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Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Saturday, 20 March 2021

A Fourth Savage Starter

It has been almost a decade since the previous edition of Savage Worlds was published, but following a successful Kickstarter campaign, Pinnacle Entertainment Group released an updated version, Savage Worlds Adventure Edition, or ‘SWADE’ in 2019. Originally published in 2003 and derived from Deadlands: the Great Rail Wars, the simplified skirmish rules for use with Deadlands, what Savage Worlds is, is a generic roleplaying game which promises to be ‘Fast! Furious! Fun!’. The RPG focuses on action orientated, cinematic style play, with the player characters able to take down mooks or Extras with ease, but always having a fight on their hands when they face any villains, either minor or major. The system is also designed to handle skirmishes between multiple opponents, so that the players can easily engage in small-scale wargaming as part of a campaign. It is capable of handling, and in its time, has handled a wide variety of genres and settings, including fantasy and pirates with 50 Fathoms, gritty fantasy with Lankhmar: City of Thieves, horror and the Wild West with Deadlands, ancient military horror with Weird Wars Rome, college and horror with East Texas University, pulp sci-fi with Flash Gordon, and more.

A character in Savage Worlds Adventure Edition is a known as a Wild Card because he brings in a degree of unpredictability to a situation. He is defined by his Attributes, Skills, Edges, and Hindrances (disadvantages), with both Attributes and Skills defined by die type—four, six, eight, ten, or the twelve-sided die. The bigger the die type, the better the Attribute or Skill. Edges include Attractive, Brawny, Gadgeteer, and Two-Fisted, whilst Hindrances include All-Thumbs, Clumsy, Heroic, or Mild-Mannered. Many of the Edges have requirements in terms of skills and attributes, experience or Power Level, or other Edges. Hindrances are either Major or Minor. To create a character, a player selects some Hindrances, which will give him points which he can spend to purchase Edges or improve attributes or skills. Choice of Race will give the character some beginning Edges, Hindrances, attributes and skills. Race is not an Edge in itself, but a package of Edges, Hindrances, and skill and attribute bonuses which can be selected during character creation. For example, a Saurian begins play with Armour +2 (scaly skin), a Bite natural weapon, Environmental Weakness to the cold, Keen Senses which gives him the Alertness Edge, and the Outsider (Minor) Hindrance which penalises his Persuasion skill. The average heroic Human of Savage Worlds, begins play with an extra Edge. A player has five points to raise his character’s attributes from their base of a four-sided die each and twelve points to raise his character’s skills.

Henry Brinded, Antiquarian
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigour d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Language (Latin) d6, Notice d6, Occult d8, Persuasion d4, Research d8, Spellcasting d6, Stealth d4
Charisma: 0
Pace: 6” Parry: 4 Toughness: 5 Bennies: 3
Power Points: 10
Hindrances: All-Thumbs (Minor), Bad Eyes (Major), Mild Mannered (Minor)
Edges: Arcane Background (Magic), Investigator, Strong-Willed
Powers: Arcane Protection, Detect Arcana, Speak Language

To do anything, a player rolls the die associated with his character’s Attribute or the Skill as well as an extra six-sided Wild Die because the heroes—and some villains—are Wild Cards and thus unique in the Savage Worlds setting. The highest result of either die is chosen by the player as his result, with the maximum result or Ace on either die allowing a player to reroll and add to the total. The base target for most rolls is four, but can be higher depending on the situation. Rolling Aces usually enables a player to roll higher than the target, with results of four higher than the target providing Raises that give extra benefits. Every Wild Card has one or more Bennies. These can be expended to reroll a trait, recover from shaken, soak rolls to prevent damage, draw a new action card and so gain a better place in the initiative order, to reroll damage, regain Power Points, and to influence the story. They are awarded for clever actions, good roleplaying, and acts of heroism, and so on, plus whenever a player character draws a Joker during combat. In which case, all Player Characters receive a Benny! The Game Master is encouraged to be generous with Bennies and the players to expend them to facilitate the action.
For example, there have been attacks in the city over the past few weeks and Henry Brinded suspects it might be some supernatural entity. He conducts some research based on the clues he has already discovered. The Game Master sets the target at four as it is a standard task. Henry’s player rolls two dice for the task—an eight-sided die for Henry’s Research skill and a six-sided die because Henry is a Wild Card. He will add two to the resulting roll because he has the Investigator Edge. Henry’s player rolls a one on the six-sided die and an eight on the eight-sided die. He selects the latter because it is higher and because it is an Ace, meaning that Henry’s player can roll again and add. The result of the second roll is a five, which Henry’s player adds to the first roll, as well as the bonus, for a total of fifteen. This is four, then eight higher than the target of four, so it grants a Raise or two. This means that Game Master will reveal a lot more information about the threat that Henry is hunting.
Combat uses the same mechanics with initiative being determined by an ordinary deck of cards. In general, Wild Card characters have the edge over their opponents, able to shrug off damage or soak it with the expenditure of Bennies before they start suffering Wounds. The combat rules in Savage Worlds cover not just man-to-man, man-to-Orc, or man-to-Xenomorph combat, but mass combat and vehicular combat too. The rules for mass combat lend themselves towards the use of miniatures, either actual miniatures or counters, and the book comes with effect templates that can be copied and used with them.

The treatment of Powers, whether they be Magic, Miracles, Psionics, or Weird Science, is kept very uniform in Savage Worlds. Each is fuelled by Power Points, each has an associated Arcane Background Edge and Skill, and each of the Powers can have an associated set of Trappings. So, for example, the common Bolt Power could have different Trappings depending upon its source, which means that a wizard’s fire Bolt spell could have the flammable Trapping, potentially causing materials to catch alight, whilst a Gadgeteer’s Bolt Power could be an Electro-Zapper that with the Electricity Trapping causes target’s to spasm. The one type of Power which Savage Worlds Adventure Edition does not do effectively, is superpowers. They do fall under the Arcane Background (Gifted) Edge, but would be very low powered in comparison to a proper superhero roleplaying game and do not stretch as far as a ‘Four Colour’ style of game.

There are changes and tweaks throughout Savage Worlds Adventure Edition. To begin with, every character has some beginning or basic skills—Athletics, Common Knowledge, Notice, Persuasion, and Stealth, but have fewer points to spend on skills during character creation. Climbing, Swimming, and Throwing have been folded in Athletics, Lockpicking into Thievery, Common Knowledge is a skill of its own, Knowledge been replaced by a range of skills—Academics, Battle, Electronics, Hacking, Language, Occult, and Science, Streetwise is an Edge rather than a skill, and so on. Elsewhere, for vehicles, Acceleration is now factored into Handling and Top Speed, and Top Speed has replaced the earlier Pace to better reflect real world vehicles rather than vehicles on the table. Other changes have been to the way in which stories are told using Savage Worlds.

The rules for Dramatic Tasks, Interludes, and Social Conflicts are retained from earlier editions. Dramatic Tasks handle nail-biting scenes such as diffusing a bomb, hacking a computer, casting a ritual, or even escaping a deathtrap, and involve the players making skill checks for their characters in order to collect enough ‘Task Tokens’ to overcome the Dramatic Task—the more involved the Dramatic Task, the more ‘Task Tokens’ required. Interludes involve either Downtime, Backstory, or a Trek, and give scope to a player to roleplay and explore more of his character during more quiet times in the narrative. Social Conflicts work a little like Dramatic Tasks and are again, designed to add tension to a social situation, such as a negotiation or arguing a case in court, and involve a player rolling his character’s Persuasion or Intimidation skill to accumulate Influence Tokens which are compared to table to determine the outcome. Added to these tools are mechanics for Networking and Quick Encounters. Networking covers social characters interacting with clients to get information and clues, whilst scholarly type characters are in the library, and require no more than a single Persuasion or Intimidation skill check to determine the outcome. Similarly, Quick Encounters also use a single skill check, but what skill is used depends on the nature of the encounter. A chase might require Common Knowledge, Driving, Repair, and Shooting, whilst a heist might make use of Hacking, Notice, Stealth, and Thievery. Quick Encounters are designed to cover situations where the Game Master is pressed for time or has not prepared a big encounter, or there is simply no need to play out a situation roll by roll. There is scope here for the Game Master and her players to develop and combine these scenes, so that they could be run as montages. Another narrative change is to Experience Points, which have been replaced with a simple advancement scheme based on campaign length.

Savage Worlds Adventure Edition also comes with mechanics rules for creating races for both Player Characters and NPCs, a list of spells along with the means for a player to colour and modify their magic, and a bestiary of thirty or so animals, beasts, and monsters. It is rounded out with solid advice for the Game Master, which is worth reading whether she is new to Savage Worlds or has run it before.

