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Showing posts with label Solo Adventure. Show all posts
Showing posts with label Solo Adventure. Show all posts

Saturday, 5 July 2025

[Free RPG Day 2025] Wires in the Wood

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The world has changed, but whomever changed it, is long gone. The world has been abandoned. This leaves room for the world to be explored and foraged and artefacts found and artefacts upcycled. This is the very simple set-up for Wires in the Woods: A trash-foraging TTRPG. Based on the artwork of Simon J. Curd, this
is published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, which can be played as a solo journalling roleplaying game or as a two-player game storytelling game. The Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is the version released for Free RPG Day and as the title suggests is designed to be played solo. It requires a standard deck of playing cards, two six-sided dice, a token to represent the forager’s location, and a means of recording the story.

In Wires in the Woods: A trash-foraging TTRPG Solo Quickstart, the player controls the story of a Forager, an animal who will explore the abandoned world and undertake ‘Upcycling Tasks’. This involves the discovery of artefacts left behind and combining two or more of them to solve a problem. Perhaps a bridge over a ravine creaks and is missing several planks, leaving dangerous gaps or a set of wild hedgerows form a giant puzzle that is easy to get lost in and some creatures need help finding their way out. The cycle of the game is to explore different locations, find artefacts, discover problems, and transport the upcycled artefacts to the problem to solve it. The locations, artefacts, problems, and the upcycled artefacts are used as prompts by the player record the story of his Forager.

A Forager has only the one attribute, Zeal. It costs Zeal to explore and move from location to location, but is earned by completing Upcycling Tasks. The full game allows a player to choose a different Forager, each with a different skill, but the quick-start only includes the one. This is the ‘Scamper’, a raccoon-like creature with horns or antlers, and the skill, ‘Fleet of Foot’. This enables him to move to a location with the red suite without expending any Zeal.

The exploration area has a maximum area of a six-by-four grid. The standard deck of playing cards requires a little preparation. The game is played without jokers, three cards are drawn as trigger cards and three as Upcycling Task cards. Twenty-one cards are drawn to form the locations deck. The details of the trigger cards are shuffled into the locations deck, whilst the Upcycling Task cards are kept to one side. On a turn, the player draws a card from the locations deck, adds it to the grid and notes down the location description determined by the card’s colour and value. If the card drawn is a trigger card, the player can reveal one of the three Upcycling Tasks. This is determined by the value of the trigger card. At the end of a turn, the player rolls for an event or an encounter.

Game play ends when the Forager has either un out of Zeal or completed all three of his Upcycling Tasks. Although Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a quick-start designed to introduce the game and therefore does not include all of the roleplaying game’s prompts, it does include enough to enable it to be replayed. There are twenty-six location descriptions, thirteen Upcycling Tasks, and twelve Artefacts awaiting recycling. A player could easily play through it a second time and have a different experience dealing with different Upcycling Tasks, and perhaps even a third time!

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a post-apocalyptic setting, one in which strange, not quite recognisable (mutated?) creatures explore a world left by mankind? The location and artefact descriptions are recognisably that of our own world, although the descriptions of the artefacts leave out their actual name. Thus, “There’s something trapped inside this that looks at you. Lots of pressy things and two skinny little arms that break easily. It also has a tail. It won’t talk to you.” is actually a television! This is classic post-apocalyptic roleplaying, a player completely aware of what an object from the past is, but having to roleplay his character not knowing what it is and what it does.

Physically, Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is charming little book. Simon J. Curd’s artwork is strange, perhaps a little creepy, and delightful.

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a charming and surprising fulsome introduction to the full roleplaying game, one that provides an equally surprising amount of game play. It serves as a decent introduction to journalling roleplaying games and the artwork of Simon J. Curd.

Saturday, 31 May 2025

The Little Book of Death ...in Spaace!

Escape the Dark Sector: The Game of Deep Space Adventure is about survival. About making a break from the cell of the 
detention block of a vast space station where they have found themselves incarcerated. They have an opportunity to escape their imprisonment, but the route they must take, between the detention block and their spaceship, is fraught with danger. The escapees must find their way out of the Detention Level, through the Heart of the Station, and then the Forgotten Zones to their impounded spaceship—and escape! Published by Themeborne Ltd., Escape the Dark Sector is the Science Fiction sequel to Escape the Dark Castle: The Game of Atmospheric Adventure, which was inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books. As with its fantasy predecessor, Escape the Dark Sector can be played solo or collectively and 
offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Sector – Mission Pack 1: Twisted Tech, Escape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Sector is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Sector, nor any of its expansions, or even Escape the Dark Castle, could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is Death in Deep Space, the Science Fiction equivalent of The Death Book for Escape the Dark CastleThis is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Alien Queen’ reads as follows:

“Die, humansss!”

The Alien Queen was lying wait! Jets of venom fly towards you as she pounces—YOU must roll two HIT DICE now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Sector, he picks up Death in Deep Space and after finding the entry for ‘The Alien Queen’, he reads aloud the following:

The Alien Queen

Once it enters your bloodstream, the paralysing venom of the Alien Queen works quickly – a spreading rigidity coursing through your entire body, locking your joints one by one until you are all but paralysed. Even your eyelids cannot close, and you are forced to watch in horror as the terrible creature captures your fellow crew with equal ease.

With a series of hissed commands to her countless, scurrying servitor spawn, you are all dragged back her vast, deck-spanning nest. There, a slick, black, fleshy membrane covers the walls and beneath the vaguely humanoid shapes of her decomposing victims are still recognisable. Their shallow breaths rise and fall in eerie synchronicity, an indication that their suffering is yet to be ended. Soon, you and your crew join them.

Once in place, your spines are sliced open. The shimmering spools of nerve fibre that spill out are intertwined with those of the other captives suspended around – the connection sealed with a sticky, mucus coating. In this way, you become part of the fabric of the hive, a sensory node in a living web, lining the walls as far as the eye can see, warning the hive of approaching threats and passing the news back through the biotic chain in an instant.

