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Showing posts with label Magazine Madness. Show all posts
Showing posts with label Magazine Madness. Show all posts

Monday, 25 May 2026

[Fanzine Focus XLIII] The Travellers’ Digest Number 10

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest Number 9, that would only be Book 8, Robots. For ‘Reference Point’, the tenth part of ‘The Grand Tour’, the Referee will also want access to The Travellers’ Digest Number 8 and The Travellers’ Digest Number 9 for the subsector maps that appear in those issues. CHALLENGE Magazine No. 27 will also be useful. Of course, that was in 1987, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest Number 10
was published in 1987. One major change announced in the editorial is the magazine will no longer print the Universal Task Profile. In past issues, this has explained the mechanical format used in The Travellers’ Digest, but with the publication of and its application in MegaTraveller, it seems redundant. This gives the magazine two extra pages to play with! In previous issue, The Travellers’ Digest Number 9, and ninth part of ‘The Grand Tour’ brought the Travellers to Capital, the heart of the Third Imperium, and the Emperor’s court at ‘Before the Iridium Throne’. When ‘Reference Point’, the tenth part by Gary L. Thomas,
opens, the Travellers found themselves with a problem. To get to Capital, the four Travellers were granted Imperial space-required travel vouchers. However, the Emperor’s largesse does not run in the opposite direction. Thus, they find themselves on Capital, the core of the Third Imperium, with nowhere to go and now way of paying for it! Fortunately, three of the four have transferable skills aboard ship and the other is a member of the Traveller’s Aid Society and so can begin make their way. They decide to see more of the Third Imperium and head Rimward towards Sol in the Solomani Sphere.

This is fun set-up, shifting the adventurers of the Travellers into something that is more peripatetic and more like a classic Traveller campaign. In ‘Reference Point’, the Travellers find themselves husbanding a difficult species from one zoo to another, pulling a few strings based on their various reputations, and so on, until they receive a message from Eneri Balan, who had been the protocol assigned to them on Capital. He has a task for them that he can pass on from the Moot, the primary deliberative assembly of the Third Imperium, composed of all nobles holding the rank of Baron or higher. The Baron of Wolton holds his patent on Kigaru in the Ilelish subsector, but it was destroyed along with other records in a fire. Fortunately, copies of all such records are held in the computers on the Scout Base underground on the world of Reference. Here, the records of the Third Imperium go all the way back to the First Imperial Grand Survey and the Second Imperial Grand Survey. Unfortunately, when copies of the records about Kigaru were returned, there was no mention of his barony and it was in fact, public property. This effectively strips him of his title, so he sought help from the Moot. The Travellers are to travel to Reference and investigate this discrepancy, as two of their number are computer specialists. Besides investigating this problem, the Travellers’ arrival on Reference will trigger another couple of plots, which though small, are quite interesting. The Referee will develop some of the NPCs and scenes in the mini-adventures that the Travellers will encounter and so bring them to life, ‘Reference Point’ serves up a thoroughly enjoyable slice of life with small stories that push the Travellers onwards on ‘The Grand Tour’.

‘Reference Point’ is followed by a second adventure, ‘Plague of Perruques’. This is by Gary L. Thomas and Marc W. Miller and is set in the Regina Subsector following the end of the Fifth Frontier War. The party, led by Baron Ganidiirsi hault-Reitan, are touring his holdings, surveying them for damage, when he has arranged a hunting trip for the Rebacked Slonth on Uakye in Regina Subsector. The scenario is divided into two parts. In the first half, the Player Characters go hunting, but in the second, they return to the capital to discover that a strange and unfortunately deadly plague has broken out. Its symptoms include grey fibres appearing at the roots of suffers’ hair and covering the skull in a few days, followed by a film growing over the eyes, leading to blindness and fever. It kills half of its sufferers. This is an investigative scenario in which the Player Characters need to travel to various locations, sifting rumour from fact. It is challenging and needs some set-up by the Referee to ensure that the players have some pointers to get started, but this is a solid scenario, and like ‘Reference Point’ before it, has its world data presented in same format as for The Grand Survey. Task details are provided for the hunting half of the scenario, and whilst the scenario was originally written as a tournament scenario, it does not come with any pre-generated Player Characters.

The ‘Library Data of the Core Sector’ is surprisingly extensive, paying particular attention to Cadlion and Chant Subsectors which are also detailed, compete with maps. There is a lot of detail here, and some of the entries are marked with Referee suggestions for their use. The ‘Playing the Characters’ series comes to close with an examination of Akidda Laagiir, the journalist whose Travellers’ Digest Touring Award at the start of ‘The Grand Tour’ sets the campaign off. This is useful, more so if the Referee is starting the campaign from the start. The ‘Traveller Q & A’ provides answers to the readers’ questions. These include a very detailed explanation of what MegaTraveller and Traveller: 2300 are and what the differences are between (and the original Traveller); why nobles are actually banned from taking anagathic treatments (useful in conjunction with the later article in the magazine); the stats for the Princes Lucan and Varian, and Margaret, Grand Duchess of Delphi; and much more. Some of the information here is quite technical, entirely in keeping with Traveller as a roleplaying game.

This is followed by a series of departments, old and new. For the ‘Tech Briefs’ department, any player of Akidda Laagiir will be pleased to see that the device detailed is ‘Holorecorders’. This is a recording and playback device as well as an editing suite using holocrystals. It is a highly detailed description and also suggests other applications too, such as holographic recording robots for hazardous environments, medical imaging, police crime scene recording, and more. The next department is ‘The Gaming Digest—Referee’s Tips—Part 1’ for which Gary L. Thomas explores ‘More Effective Roleplaying’. He observes that the quality of roleplaying varies wildly, especially in Traveller, but points out that actually roleplaying is a skill and can be made better with practice. This is a surprisingly deep examination of roleplaying, exploring the differences between character and player, the limitations of player knowledge in what they know and do not know, tailoring content to players’ interests, and more. The article is aimed at both the player and the Referee and is actually informative and useful, possibly more so when the issue of the magazine was published.

‘Anagathics, the Drug of the Ages’ by Joe D. Fugate Sr. examines the development of the anti-ageing drugs and how they are obtained, what their possible side effects are, and more. Anti-ageing treatment becomes available at Tech Level 12 and rules are provided for this, and then again at subsequent Tech Levels up to 15. There are fewer side-effects as the science advances, but the article also examines what happens if a Player Character takes a break between treatments or runs out and suffers withdrawal symptoms. However, the article is more technical than social, so the social consequences are not explored, which is a pity. Otherwise, this comprehensive guide and useful should players have their character seek out anagathics. ‘Statistics From the Second Imperial Grand Survey’ brings the support for Traveller in the issue to a close. It consists mostly of numbers so is not that interesting.