Savage Worlds Adventure Edition follows the format of the earlier Explorer Edition of Savage Worlds in coming as a smaller sized—though not digest-sized—book. It is a full colour hardback, illustrated throughout with plenty of artwork which showcases the potential ranges of genres the rules can cover, emphasises the action, and focuses on the Player Characters. The book is well written, it is easy to read, there are decent examples of play, and where there are changes from the previous editions of the rules, the Savage Worlds Adventure Edition makes it clear what they are. If perhaps there is a niggle to the book it is that the elements of the Player Characters, the advantages, disadvantages, and skills, known as Edges, Hindrances, and skills, are organised in an odd order in the book. Any other roleplaying game would do attributes, advantages, disadvantages, and skills, but not Savage Worlds Adventure Edition, in which the order is Hindrances, Traits—attributes and skills, and then Edges. This is a holdover from previous editions of the rules and it made no sense in those editions, just as it makes absolutely no sense in Savage Worlds Adventure Edition.

Of course, like any new edition of a set of rules, it is primarily there to support new content, but one of the fantastic aspects of Savage Worlds Adventure Edition is that it is still compatible with earlier versions of the rules and thus with much of the support which was published for those rules, such as the 50 Fathoms or Sundered Skies campaigns. Plus, notes highlight the changes, making them easy for the Game Master to spot. There is also a shift in Savage Worlds Adventure Edition over previous editions, which is that as much as it supports mass battles, there is less of a military emphasis in the feel of the rules. Instead, the new rules emphasise the narrative flow of the game more in keeping with a contemporary style of play. Overall, Savage Worlds Adventure Edition is a slickly presented, well written new version of the action orientated, cinematic rules.

Saturday, 13 February 2021

Savage Sherwood

The tales of Robin Hood, of a band of outlaws standing up to the tyrant King John in the Forest of Nottingham are so strongly woven into the folklore, legends, and myths ‘Merrye Olde Englande’ that they are familiar across the English-speaking world. Over the decades, the tales have been reinforced again and again by film and television, from the 1938 The Adventures of Robin Hood with Errol Flynn and the 1950s television series The Adventures of Robin Hood with Richard Greene to more recent adaptations such as the BBC’s Robin Hood of the noughties and the 2018 film, Robin Hood. These adaptions and retellings, of course, vary in quality, tone, and humour, some even having been done as comedies. Similarly, Robin Hood has been the subject of numerous roleplaying games and supplements. Some have been quite comprehensive in their treatment of the outlaw and his band, for example, the supplements Steve Jackson Games’ GURPS Robin Hood and Iron Crown Enterprises’ Robin Hood: The Role Playing Campaign are both highly regarded in this respect, whilst other supplements take a broad approach or simply touch upon the subject of Robin Hood, such as Romance of the Perilous Land from Osprey Games.

Sherwood: The Legend of Robin Hood takes a broad to the tales of Robin Hood and his merry men. Published by Battlefield Press, it is written for use with Savage Worlds, Third Edition, but versions of the supplement are also available for Pathfinder, First Edition, Swords & Wizardry, and Dungeons & Dragons, Fifth Edition, and since it is written for Savage Worlds, Third Edition, it is easily adapted to the more recent edition, Savage Worlds Adventure Edition.

Sherwood: The Legend of Robin Hood begins with a ‘Gazetteer of the 13th Century England’, which provides a historical and geographical overview of England—and to an extent, Ireland, Scotland, and Wales—for the period. It covers geography, economy, religion, everyday life, and more, including useful little details such as a list of the religious holidays during the period. Overall, it is a decent overview, giving some context for creating Player Characters and the setting. In terms of setting rules, Sherwood: The Legend of Robin Hood offers three different modes of play. These are Historical—realistic, superstition rather than magic, and relying upon Outlaw skill, luck, and confidence; Mythic England—a combination of mysticism, the supernatural, and the fantastic; and Swashbuckling—cinematic and sword-swinging! Each mode of play comes with a list of its Disallowed Hindrances and Edges, Setting Rules, and new Edges, along with a nod to its particular inspirations. Thus, for the Swashbuckling mode, it is The Adventures of Robin Hood, starring Errol Flynn; for Mythic England, it is the British Robin of Sherwood television series of the eighties; and for Historical, it is Robin Hood: Prince of Thieves from 1991. Of the three modes, Swashbuckling is actually intended to work with the first two, either Historical or Mythic England, so that the Game Master could run a Swashbuckling Historical campaign or a Swashbuckling Mythic England campaign. It should be noted that for role-players of a certain age, Mythic England, based upon Robin of Sherwood, is likely to be the default mode.

Player Characters in Sherwood: The Legend of Robin Hood are all Human. Along with a range of new Knowledge subskills, it gives a variety of new Edges and Hindrances. Thus for the latter there is Love, the type of love which going to bring a Player Character serious trouble, ‘Maladie Du Pays’, the medieval equivalent of Shell Shock, and Xenophobia, this last probably needing to carefully adjudicated by the Game Master lest it lead to inappropriate play at the table. Alongside various modified Edges, new Background Edges can make a Player Character have the Blood of the Fey, be a Knight of the Order—three are given, Knight Templar, Knight Hospitaller, and Knight Teutonic, or be Landed, for particularly rich characters; Combat Edges include Long Shot and One Shot Left, both useful for the Player Characters who want to be as good at archery as Robin Hood himself; and Social Edges include Quip!, Witty Banter, and Taunt, which all work with the Taunt skill to grant more than one attack per round.

If a campaign does involve magic, then Arcane Backgrounds include Alchemist, Conjurer, Druid, Priest, and Witch, the latter reflecting the period attitudes towards witchcraft rather than modern ones. These are nicely done and mechanically distinct, so the Alchemist concocts his spell effects into potions and the Druid casts rituals which take several rounds. The last Arcane Background is Engineer, which functions more like the Weird Science Arcane Background than magic, and enables  a character to design and build various devices.

Mechanically, Sherwood: The Legend of Robin Hood adds three new options. First, Bennies, the equivalent of Luck or Hero Points in Savage Worlds, are called Swashbuckling Points. Like Bennies, Swashbuckling Points can be used to reroll a Trait Test or Soak damage, but in Sherwood: The Legend of Robin Hood, they can also be used to add a bonus to a Trait Test, increase the success of an Agility Trick to a Raise, and for one or two Swashbuckling Points, depending upon the degree of alteration, a player can alter the story or immediate surrounds to his character’s benefit. Second, Agility can be used to perform Tricks like Attack from Above, Blade Ballet, Running Up Walls, Swinging Attacks, and more, which the players are encouraged to use Swashbuckling Points to set up. Lastly, rules for archery contests, target shooting, including the splitting of an opponent’s arrow, and speed shooting cover the signature elements of the Robin Hood legend.

Besides equipment, Sherwood: The Legend of Robin Hood gives several archetypes, including Engineer, Knave, Man-at-arms, Noble, Priest, and Yeoman, all ready for play. In each case, their role in both the setting and gaming group is discussed, as well as ways in which they might vary. For the Game Master, there is ‘Trouble in Sherwood: Adventuring in Nottingham’, covering various types of campaign, Gritty Outlaws or Political Outlaws, for example. What it highlights upfront is that whatever the type of campaign, a Robin Hood-style campaign should ideally be episodic—which nicely ties back into Robin of Sherwood—and rather than be about combat or facing monsters, should be more like an espionage campaign, involving secrecy and subterfuge. Rounding out the supplement is a set of write-ups for the major figures of  the Robin Hood legend, from Robin Hood himself and Little John to Guy of Gisborne. Lastly, ‘Mythic Sherwood’ guides the Game Master through bringing mythic elements and magic into the setting, the primary advice being to keep the effects of magic subtle, whether real or not. The aim being with the introduction of magic or any of the ‘Legends and Monsters’, from dragons and gargoyles to pookas and banshees, is to avoid the campaign from straying into territory already covered by traditional fantasy gaming.

As much content as there is in Sherwood: The Legend of Robin Hood, it is lacking a couple of areas. First, as much as the gazetteer gives context for a potential campaign, a timeline would have been useful to give more context for the history, and second, a better map would have been useful to give more context for the geography. Of course, both of these omissions can be addressed with some research upon the part of the Game Master, but the loss of a piece of art or two would certainly give room for either. 

Physically, Sherwood: The Legend of Robin Hood is a decent little book. It is well written and illustrated with public domain artwork, but it does need an edit in places and the layout could definitely have been tidier. By contemporary standards, it does feel a little too grey and plain in terms of its look, but to be fair, it would not have been greatly improved by being full colour.

Sherwood: The Legend of Robin Hood packs a lot into its seventy-two pages, playable Player Characters, new Edges and Hindrances and skills, NPC write-ups, and both campaign ideas and modes. Together, Sherwood: The Legend of Robin Hood should just about cover anything that a Game Master and her players would want in a Robin Hood campaign in what is a serviceable little supplement.

Friday, 1 December 2017

Steampunk Soldiery Spotter's Guide II

Steampunk Soldiers: The American Frontier is a sequel to Steampunk Soldiers: Uniforms & Weapons from the Age of Steam, which described a nineteenth century wherein the Great Meteor Shower of 1862 scattered deposits of an incredible energy source—Hephaestium—which set off a great age of technological development and innovation as the great powers sought to advantage of the new power source. Over the course of the next three decades, Great Britain radically extended her railway network across her empire and beyond; Prussia fielded new armour and armoured infantry to defeat Denmark and unite all of Germany; whilst France used her Peugeot-built steam-powered exoskeleton-equipped Foreign Legion units to conquer Indochina and invade China. Meanwhile, Russia developed Hephaestium-fuelled chemicals and submarines, the Ottoman Empire developed automata, and Nicolai Tesla developed Hephaestium-powered electro-weapons for the Austro-Hungarian Empire, whilst Italy stole blueprints and prototypes, sabotaged others, and kidnapped scientists and became Europe’s rogue state.