For the rest of your days, your pain is theirs and theirs is yours; you see what they see and hear what they hear, your collective existence painfully prolonged in service to your bestial captor.

Your adventure ends here.

Physically, Death in Deep Space is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, Death in Deep Space fits easily into Escape the Dark Sector: The Collector’s Box Set.

Death in Deep Space is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Sector is an enjoyable game, but character deaths can feel little, “Is that it?”. With Death in Deep Space, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Sector to a nasty and unfortunate, but fitting end.

—oOo—


Themeborne Ltd. will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Saturday, 17 May 2025

Solitaire: Innsmouth: The Stolen Child

It begins in simple, almost Film Noir fashion. There is not much call for a Private Investigator right now in Arkham. So, both cases and funds are light when the woman comes knocking at your office door. Her son, Lester, has been kidnapped, she says. Her husband did it, along with his family, and they have fled back to their hometown of Innsmouth. She wants you to get him back, but warns you that it will not be easy. The people of Innsmouth are strange, likely members of a cult, and do not take kindly to outsiders. She suggests that perhaps they can be bribed with gold, so obsessed are with the precious metal, but otherwise, you need to be careful. You promise you will be and so you find yourself ashore in the dilapidated, blighted town on the New England coast, your senses assailed by the smell of fish and the sight of buildings that were once a sign of wealth gone to seed and decrepitude. Can you rescue Lester from one of the most notorious towns in Lovecraft County? Can you find any sign of the previous investigator that the woman hired, only a week ago? Can you ‘Escape from Innsmouth’?

Innsmouth: The Stolen Child puts you in the flat shoes a Private Investigator hired to look into a kidnapping of a young boy in one of H.P. Lovecraft’s most famous creations, the town described in his short story, The Shadow Over Innsmouth. Published by Blue Fox Gamebooks following a successful Kickstarter campaign, it is a solo adventure book in the mould of the Fighting Fantasy series of solo game books as typified by The Warlock of Firetop Mountain. In fact, it is only slightly more complex than the Fighting Fantasy series and requires no more than a pair of six-sided dice and paper and pencil to play. Your character has seven attributes. These are Health, Speed, Accuracy, Stealth, Detection, and Power. Speed is how quick you are in terms of reaction time and running; Accuracy is aim and precision; Stealth is hiding and quiet movement; Detection is both spotting things and reading people; and Power is brute strength. In addition, your character also has Conspicuousness, measuring how much you stand out and bring attention to yourself. Health is set at a value of fifteen and is likely to go down over the course of the investigation, whilst Conspicuousness is set at a starting value of four and will go up and down, and even reset if your character changes his appearance. The value of the other attributes are determined by rolling a single die and adding six to each. They will not change over the course of the investigation.

Mechanically, Innsmouth: The Stolen Child is simple. For most of the attributes, you roll two six-sided dice and if the result is equal to, or lower than the value of the attribute, you succeed. Otherwise, you fail. This is reversed for Conspicuousness, where rolling higher than its value means that you have not been spotted. Combat is fast and deadly, especially when firearms are involved. Attack order is determined by Speed, successfully hitting by Accuracy, and damage by weapon. Firearms have a chance of killing a target with one shot. Damage is deducted from the Health of the character or NPC. The character does have a limited inventory and can carry and find rations, effectively the equivalent of packed lunches, which will restore Health if eaten.

Innsmouth: The Stolen Child consists of six hundred paragraphs and within moments of stepping off the boat in Innsmouth harbour, you are presented with hard choices. Investigate some crates on the wharves even though opening them might cause a noise and raise Conspicuousness? Deal with a man begging for death? Approach a solitary man sitting on the dock of the bay? The story funnels your character from the drop-off point into Innsmouth town proper where it opens up again after making rendezvousing with a contact in the town. There is a pleasingly appropriate point here to get a change of clothes and so enable the character to reduce his Conspicuousness. The story unfolds around places familiar from Lovecraft’s short story, including encountering the bus that takes the narrator from Newburyport to Innsmouth, but the much of the action and investigation takes place in the Gilman House, Innsmouth’s only hotel of note. Getting in—and getting a room—is surprisingly easy, but searching the hotel is not. Getting out, especially with young Lester in tow, is harder. Sometimes finding a uniform to use as a disguise will help, but at other times, it will not, as the hotel staff will wander what you are doing. This is a nice touch, forcing the player to think about remaining in disguise or not.

Innsmouth: The Stolen Child is an adventure that presents the reader with a lot of detail and a lot of options to chose from as you move from paragraph to paragraph, often as many as four or five. Often, the reader will find that there is not enough time to do everything at a location before you are pushed onward into the investigation. Innsmouth: The Stolen Child does not have a Sanity mechanic, but there moments throughout the investigation where the character’s fear overcomes his judgement and he flees a scene, again likely in the process losing an opportunity to investigate there further. As with all solo adventure books, as you move from one paragraph entry to the next, you switch back and forth through the pages of the book getting glimpses of artwork and wondering how you might get to them in the story from amongst the maze of entries. Or not given the fact that that is a horror scenario and you want to get away unscathed.

Physically, Innsmouth: The Stolen Childis well presented and written. The artwork, all black and white, is decent.

Innsmouth: The Stolen Child is a big adventure that presents you with a lot of detail and options to explore, in which stealth through the Conspicuousness mechanic plays a big part, whilst not shying away from the deadliness of combat. It presents both an opportunity and a reason for the reader to want to visit and hopefully, escape from, the dread town of Innsmouth, and so make an entertainingly desperate return to The Shadow Over Innsmouth.

—oOo—

Blue Fox Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.