The last few pages of The Travellers’ Digest Number 10 are devoted to Traveller: 2300. First, William Connors describes ‘Pentapod Constructs for 2300’, a number of biological devices available on the open market from the alien species. They include a ‘Breather’, a lifeform that when worn enables the user to breathe freely underwater (the lifeform does look like a Facehugger though…); the ‘Hibernation Inducer’, a black blob that when placed on the back of an injured person induces unconsciousness and a greatly lowered metabolism to enable the person to be transported to medical safety; and ‘Atmospheric Filter Symbiots’, tiny creatures that can be injected into the lungs to filter out trace elements that would normally harm the host. The ‘Briefcase Library for 2300’ by Robert Parker describes a briefcase-sized device that uses optical storage drives to store vast amounts of information suitable for personal use and transportation to the frontier. Of course, it looks vastly outdated by modern standards, being the equivalent of the modern laptop. Nancy Parker gives a very detailed breakdown of the ‘Medical Kit for 2300’, detailing what medical kit contains and must be carried by vehicles with a passenger capacity of thirty or more and also by emergency workers. Lastly, Robert Parker also describes ‘The Life Foundation “Squid” for 2300’, a relatively cheap and easily customisable submersible for frontier use. Unfortunately, there are no technical details or deck plans, but otherwise, this is a nice description.

Physically, The Travellers’ Digest Number 10 continues the physical improvement begun in the previous issue. The artwork is improved too and overall, this is a much more professional looking issue.

After the tumultuous events explored in The Travellers’ Digest Number 9 with the assassination of Emperor Strephon, The Travellers’ Digest Number 10 settles down and concerns itself with providing solidly gameable support for both MegaTraveller and Traveller: 2300. The scenarios in the issue are good, ‘Reference Point’, the tenth part of ‘The Grand Tour’ is really quite enjoyable. The Travellers’ Digest Number 10 is simply a good issue with good support for both roleplaying games from Game Designers’ Workshop.

Monday, 4 May 2026

[Fanzine Focus XLII] The Travellers’ Digest Number 9

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1101, the 152nd day of the 1101st year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure, in the case of this issue, The Travellers’ Digest Number 9, that would only be Book 8, Robots. Of course, that was in 1987, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created using the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest Number 9 was published in 1987 and is a very special issue, published at a momentous point in the history of Traveller and a momentous point in the history of the setting of Traveller. It is special because it marked the move to a larger format, both in terms of size and page. It is special because it was the first to have a full colour cover, for this issue depicting a member of the Emperor’s Guard, standing under the Imperial Palace in sight of the Moot Spire, the seat of power for the Third Imperium’s nobility. It was the first to cover content for Game Designers’ Workshop’s other Science Fiction roleplaying game, Traveller: 2300, hence the issue also carrying the tagline, “The quarterly adventure magazine devoted to GDW’s science fiction role playing game”. It was special because it brought the fanzine’s ongoing campaign, ‘The Grand Tour’, to Core, the capital of the Third Imperium. Which was highly pertinent because The Travellers’ Digest Number 9 was published for the tenth anniversary of Traveller, an event marked by that momentous point in the history of Traveller and a momentous point in the history of the setting of Traveller. The former was the publication of MegaTraveller, effectively the second edition of the roleplaying game which the team at Digest Publications had been developing. The latter was the assassination of Emperor Strephon and its calamitous consequences.

However, the momentous occurrences at the heart of The Travellers’ Digest Number 9 would have consequences upon the fanzine—arguably now a magazine—itself. The publication date for the issue is 144-1116, the 144th day of the 1116th year of the Imperium, but the events of the issue take place in 1104. This is because the journalist, Akidda Laagiir, is actually publishing the stories anew over a decade after they happened, long after his Grand Tour is over and with the benefit of hindsight. That year, 1116, is also the year when Emperor Strephon is assassinated. In fact, all of the key figures involved in that assassination appear in the issue’s feature adventure, ‘Before the Iridium Throne’. Which will be odd for any Traveller fan playing through the scenario, knowing what will happen in twelve years’ time and knowing that their characters can do nothing about it.

Since The Travellers’ Digest is now “The quarterly adventure magazine devoted to GDW’s science fiction role playing game”, the other major consequence is that there will be a dichotomy in its support for Traveller. This is that the magazine will continue to tell the story of ‘The Grand Tour’, taking place from 1101 onwards, whilst also providing content that supports the official timeline from 1116 and the assassination of Emperor Strephon. Which also means a dichotomy between the support for Traveller and MegaTraveller—although the magazine’s development and continued use of the ‘UTP’ or ‘Universal Task Profile’ offsets that. Of course, this is in addition to the dichotomy between the content for Traveller and Traveller: 2300!

After introducing the quartet of Player Characters for the ‘Grand Tour’, ‘Before the Iridium Throne’ sets up them with a deep concern as detailed in a lengthy bit of fiction, ‘Knight Falls on Capital’. This is the fact that ‘Aybee’, or rather, ‘AB-101’ is a robot and therefore not human, and technically should not have been knighted and inducted into the Order of the Emperor’s Guard. Akidda Laagiir, Dur Telemon, and Doctor Theodor Krenstein are guilty of deception at the very least. ‘Knight Falls on Capital’ is meant to be read out by the Referee, which is a lot of exposition to expose. The scenario is short, representing a chance for the Player Characters to explore Capital and the parts of the Imperial Palace complex as well as actually attend the audience with the Emperor himself. However, there really is not a lot for the Player Characters to do and not a lot of actual adventure. So, it can be completed in a single session. If the Referee wants more, the scenario suggests that Emperor Strephon actually asks the Player Characters to arrange a sixteenth birthday part for his daughter, Princess Cencia Iphegenia. Which is an interesting social challenge, but one that the Referee will have to develop herself—and there is not a lot of advice to that end.

The dichotomy in The Travellers’ Digest Number 9 comes to the fore with the second scenario in the issue. This is ‘Lion At Bay – A MegaTraveller Scenario’ by Gary L. Thomas. Being written for use with MegaTraveller, it is set in 1116. However, it is set on Capital and it is set against the backdrop of the assassination of Emperor Strephon. The Player Characters are the crew of the trade vessel, Eiriakh, an Aslan Khtukhao class transport which has ferried an Aslan trade mission from the Yerlyaruiwo clan to Capital. The trade mission is interrupted by the events in Imperial Palace, for which initially, the Aslan are blamed. As the events are reported on the news channels—again leading to a lot of exposition—the Aslan crew, currently tourists, quickly become subject to anti-Aslan sentiment and realise that they have to get off-world. Complicating this  is the need to get one of their colleagues out of gaol. Beyond that, although challenging, there is not a great deal for the Player Characters to do, expect be aghast at the news coming out of the Imperial Palace. Given this limitation, the scenario is actually a better read for its historical detail than it is for giving the Player Characters much to do.