Now the Americas were not ignored in all of this. Steampunk Soldiers: Uniforms & Weapons from the Age of Steam described how General Lee’s land ironclads forced back the Union forces and held them to a stalemate until a ceasefire was agreed between the Union and the Confederacy in 1869, ending the Civil War. It is also how the volume left the situation, with the former United States divided between the Union and the Confederacy. Steampunk Soldiers: The American Frontier picks up where it left off to describe and depict the situations, forces, troops, and equipment of not only the Union and Confederacy, but also the Republic of Mexico, Canada, Alaska, the Disputed Territories, and the frontier.

The Union is technologically advanced, but her attention is divided between the Cold War with the Confederacy, surreptitiously running the blockade to Republic of Mexico, poor relations with both Canada and England, and with pushing back the frontier before the Confederacy does. Consequently, agencies like the postal service have been militarised, the Mailman of the United States Army Postal Service being shown armed and his faithful hound, being armoured and trained to attack mail thieves! The Union also employs numerous spies and agents, including Pinkerton agents to protect both the President and corporate interest; Special Service Agents with advanced monitoring equipment, such as Edison’s Kinetographic camera concealed in a carpet bag, and of course, US Marshals who wander far and wide. In the Confederacy, the Texas Rangers perform the same role as the US Marshals, but are not always welcome beyond the Texas state line. They are an effective force though, being equipped with modular, adaptable devices, such as the New Haven Arms modular Volcanic Pistols and Alamo Fortified Suit. The dominance of Texas in the Confederacy is show in the depiction of a Field Research Team from the Galveston Consortium testing out a new and advanced weapon—a Sonic Discombobulator! The Confederacy’s reliance on less conventional means of warfare is shown in its depiction of a Confederate Privateer, armed with a Winchester Boarding Carbine—which is fitted with an axe; a black-cloaked Night Ranger sharpshooter complete with starlight goggles; and a Bombardier of the Confederate Aeronautics Corps, whose mini-dirigibles are used for reconnaissance and raids, the latter including the famous bombing of the White House in 1864.

When not facing off against each other, the Union and the Confederacy have pushed West in search of new territories and fresh resources, but these lands have not become known as the Disputed Territories for nothing. The Chiricahua Apache are caught between the Mexico and the Confederacy, maintaining a guerrilla campaign against both with surprisingly modern weaponry—perhaps supplied by the Union; similarly caught between the Union and the Confederacy, the Five Tribes Confederation has declared itself neutral, adopted their technology to protect itself, and become a conduit for banned goods in both nations; and perhaps most amazing of all are the Sky Hawks of the Hualpai tribe, scouts who construct winged suits which they use to glide off all trees and the lip of the Grand Canyon. Despite the disputed nature of the territories, there are individuals and organisations who seek their fortune in the West. They include injured soldiers using technology such as ‘Quick Draw’ rigs to turn gunslinger; the members of Norton’s Guards who continue the legacy of the late Joshua Norton, self-proclaimed Emperor of the United States and Protector of Mexico, by keeping the peace in fractious San Francisco with their non-lethal, electrical Franklin Baton; mining companies and couriers have purchased ex-military Land Ironclads to protect their operations from Indians, bandits, labour agitators, and others; and some have established independent polities, such as the Independent Kingdom of Jefferson.

The other nations of North America are also affected. In the far north-west, extensive Hephaestium strikes in Alaska has enhanced the importance of the territory to the Russian Empire and Canada to the British Empire, leading to a shift in the Great Game from India to the western frontier. Russia uses Alaska as a scientific and industrial laboratory, prototypes being developed with ruthless, often unchecked efficiency by her Imperial Army military commanders in the region, sometimes in secret facilities. There are rumours of deserters or test subjects fleeing from such facilities, leading to tales of wild men or ‘skoocooms’ in the woods and caves, tales often repeated, or at least embellished by dime novels. Canada’s military is stretched thin along her border, facing Russia in the west and both Fenian and Métis native rebels internally. This has led her to raise militia regiments, such as the Royal Regiment of Toronto Volunteers, to protect her borders and the North-West Mounted Police to turn to technology—such as multi-terrain tracked vehicles—to get their man. To the south, the Union aided Mexico in kicking out the French backed Imperial forces and establishing the Mexican Republic, much to the consternation of the Confederacy. Now the republic’s ports are blockaded by Confederacy backed privateers, they raid each other back and forth across the Rio Grande, while Mexico supplies the Banditos—outlaws and brigands—who worry the border regions and disputed territories, with advanced weaponry that it can often ill afford to hand out to anyone other than its underequipped soldiery. The best of Mexico’s armed forces, are the 1st Naval Brigade or ‘Los Tiburones’, trained by German advisors and equipped with the best that the Kaiser can provide. The ‘Los Tiburones’—or ‘The Sharks’ are deployed as naval assault troops, often tasked with capturing with the Confederacy backed privateers.

Of course, this is all a conceit. For Steampunk Soldiers: The American Frontier is, like its forebear, a collection of artwork by the forgotten British artist, Miles Vandercroft, who travelled Europe and North America, sketching and painting the soldiery of the age. It develops the guide to the vivid and striking uniforms worn by the armies and the steam-powered weaponry and equipment fielded by these armies in the years between the fall of the meteors and the Great War of the Worlds previously seen in Steampunk Soldiers: Uniforms & Weapons from the Age of Steam. Of course, it is not this, but a second pictorial guide to a past that never was, beautifully depicted in a series of colour plates having been ‘rediscovered’ and collected in a second handsome book published by Osprey Books under its Osprey Adventures line. There is not so much pomp and pageantry in these images, which have a rougher quality, reflecting roughness of the frontier and beyond.

As with Steampunk Soldiers: Uniforms & Weapons from the Age of Steam, the problem with Steampunk Soldiers: The American Frontier is that leaves the reader either wanting more information or wanting to take its content and develop into a setting of his devising, whether a wargaming or a roleplaying setting. There are no suggestions to end given in Steampunk Soldiers: The American Frontier. Despite this, Steampunk Soldiers: The American Frontier is a beautiful hardback, full of intriguing detail, awaiting the reader to develop into something playable on the table.

Sunday, 9 April 2017

Goblin it up

Rebel Minis is better known as a designer and manufacturer of miniatures and wargames rules, but following a successful Kickstarter campaign, it has published its first roleplaying supplement. This is Dark Hold Goblin Adventures, which describes a setting that can be dropped into most fantasy worlds and uses Savage Worlds, the slightly Pulpy set of mechanics published by Pinnacle Group Entertainment. The choice of mechanics is no surprise since Savage Worlds is designed to handle skirmish level war gaming as much as it is roleplaying. Where Dark Hold Goblin Adventures is different to most other RPGs is that just like Vampire: the Masquerade and the Monsters! Monsters! RPG, the players do not get to take the roles of heroes doing the right thing. Here they play Goblins, small grovelling goblinoids, scratching out an existence in the very tunnels and catacombs where stalwart heroes of the surface races delve for secrets and treasures… As fractious and as warty as goblins are, they do stand together against such interlopers (except of course, when they might just kick the tribe’s chief off the top step!).

Dark Hold Goblin Adventures is set in the Dark Hold, a valley that was once home to a great Dwarven fortress-dungeon over a mine. Long abandoned, the valley is now home to various goblin tribes, some living in the upper tunnels and workings of the mines, others actually in villages on the surface. Some adventurers venture into the Dark Hold and delve into the tunnels below, but most rarely go further than Trade Town, the town at the exit of the valley where the Goblins go to trade. The goblins themselves are small, dirty, and ornery, but also tenacious, cunning, and stubborn. They also come with oversized noses, fingers, feet, widely varying looks, but always with the ability to see in the dark and eat, enjoy, and digest the inedible. Others have Benign Mutations such as warts that make them tougher to hit, longer noses for sniffing and tracking, and so on. There are some though, that know ‘Crystal Smything’. Such Crystal Mages learn to mine the geodes and then carve them in crystals into which Powers—the equivalent of spells in Savage Worlds—can be implanted until used. ‘Crystal Smything’ is not a perfect science though and crystals can be carved with flaws that cause side effects when tapped to use the Powers implanted in them. These might cause the Crystal Master to become all thumbs, cowardly, pedantic, shrink in size, a megalomaniac, or worse…

Everyone in Dark Hold Goblin Adventures plays a Goblin and takes the same Racial Template. Character creation is otherwise standard for Savage Worlds, though various new Edges are provided, including Benign Mutation, Arcane Background (Crystal Master), Lucky Item (an item that essentially will not break), Disgusting Spew (the goblin can spit acid), and Goblin Leader (re-rolls allow the use of a better die type when spending a Benny). No new skills are added bar the aforementioned Arcane skill of ‘Crystal Smything’ and no new Hindrances. Some ideas are given for character Archetypes as is advice on playing low level characters, but in general the advice on creating Goblin characters is somewhat underwritten. Dark Hold Goblin Adventures includes the one rule change in that critical failures—rolling double ones—on any Trait test always results in a critical failure as it cannot be bought off with a Benny.