Friday, 9 May 2025

Friday Filler: Back Stories: Alone Under the Ice

High up Mont Blanc stands the Refuge du Nid d’Aigle, a shelter considered to be the starting point for the royal route up the mountain. Here is where you last heard from John, your brother, a letter you received two weeks ago. In the letter he promised to call you in a few days, but never did. However, he also revealed that he had made an incredible discovery. This was a clue to the location of one of the greatest missing treasures from the end of World War 2—the Amber Room. Often considered to be a candidate for the ‘Eighth Wonder of the World’, the amber panels of the room, backed with gold leaf and mirrors, was looted from the Catherine Palace of Tsarskoye Selo near Saint Petersburg by the Nazis, taken to Königsberg on the Baltic coast and there lost from history! Now your brother knows where the Amber Room might be and that there are people after him. Is John simply missing? Has he been kidnapped? Is he even alive? And does he really know anything about the location of one of the greatest missing treasures of all time? And from the too few clues that he has given you, can you find John before it is too late?

This is the set-up for Back Stories: Alone Under the Ice. Published by La Boîte de Jeu, it is a storytelling game that is very much like a ‘Choose Your Adventure’ book or a ‘Click & Point’ computer adventure in which the story is told by proceeding through a deck and making choices when prompted. However, although it may possess the playstyle of a ‘Choose Your Adventure’ book or a ‘Click & Point’ computer adventure, Back Stories: Alone Under the Ice is not necessarily a solo game. It is designed to be played by between one and six players, aged ten and over, and in an hour or less. Thus, it can be played solo, but it can also be played co-operatively, with the players deciding together what the heroine of the story—Sophie—will do in each scene and location, the current cards being laid out in front the players for everyone to see and examine. Yet unlike a ‘Choose Your Adventure’ book or a ‘Click & Point’ computer adventure, there is no random factor in Back Stories: Alone Under the Ice. No dice to roll as in a solo adventure book or clicking a button in a computer game. All of it what happens as Sophie searches for her brother is down to the players, the choices they make, and the consequences of those choices.

Back Stories: Alone Under the Ice consists of a deck of one-hundred-and-twenty-eight cards. The cards are large, full colour, double-sided, numbered between one and one-hundred-and-twenty-eight, and played through in order starting with one and moving through card by card. Of course, depending on the players’ choices, they will not see every card in the deck on a single play though. They are likely to skip over whole sections of the deck as determined by their choices. The cards come in six types. The purple cards are Character, Objective, and Ending cards. These represent Sophie and what she wants to do. The green Clue cards give information about a situation or a challenge. The yellow Story cards move the adventure on. The dark blue Situation cards depict items, locations, or people. Often they can be arranged together to form larger scenes. The light blue Action cards are what Sophie can do and in the game they are used to interact with the Situation cards. They form the key mechanical part of play and come in two types. The ‘Window’ cards have a rectangular hole cut in them and text indicating the action, such as ‘Search Gather Explore the area’, whilst the ‘Notch’ cards have notches cut into the side. The red ‘Status’ cards indicate Sophie’s current condition, such as ‘Sophie is weak’ or ‘Frozen’.

At the start of Back Stories: Alone Under the Ice, the player takes the top card off the deck, turns it over. This is card number one. He reads it and follows the instructions. Initially, this will be to draw the next set of numbered cards. They are placed on the table so that everyone can see the current Objective card; the Action cards available and thus, what Sophie can do in the scene; and the Situation cards that show what Sophie can see. These are areas on the table known as the Objective area, Player area, and Panorama area, respectively. Once the cards are in front of them, the players debate and decide what they want Sophie to do, choosing an Action card to combine with a Situation card. When this happens, the player takes the Action card and slides it behind the chosen Situation card. He then picks up the two cards—Action and Situation—together and turns them over. Most of the reverse of the Situation card will be hidden apart from what can be seen through the window or notch of the Action card. The window will reveal information, whilst the notch will show a number indicating the code for a lock or another Situation card that the players must now consult.

For example, Sophie has arrived at the Refuge du Nid d’Aigle. This is card one. It tells her which cards to draw and place on the table. They include several Action cards and several Situation cards. Card eight states, ‘Someone is waiting upstairs in the lobby’, and depicts a young man leaning against a bar. The players decide that they want to talk to the young man, but cannot decide between the simple ‘Chat Talk’ Action card or the ‘Ask about your brother John card’. After a quick debate, they select the ‘Chat Talk’ Action card as it is not confrontational. The player picks up the ‘Chat Talk’ Action card, which is card five and slides it behind the ‘Someone is waiting upstairs in the lobby’ card or Card eight. When the player turns the two cards over, he can read the text and the clue that is not covered. The players are free to use as many Action cards as they want, but each one and the consequences that follow, must be completed before another action can be attempted.

Initially, most of the actions the player will be directing Sophie to take will involve talking and asking questions, but as play proceeds, other Action cards and actions become available. Sophie also has opportunities for theft and violence, the latter when she picks up/steals an ice pick—which then has its own Action card—though resorting to such methods will probably get her hurt or mistrusted, depending on the action. Yet there are also some utterly amazing Action cards and thus actions that come about due to particular circumstances, such as ‘Feel around using your hands’ when Sophie is in the pitch dark or ‘Match×1’ which she can strike to reveal where is in the darkness!

Back Stories: Alone Under the Ice is not a challenging game (or puzzle?) to play, certainly not in terms of the rules or mechanics, and is not too challenging in terms of the story. In fact, the publishers rate the difficulty at two out of five. The simplicity of play and the standard sequence of card numbers means that Back Stories: Alone Under the Ice is also easy to set back up again. So, if the players fail the first time, they can set it back up and try again and start looking for other clues and interesting ways to interact in a different way with the locations and people within the mystery. Even when the players do solve the mystery and find John, there is nothing to stop them resetting the game and examining other clues to find out where they might lead Sophie. That said, with just one-hundred-and-twenty-eight cards and a difficulty of two out of five, subsequent playthroughs are not going vary too widely, though of course, the endings probably will.