To further support the setting of Capital and the Imperial Palace, The Travellers’ Digest Number 9 presents four more articles. ‘Crack Troops: The Imperial Guard’ by Terry McInnes details the history, guard life, dispositions, and organisation of all eleven regiments that protect the emperor and his family as well as serving elsewhere. It suggests the possibility that a Player Character might have served in the Imperial Guard. ‘The Imperial Palace’ by Rob Caswell and William W. Connors describes the Grand Palace of the Third Imperium in the city of Cleon on Capital, including the previous palaces, facilities, and history. This is accompanied by the description of the spire that is ‘The Moot’ by Gary L. Thomas, as well as a good map of ‘The Imperial Palace Grounds on Capital’. Pertinent now to the Player Characters of ‘The Grand Tour’ is Bob Swarm’s ‘Noblesse Oblige: The Imperial Nobility’, which examines the role and place of the noble class in the Third Imperium. It draws a clear distinction between the orders of knighthood, honour nobles (knights, baronets, barons, and maquis), rank nobility, and high nobility, and the broad responsibilities of each. It gives guidelines too on creating nobles as Player Characters and NPCs, and a more granular means of determining status within the nobility. This is very well done article that gives a guide to one of the archetypal NPCs (and potentially Player Characters) in Traveller

There was element of humour in ‘Knight Falls on Capital’, the ‘Grand Tour’ scenario in the issue in its depiction of Emperor Strephon. This humanised him, as does the subsequent ‘An Interview with the Emperor’, conducted and written in game by the journalist, Akidda Laagiir. Again, it also touches upon what is regarded—in game and out—as ‘Strephon’s worst decision’, the appointment of Dulinor Ilethian as Archduke of Ilelish. He defends the action, of course, but as we know, the Emperor’s critics were proven to be right. Nevertheless, an interesting read that gives his view of the Imperium.

‘The Core Sector: XBoat Routes’ is a simple blocky map, and it is followed by Dale L. Kemper’s ‘Library Data of the Core Sector’. Given its history and prominence in Third Imperium and Charted Space, it should be no surprise that entries do detail a larger number of the great and the good, battles, wars, and the like than is the norm. There is a particular focus on the founding of the insular Interstellar Confederacy (a major opponent to the rise of the Sylean Federation) and the Civil War of the Interstellar Confederacy (both hundreds of years before the foundation of the Third Imperium). It is accompanied by maps of the ‘Bunkeria Subsector’ and Cemplas Subsector’ in Core sector, where the Interstellar Confederacy was established.

‘The Gaming Digest: Let’s Get Physical’ by Gary L. Thomas and Bill Paley examines the definitions, uses, and limitations of the Strength, Dexterity, and Endurance attributes in Traveller. This is a follow up to the earlier examinations in previous issues of the fanzine, providing basic skill rolls, using the UTP—or ‘Universal Task Profile’—for all three. 

The issue is rounded out with two last articles. One is ‘Traveller Q&A’ in which both Joe D. Fugate Sr. and Marc Miller answer questions about Traveller. Such as what does the Imperial flag look like and what is the colour is the flag of Third Imperium? The answer being that it is the symbol and shape of a star—originally Capital’s G3 star of yellow on a black background—that matters, not the colour.  The other questions cover assigning task difficulties in scenarios and differences between the distribution of high-tech, high starport-rated worlds in the Sol subsector versus the Vland subsector. The answer to the latter is interesting again from an in-game points of view and an out of game one too, examining how worlds are distributed across sector and subsector maps. The other is ‘Civilian Vehicles for Traveller: 2300’ by Rob Caswell. This describes the Saab-Sikorsky ‘Condor VX’ VTOL, which is found on Earth and across the colonies, and the Renault ‘Pioner’ HUV, which is an ATV found on many frontier worlds, but especially those of the French Arm. This is the only support for Traveller: 2300 in the issue.

Physically, The Travellers’ Digest Number 9 feels cleaner and tidier than previous issues. Some of the artwork is also much better and overall, this is a much more professional looking issue.

There is another dichotomy to The Travellers’ Digest Number 9. On the one hand, as a gaming fanzine, there is little to actually game with in the issue. The two scenarios are both short and very specific in their content. On the other, background content is excellent, expanding the world of Traveller and the Third Imperium with intriguing details, from a very high level, but also showing how little that the average Player Character or ‘Traveller’ can do to change things. The Travellers’ Digest Number 9 gives a fascinating prelude of things to come, is a fantastic read about the state of the Imperium years before any of those things come to pass, and will be enjoyed by the Traveller fan for its background rather than its playable content. If The Travellers’ Digest has always been an interesting read, with The Travellers’ Digest Number 9, it becomes a genuine historical artefact as much as it is slice of history.

Saturday, 21 March 2026

Magazine Madness 46: Interface RED Volume 5

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

—oOo—

Technically Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is not a magazine. It collects some of the downloadable content made available for Cyberpunk RED, the fourth edition of R. Talsorian Games, Inc.’s Cyberpunk roleplaying game. So, its origins are not those of a magazine, but between 1990 and 1992, Prometheus Press published six issues of the magazine, Interface, which provided support for both Cyberpunk 2013 and Cyberpunk 2.0.2.0. It is this mantle that Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 1, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 2, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4,
and future issues is picking up in providing support for the current edition of the roleplaying game. As a consequence of the issue collecting previously available downloadable content, there is a lot in the issue that is both immediately useful and can be prepared for play with relative ease. There is also some that is not, and may not even make it into a Game Master’s campaign.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5
starts by adding some crunch to your Cyberpunk RED campaign. Quite literally. With ‘Breaking Your Stuff: Rules for Maintaining (and Damaging) Gear’, the Edgerunners have to deal with the wear and tear on their weapons and gear, and the need to maintain it. It can now be categorised as ‘Damaged’ as well as ‘Destroyed’ and ‘Destroyed Beyond Repair’, which allows it to be repaired or used with a penalty. Maintenance can be part of an Edgerunner’s Lifestyle level if the item does not exceed that Lifestyle level, but if it does, he will have to pay to keep it functioning. There are Role-based exceptions, such as Rockerboys having a Lifestyle one level higher for the benefit of maintaining musical instruments and other equipment. Lack of maintenance can lead to breakdowns, as can other damage, but when a player rolls a natural one to use a damaged or poorly maintained, malfunctions can happen. Tables list possible malfunctions for a range of devices and weapons and the Game Master can always make up more. This adds a level of realism to the play of Cyberpunk RED, but it may be a touch too much for some groups. Others will like the grit adds to the streets of Night City.

The Edgerunners may have had the chance to play Roller Derby as part of the campaign,
Tales of the RED: Hope Reborn, but ‘Chasing The Rabbit: Roller Derby in the Time of the Red’ gives the full details of the game and the Night City Wonderland League and its twelve teams. It can be the focus of a scenario or two, but there is the possibility here that Roller Derby could be the central focus of a campaigned, perhaps combining a Streel Level campaign with a sports-based campaign. The combination would have lots of inspiration to draw upon and would work well for a short to medium length campaign.

In the Time of the RED, everyone has an Agent, an A.I. in their pocket that is one half-communication device, one-half computer, providing entertainment, handling calls and messages, filters news, tracks tasks, orders groceries, and more. Much like everyone today attached to their mobile phone, the Agent is very personal to its user. ‘All About Agents: Your Best Friend in your Pocket’ looks at the history of the Agent, their origins being in a game console that did not sell well in 2020 and got hacked to do much of what an Agent does today. The manufacturer of that game console tried to adapt, but other manufacturers came to dominate the market with models like the EBM PiR2 or Raven Microcybernetics Drake, the latter an internal model. An Agent can be hacked and there are rules for this, but this will get the hacker into serious trouble if discovered. The article includes models and apps ready to buy and install, but where Agents get interesting is the little details that they can add to play. They reflect their user and depending upon the personality installed, the Game Master can have fun roleplaying them and interacting with their owners, having them become unpredictable due to spotty connections and dead spots, and even offer the very occasional piece of advice to their owners. This is an article that helps the Game Master bring another aspect of daily life in Cyberpunk RED into the busy lives of her Edgerunners and makes it just a touch more immersive.