In terms of background, the focus is definitely more on the goblins and their gods rather than the area above and below the Dark Hold. In fact, the description of the Dark Hold is quite broadly drawn, specific details often being given in the supplement’s various adventures rather than in the region description.

Several adventures are given in Dark Hold Goblin Adventures, consisting of three full adventures plus eight mini-adventures. The first of the full adventures is the introductory adventure, ‘Who Wants to be an Adventurer?’. This has the chief of their tribe sending the player characters after his cowardly son who has disappeared down some dark and mysterious tunnels. This is a straightforward dungeon crawl, quite nicely detailed, but rather linear. It is followed by ‘Goblin Faire’, which sends the player characters to the annual fair held in the Dark Hold where they can compete for hand of the daughter of the hosting tribal chief in competitions involving belching, flinging cow pats, jousting with hogs, hunting for grubs, and rat races. This offers lots of things for the player characters to do and get involved in, so it seems odd that the scenario includes a plot switch that involves another missing goblin and the need for the player characters to descend into another set of tunnels. This time it is the tribal chief’s daughter that has gone missing, but whereas in ‘Who Wants to be an Adventurer?’ this lead to a linear dungeon crawl, the Game Master is given the flexibility to run the encounters in the order that he wants. The Game Master also has a greater number of NPCs to handle and perhaps a means of handling and tracking the results of the various competitions could have been provided.

The third and final full adventure, ‘Pursuit of the Perfect Pig’, offers much greater variety in terms of things to do, although it is very much a traditional quest-type adventure. One of the tribe has had a vision of a ‘humie’ astride flying, winged pig and since all goblins loving riding pigs, capturing a flying pig would make the player characters’ names. This is a fun adventure, a sneaky mission to get in past Orc guards and workers as well as the mad wizard experimenting with his pigs. It is followed by six short adventures, each just a little too long to be a ‘One Page Adventures’. ‘Temptation’s Lonely Heart’ sends the player characters off to search a newly revealed mountain mining complex in search of a giant crystal; ‘Should We Eat It?’ presents a dilemma—save a Humie baby or have it for tea; and ‘Kitchen Chaos’ requires the player characters to save the tribe’s special soup. In ‘Pig Hunt’, the player characters need to find a pig worthy of riding in the pig jousting competition in the next goblin fair; ‘Tomb Raider Raiders’ sends the player characters off in search of a rumoured magical sword; and in ‘Mushroom March’ the player characters get involved in a cooking competition. The six one-page adventures offers plenty of variety and should offer something different from the similarities between the fuller adventures.

Rounding out Dark Hold Goblin Adventures are three appendices. The first gives a selection of new creatures particular to the Dark Hold, whilst the second lists several new items. The third gives a collection of pre-generated characters, either to use as sample player characters or as NPCs. In general, these showcase what goblin characters should be like better than the archetype suggestions given earlier in the book.

Physically, Dark Hold Goblin Adventures needs another edit. The writing in general good though and the artwork is decent. The issues with underwritten advice for creating characters and the lack of variety between the main adventures are not insurmountable and the appendices and short adventures make up for both with a little effort upon the part of the GM. Get past those issues and what Dark Hold Goblin Adventures presents is a lighter option, comic in tone, and more rough and tumble in comparison to the usual fantasy adventuring fare.

Sunday, 8 January 2017

Extracurricular Esoteric Endeavours II

The publisher 12 to Midnight has developed its horror setting of Pinebox, Texas through a series of single scenarios written for use with Savage Worlds, the cinematic action RPG rules from Pinnacle Entertainment Group. In July, 2014, following a successful Kickstarter campaign, the publisher released the setting through a particular lens and timeframe, that is as students at East Texas University. Over the course of their four-year degree courses, the students undertake study and various academic activities as well as having a social life, a job, and even an annoying roommate. Then of course, there is the weird stuffs—ghosts, werewolves, vampires, and more… The challenge of course is that the students have to deal with both, but need to grow into being able to cope with both.

The publication of East Texas University was followed by something to really challenge the students—a whole plot point campaign that builds and builds over the course of their four-year degree courses. A plot point campaign differs from a standard campaign in that it is a framework of scenarios that advance the plot around which the GM can fit and run single scenarios not necessarily pertinent to the campaign’s core plot. These can be of the GM’s own design or bought off the shelf. The plot points are triggered under certain circumstances; it might be because the player characters visit a particular location or because of an action that they have taken. In Degrees of Horror—the campaign funded by the same Kickstarter campaign as East Texas University, the plot points are also built around areas of academic study and the year in which the player character student—or study group—are currently in. What this means is that in Degrees of Horror, the Study Group will encounter the first notions of the outré things to come in the first term as Freshmen and both the campaign and the Study Group’s investigations will come to fruition as Seniors at their graduation.

From their very first week, the Freshman Study Group at East Texas University will begin encountering the supernatural. First a ghost, then more hauntings, and finally monsters, so that by the end of their first year, the students will be relatively experienced investigators into the supernatural, have gained a mentor, and got hints as to the mystery at the heart of both East Texas University and Pinebox. As they progress from their Freshman to Sophomore year and then to Junior and Senior years, the students will investigate more and more of the mystery and the conspiracy at the heart of the campaign. This involves both magic and science, a failed attempt to stop a previous threat, a mix of legends and monsters old and new, and a visit to Pinebox’s singular geographical feature, a permanently fire-ravaged area known as the Burn. There are twelve plot points or scenarios to this campaign, organised into three per year. They follow one after another, so what triggers them is time and having played the previous part.

Now at just twelve parts and at just past fifty pages in length in a ninety-six page book, the Degrees of Horror campaign feels a little short. Indeed, if you were to play through the campaign in order straight at between one and two sessions per plot point, with a session per week, the campaign would last no more than between three and six months. Fortunately, this issue is addressed with another twenty Savage Tales. These include encounters with vampires, weird insects, zombies, curses, ghosts, and more. They also have more stringent requirements that must be met before the Dean—as the GM is known in East Texas University—can run them. These include the year that the Student Body is in, activities such as those involving a fraternity or sorority, a character’s Major like Science or Literature, and so on.  Some are also sequels, not just to Savage Tales given in Degrees of Horror, but also to separate Savage Tales available from 12 to Midnight. This includes a sequel to ‘Last Rites of the Black Guard’, the very first adventure from 12 to Midnight, so the Study Group can go right back to where the story of Pinebox began in gaming terms and and explore that.

To be fair though, the fact that some of the extra adventures that can be run as part of the Degrees of Horror campaign have to be purchased, is not all that much of an issue. Not not only does the book itself contains plenty of adventures, but there are also several short adventures available for free for the East Texas University setting and that in addition to the shorter adventures generated using the rules in the East Texas University sourcebook. So essentially, the Dean does not necessarily need to buy the other adventures as there are plenty available between those in East Texas University and Degrees of Horror as well as online, though if he wants to get the fullest out of the campaign, he may want to purchase the others. Either way, what the Dean has between the three sources is a good mix of adventures that provide variety in terms of both actual threat and degree of threat. Any or all of these adventures are easy to slot into the Degrees of Horror campaign around its plot points and give the campaign a nicely episodic structure that will build story and campaign over time.

Rounding out Degrees of Horror are the full write-ups and stats for the major NPCs in campaign as well as various monsters that the player characters might encounter. Physically, Degrees of Horror is a full colour hardback like East Texas University. It is well written, comes with an index, and is an easy read. The artwork is good, but perhaps rather cheesy in places—the cover in particular. If there is an issue to Degrees of Horror it is that an extra map or two would not have gone amiss, particularly of the base of operations that the Student Body acquires during the campaign and some handouts would have been nice too.

East Texas University presented all of the rules and background to run a campaign at an American university in which the students have to cope with the academic and social life as well as having to face the horror of the supernatural. It should be pointed out that the horror and the supernatural in Degrees of Horror—and thus East Texas University—is fairly vanilla. It involves ghosts—lots of ghosts, vampires, spirits, possession, demons, as well as a local legend or two, and whilst this may not be most radical treatment of the horror genre, the scenarios are varied, fun, and well crafted. Above all, Degrees of Horror shows the Dean—or GM—how to put rules and background of East Texas University into practice with a well structured and enjoyably fun campaign.

Friday, 16 September 2016

Fenland Fears

The Colour Beyond Time: A Medieval Mythos Mystery is scenario written by John R. Davis, the author of The Jack Hack. It is a medieval mystery adventure with Lovecraftian flavour that describes itself as “An adventure for use with any eldritch horror & mystery roleplaying game.”, essentially a plot without a system. What this means is that the GM can use the system of his choice to run the scenario, be it Call of Cthulhu, Seventh Edition, Savage Worlds, Maelstrom Domesday, or Cryptworld, so long as the system has a means of handling mental shock and instability. Cthulhu Dark Ages would be an obvious fit, although at time of publication, details of this supplement are only hinted at in Cthulhu Through the Ages.