Physically, Back Stories: Alone Under the Ice comes in a small, but solid box. The cards are all glossy and full of vibrant colour, whilst the artwork on them is excellent. The rules are clearly explained, though the text on the cards might be a little small for some readers.

Back Stories: Alone Under the Ice is a solo adventure book in a box, with the cards replacing the paragraphs and giving the mystery a pleasing physicality that twists the tension a little as the players slide an Action card behind a Situation card in the hope of getting a good clue. This is a game that people are going to want to play and play again until they have solved the mystery at its heart and if they have played it in a group, they are likely to want to try it again, playing alone this time. However, once the mystery is solved, there is relatively little need to play again. Except, that is, if a player wants to introduce it to a new group, because although it has a slightly longer playing time of an hour, the combination of the game play’s simplicity and tension with the intrigue of the mystery, means that it works as an ice breaker game as well. That simplicity plus the mystery means it works as a family game as well.

Back Stories: Alone Under the Ice packs a good mystery, excellent artwork, and clever play into its solid little box.

Saturday, 26 April 2025

Solitaire: Aces Over the Adriatic

There is something utterly romantic and beguiling as you soar through the skies above the azure waters of the Adriatic, the sun glinting off your wingtips, the wind rushing past your head, and the roar of the engine in your ears. Higher, faster, the dreams of your nation embodied in the sleek frame of the machine in your hands, for a moment you are free. Free of the demands of national pride and prestige, free of expectations, and maybe even free of the memories that you can never truly escape, no matter how fast or how high you fly… And then you turn over and dive. Dive back down to the exaltation of the crowds, to the popping glare of the press, to be amongst the men and women placed on a pedestal who are your peers and like you, know the freedom of flight, and to return to the horrors of your past and the creeping horror of Fascism along the shores of the Adriatic.

In Aces Over the Adriatic: A Solo RPG, you are that pilot. Perhaps a veteran of the Great War, mourning the loss of comrades, your skill and experience has put you at the controls of a seaplane, an entry into the ongoing Coupe d’Aviation Maritime Jacques Schneider, a biennial race for seaplanes and flying boats. You race for your country, but you also race for the memory of your friends lost in combat and you race for the love and glory of flying. Yet the speed and manoeuvrability of your machine may also see you undertaking missions facing pirates that are a threat the skies over the Adriatic, delivering urgent mail to Milan, or carrying contraband in sealed cases. Published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, this is actually a French roleplaying game written in conjunction with the Musée de l’Hydraviation in Biscarrosse, France. It is semi-historical in that in addition to being inspired by the technical innovation and the romance brought about by the Schneider Trophy in the interwar years, it is also inspired by the Studio Ghibli film, Porco Rosso.

A Pilot in Aces Over the Adriatic: A Solo RPG is defined by his Nationality, Age, some Personality features, a personal distinctive feature, a distinctive feature for his aircraft, and a Perk. Nationality will also determine the Pilot’s name and possibly the type of aircraft he is flying, whilst age will determine whether or not he served in the Great War. The Perk can apply to the aircraft, such as ‘Military-grade weapons’ or ‘Speed’, or it can apply to the Pilot like ‘Calm’ or ‘Daredevil’. He also has values for Gauge, Glory, and Nostalgia. Gauge represents the amount of damage that both Pilot and aircraft can withstand; Glory is the Pilot’s fame and ambition, as it rises, the Pilot will gain Perks, a nickname, and honorary titles; and Nostalgia is the Pilot’s link to his past and if it grows too high, the Pilot may suffer from melancholy and if it reaches ten, will forces them to hang up his flying helmet and goggles.

Name: Otillie Gottschalk
Nationality: German
Age: 31
Nickname: None
Honorary Title: None
Personality: Clever, Chatty, Clumsy
Distinctive Features: Pet Dachshund, ‘Rudy’
Aircraft’s Distinctive Features: Dark Blue
Perks: Intuition
Gauge: 4
Glory: 0
Nostalgia: 0

Actions and Questions are handled in a straightforward manner. An answer to a question can be determined by a simple roll of a six-sided die, but there is a table of more nuanced answer options included. For actions, A Pilot in Aces Over the Adriatic: A Solo RPG employs the ‘Push System’. When the player wants his Pilot to undertake an action, he rolls a six-sided die. This is the ‘Initial Die’. It is impossible to fail on the roll of the ‘Initial Die’. A result of four or less is a ‘Weak Success’, or a success with consequences, whilst a result of five or six is a ‘Strong Success’. It is as simple as that, but what if the player rolls a ‘Weak Success’, but wants a ‘Strong Success’? he can then roll a which can lead to a failure. The results of the ‘Push Die’ are added to the results of the ‘Initial Die’. If the total is still less than four, it is still a ‘Weak Success’ and the player can roll another ‘Push Die’; if it is five or six, it is a ‘Strong Success’; and if it is seven or more, it is a failure. Effectively, the Pilot is constantly pushing the envelope and there is a chance that it can be pushed too far.

The play of the games flows back and forth between Missions and Memories. A mission might be to ferry a wealthy passenger to Venice or help cover the story of another famous pilot for the Pilot’s national press. A Memory can come from any activity, such as visiting a city or whilst a Pilot repairs his aircraft, and might be about the war, friends, past loves, and so on. Both require a roll to succeed. Each Mission has four Challenge Points and the player rolls to reduce these, a ‘Strong Success’ reducing two, ‘Weak Success’, and a failure, none. The faster a player can reduce the Challenge Points, the more Glory his Pilot will be rewarded. Glory can be spent to gain more Perks and as the total Glory accrued rises, the Pilot will gain a Nickname and an Honorary Title. However, results of a Failure and a ‘Weak Success’ both reduce ‘Gauge’ the joint measure of damage that a Pilot and his aircraft can suffer. Pilot and aeroplane can keep flying as long as their Gauge is one or more, but if it is reduced to zero, they will crash.