‘Toggle’s Temple: Be Ready When the Dolphins Invade’ brings back a lot of guns from Cyberpunk 2.0.2.0. and gives them stats for Cyberpunk RED. Which makes a lot of sense, since in as heavily armed as the society was in 2020, there are going to be a lot of firearms to be found two decades later. So welcome back Militech Avenger, Dai Lung Streetmaster, Arasaka Minami 10, and others. The article couples this with a secret underground armoury, gun range, and configurable weapons-based obstacle course in Night City run by a man known as Toggle. And Toggle has a gloriously wild conspiracy theory about Cetaceans! A perfect combination of stats and off-kilter colour.

‘Did Someone Say Murder? An Investigation System for Cyberpunk RED’ does what it says and gives mechanics, advice, and examples for running mysteries in Cyberpunk RED. Edgerunners gain a new stat called ‘Focus’, derived from Intelligence and Will and expended to make Evidence Checks over the course of an investigation, and then recovered by whole days of rest. A mystery has a Goal and a Complexity rating; the latter being reduced by successful Evidence Checks as if Complexity was actually the mystery’s Hit Points. A successful Evidence Check also gain a clue. Clues even have the equivalent of armour, called Obfuscation, reducing the damage done by the Evidence Check. If the Obfuscation is zero, then the clue could be a first-hand witness statement or complete recording which points clearly towards the solution, but if as high as six, it might only be a rumour or grainy footage. Obstacles such as a remote location or a red herring or corporate interference will impede the Edgerunners’ investigative efforts, inflicting Focus damage if they are successful, but more damage if they are not.

The article turns the mystery into a construct of a kind, complete with Hit Points, that the Edgerunners are fighting, and likely fighting long term. So, there is an artificiality to both mystery and the investigative process that the Game Master may want to make less obvious so that the investigation is less of a game and more of an organic process. Of course, good roleplaying will help on both sides of the screen. Nevertheless, the system is workable, the advice solid, and the examples given are decent.

‘Your New Best Friend: Welcome to the Bottom of the Food Chain’ looks at the new range of cyberpets (and the dangers of keeping them) from Biotechnica. Want a lovable Forever Turtle™ (comes with combat jaw and its own Trauma Response account for longevity), cute and fluffy Datarabbit™ (complete with EMP-protected storage locker for holding sensitive memory chip in its eye), or Neon Newt™ (with acid-secreting skin and flamethrower breath)? Here are the rules and stats for them and more. An owner needs a good Animal Handling skill to train a Cyberpet and maintain the Cyberpet’s own Lifestyle level in addition to his own! The article describes nine Cyberpets old and new, new Cyberpet cyberware, and includes four hooks that the Game Master can use. These are fun new toys that the Edgerunners and their players can play with—if they can afford them, and the Game Master can use to out the occasional memorable NPC.

‘Screamsheet Generator: Creating Headlines for your Campaign’ is an excellent toolkit for the Game Master to create Screamsheets, the equivalent of newspapers in Cyberpunk RED. It is really several tables of prompts, but these are all good and the process is shown off with a good example of the process that works through a pitfall or two along the way. It provides another way to add verisimilitude to a campaign. The penultimate entry in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is the eponymous ‘The 12 Days of REDMAS: A Cyberpunk Red Holiday Tradition’. This is a collection of goodies and gear to satisfy most gearheads and cyberware junkies, from the Centurion Essentials Thermal Dagger which slices and stabs and as much as it sets defenders on fire, to a Zetatech CyberConductor that enables a Netrunner to have three Cyberdecks in parallel and switch between them that comes with some program shutdown, so he can have access to more programs ready to run. As with Christmas presents, there should be something here for everyone.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 comes to close with a big article which both adjusts the scale of Cyberpunk RED and the stage upon which it is played as well as providing an update for three whole supplements for both Cyberpunk 2013 and Cyberpunk 2.0.2.0., ‘Solo of Fortune 2045’ takes up almost a third of the issue and provides a state of affairs guide to mercenary work in the 2040s. In the process it updates the popular supplements Solo of Fortune, Solo of Fortune 2, and Maximum Metal. However, it is not the full update of Maximum Metal in that it does not detail tanks, artillery, ground-support aircraft, and other armoured vehicles. Rather, it keeps it personal with an examination of Advanced Combat Personal Armour or ‘ACPA’ suits, along new equipment, weapons, modifications, and more. The ‘editor’ of Solo of Fortune stresses that the magazine is for professionals and not ‘posers’ and in game terms it adds ‘Mercenary Level’ above the ‘Street Level’ of games where the Solo is not just the combat specialist, but also Hardened in terms of power level and will expect to face similar threats.

The ’magazine’ breaks down mission types and examines what Mercenary Level is as well as detailing new equipment like barrel extensions (and their increased ranges); adding ‘Machine Gun’ and ‘Autofire’ as categories; and listing numerous new weapons from manufacturers old and new. Burrowing ammunition, explosive ammunition, and high precision ammunition are also available for arrows, bullets, and slugs; new explosives and surplus armour such as Heavy, Hybrid, and Light Metalgear; and plenty of new chemicals and dispensers. Pride of place, of course, goes to the ‘ACPA’ suits and the rules for them. This includes operation, fabrication and repair, and design. The latter enables a Solo to order the parts and have a Tech construct them into a working machine, or of course, a Solo can just buy (and modify) an off-the-shelf design. The latter includes some familiar models such as the Militech Commando and the Zhirafa Boris in addition to new designs.

Add in to this some colour fiction which sets the groundwork for Mercenary Level games, gives advice for players new to the power level, and throws in some history that fans of Cyberpunk 2.0.2.0. will specifically as well as some mission ideas and a full mercenary Level Screamsheet and ‘Solo of Fortune 2045’ just about gives everything that the Game Master and her players might want to take a Solo-focused campaign up a notch or two. There is probably still room for a full Solo of Fortune supplement for Cyberpunk RED, but in the meantime, ‘Solo of Fortune 2045’ is perfect for the Solo who really wants to go professional and the Game Master who wants to shift her campaign away from the streets.

Physically, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is cleanly, tidily laid out. The artwork is decent too and everything is easy to read.

Although much of it was originally available for free and of course, all of it is optional, as with previous issues, having it all in print in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is a great compilation and great support for Cyberpunk RED. There is so much in its pages that will find its way into any Game Master’s campaign and much that will extend it too in unexpected ways, such as sending it onto a Roller Derby rink, giving advice and structure to mysteries (murders and otherwise), and turning up the power for Mercenary Level. Plus, there is much that will add little details to the Game Master’s campaign like creating Screamsheet handouts and giving a touch of agency to Agents. All of it together, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 5 is another great issue.