More specifically, The Colour Beyond Time is designed to be played by between three and five players—plus GM—and is set in an area of fenland, much like that of Cambridgeshire, Huntingdonshire, Lincolnshire, and Norfolk, in roughly the year 1100 AD. The player characters are in service of the recently appointed baron, Philip De Guiarme, sent out to assess the southern extent of his barony. This includes the village of Honningsby, an isolated place on the coast. As the scenario opens, they are on their way there, stopping first at the hamlet of Farabridge to stay overnight. Here the party first learns of the dark doings in the Honningsby and its surrounds over which 'greenfire' fell from the sky some months past… Once in Honningsby, the characters will find further strangeness. Villagers seemingly frozen, visions—of both the future and the past, and more.

The Colour Beyond Time is an odd little scenario. There is little combat involved and there is no real confrontation with the alien being that is the cause of the weirdness that has befallen Honningsby and its surrounds. Rather, this is an investigative and interpersonal scenario in which medieval men encounter the aftereffects of a Mythos event. Even the educated amongst them will have little understanding of what has gone on and perhaps never truly will.

Physically, The Colour Beyond Time is a 2.64 MB, five page, black and white PDF available from RPGnow.com. It is best described as decidedly rough and unsteadily ready. Although the artwork is excellent and the layout workmanlike, the scenario is begging for a proper edit. The cartography is also rather scrappy.

Overall, The Colour Beyond Time: A Medieval Mythos Mystery feels underwritten and underdeveloped. It is more of a Mythos vignette than a full scenario, but it is not without a sense of isolation and brutal ignorance that more than fits the setting. It could have been expanded in places and perhaps the inclusion of a set of pre-generated player character backgrounds might not have gone amiss. Nevertheless, there is potential for an session or two—at most—in The Colour Beyond Time: A Medieval Mythos Mystery and perhaps interest enough to examine the forthcoming sequel, After The Mountfall Madness. That is not really too bad for a scenario that costs $1.

Tuesday, 17 May 2016

Out of the Sands, into the Fire...

Tales from the Sands is a supplement for Hellfrost: Land of Fire, the Arabian Nights style campaign setting published by Triple Ace Games for use with Savage Worlds. It collects four scenarios written for slightly experienced player characters that have previously been available only as a PDF titles. Written by the designer of the Hellfrost and Hellfrost: Land of Fire, Paul ‘Wiggy’ Wade-Williams, they see the heroes uncover a strange new cult, find evidence of an old one, go in search of legend, and stop the ‘Land of Fire from going up, well, in flames… 

In doing so, they draw from material previously presented in various supplements for Hellfrost: Land of Fire, including  Realm Guide #11: The Grazelands, Region Guide #11: Ertha’s Realm, and whilst they will be useful in running the scenarios in this anthology, they are not absolutely necessary. The GM will require Realm Guide #5: The Southern Ocean to effectively run the third adventure, ‘The Last Voyage of Sinbad’. The quartet requires characters of both Novice and Seasoned Ranks.

The collection opens with ‘The Golden Queen’, in which an all too curious scholar comes to the attention of a misguided priestess who has subverted a cult devoted to an aspect of Ashtart. Unfortunately, the scholar also happens to be the player characters’ employer and now her attentions are turned to them… Where this adventure shines is in the application of its theme—bees and honey—and its subversion of that theme. This leads to some delightfully horrific moments, such as the birth of giant bees a la Alien and facing the mellified dead, zombies preserved in honey. The adventure’s dungeon continues this theme, but feels somewhat linear as it forces the adventurers down certain paths. Nevertheless, the background to this scenario feels well-researched and the theme is well handled throughout—enough to give the heroes melissophobia.

In ‘Darkness at Darshab’, the heroes come upon a village that is slowly retreating into sullen wariness and distrust as a horrid cult subverts the inhabitants. Villages falling prey to a ghastly cult is a gaming cliche, although it can be well done, as in N1, Against the Cult of the Reptile God for Advanced Dungeons & Dragons, First Edition. This adventure though comes with a set of reasonable hooks to get the heroes to the village and once there, presents an array of NPCs to interact with and acquire clues from. There are ways in which this scenario can go wrong during this investigative phase, but eventually the player characters will learn of the real threat behind the village’s malaise. This involves a descent into an underground lair that is not a dungeon in the classic worked stone style, but a system of rough, often wet caves. The scenario makes great play of the differences between the two and the challenges involved in delving into territory where your foe knows the terrain and the darkness far better than the heroes do. Thus ‘Darkness at Darshab’ is a scenario of two halves, both of which are really rather good.

The chance to meet one of the land’s greatest heroes, a figure out of legend, is what drives the heroes to undertake ‘The Last Voyage of Sindbad’. This is an island-hopping quest to open a portal and hopefully rescue the great sailor and adventurer. It is also an excuse to present four different mini-adventures on four different islands, each time facing different threats and challenges. They include stopping an island of Orc raiders and their masters; discovering that sometimes even true love can be too much; helping to lift a curse from a young lady who rejected the advances of a sinister suitor; and discovering an ancient, long forgotten ancient cult. Each of the little adventures is a relatively straightforward affair and can be played in any order. To make the scenario a little more interesting, the GM is given a set of optional encounters that can be used to add colour to the player characters’ voyages. The climax of the adventure is a little underwhelming, but each of the mini-adventures is decent. Maps of each of the islands would have been nice.

Lastly, as the lands seems to warm unpleasantly in ‘Reign of Fire’, the heroes find that weather seems to have turned against the land with clouds from which fall droplets of fire and that creatures of fire—long ago pushed back into the mountains and the hottest of plains—are once again abroad. Unfortunately the local ruler seems concerned with other things, such as a flying carpet race, but if the heroes enter the race and win, then perhaps they will gain his attention? ‘Reign of Fire’ harks back to the War of Copper Jars when the prophet Suleiman the Great overthrew the great Jinn and bound them in copper jars. Perhaps the great Jinn that once enslaved the now free peoples have escaped and plan to rule again? There are some fun moments in ‘Reign of Fire’, such as the flying carpet race and encounters with less inimical Jinn that will firmly put the heroes outside of their comfort zone. In some ways it does feel a little short though, as if it should be the climax of a great campaign, ending it does with a big ‘big boss’ fight in a set of underground volcanic caverns.

Physically, Tales from the Sands is, unfortunately, slightly disappointing. Although well written, the collection suffers from some really poor editing in places and the maps are a little dark to be presented in greyscale.

Unlike the various Realm Guides, none of the four scenarios in Hellfrost: Land of Fire – Tales from the Sands is available individually. Only in this collection. Nevertheless, which ones are worthy of the GM’s attention? Simply NF3, The Golden Queen and NF2, Darkness at Darshab stand out as the better half, but then SF1, The Last Voyage of Sindbad and SF2, Reign of Fire are far from terrible scenarios. If there is anything missing from the collection it is a guide to running them as a campaign, though again, ‘The Golden Queen’ and ‘Darkness at Darshab’ are probably easier to run after the other than the second pair of scenarios. Together though, Hellfrost: Land of Fire – Tales from the Sands is a solid quartet of scenarios for the Hellfrost: Land of Fire setting.

—oOo


Triple Ace Games will be at UK Games Expo.



Sunday, 27 March 2016

Secret Terrors

To date the focus of Achtung! Cthulhu, the World War 2 setting of Lovecraftian investigative horror published by Modiphius Entertainment has primarily been upon the human participants, that of the Allies against the Nazis and the uses to which secret enemy organisations harness knowledge. What this has meant is that the place of some of the more traditional forces or elements and some of the major figures of the Mythos has really been absent in the Achtung! Cthulhu setting. Now this is not necessarily a bad thing, since it leaves room for the dedicated Keeper of Call of Cthulhu lore to draw upon upon other sources and other histories to develop them for himself. Nevertheless, the Achtung! Cthulhu Terrors of the Secret War actually address some of these concerns and does so in an interesting fashion. For although Achtung! Cthulhu Terrors of the Secret War looks very much like a manual of Mythos Monsters, it is much more than that. Achtung! Cthulhu Terrors of the Secret War is a manual of Mythos Monsters with an application!

Indeed, for whilst Achtung! Cthulhu Terrors of the Secret War does indeed include some twenty or more major entities of the Mythos—known as Terrors in this supplement—and their servants, it includes the means to combat them too. From Abhoth and Arwassa to Yegg-ha and Y’golonac, not forgetting Cthulhu himself, the investigators can take the battle directly to the Great Old Ones and Outer Gods, all with units of infantry, tanks, and even artillery in support of their efforts. In order to do this, Terrors of the Secret War presents a new and simplified set of rules for handling mass combat; descriptions of various Great Old Ones and Outer Gods, their attacks and weaknesses, and the means to banish them; a grimoire of new spells; and an armoury of new weapons, including some for the Allies—that is, the player characters to wield! As with other titles in the Achtung! Cthulhu line, Terrors of the Secret War is written for use with both Call of Cthulhu, Sixth Edition and Savage Worlds.