A Memory takes place between Missions. If successful, it can restore Gauge and refresh Perks used. However, in the process of reliving a Memory, a Pilot gains Nostalgia and if that ever rises to ten, the Pilot will retire. In addition, it is possible to have a Flashback during a Mission, which works similar to a Memory and also increases Nostalgia. So there is a balance here between keeping flying and succeeding and getting lost in reminiscence. And of course, throughout, the player is writing a journal—or is that keeping a logbook?—of the story of his Pilot and his aeroplane over the skies of Europe. It is here Aces Over the Adriatic: A Solo RPG that comes into its own in supporting the Player.

Aces Over the Adriatic: A Solo RPG is rich in background detail. There are descriptions of Europe in the interwar period, Fascist Italy, seaplanes and flying boats, the Schneider Trophy, and more. These descriptions are more overview than detail, but they are enough for the player to start with. Besides the table of Missions, there is ‘The Control Tower’ which provides tables for weather conditions, iconic places, NPCs including historical pilots and sponsors, generating pirate group names, and more. All of which the player can use to generate details and elements of his Pilot’s life in and out of the cockpit and as it is logged. There is advice too on how to play Aces Over the Adriatic: A Solo RPG, the author suggesting, for example, that the player control and tell the stories of multiple Pilots at once as if writing a drama, and on how to make the play harder or easier.

Unlike many journalling games, Aces Over the Adriatic: A Solo RPG has the scope to be more than just a solo game. The rules are simple and straightforward and the content in terms of setting and support is potentially more than enough for a Game Master—Air Marshal?—to run Aces Over the Adriatic: A Solo RPG as a storytelling game for a small group of players, whose Pilots could simply be rivals, members of a squadron, or even an aerial circus.

Physically, Aces Over the Adriatic: A Solo RPG is a beautiful little book. There are plenty of period photographs and the book is well written. The character sheet is a little busy, but it has everything on there that a player needs to know, including the basics of the rules.

Aces Over the Adriatic: A Solo RPG does over romanticise its setting a little, content to let the spectre of Fascism hang in the background rather than engage with it and so leaving the darker elements of play to the Memories of the Pilot and thus in the past rather than in the now. Thus, despite being based on the history of the Interwar Period, it leans more towards the fantasy of its other inspiration, the Studio Ghibli film, Porco Rosso, in its play. To be fair though, bringing that into play would have been challenging and since the player is telling the story of his Pilot, he is free to bring those elements into play if he wants to. Nevertheless, Aces Over the Adriatic: A Solo RPG is an utterly charming roleplaying game and an utter delight for fans of history, especially aviation history.

Saturday, 8 February 2025

Solitaire: Notorious

In the midst of the galactic war, the authorities are stretched thin. They cannot prosecute crime in the way that they before hostilities began. This role has been supplanted by the Nomad’s Guild, an independent, neutral organisation which licenses individuals to locate persons who have had a bounty placed on their head(s), to bring those persons to justice, dead or alive—no disintegrations, and collect the bounty. Such individuals are called Nomads and as long as a Nomad adheres to the Guild Code—Finish the Job, Only Kill When Necessary, Nomads Don’t Fight Nomads, Your Employer’s Business is their Own, and Don’t Get Attached—he can continue to collect bounties. Break the code and he is in danger of having a bounty put on his own head and becoming a target. In the course of prosecuting a contract, a Nomad will track down his target, scour the underworld and backwaters of the planet where he is hiding, and take him in. Resistance by the target of the bounty will not be the only difficulty faced by the Nomad. There may be suspicious locals and rival Nomads to be faced or avoided in getting to the target. Worse, there are six factions who regularly post bounties, and sometimes rival faction may take exception to the bounty you are about to collect! The question is, should a Nomad finish the job, collect the bounty, and so enhance what may be an infamous reputation? Or may be there is a reason not to collect at all, which means putting a price on a Nomad’s head?

This sounds like a situation in the Star Wars universe with bounty hunters going after criminals and rebels, and whilst it is not that, it is one inspired by the likes of The Empire Strikes Back and The Mandalorian. This is the set-up for Notorious: Hardscrabble bounty hunting amid intergalactic war, a solo journalling game published by AlwaysCheckers Publishing, published following a successful Kickstarter campaign. A Nomad falls into one of six types—the Armour, the Assassin, the Bot, the Brute, the Scoundrel, and the Uncanny. Each provides a Loadout—Ranged and Melee weapons, and Outfit, as well as Origin, Scar, and Trigger. The latter three add colour to the Nomad and the player is encouraged to think about others might react to his appearance and how his Nomad acts. The illustrations for these heavily suggest the influence of Star Wars. For example, the Armour looks not unlike Bobba Fett, the Bot like IG-88, and the Uncanny like Forom. He also has three attributes—Favour, Notoriety, and Motivation—representing a Nomad’s reputation on planet, adherence to the Nomad Code, and drive to succeed. Lastly, he has a Species, a Name, and a Personality. To create a Nomad, a player rolls for everything bar the attributes which always start out the same, or picks the options he wants.

Name: Mako Suds

Type: The Brute
Species: Kimano (Amphibious)
Personality: Assured
Weakness: Expectant father with eggs in his pouch
Origin: Your whole life has been dedicated to pursuing victories in worship of a fickle god
Scar: You proudly wear a belt flaunting teeth, pelts, and other morbid hunting trophies
Trigger: A New Uprising member thwarted your most glorious and lucrative bounty capture

Favour 2
Notoriety 0
Motivation 2
Loadout: rapid-fire Laser Rifle, Power Hammer, no helmet, chest bandolier, ill-fitting jumpsuit

Key to play are the Nomad’s ‘Reactions’ used to interact with Locals, Assets, Hostiles, Leads, and Target on a planet. These are ‘Speak’, ‘Threaten’, ‘Attack’, and ‘Recruit’, and not all of them can be used against the various persons a Nomad will run into. For example, a Nomad can ‘Speak’ to anyone, but a Hostile; can only ‘Threaten’ a Hostile’; and cannot ‘Attack’ a Local or an Asset. Reactions are generally resolved by rolling two six-sided dice, one for the Nomad and one for the opponent. Whichever one rolls the highest wins the challenge and indicates the outcome. The roll for the Nomad is modified by half the value of his Favour, except for ‘Threaten’, when half of his Notoriety is used. A player can expend a point of his Nomad’s Motivation to reroll. Some Reactions automatically work. For example, a ‘Speak’ Reaction always works against a Lead or a Target. The ‘Speak’, ‘Threaten’, and ‘Recruit’ Reactions have random tables that provide a prompt for the player if successful.