Sunday, 1 March 2026

Magazine Madness #45: Knock! #4

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

—oOo—

Published in January, 2024
by The Merry Mushmen, the fourth issue of Knock! An Adventure Gaming Bric-à-Brac comes as jam-packed as the previous issues. There is content drawn from blogs and content that is wholly new, there are new rules and new ways of doing old things, there are monsters and NPCs, there are spells and spellcasting, there are swords and scenarios, and there are thought pieces and threads that run through the issue. There is just about anything and everything in the issue that a reader with any interest in the Old School Renaissance might want to read about. There is even a ten-page section at the end of the issue called ‘Welcome to the OSR’ that explores how various authors encouraged Old School Renaissance style play at their table. (Despite the title, the section is not intended as an introduction to the Old School Renaissance, but the issue’s editorial does give pointers to that.) Along the way to that last section, there is plenty of art, some of it new, some of it in the public domain, some drawn from unexpected sources (Vincent Price makes a surprising appearance), and honestly, just almost too much stuff, too much to read, too much to use, too much to think about. Knock! An Adventure Gaming Bric-à-Brac #4 really does pack a lot into its two-hundred-and-ten-pages.

Published following a successful Kickstarter campaign, the content in
Knock! An Adventure Gaming Bric-à-Brac #4 begins with the dust jacket which contains with ‘The Lost City Sandbox’, Eric Nieudan’s homage to Tom Moldvey’s B4 The Lost City, the classic scenario for Basic Dungeons & Dragons. Along with the cover, this is a great start to the issue which does explore several themes. The first of these draws upon the influence of J.R.R. Tolkien upon the hobby. Josh McCrowell develops its ideas into two articles. The first is ‘The Hobbit as a Setting’ which asks, “What if The Hobbit was the only inspiration for roleplaying?”, whilst the second, ‘In search of better travel rules’ looks at where travel rules go wrong and how they might be improved for the Old School Renaissance. The first examines some of the elements of The Hobbit not normally seen in roleplaying, such as song do a lot of work—means to remember, appeals to authority, taunts, and more—and the importance of journeys means that Experience Points should be earned from them. There are new rule suggestions for each aspect like spending Experience Points to name yourself or an item following a critical success, to add both a story and a bonus to play, and that animals can speak their own language. There is even the observation that The Hobbit alludes to the existence of guns in Middle-earth! The second article expands upon the point about travel in the first, pointing out its potential mishaps if handled poorly and offering solutions to those problems. The second article can be seen as adjunct of the first, but can be used also be used in general Old School Renaissance too, not just one directly drawn from The Hobbit. Nevertheless, the first article could be the basis for a mini-roleplaying game and campaign all of its own.

A second theme will be more familiar; the design of adventures (and dungeons). They lead off with
Idiomdrottning presenting her ‘BLORB Principles’, a preparation-focused, no-plot preparation, playstyle. The aim is to have the elements to place and engage the players and their characters with, but not plots, and then advice on how to develop and add to those elements in play. Then designer Chris McDowall takes a look at them in ‘Patching’ and develops them further to look at the more immediate effects of encountering something in play that the Game Master did not prepare for as part of her preparation. McDowall suggests ways of improvising a fix in play rather than leaving it for subsequent preparation. In some ways, the advice is obvious, but the second article complements the first and together they make a thought-provoking pair.

The theme is further explored by a trio of articles by Joseph Manola. ‘Elements of Incongruity’ suggests adding unexpected elements alongside elements, including traits, individuals, and nature, and ‘Localism – The Adventure as Microclimate’ decries the genericism in modern Dungeons & Dragons and suggests that the Game Master focus on small regions and populate with unique, even singular monsters and perhaps with races that are not found elsewhere, the aim being to make them memorable. Good solid advice and both backed up by examples, but Manola’s ‘Romantic Fantasy and OSR D&D’ takes Dungeons & Dragons in another direction. At the heart of the article, is the simple idea that not every solution has to be resolved with violence and its shows a number of ways in which the mechanics of Dungeons & Dragons—the reaction system, the morale system, the combat system, and the retainers system—can be all used to support that. The result is a game that focuses on relationship-building and non-violent forms of resolving conflict and getting rewarded for it.

Since Knock! #4 is for the Old School Renaissance, there are articles aplenty on magic, monsters, and treasure. Some of these are specific, some are not. The specific includes a complete magic system in ‘d200 Power Words of Sorcery!’, inspired by a gamebook from the eighties, but feeling very much like the television series Knightmare; the ‘Menagerie’ gives full stats and details for creatures such as Zedeck Siew’s Mob Demon, Danilo Moretti’s Mirror Mare, and James V. West’s Raptor Knight as well as Islayre d’Argohl gives four fully detailed villains; and a selection of swords awaiting stats in Letty Wilson’s ‘The Sword Librarian’. The less specific includes Jens Turesson’s weird ‘Telephone Pictionary Game as Spell Research’, which fortunately is completely untested; a ‘4d8 Golem Generator’ by Chance Dudhack; and Glynn Seal’s complete to what happens following the ‘Desecration’ of a grave for its goods and treasure. There is even a little crossover by Eric Nieudan. So, his ‘Dragons Should Be Unique!’ gives the means to create dragons from alignment, age, and element to personality, hoard, and quirk, whilst the accompanying ‘The never-ending saga of the Wyrm’ shows how it works with a complete example.

Each issue of Knock! always includes some new Classes with ‘Retinue of Rogues’
and this issue is no exception. Joseph Manola’s ‘The Ghoul Blooded’ lets a player create a character who gets more Ghoulish as he goes up in Levels, from having an acute sense of smell and very tough fingernails to learning all the benefits of cannibal cookery and tunnelling through the ground, and even though he will become an unliving monster, he is not undead! Manola follows this with ‘The Inquisitor’, who can pass judgements on others for various effects, and is an interesting variant upon the Cleric Class. Pierre Vagneur-Jones also details two new Classes. ‘The Cynocephasus’ is a dog-headed human who may be born that way or cursed and may, through good fortune, transform into a full human and take Levels in another Class. It is inspired the medieval legend of St. Christopher. ‘The Skiapod’ draws from the writings of Pliny the Elder to present a very agile one-legged human. They prefer to kick with their feet rather than use weapons, but there are no details to reflect this. These second two Classes are less useful than the first two and ‘The Skiapod’ is underwritten in comparison to ‘The Cynocephasus’.

Penultimately, Knock! #4 gives four short adventures in ‘Extraordinary Excursions’.
Numbered Work’s ‘Swamp Renewal’ involves the Player Characters in an ecological battle between a wizard who is using golems to dig out peat in a swamp and a Lizardfolk Druid who wants him stopped. The scenario does not give a set ending, so it will be entirely down to the players, but there are consequences to whatever side the Player Characters choose. ‘Grandma’s Cottage, Inc. and Gift Shoppe’ by Glenn Robinson has a cosy feel until it does not as the Player Characters go in search of a lot of missing orphans. When the king puts out the call for the softest of feathers for his bed, the Player Characters are off in search of the softest feathers in the land only to be found on the Giant Arboreal Goose in Martin Orchard’s ‘A Fistful of Feathers’. A cross between a race—there are rival groups—and a pointcrawl, this is an entertaining scenario. Lastly, ‘The Mountain Hall of the Iron Witch’ by Rosie Grey is written for The Merry Mushmen’s CRACK!, but is easily adapted to the rules of the Game Master’s choice. The Player Characters find themselves shackled and forced to work in the Iron Witch’s mines and have to escape. This is a fun campaign starter. In fact, all four scenarios are easily adapted and would work with a number of different roleplaying games.