The ‘Simple Mass Combat System’ introduced in Terrors of the Secret War is designed as a faster, easier alternative to that presented in Acthung! Cthulhu Keeper’s Guide that also keeps the players and their investigators involved. It first organises everything into units, including regular military forces, Great Old Ones, any servitors—whether summoned by the Great Old Ones or the Nazis, and so on. Even advantages are treated as being the equivalent of units, although they are ‘virtual’ units. So units in cover or that are considered to be elite units, have a Combat Advantage, each Combat Advantage considered to be a virtual unit. The number of units on both sides are compared and any losses deducted—one side needs to have a three-to-one majority over the other in order to inflict losses without suffering any itself. Achieve a three-to one-ratio and the side with the greater advantage can knock out one enemy unit, if they have a two-to-one ratio, then both sides lose a unit, and if the ratio is just one-to-one, then there is stalemate.

For example, Unit 242 is a platoon of commandos assigned to Department M to strike at Nazi activities involving the Mythos on mainland Europe. There is intelligence that the Nazis are summoning Deep Ones off the coast of France and Unit 242 is ordered to ambush both whilst Department M agents attempt to grab the lead Nazi cultists involved. It also has the support of a squadron of three Motor Torpedo Boats that will provide supporting fire. Unit 242 is an elite unit, has done this task before, is attacking from cover, and has the element of surprise, plus it can call on a strafing run from the Motor Torpedo Boats. The Keeper decides that this is equivalent of five extra Virtual Units—on the first round at least—to give the Allies a Combat Advantage of six. Arrayed against them are the Nazi sorcerers and the Deep Ones. They are equivalent of two units and receive no other benefits, both being distracted by the summoning. This gives the Allies the three-to one-ratio for a successful mission.

The first round begins when a Department M agent fires a flare over the summoning site. Immediately, the Motor Torpedo Boats roar into attack, their heavy guns opening up on the Batrachian humanoids wading through the surf. The Deep Ones are cut down, their bloodied corpses splashing into the water. At the same time, the British commandos target the Nazi sorcerers, not to kill, but to pin in place. Under the hail of bullets the agents rush forward to snatch their targets... 

Initiative in the ‘Simple Mass Combat System’ is equally as simple. The investigators and any NPCs act first, followed by the military forces on both sides, and then the Terror itself. What this and the ‘Simple Mass Combat System’ is designed to do is keep a game moving at the same speed as normal play. It is also designed to keep the players and their investigators involved, the players directing the Allied forces and their investigators acting to thwart both the enemy NPCs and the Terror.

The bulk of Terrors of the Secret War is devoted to descriptions of the twenty or so Great Old Ones and Outer Gods. None of them are new to Lovecraftian investigative horror or to Call of Cthulhu, though many are new to Savage Worlds and many, especially the avatars of the various deities, are little known. What is immediately obvious about the write-ups for each is that not one of these Mythos entities is accorded any stats. Instead, taking a leaf out of Trail of Cthulhu, it presents the ways in which the investigators and others interact with the particular Mythos entity, primarily during the use of the ‘Simple Mass Combat System’. These are Investigator Actions, Military Actions, and Terror Actions; that is, actions that can be undertaken by the investigators, by the military forces, and by the terror itself against the investigators and military forces arrayed against before it. So for example, in the entry for Cthulhu, Master of R’lyeh, the possible Investigator Actions include ‘Evasive Manoeuvres’ (successfully avoid his claws whilst driving or piloting a vehicle) and ‘Psychic Chain’ (work with allies to withstand some of the Great Old One’s psychic attacks); whilst possible Military Actions include ‘Diversionary Fires’ (distract Cthulhu with firing patterns or types of attacks) and ‘Drive Him into the Sea’ (sufficient attacks will force him back underwater). In turn, the Master of R’lyeh’s Terrors include ‘The Stuff of Nightmares’ (affect the dreams of the sensitive) out of combat, but in combat he can of course make a ‘Claw/Tentacle Attack’ as well as both ‘Blessing of Cthulhu’ and ‘Blight of Cthulhu’ (gives a bonus to forces opposing the Allies and inflicts a penalty upon the Allies respectively). In addition, each of the entries includes plot hooks, possible servitors, victory conditions, and some commentary and evidence. The commentary takes the form of advice from an expert who consults for Department M, whilst the evidence comes in form of newspapers, letters, after-action reports, and so on. They add colour to Terrors of the Secret War, but of course can also be used as handouts.

The primary aim in encountering any one of these Terrors is for the Allies to banish it—of course there is no question of being able to kill it—and there is a means provided for each Terror described. As much as Terrors of the Secret War ups the scale of these encounters by involving military units and taking it a step towards being a  wargame, it never gets away from the individual scale of the players and their investigators. Whilst the players will be rolling dice for the Allied military forces and even directing them, it is their investigators who will be running about the battlefield, trying to get closer to the Terror in order to banish it.

In technical terms, Terrors of the Secret War offers new options for both the Allies and the Nazis. For the latter, it packs the already horrifying Shoggoth into various advanced pieces of technology for monstrous effect, whilst for the former, the Allies get arms and armour created in response to the Nazi use of Mythos-enhanced technology. They include the Blevins Steam-Assisted Enzymatic Carbine and Pistol, Electric Discharge Weapons like the ‘Crackler’  M5-1 Bazooka, the Eastin-Bakhaus Arclight Rifle, and the ‘Prometheus’ Lightning Cannon. In the main, these are bulky, unwieldy weapons, and it should be rare that the investigators be assigned them, though knowing that they have to face a Terror is probably reason enough.

Rounding out Terrors of the Secret War is a short grimoire of spells. From the semi-absurd Attract Fish—it does of course, have its uses—to Wave of Oblivion, the majority of these spells will be familiar to anyone who has played a lot of Call of Cthulhu, Sixth Edition. Rather than presenting new spells, the grimoire, much like the descriptions of the Terrors earlier in the book, is actually providing details of these spells for use with Savage Worlds for the first time. Given that the focus of Terrors of the Secret War is upon the Great Old Ones and Outer Gods, the bulk of these spells are summon/dismiss and contact spells. Pleasingly, page references are given for Call of Cthulhu, Sixth Edition for all of these spells.

Physically, Terrors of the Secret War is well presented and well written. There are some great illustrations too with everything being in full colour. The content is backed up with a short, but decent index.

There is a lot of information in Terrors of the Secret War, but it is not necessarily information that is easily or readily applied to a campaign. Whilst it is definitely written for use with the Achtung! Cthulhu setting, some of its content—the various descriptions and details of the Terrors and in particular the spells in the grimoire, will be of use to a Keeper who is running a game of Lovecraftian investigative horror using Savage Worlds. For the Keeper who is running a Call of Cthulhu campaign that does not take place in the Achtung! Cthulhu setting, there is less that is useful here. Yet even then, the bulk of the contents have limited application given that facing the Terrors described herein tends to occur as the climax of a campaign. Or at least they do if the Keeper is running his Achtung! Cthulhu campaign in a style akin to a traditional Call of Cthulhu campaign, but the Achtung! Cthulhu setting takes place during a global conflict that escalates everything. In the real world, this was primarily technological progress, but in Achtung! Cthulhu, the rate of technological advancement is matched by mankind’s growing knowledge of the Mythos and by the frequency with which contact is made with the entities of Mythos. This is mostly by certain agencies of the Axis powers, who desperate for great power have turned to ever more summonings of great powers… So it makes sense for there to be more encounters with Terrors in Achtung! Cthulhu, but the Keeper should probably avoid using too many of these Terrors lest their impact is lost.

Overall,  Achtung! Cthulhu Terrors of the Secret War provides lots of information for the Achtung! Cthulhu setting. More importantly though, Achtung! Cthulhu Terrors of the Secret War does a solid job of upping the scale of the conflict against the Mythos.

Sunday, 29 November 2015

The Esoteric War in the East

Achtung! Cthulhu: Guide to the Eastern Front is one of three supplements that each focus on one of the three main theatres of World War 2 for Modiphius Entertainment’s Achtung! Cthulhu campaign setting which pitches the stalwart men and women of the Allies against the outre and the occult being harnessed by the Axis powers to win the war. The first, Achtung! Cthulhu: Guide to North Africa, explored the conflict back and forth across the sands against the Germans and the Italians, whilst the third, Achtung! Cthulhu: Guide to the Pacific Front, looked at the war in the Far East against the Japanese Empire. Achtung! Cthulhu: Guide to the Eastern Front examines the war between Nazi Germany and the Soviet Union, primarily from the opening salvos of Operation Barbarossa in 1941 until almost the fall of Berlin in 1945. This is a massive conflict that will see the German war machine invade on a thousand mile long front and get almost to the gates of Moscow, besieging great cities in the process, only to be thrown back first by the dreaded Russian winter, but then by a combination of the Soviet Union’s huge armies, an economy that is eventually harnessed for war, and the fierce patriotism of the Russian people. It is no wonder that the war becomes known as the Great Patriotic War.