The ‘Attack’ Reaction works differently in that it can be repeated and the roll is modified by Assets and Equipment for the Nomad and by Equipment for the opponent. Assets and Equipment that provide defence simply block a single attack per point. The Outcome of the ‘Attack’ Reaction is more complex and more varied than other Reactions and depends on the opponent. A Nomad will gain Favour for sparing a Hostile or Lead, but lose it for sparing a Target. He will gain Notoriety for killing a Hostile or Lead, and Favour for killing or capturing a Target. Failure can result in the Nomad being badly beaten up or injured, attracting the attention of local law enforcement and lose Notoriety, and so on.

Play of Notorious can be as a one-shot telling the story of one bounty or a series of stories each telling the story of a bounty. There are tables to create planets along with their predominant species and destinations, as well as giving the competing factions on that world. The factions consist of the Old Empire, the New Uprising, the Targ Cartel, the Red Moon syndicate, the Trade Alliance, and the Mystic Order. Each is given a short description and several reasons why it might issue a contract. They are all used to create the details of the contract. The fulfilment of the Contract is told through a loop which consists of two parts, ‘Exploration’ and ‘Destinations’, during which the player rolls on tables for each. These can generate events and Leads that will take the Nomad closer and closer to his Target. Every entry includes two options to add variety and allow for the Nomad to revisit an entry. Some Destinations also enable the Nomad to search the area.

The easiest way to generate a Lead is for the Nomad to increase his Notoriety. Effectively, as the Nomad’s reputation grows, the more likely they are to talk to him, but what this means is killing Leads and Hostiles. There is a table for creating a Lead, but the third Lead becomes the Target of the bounty, whom the players gets to detail based on the prompts on the Targets table. There are also ‘Showdowns’ tables to determine where the Nomad faces the Target down. Lastly, the ‘Epilogue’ table determines the response to how the Nomad completed the Contract.

Physically, Notorious is a short, spiral-bound book, a format which eases the player’s need to flip back and forth between tables. The writing is clear and easy to understand, and the artwork is excellent, cartoonishly invoking the feel of Star Wars without copying from it directly. One oddity is the number of reference numbers, but without any footnotes or endnotes.

Notorious is easy to pick up and play, and at two hours at most, has a pleasingly concise playing time. It can be played with the player taking just a few notes as he goes along, but he also can take the time to write the Contract up as a story in journalling fashion. The latter enables the player to build the planet where the hunt takes place up around the Nomad as he progresses. Much of the setting of Notorious is described with the barest of bones, but this leaves plenty of room for the player to flesh out the world based on the prompts provided in the tables. As the factions come into play, their motivations will also begin to influence the bigger story, especially over the course of multiple Contracts and whilst the Nomad Code says that ‘Your Employer’s Business is their Own’ and ‘Don’t Get Attached’, how long that will last up to the player and his Nomad. There is also another way in which Notorious can be used and that is to generate contracts, bounties, and thus adventures for other Science Fiction roleplaying games. Effectively, a player could play Notorious for himself, but use its content as a Game Master to run it for other players.

Notorious: Hardscrabble bounty hunting amid intergalactic war successfully combines a thrilling Science Fiction journalling game of investigation and action all of its own with a systems neutral sourcebook for other Science Fiction roleplaying games. It is a winning little combination.

Saturday, 18 January 2025

Solitaire: Death in Berlin

Between 1961 and 1989, the city of Berlin was divided by more than ideology. It was divided by the Berlin Wall, built in August, 1961 by the Deutsche Demoktratische Republik to stem the flow of citizens from the East to the West. It focused the world’s attention upon the divide between East and West Germany, between the capitalism of the West and the Communism of the East, embodied by the permanent border constructed of brick, explosive mines, sentry posts, machine guns, and so on. The ‘Grey City’ had been divided between the four Allied powers since the end of World War 2, but the Berlin Wall extended the Iron Curtain between East and West through the city rather than just around it. Both sides—the Soviet and the Allies—operated networks of spies and conducted operations in each other’s territories in an effort to discover what the other knew and what secrets they held, and in return, attempted to prevent secrets and other assets from falling into the enemy’s hands. This secret conflict between the NATO Allies and the Soviet Union and its proxies in the Warsaw Pact had been ongoing since before World War 2 and it would inspire films and fiction, such as that of Len Deighton and John le Carré, throughout the Cold War—and since. It would also inspire roleplaying games such as Top Secret, Spione, and Project Cassandra: Psychics of the Cold War. One of the aspects of espionage and the Cold War is the loneliness and that is ripe for exploration in solo roleplaying such as Numb3r Stations – A Solo RPG and Death in Berlin: Spy Games During the Cold War 1961-1989.

Death in Berlin: Spy Games During the Cold War 1961-1989 is a solo roleplaying and journalling game published by Critical Kit Ltd., best known for its solo journalling game, Be Like a Crow: A Solo RPG and its scenarios for use with Dungeons & Dragons, Fifth Edition, such as A Yuletide Snowball Massacre: A Ridiculously Festive Battle Royale for 5E and The City of a Hundred Ships. In Death in Berlin, the player will be telling the story of a spy in service to one of the agencies from either the Western Bloc or the Eastern Bloc. Thus, he can be a member of the Central Intelligence Agency or MI6 as much as he could be a member of the Komitet gosudarstvennoï bezopasnosti or the Ministerium für Staatssicherheit. His role is counter-espionage, uncovering conspiracies and operations conducted by the other side.