Lastly, Knock! #4 rounds out the issue with ‘Welcome to the OSR’. Here the issue explores some of the responses to the attempt by Wizards of the Coast to rewrite the terms of the Open Game Licence. The aim here is for the members of Old School Renaissance hobby to show this section to players of Dungeons & Dragons, Fifth Edition and point them in the direction of the possibilities in the different play style. There is discussion too of several Dungeons & Dragons, Fifth Edition-retroclone hybrids. For the most part, this preaching to the choir, but the first article, ‘Back to the Future (of D&Deering)’ by Daniel Norton gives a good comparison between the play styles and why a player might want to switch.

Physically Knock! #4 is impressively bright and breezy, just as with the previous three issues. The layout is cluttered in places and the text a little too busy, but on the whole, it is clear that a lot of attention has been paid to the layout. It needs a slight edit in places, but the artwork is good and the cartography excellent.

The honest truth is that the Game Master is never going to use everything in the pages of Knock! An Adventure Gaming Bric-à-Brac #4. There is just too much. It is an embarrassment of riches. However, it gives the reader a lot of things to choose from and lots of ideas to think about. It is an absolute treasure trove of content for the Old School Renaissance and with so many contributors from the hobby, Knock! may well serve as a candidate for a focal point for the Old School Renaissance hobby. The reader could spend hours surfing the Internet for similar ideas and other content in Knock! An Adventure Gaming Bric-à-Brac #4, or he could just get the issue and have it all at his fingertips in another literally solid issue of the magazine.

—oOo

An unboxing of
Knock! #4 An Adventure Gaming Bric-à-Brac can be viewed here.

Friday, 23 January 2026

Magazine Madness 44: Senet Issue 18

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.
—oOo—
Senet
 is a print magazine about the craft, creativity, and community of board gaming. Bearing the 
tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases. Senet is also one of the very few magazines about games to actually be available for sale on the high street.

As its cover suggests, with the publication of Senet Issue 18, the magazine reached its fifth anniversary and as its cover hints at, there is an Ancient Egypt in the issue. Or rather, the article in the issue that explores a theme in board games is 
Ancient Egypt. Which is appropriate given the name of the game magazine and it should be no surprise that alongside that article, the magazine explores the history of Senet, the Ancient Egyptian game that inspired the magazine and its name. That the magazine has lasted so long and appeared on the magazine shelves on your local high street deserves to be celebrated and so Senet Issue 18 feels just a bit special.

Published in the spring of 2025, the issue adheres to its tried and tested format. Thus it opens with 
‘Behold’, highlighting some of the then forthcoming games with a preview and a hint or two of what to expect. The most intriguing of the titles previewed here is Onada, a solo wargame that tells of the story of Hiroo Onada, a Japanese soldier who held out in the jungle of a Philippine island for almost thirty years after World War 2 ended. The player has to gather resources to survive, but doing so alerts the local inhabitants and eventually the authorities. Plus, he must deal with the problems of being alone for so long. The most cute title is Knitting Circle, Flatout Games’ cosy game about knitting in which the cats get to collect the stitches and the most fun game is Interstellar Adventures: The Sincerest Form of Flattery, an ‘escape room’ style game from Minty Noodles Ltd. that combines the play of solo adventure books and looks like a comic book. The other opening sections of the magazine are surprisingly good. The regular column of readers’ letters, ‘Points’, continues to be disappointingly constrained to a single page, waiting for room to expand and build into something more, yet covers a diverse range of matters including the lack of books about board games. Or rather the lack of books about board games on the shelves of bookshops. Actually, there have several such books that have made it to the those shelves, but they are not always easy to find. That said, coverage of such books might be a welcome addition in the pages of SenetWith ‘For Love of the Game’ the journey of the designer Tristian Hall continues towards the completion and publication of his Gloom of Kilforth—and beyond. In ‘At Your Service’, he discusses logistics and fulfilment and dealing with the companies that provide such services, including shipping and delivery. This is informative and gives the publisher’s point of view when normally we only experience this part as customers.

Every issue consists of two interviews, one with an artist and one with a designer, plus an article about a theme in games and an article about a mechanic in games, and of course, Senet Issue 17 is no exception. The tried and tested formula begins with ‘Family Value’, Alexandra Sonechkina’s interview with designer, Ellie Dix. She is perhaps best known for The Shakespeare Game and The Jane Austen Game—both from Laurence King Publishing Ltd. and both of which can be found on the shelves of high street shops—and having won the Hasbro Women Innovators of Play contest in 2023. As well as discussing her gaming background and her favourite mechanism, deduction, Dix gets to explain her high regard for the family game. Or rather, the good family board game, since too often, she feels that the games that families play are terrible. It would have been interesting to have had her suggest some suitable games, but otherwise this is a solid interview with a designer that it is perhaps not as well known as the names that the magazine usually interviews. Dan Jolin interviews the artist Jeremy Nguyen in ‘New York State of Mind’. It is a less interesting piece because the artist has to date only illustrated three games—Inner Compass and Santa Monica, both from Alderac Entertainment Group’, and WizKids Rebuilding SeattleNevertheless, Nguyen’s striking artwork, inspired by the ‘ligne claire’ or ‘clear line’ style defined and used by Hergé, the creator of The Adventures of TinTin, is shown to good effect that you expect a Belgian reporter and a small white dog to step into view.

The aforementioned theme in Senet Issue 18 is Ancient Egypt and Dan Thurot’s ‘Pyramid Schemes’ gets off by making a startling point that not all board games treat the subject matter very well and this view comes from an expert, Doctor Julia Cromwell, an Egyptologist who specialises in tabletop games as a medium. She is critical of certain games, such as GameWorks SàRL’s Sobek that oversimplify Ancient Egypt, which either results in the flattening of the history or in the depiction of the people as stereotypes. Equally, she is positive about titles like Amun-Re from Alley Cat Games and Ankh: Gods of Egypt from CMON Global Limited, which acknowledge the differences between the Old and New Kingdoms, and Ergo Ludo Editions’ Pyramidice which brings the gods into play. It is clear from the piece that Ancient Egypt is a very popular theme with designers such as the prolific Reiner Knizia who has created multiple titles based on it with Tutankhamen from AMIGO, Ra from Alea, and Amun-Re amongst them. What these games all benefit from is familiarity. The pharaohs, the pyramids, the river Nile, hieroglyphics, mummies, and more are all undeniably well known and that makes games based on this theme all the more accessible.

