ‘les SÅ“urs de Notre-Dame de la Vérité’ (‘The Sisters of Our Lady of Truth) whose duty is to guard ‘la Fosse de l’Enfer’, literally a ‘Pit of Hell’. This campaign can vary in tone from dark comedy to psychological horror and comes with a table of options for the dark secrets that each of the nuns is harbouring, and plenty of suggestions as to what exactly is in the pit. This is potentially the darkest of the campaigns in the anthology. ‘Atlantis City’ goes under the sea to explore what happened to the mythical lost city when it was sunk in ages past. It turns to gambling and becomes a den of vice and criminality, the aquatic equivalent of Las Vegas or Atlantic City. As the Player Characters take over a casino, they have to contend with the Kingdom of the Merfolk and the Deep Ones of the Deep Collective attempting to muscle in on the vice trade along with rival casino crews and city politics which have been dominated by the same family for millennia. The other darker setting in the anthology is ‘Duskhollow P.D.’, which combines hard-boiled detective stories with horror in a weird interzone urban sprawl where the rain never stops and where the crimes can involve cults, sorcerers, revenants, and more, including something squamous. This campaign differs from the others in that there is no one secret to what is behind the nature of the city, but several which the Game Master can pick and choose from, and rather than run a campaign with a beginning, middle, and end, be run as a series of one-shots into which the Game Master can insert the clues. Of all the campaigns in Odd Jobs: RPG Micro Settings Vol. I, it is not a case of ‘run and done’, but intermittent cases which can be run in between other campaigns.

‘MIX: Missing In X-mas’ is the jolliest of campaigns in Odd Jobs: RPG Micro Settings Vol. I, but starts with a bang. It is Christmas night and Santa Claus has gone missing somewhere over Germany. Where could he be? This is no Nightmare Before Christmas, but the Player Characters—Elves, Reindeer, Gingerbread Persons, Snowpersons, Nutcrackers, and Toys—have to leap into the breach to continue the deliveries as well as discover quite where Father Christmas has got to. The campaign comes with a big table of presents to deliver and plenty of drops down the chimney to go wrong and get out again without any child being the wiser to the presence of the Player Characters. ‘Primetime Colosseum’ is a campaign in which the Player Characters are gladiators in an Ancient Rome where myth and magic are real, including resurrection potions. So gladiators can fight and die and come back and fight again. The various roles are not so much inspired by classic gladiator types, but by modern wrestling. The campaign itself sees the Player Characters and their gladiatorial school hit primetime, find fame and fortune, and suffer the consequences. Of all the campaigns in the anthology, ‘Wizard’s Staff’ feels the most familiar in which the staff and assistants of the notoriously evil enchanter Balphior who have to step up and fill in after he goes and dies in unsurprisingly bizarre circumstances. They are going to have to cover in his absence and survive the avaricious interest of others if they find out about their master’s death. This requires a degree of cunning and subterfuge, but can be comedic too.

The penultimate campaign is ‘Start-Up Culture’. This is a world in which the gods are real and their power and influence via the number of worshippers they have is tracked on the OSE or ‘Oracle Spiritual Exchange’. The players get to create their own god, such as the ‘God of Reluctant Teamwork’ or ‘God of Lazy Afternoons’, and power said god up the OSE by proselytising and gaining worshippers. Rounding out the anthology is ‘Fixer Upper’, a piece of straight Science Fiction in which the Player Characters are robots surveying a planet—the ‘Fixer Upper’ of the title, in the far future to determine three things. If it is suitable to be inhabited by humans, if it needs to be terraformed, and if it is already occupied by a species exhibiting ‘Personhood’. As the players roleplay through the campaign, their robots not only explore more of the world, but begin to diverge from their programming to the point where they are the ones exhibiting ‘Personhood’. It is a fascinating philosophical piece in the vein of Philip K. Dick with which to close the anthology.

Physically, RPG Micro Settings Vol. I is very nicely presented. It is done in full colour, with artwork and typography which is different for each and every campaign. This gives each a distinct feel and makes them standout when browsing the book.

Odd Jobs: RPG Micro Settings Vol. I offers some memorable, fully developed campaign ideas which it combines with flexibility in terms of choice of system and running time—any one of them could be run in the suggested three to four sessions, but also easily extended with the plentiful story hooks and seeds. Odd Jobs: RPG Micro Settings Vol. I is an exemplary elevensome, full of good ideas and entertainingly brilliant concepts that you will want to run as a Game Master and roleplay as a player.

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Both Reviews from R’lyeh and MacGuffin & Co. will be at DragonMeet on Saturday, 3rd December, 2022.