Death in Berlin is really divided in two parts. The first part is a source book which describes the setting for the game, Berlin and the Cold War. The latter begins with George Orwell’s first use of the term and runs through the history in brisk fashion, and is accompanied by a guide to Berlin across all four sectors. There are maps too, showing the various checkpoints through the wall—there were far more than just Checkpoint Charlie—and the city’s various districts. There are cultural elements covered too, such as the Trabant and the symbolic figures known as the Ampelmännnchen on the pedestrian crossing lights. There is discussion as well of the various agencies, equipment that the player and his opponents might wield in the field, and the language of spycraft. The discussion of the espionage world is shorter than the coverage of the city though. The author states that this material is not designed as a sourcebook for the period and even suggests further reading for the benefit of the reader. However, this potentially still leaves a younger player with more work to do to familiarise himself with the period.

In terms of game play, Death in Berlin requires a full set of polyhedral dice and an ordinary deck of playing cards, of which, only cards valued from seven to Ace are used. An Agent is simply defined. He has two stats, Rank and Heat. Rank represents his progress through the agency and starts at one, raises by one for each conspiracy he foils (that involves a Queen, King, or Ace card), up to a maximum of five. Heat is a measure of how many risks the Agent has taken and how much of a liability he is becoming. It ranges in value from zero to six. It rises by one each time the player identifies what connects two members of a conspiracy. Should it rise to six, the Agent’s cover is blown and the game ends. An Agent also has a Motivation, such as Ideology or Ambition.

Death in Berlin uses a set of tables to help set up and run the game. One provides a narrative arc for what is effectively a season, such as the ‘Monitor’ Mode of Operation, ‘An Artist’ as the Target, and ‘Space’ as the Goal. Further tables can provide a yes or no answer to a question—qualified, if necessary, a suspect or two, names for NPCs of various nationalities, as well as places, weather, items, and possible codenames. Some of these will be useful at the start, some of them in play. Either way, the player is free to roll or pick from them as is his wont. The structure of play is formed by a pyramid of the playing cards, representing the whole of the conspiracy with each card representing a Suspect, four wide at the bottom, then three wide, two wide, and lastly the single card at the top. At least one seven is placed on the lowest level and cards are drawn and placed in the pyramid, ensuring that each card’s value is equal to or greater by a few points than its neighbouring cards. Initially, this is only horizontally in the lowest row, but switches to vertical for the upper levels. This creates a pyramid of ascending values. The top, most valuable card will be the big target or Suspect. The suit for each card, Spade for the military, police, and intelligence, Clubs for politicians and civil service, Diamonds for business and finance, and Hearts for the arts and vice, determines the area in which field, a Suspect works or is employed, whilst the value of the card is his rank. A random roll determines if he works for the West or the East.

Each individual card and thus Suspect is a target for surveillance upon the part of the player. The surveillance is rolled against the value of the card. If the player fails, he is spotted and gains a point of Heat. For each Rank at Rank Two and above, a player has a Silver Bullet—narratively, a disguise, a weapon, a sidekick, and so on—that sets the roll to ten plus the player’s Rank or enables him to succeed, but also increase his Heat. Heat can be lowered, but it has its own consequences.

If he succeeds, the player draws a new card and consults the Narrative Prompt table. This card determines the basics of the connection between this Suspect and another, adjacent one in the scenario. Each successful roll, each drawing of a new card, and consultation of the Narrative Prompt table is what pushes the story of the player’s investigation forward. For example, “The suspect likes gambling. And this often gets them in trouble. Someone is acting around them. Who is it? What is their relationship?” and “The target meets with one of the known suspects in the conspiracy. This takes place in a cinema in (West sector). You manage to get close enough and hear a sentence. What is it?” It is in this space, using the prompts, that the player is writing his journal and telling the story of his investigation.

Physically, Death in Berlin is simply and cleanly presented. The illustrations evoke the stark world of Berlin in the sixties and seventies, giving a feel for the city. The maps are decent too.

Play through of Death in Berlin, from the beginning investigation of the conspiracy through to the unmasking of the mastermind at its heart will take an hour or more, being dependent on the depth and detail that the player wants to work into the story. It has a slightly grubby feel, but how grubby is again dependent on the player and the style of espionage he wants to write about. The default is definitely le Carré rather than Fleming and there is nothing to stop a player from pushing into the territory of Mick Herron—at least in tone rather than period. Similarly, how much a player will get out of Death in Berlin in writing a journal is dependent upon his knowledge and appreciation of both the genre and the period when it is set.

Death in Berlin: Spy Games During the Cold War 1961-1989 is a very serviceable journalling game, one whose enjoyment and creativity very much depends upon the knowledge and interest of the player.

Friday, 22 November 2024

Picturing Solo History

There are many gamers who will tell you that it was Vampire the Masquerade that got them into roleplaying. That was in the 1990s. There are many gamers who will tell you that it was Dungeons & Dragons that got them into roleplaying. That was in the 1970s and of course, ever since... There are many gamers who will tell you that it was another phenomenon, of the 1980s, that got them into gaming, certainly if they are British, that of the Fighting Fantasy™ solo roleplaying books. Created in 1982 by Sir Ian Livingstone and Steve Jackson with the publication of The Warlock of Firetop Mountain, in the thirty years since, some sixty or so titles have published in the series and some seventeen million copies have been sold. In their time, the Fighting Fantasy™ series has produced bestsellers, computer games, board games, and of course, a dedicated fan base. In 2014, the series finally received the history book it deserved with the publication of You Are The Hero: A History of Fighting Fantasy™ Gamebooks and now, a decade on, there is a follow-up.