As part of the article and for its anniversary, Senet Issue 18 also examines the history and significance of its namesake, the Ancient Egyptian board game, Senet. It is a fascinating article as much for what it cannot say as what it does. It suggests a possible theme to the game, but the absence is really the lack of rules to its play because nobody knows what they are. The other celebration in the issue is the ‘Fifth Anniversary Top Choice Special’ which collates ‘Senet’s Top Choice’ from each of the previous seventeen issues. It is nice to be reminded of them.

For the issue’s mechanic, Matt Thrower’s ‘Little Wars’ looks at skirmish games, board games and war games that are played at a smaller scale with a limited number of miniatures of figures per side. Their origins lie in H.G. Wells’ Little Wars rules and in more recent decades in roleplaying and Games Workshop’s War Hammer Fantasy Battles. Joseph McCullogh, the designer of Osprey Games’ Stargrave and Frostgrave provides an apt definition, “A skirmish game is wargame where you think about naming everyone on your team.” Although it looks at games as such as Star Wars: X-Wing from Fantasy Flight Games and Atomic Mass Games’ Star Wars: Shatterpoint, both based on a very popular intellectual property, it also devotes space to other and as it admits, stranger designs, like Max Fitzgerald’s Turnip28, Napoleonics-inspired post-apocalyptic rules that are in part about root vegetables, and Necromolds: Monster Battles, a game of modelling and squishing your miniatures from Necromolds LLC. The article though is not really about a mechanic, but a type of game, one that is examined here from outside of the wargaming hobby.

Senet’s reviews section, ‘Unboxed’ includes a look at Reiner Knizia’s then latest, Rebirth, published by Mighty Boards, a tile-laying design that is actually two board games in one and described as his elegant best. Survive the Island is Zygomatic’s update of Escape from Atlantis! from 1982 and described as an “’80s throwback”, whilst ‘Senet’s Top Choice’ for the issue is War Story: Occupied France, a game from Osprey Games with an interesting heritage. It is a collaboration between the designers of Sherlock Holmes Consulting Detective and the Undaunted series. It combines elements of the war game with the solo gamebook to help drive the story along with the game play, which has elements of roleplay as much as guerrilla tactics.

As per usual, the last two columns in Senet Issue 18 are ‘How to Play’ and ‘Shelf of Shame’. For the former in ‘All for one and one against all’, James Nouch explores the ways in which different players view the play of games, especially in the face of skill imbalance between them. Lastly, the DJ, Andy Bush pulls a game from his ‘Shelf of Shame’. He delves back into gaming history to examine Magic Realm from 1979! He finds it thoroughly old-fashioned and overly complex such that he actually downloads a fan version of the rules for clarity, but still has fun.

Senet magazine always shows off the board games it previews and reviews to great effect, and Senet Issue 18 is no exception. It seems fitting as an anniversary issue that it a rather good read with the celebrations nicely understated. All of the articles are interesting and worth reading, with even the instalment of ‘For Love of the Game’ having something useful to say. Both ‘Pyramid Schemes’ and ‘Little Wars’ are informative and the standout articles in the issue. 

Saturday, 6 December 2025

Magazine Madness 43: Interface RED Volume 4

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

—oOo—

Technically Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4 is not a magazine. It collects some of the downloadable content made available for Cyberpunk RED, the fourth edition of R. Talsorian Games, Inc.’s Cyberpunk roleplaying game. So, its origins are not those of a magazine, but between 1990 and 1992, Prometheus Press published six issues of the magazine, Interface, which provided support for both Cyberpunk 2013 and Cyberpunk 2.0.2.0. It this mantle that Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 1, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 2, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 3,
and future issues is picking up in providing support for the current edition of the roleplaying game. As a consequence of the issue collecting previously available downloadable content, there is a lot in the issue that is both immediately useful and can be prepared for play with relative ease. There is also some that is not, and may not make it into a Game Master’s campaign.

Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4
opens with ‘Hornet’s Pharmacy: A Chemical Wonderland’, which introduces a dealer—Hornet—in street drugs, his wares, and more. There are combat drugs for the Solo, of course, but surprisingly for the Exec and the Netrunner too. ‘Berserker’, which lets the user shrug off the immediate effects of Critical Injuries, so good for the Solo, whilst the Exec becomes a killer in the office with temporary bonuses to Will and Cool with ‘Prime Time’, but a huge loss of Humanity, and ‘Sixgun’, which gives a Netrunner a bonus to Speed when Jacked in and always effect a Safe Jack Out, but reduces his Move and Ref. Additive Compounds include a ‘Delaying Compound’, which can delay the effects of a substance, and ‘Distilling Compound’, which supercharges any substance, increasing the difficulty to resist its effects. New gear includes the Suzumebachi Assassin Drone, which can be operated remotely and is equipped with a dartgun, and new Cyberware, such as the ‘Pursuit Security Inc. Gas Jet’, which is installed in a cyberarm and is an aerosol gas launcher that effectively works as an exotic shotgun that sprays the chemical or toxin of the user’s choice.

‘Black Chrome+: Extra Content for Black Chrome’ puts the Edgerunners in contact with another dealer, Molly Anderson, who has stuff left out of Black Chrome. There is ‘Junk Ammunition’ and ‘Scavenged Armour’ for the Edgerunner on a budget, incendiary grenades, of course called ‘Molotov Cocktails’, and more. The content of ‘Black Chrome+: Extra Content for Black Chrome’ is less useful than ‘Hornet’s Pharmacy: A Chemical Wonderland’, since it is really filling in niches rather than presenting items of more general use. What is definite of use in ‘Black Chrome+: Extra Content for Black Chrome’ is the answers to questions, “What does X style look like?” and “What do External and Internal Linear Frames look like?” Part of Player Character generation in Cyberpunk RED is deciding what the Player Character looks like and to that end, Cyberpunk RED suggests ten basic fashion types, such as ‘Bag Lady Chic’, ‘Gang Colours’, and ‘Urban Flash’. In response to R. Talsorian Games, Inc. having to answer the first question one too many times, it decides to show you with a set of mini illustrations for each fashion type that nicely bring this aspect of 2045 to life. Then it does the same for Linear Frames along with some description too. Again, very useful because the Game Master can show her players rather than just tell.

The fact that ‘Achievements and Loot Boxes’ was the publisher’s April Fool’s download makes complete sense, since it is bonkers, but it is easy to imagine it being integrated into play. It is a reward system, known as the ‘M.R.A.M.A.Z.E.’ or ‘Mystery Reward Achievements Making (you) Attain (the) Zenith (of) Existence’ program, which gives an Edgerunner a trophy for attaining certain targets. For example, ‘15 Minutes of Fame’ is awarded when an Edgerunner reaches Reputation level 7, ‘Going Dark’ for completing a mission without resorting to combat, and ‘Pub Crawl’, for a buying a drink in a bar in each one of Night City’s districts. In return, a player can turn an Achievement in to gain a reroll or one of Mr. Amaze’s Mystery Boxes, randomly rolled for. This adds loot boxes to the play of Cyberpunk RED and versions of the Achievement Badges are given that the Game Master could print out and actually put on badges! It is a very silly option and probably the best way to use it is either to ignore it or to combine it with a city wide event with a limited time frame.