As with the core books for the line—Achtung! Cthulhu: Keeper’s Guide to the Secret War and Achtung! Cthulhu: Investigator’s Guide to the Secret WarAchtung! Cthulhu: Guide to the Eastern Front is written for use with both Call of Cthulhu, Sixth Edition and Savage Worlds. It perhaps gets a little busy in places where the writing has to switch between explaining the rule systems, but overall the supplement is well written. The supplement’s single map of Russia and Eastern Europe is also done in full, vibrant colour, actually covering Eastern Europe and the Baltics as well as the Soviet Union.The book itself is done in full colour, but in muted shades as is standard for the line, with decent, if stylised artwork, the layout done as a burgeoning sheaf of documents.

The supplement begins by setting the scene, with a chronology that runs up to early 1945. Although the primary focus of this chronology is the war itself, it actually begins in 1831 with the birth of Helena Petrovna Blavatsky, the occultist and founder of the cult Theosophical Society whose writings would influence numerous esoteric societies in the century following her death in 1891. Its runs up to the start of World War Two, charting the rise of the Bolsheviks and the Communist Party as well as the founding of various occult societies such as the Theosophical order, ‘Spirit is Life’, and their eventual suppression by the Soviets. It is accompanied by an overview of the Soviet state and an extensive gazetteer of the Eastern Front—and regions beyond! For not only does Achtung! Cthulhu: Guide to the Eastern Front have to cover the thousands of miles long battle front from Leningrad in the north to the Caucasus in the south, it has to cover the Winter War in Finland, the Arctic convoys from Great Britain to Archangelsk and Murmansk, Tito’s Communist insurgency in Yugoslavia, and of course, the inhuman treatment by Nazi Germany of many of the peoples it conquers. In the process it examines the defence and in some cases, virtual destruction of various cities, Leningrad and Stalingrad obviously, but also Kharkov, Minsk, Sebastopol, Warsaw, Kraków, and more...

The makeup of, and the influences upon, the Soviet military and war machine is covered in some detail. At its most basic, this details its military structure and its arms and equipment. Primarily, the former looks at just the Soviet army, but it does include the air force. Notably it also includes units of the infamous NKVD, which serve as the USSR’s internal military consisting of troops that run the GULAGs, prisons, railways, factories, and more; border troops that protect her borders; and of course, national security units that root out spies and traitors and guard Soviet and party officials. It also highlights the lack of experience of Soviet forces early in the war—primarily due to Stalin’s pre-war purges, and the lack of sophisticated radio equipment that hampers Soviet military operations; Order 227 which directs troops never to retreat; the use of both penal military units and women on the battlefront; and last, but not least, the role of political commissars.

Secondly, the very many various pieces of equipment that the Soviet Union fields are listed. This includes the personal arms, such as the Mosin-Nagant rifle and the PPSH-41 SMG and vehicles like the T-34 tank and the ZIS-5 truck. Since the Soviet Union runs desperately short of vehicles early in the war, American vehicles like the P-39 Airacobra and Studebaker US6 truck, supplied under the terms of the Lend-Lease are also listed. Axis vehicles are not ignored, though they tend to towards to the more extreme tanks like the Elefant and the Jadgpanther. Overall, this is a good mix, though perhaps the one omission is the aerosani, the propellor-driven snowmobiles used by the Russians for reconnaissance across areas of deep snow. Perhaps the oddest of the mundane pieces of  equipment fielded by the Soviets is the protivotankovaya sobaka, the anti-tank dog, trained to crawl under  a German tank and detonate the mine strapped to its back. Unfortunately, the use of dogs in this fashion proves unreliable, particularly as they attack Russian tanks because of poor training.

In terms of character options, Achtung! Cthulhu: Guide to the Eastern Front provides information for a Soviet investigator’s background nationality and Occupations for Cavalry soldiers, NKVD Agent, and Osobist SMERSH or military counter-intelligence agents as well as the Kinolog, the Vor, and the Zek. A Kinolog is a dog trainer and handler, a Vor is a career criminal whose only loyalty is to his fellow criminals, and a Zek is a GULAG prisoner, anything from an actual criminal to a discredited and purged poet, physicist, or soldier. The only new training package available is for the NKVD, but for Savage Worlds the supplement gives new Hindrances and Edges such as Under Suspicion and Hot Blooded, the former for politically unreliable characters, the latter enabling a character to withstand the terrible low temperatures of the Russian winter. Now in comparison to either Achtung! Cthulhu: Guide to North Africa or Achtung! Cthulhu: Guide to the Pacific Front this feels like fewer choices. This is understandable given that most of the options are covered in Achtung! Cthulhu: Investigator’s Guide to the Secret War, but nevertheless, these new options do lend themselves to interesting roleplaying possibilities, the Vor and the Zek in particular given their outsider status in what is a totalitarian state. 

In Soviet Russia, the existence of the occult—and worse—is a state secret, but knowledge of it has only been reluctantly accepted by the state in the face of its use by the Nazis. Various aspects of it is studied by a number of sometimes rival Soviet organisations. The Brain Institute of the VKP (B) is a scientific agency answerable to the Communist Party which exploits technology looted from the Mi-go; staffed by occulist and sorcerer zeks, Institute 21 is an arm of the NKVD that brings its outré methods to counter-intelligence; and Otdel MI or Bureau of Extraplanar Research, which has scoured the world for ancient books, relics, and artefacts, and also controls the Tunguska site. The Otdel MI is the only agency likely to co-operate with Allied agencies and whilst all three agencies are opposed to the German agencies of Black Sun and Nachte Wölfe, only  Institute 21 and Otdel MI are likely to oppose them directly. There is of course much more to all three organisations and there are of course Mythos threats to the USSR beyond Black Sun and Nachte Wölfe, such as the Nochnyye Ved’my, the Shantak-riding Night Hags that are the Mythos counterpart to the famed female bomber pilots, the Night Witches; worshippers of the charnel god, Mordiggian, beneath Leningrad and other besieged cities; and the sprinkling of Ithaqua cultists from Finland to Siberia.

The various occult organisations have fielded various pieces of equipment. The most notable of these are the unreliable energy weapons designed by Otdel MI, but the most absurd are the Bomb Wraiths, Institute 21 bombs with the means to summon fire vampires embedded in the bomb casings! The majority of the new tomes listed originate in the Far East, reflecting the interest in Tibet and other Asian countries by Helena Petrovna Blavatsky and other occultists. A solid grimoire adds an interesting mix of spells, whilst the bestiary adds the Insects from Shaggai and the Krysoluds (or rat-things) for Savage Worlds as well as various new creatures and races.

Two things are apparent from the treatment of the Cthulhu Mythos in Achtung! Cthulhu: Guide to the Eastern Front. First is that it is disparate and dispersed. Second is that this feels right for the setting. After all, both the occult and occultists have suffered decades of disruption and destruction. Initially by the Soviet government, but then more recently by the Nazis. The Soviet Union is also a vast territory, so it is highly unlikely that one ‘hidden’ cult could arise to really threaten the cult that is the Communist Party. More importantly, the treatment of Russia in terms of the Mythos has always been light—especially for Call of Cthulhu. Beyond ‘Secrets of the Kremlin’ from T.O.M.E.’s Glozel est Authentique; Cold Harvest, and the Miskatonic University Library Association Monographs Machine Tractor Station Kharkov-37 and Terror; and Pagan Publishing’s GRU SV-8 and the Skoptsi from Delta Green: Countdown, there has been very little for the authors of Achtung! Cthulhu: Guide to the Eastern Front to go on. So where Achtung! Cthulhu: Guide to North Africa and Achtung! Cthulhu: Guide to the Pacific Front have to cover hotbeds of Mythos activity and the activities of major entities and their cultists, Achtung! Cthulhu: Guide to the Eastern Front only has to really address the one single issue in terms of the Mythos—what caused the Tunguska Explosion of 1908? The answer here is of course, Azathoth, but not quite and that feels perfectly in keeping with the underplayed treatment of the Mythos for Russia for Achtung! Cthulhu.

As with the other two theatre of war supplements, Achtung! Cthulhu: Guide to the Eastern Front is rounded out with listings of NPCs and some adventure seeds. The former are divided between important people for whom no stats are given and the ordinary men and women who fight on the battlefront for whom stats are given. The adventure seeds focus on mysteries for Allied investigators to look into and perhaps a second for Russian characters would have added a little balance.

Achtung! Cthulhu: Guide to the Eastern Front is well presented and decently written. If there are issues with the presentation, it is with the book’s treatment of its new esoteric equipment. First, none of them illustrated, which might well be a problem for the Keeper should his investigators get hold of them. Second, their descriptions are given in the mundane equipment listings where they feel out of place and hint too much at secrets explored in more detail in chapters devoted to the Mythos. The writing itself is good and does not shy away from ignoring the atrocities enacted throughout the conflict—by both sides.