‘Stickball: The sport of the street’ gives the rules for the game that some gangs in Night City, as well as other groups, use as a means to settle disputes. It is a non-lethal combat sport in which microwavers, acid paintballs, heavy handguns loaded with Stickball-sanctioned rubber ammunition, smoke grenades, stun batons, stun guns, and Stickball Sticks are ‘legal’ weapons, the game being played with electrified balls and electromagnetic lacrosse sticks. Although the players and their Edgerunners need to learn the rules to Stickball, this adds a non-lethal option for an action session or so. Of course, if violence is the preferred option, then a gang might take the engines off one or more AV-4s, bolt them onto a combination of bus, truck, and/or junk, and hang whatever it can off the sides and mount the biggest weapons it can to create a cobbled-together scrap vehicle that might just give the gang the means to stand up to the hi-tech, dedicated combat vehicles fielded by law enforcement and corporate military forces. If only for a little while… The result is ‘The Dreaded Punknaught’, a Mad Max-style battering ram, weapons platform, and ganger transport that the article gives the means and guide for the Game Master to create one for her gangs. It even comes with a character sheet for the Punknaught and its own death table, and the vehicle can be used as threat to the Edgerunners, as a temporary vehicle for the Edgerunners, and the Edgerunners might even have to build one themselves!

One of the useful articles back in Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 2 was ‘Cargo Containers & Cube Hotels’ which explored options of where an Edgerunner might live if on a budget. ‘Corporate Conapts & Studio Apartments’ is the sequel, presenting more luxurious choices for when an Edgerunner is ready to move out of the modified Cargo Container home. The focus here is on the types of accommodation that the various corporations provide and where they are in Night City. For example, the employees of bitter rivals Petrochem and SovOil both reside in the ‘Petrochem & SovOil Joint Temporary Housing Solution’ near their offices. The facility is cheap because it is what they could get after they blew each other’s apartment blocks and to avoid each, the employees of Petrochem use one lift and one tennis court and the employees of SovOil use another. Unless one of the lifts breaks down and, in the meantime, human resources for both companies say it is just temporary. There are lots of little details like this, plus the article suggests what apartments are like in different districts and what fittings the up and coming Edgerunner might furnish his new home with. Real instant coffee, smart oven, and orbital crystal shower head for the ultimate in water pressure are some of the options here. The article definitely needed more though, and a sequel would be fitting since players do like to go shopping, if not always for guns.

‘Halloween Screamsheets: three spooky shorts for Cyberpunk RED’ outlines three scenarios to run during October. In ‘Haunted Vendit Haunts NCU Campus’, it appears that someone is aping a Continental Brands Triti-Fizz Vendit to sell flavours that the corporation does not and denies it is testing. The Edgerunners are hired to find the rogue Vendit, put it out of operation, and return the remains for analysis. In ‘Spook Up at Ghostglobe Halloween’, the EdgeRunners are hired by the Goth poser gang, the Sinful Adams, to run security for its upcoming Halloween event and prevent the Philharmonic Vampyres from crashing the event. This is a point defence scenario, which works especially well if the Edgerunners have encountered the Philharmonic Vampyres before, perhaps in ‘A Night at the Opera – Darkness and Desire in Night City’, from Tales of the RED: Street Stories. The third Screamsheet is ‘TSpooks’ Terror, Episode 21: Werewolf in Watson’. After a series of werewolf sightings and the supposed death of one in the district, the assistant coroner asks the Edgerunners to investivate what looks like enforced body sculpting. This a more detailed investigation than the previous two, but all three can be played through in a single session, and whilst all three involve Halloween, none of them have a whiff of the supernatural about them. This does not stop them from being horrific in places. Of the three, ‘Haunted Vendit Haunts NCU Campus’ is the screamsheet with least connection to Halloween, so can be run at any time of the year, whilst the other two are more specific in their time setting. All three are good solid screamsheets though, easily played through in a single session or two.

Penultimately, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4 offers up its by now traditional Christmas carol suitable for the ‘Time of the Red’ and twelve classic pieces of cyberware or gear from days of Cyberpunk past. The head-mounted Cybercam EX -1 is every Media’s dream, whilst the Tech will want to get his hands on the Master Mechanic’s Tool Kit, especially given the bonus it gives to all tech-related rolls. Meanwhile the Cops of the NCPD swear by the Cyberscanner which picks up the cyberware installed in a suspect and the ION Cuffs that when placed on the suspect’s wrists shuts them down.

Lastly, ‘Cyberfists of Fury: Expanded Martial Arts’ adds twenty-three new martial arts forms for Cyberpunk RED which has martial artists learn multiple forms as their skill level increases, each form providing its own Special Moves as access to the Shared Special Moves common to most forms. The new forms in the article are divided between the traditional, such as Boxing, which provides Knockout Punch and Punch Combination, and Tai Chi, like Joint Manipulation and Lu, and the new, specific to the ‘Time of the Red’. Unsurprisingly, Arasaka and Militech have their own forms. Arasaka-te teaches Counter Strike and Escape Hold, whilst Militech Commando Training includes Combat Knife Training and Commando Disarm. For the Full Body Conversion, there is PanzerFaust with Borg Fist and Inner Chrome. There are also weapons-focused martial arts including Kendo or ‘Way of the Sword’, the archery focused Kyudo, and Gun Fu, the latter a modern Form with the Special Moves of Combat Reload and the amusingly named Woo Technique.

The need to choose a Form with each increase in skill level enables martial artists to learn a wide range of techniques and styles, and can be used in a variety of ways. One is to suggest a martial artist’s origins, such as training in Arasaka-te versus Capoeira, whilst another is set up a roleplaying opportunity, a martial artist Edgerunner needing to find and satisfy a teacher to learn a new Form and its Special Moves. Then of course, a Form can suggest details about an NPC as well as the way in which he fights. The article expands the options available to both player and Game Master and is undoubtedly useful to any campaign in which martial arts play a role, however significant.

Physically, Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4 is cleanly, tidily laid out. The artwork is decent too and everything is easy to read. Notably, many of the articles open with colour fiction that detail individuals and places that a Game Master could easily use help bring her campaign to life, for example, Hornet of ‘Hornet’s Pharmacy: A Chemical Wonderland’.

Although much of it was originally available for free, as with previous issues, with the publication of Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4, it is nice to have it in print. And again, as before, all of it is useful in some ways, but barring the drug-related gear of ‘Hornet’s Pharmacy: A Chemical Wonderland’, the new equipment detailed in the issue is the least interesting content. ‘Halloween Screamsheets: three spooky shorts for Cyberpunk RED’ gives three good scenarios, whilst ‘Cyberfists of Fury: Expanded Martial Arts’ expands the character options in the roleplaying game in very useful fashion and ‘Corporate Conapts & Studio Apartments’ adds further detail and colour to the downtime of the Edgerunner with Eurobucks to spend. Interface RED: A Collection for Cyberpunk RED Enthusiasts Volume 4 brings a wealth of new detail to Cyberpunk RED and there is something useful in its pages for every Cyberpunk RED Game Master.