As with Achtung! Cthulhu: Guide to North Africa and Achtung! Cthulhu: Guide to the Pacific Front, this supplement has vast swathes of territory to cover and detail. Much like those books, it covers the mundane side of the war on the Eastern Front—and other areas, in an engaging and informative way, and the Keeper is also provided with plenty of extra details, colour information, and write-ups of interesting personalities and places. Its treatment of the Mythos feels fresh and balanced, primarily because it does not have to ignore the development of previously published Mythos elements for Call of Cthulhu. Above all, Achtung! Cthulhu: Guide to the Eastern Front does a good job of capturing the dark and driven desperation of the war in the East and whilst the addition of the Mythos makes the war even darker, the Mythos in Achtung! Cthulhu: Guide to the Eastern Front kept suitably and thematically underplayed.

Saturday, 27 June 2015

Ridiculum bella Rome

From TSR, Inc.’s The Glory of Rome for Advanced Dungeons & Dragons, Second Edition to Chaosium, Inc.’s Cthulhu Invictus for Call of Cthulhu, Sixth Edition, the world of Ancient Rome has been regularly visited by the gaming hobby. Some have been simple and straightforward like Pax Gladius, the 1PG from Deep7, whilst others have been sublime, such as Thyrsus Games’ much missed Fvlminata: Armed with Lightning. Two of the more recent entries in the genre have been military based. First 43 AD in 2012 and then Weird Wars Rome, launched on Kickstarter in 2013.

Published by Pinnacle Entertainment Group, Weird Wars Rome is part of the Weird Wars line of horror settings that began with Weird War II and has since visited the Vietnam War with Weird Wars: Tour of Darkness. The set-up for each of these military settings and campaigns initially sees the player characters as simple soldiers fighting on the front lines who are exposed to something strange, unnatural, even horrific. The encounter is enough to suggest that the enemy is using means more than outré to fight its war and the player characters’ survival is enough to bring them to the attention of the Twilight Legion, a secret organisation dedicated to fighting the evil unleashed by the enemy. Once they have its attention, the secret society will test the player characters and then send them to fight its missions in order to thwart the greater evil…

So it is with Weird Wars Rome, a campaign setting that requires the Savage Worlds core rules in order to play it. Unlike in most campaigns and RPGs based in Ancient Rome, this is an entirely military based campaign setting, with the player characters taking the roles of members of one of Rome’s mighty legions, all assigned to the same unit, a Contubernium of eight men. That is if they are legionaries, for they might also be auxiliaries (infantry or cavalry), gladiators, medicii (medics), or speculatores/exploratores (scouts, bodyguards, couriers, and even spies). There are no rules in Weird Wars Rome for creating civilian characters (or indeed guidelines for running civilian-based campaigns), but an enterprising War Master—as the GM is known in the Weird Wars series—could easily create new Occupations if he has access to suitable source material (Cthulhu Invictus would be a good source for such an endeavour). Alternatively, such material would form the basis of Weird Wars Rome Companion, right…?

Name: Aulus Didius Ravilla Nationality: Roman 
Rank: Novice Occupation: Legionary
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice d6, Throwing d6, Stealth d8, Streetwise d6
Charisma: 0
Pace: 6; Parry: 5; Toughness: 4; Sanity
Hindrances:  Bad Luck (Major), Greed (Minor), Wanted (Minor)
Edges: Shield Wall, Sticky Fingers, Thief

Weird Wars Rome adds various new Edges (advantages) for creating characters, most of them military-related, such as Military Family, Aquilifer (eagle standard bearer for the legion), and Signifier (spear standard bearer for the century). As this is a horror setting, characters also have a Sanity stat to reflect their ability to withstand the shock of seeing the monsters and supernatural threats they will encounter in a Weird Wars campaign. Sanity points are lost for failing Fear checks and if driven to zero or below, a character is likely to acquire a disorder such as Flashbacks or the Shakes. These can be overcome through rest and recuperation at a temple or sanatorium, but this does take time. If a character still has Sanity points, he can gain lost points by expending his ‘Spoils’ of war on charitable deeds.

Other mechanics in Weird Wars Rome  handle rewards and promotions, both naval and siege warfare, for finding and spending ‘Spoils’ of war found after any battle or campaign. In addition to being spent on charitable acts, these can be donated to temples to gain blessings, given as gifts to gain the benefit of a veteran’s wisdom, carousing, bribing a superior to get out of duties, simply to rest, and so on. Where characters have access to ‘magic’, it will be in the form of divine Miracles rather than Arcane sorcery, the latter the province of the enemy such as the Druids of Gaul and Britannia and the mages of Greece, Egyptus, Parthia, and elsewhere. The likelihood of a character learning magic will come later in any campaign once he has proved his duty to the Twilight Legion and devotion to the right deities.

Mechanically, Weird Wars Rome uses the Savage Worlds system. This is a relatively light, pulp action system designed to handle single player action as well as combat between military units. The two included campaigns will involve military skirmishes of varying sizes, the player characters being expected to take command of the Roman forces where possible. Both ‘Rome’s Nightmare’ and ‘Mountains of Blood’ are Plot Point Campaigns, meaning that there are periods of time—both long and short—where the player characters can engage in adventures that are not related to the campaign. In the case of Weird Wars Rome, the War Master is free to slot adventures of his own design in between the Plot Points or create them using the given Adventure Generator.

‘Rome’s Nightmare’ take place during the 2nd Punic War and sees the player characters serving in the legions as the Carthaginian general Hannibal lays waste to the north of Italy. The return of their deceased comrades to the battlefield and their survival brings them to the attention of those who have knowledge of the dark means that Hannibal has brought to the northern hills of Italy. Where ‘Rome’s Nightmare’ is a defensive action, ‘Mountains of Blood’ takes place during an invasion, that of Dacia under the command of the great general Trajan. It is also a much shorter affair, one that also has them facing an indigenous foe rather than one that the enemy brought with them.

Both are presented in a chapter entitled ‘Legatum’ or Legacy. This is because the two campaigns in Weird Wars Rome are linked. Not in terms of plot, campaign, or foe, but in terms of generation. The idea is that whilst one set of characters fight one Plot Point Campaign, it is their descendants that fight the next and their descendants that fight the next, and so on and so on… Each descendant will benefit from a legacy of of his forebear’s campaigns, sometimes a curse, at other times great status and knowledge. Now this can only be done the once with the two Plot Point Campaigns given in Weird Wars Rome, but the supplement also includes descriptions of several other wars that the War Master could develop into campaigns of his own. Some of these, such as the wars to conquer Britannia could be run using the same characters, slipping campaign interludes between the military ventures, but others are far enough apart to run as part of a generational campaign. The description of each war includes a ‘sub rosa’ section detailing the dark means by which the enemies of Rome will turn to drive out the imperial forces. The War Leader will need to take note of both the ordinary and outré aspects of each war in order to develop it into a campaign of his own.

The bulk of Weird Wars Rome is devoted to Rome, its history and empire, and its conduct of war. It includes a gazetteer of the empire, though the latter is understandably broad given the space restriction and the great swathes of territory it has to cover. Rounding out the supplement is bestiary of Rome’s allies and enemies. The range of monsters suffers from the same problem as the gazetteer, having too much territory and too many creatures to cover effectively.   

Physically, Weird Wars Rome is a slim, ninety-six page, full colour book. Some of the artwork is excellent, but much of it is too cartoon-like and at odds with the grim nature of the better pieces. Whilst the book does pack in a great deal of information, it does not need another edit in places. In particular this is one book where you do need to know how to use the term ‘decimate’ in the correct sense. Especially if it is defined correctly at the beginning of the book. 

There are a number of odder problems inherent to Weird Wars Rome. Most of the time the player characters are going to be very similar, more so if all playing legionaries. There is room to play different types of characters once the player characters become involved with the Twilight Legion, but even so, the supplement only offers a limited number of character types and further, by modern standards, the supplement offers little in the way of female characters. Again, this may become possible when the characters become involved in the affairs of the Twilight Legion, but again, the War Master will have to work to make this possible. Further, it offers little in the way of civilian characters or civilian-based campaigns, but this is by design. All of these issues deserve to be addressed in a companion. Another issue is the lack of monsters—not that there none, but rather there are not enough and perhaps more could have been done to associate them with particular territories and wars, in particular they tend towards pulp archetypes rather than the creatures of myth and legend.

One interesting aspect of Weird Wars Rome is the place in it puts the players. ‘Rome’s Nightmare’ is a defensive action, but because ‘Mountains of Blood’ is an offensive action, it places the player characters in the role of the invaders, literally the 'faceless' forces of Imperialism, stamping the authority of Rome on another country. This is a role that they will take again and again, especially if several of the other wars given in the supplement are played through. The characters are in many cases the oppressors. How happy the players are will vary from one group to another...

Perhaps too succinct in places, there is, nevertheless, much to be made of the contents of Weird Wars Rome, though a companion volume would be more than welcome. Despite its limitations—many of them self-imposed—Weird Wars Rome is a solid treatment of its subject matter, supported by two decent campaigns and the means to create more.