Magic Realms: The Art of Fighting Fantasy is a celebration and exploration of the pictorial presentation of the Fighting Fantasy series, for it was not famed for its accessibility and innovative format—and of course, its fantastic stories, but also its art and illustrations. Beginning with Peter Andrew Jones’ cover for The Warlock of Firetop Mountain, which stood out on the bookshelves for its then radical composition, and the internal illustrations by the late Russ Nicholson, the series introduced readers to a wide array of artists and illustrators, styles, and striking images, across the many genres that the series would encompass. In particular, the pen and inks of Nicholson would create the look of the series’ titular character, Zagor the Warlock, as well as others, but in particular, his artwork added so much to the look and feel of the series. Not just horror and fear, but the idea that monsters could be doing something other facing the brave adventurer as his player leafed through the pages of The Warlock of Firetop Mountain. Dwarves playing cards and drinking into their cups, bored Goblins waiting for something to happen, a man having fallen asleep and being guarded by his dog. Yet the horror comes to the fore with images like the decomposing ghoul reaching to grab and rend the skin of the adventurer or the partially unwrapped mummy climbing over its saprophagous to attack the adventurer. Though the Fighting Fantasy series was aimed at a young teenage audience, its artwork was not. It never infantilised its fantasy, but instead, it was grim and gritty, savage and scary, enticing and exciting, and it remains so today. All of these pieces of artwork—and more—are given space in Magic Realms: The Art of Fighting Fantasy, which highlights the work of over forty artists in its pages.

Published by Unbound, and written by Sir Ian Livingstone and Jonathan Green—who previously collaborated on You Are The Hero: A History of Fighting Fantasy™ Gamebooks, what Magic Realms: The Art of Fighting Fantasy does is bring together the work of some thirty or artists who worked on the Fighting Fantasy series and more. Sir Ian Livingstone provides a foreword in which discusses his pleasure of working with so many great artists, Iain McCaig in particular, and also highlights out how artwork and artists in the series crossed over from other genres. For example, Jim Burns with his cover for both Freeway Fighter and the Games Workshop board game, Battlecars, and comic book artist Brian Bolland with his cover for Appointment with F.E.A.R. and for the Games Workshop board game, Judge Dredd: The Game of Crime-Fighting in Mega-City One (recently republished by Rebellion), as well as, of course, as his work on 2000 AD. This fostered a degree of synergy between the different genres and media, and the Fighting Fantasy series and Games Workshop beyond what was already there. Jonathan Green provides a more straightforward introduction.

Then from Chris Achilléos, Robert Ball, and Krisztián Balla to Duncan Smith, Greg Staples, and Gary Ward and Edward Crosby, Magic Realms presents the art of some thirty artists. Every artist gets to talk bout their involvement in the series and working with the commissioning editor, or many cases, the author, and the fantastic pieces they contributed. Some of the write-ups about the artists are more overviews, drawing retrospectively on older interviews, such as with Brian Bolland and Martin McKenna. Each is accompanied by the illustrations themselves. In fact, several pages of them, and typically longer than the interview. These begin with the artist’s most well-known pieces, such as Chris Achilléos’ wraparound cover to Titan: The Fighting Fantasy World, Robert Ball’s cover to the Scholastic Books’ version of The Warlock of Firetop Mountain, John Blanche’s cover to The Shamutani Hills, the cover to The Caverns of the Snow Witch, and the cover to Scorpion Swamp and Fighting Fantasy: The Introductory Role-Playing Game by Duncan Smith. This is followed by a gallery of smaller images, a mixture of colour and black and white, depending on the artist. None of the art here is straight reproduction of Fighting Fantasy covers—that comes later in Magic Realms—but the art sans the titles, author names, and trade dress. Thus, artwork here can be seen in all of its glory.

Almost three quarters of Magic Realms: The Art of Fighting Fantasy is devoted to these artists, but they are not the only ones. The contributions of another twenty-artists, such as Dave Carson, Maggie Keen, Steven Lavis, and Brian Williams are acknowledged, as the artists on the overseas editions of the series. The latter highlights art that is unlikely to be familiar to most readers, unless that is, they are ardent fans or collectors of the Fighting Fantasy series, so it often brings a fresh perspective upon books with covers have long associations and are firmly cemented in the imagination of the English-speaking fan of the Fighting Fantasy series. This includes artwork from Brazil, Denmark, and France. All of covers are reproduced for the series, including those published by Puffin Books, Wizard Books, Scholastic Books, and overseas editions. There is a gallery of every cover of The Warlock of Firetop Mountain in every language, too, but that is not all. Magic Realms: The Art of Fighting Fantasy comes to a close with galleries for Warlock: The Fighting Fantasy Magazine—surely due a reprint anthology, the Fighting Fantasy graphic novels, and the miniature figures. These are lovingly presented here, stunningly painted and superbly bringing the art to life in three dimensions and making the reader wish they could bring them to the gaming table.

Physically, Magic Realms: The Art of Fighting Fantasy is exactly what you want it to be. The perfect reproduction of art accompanied by some interesting words.

There can be no doubt that Magic Realms: The Art of Fighting Fantasy is an absolute must for any fan of the Fighting Fantasy series. It shines a spotlight on both the many great artists who brought to life the words of the Fighting Fantasy authors and the great choices made by authors and editors in selecting the artists, whilst for the reader there is the thrill of being able to see all of the Fighting Fantasy all in one place and the frisson of excitement at the memory of seeing it for the first time.

Saturday, 28 September 2024

The Little Book of Death

Escape the Dark Castle: The Game of Atmospheric Adventure is about survival. About making a break from the deep dank dungeon cell you have been thrown into and working your way through the rooms and corridors of the dark castle until you can get to the main gate and escape. Of course, in between there is lots of uncertainty and plenty of death—the latter your own included, and that is all before you encounter the big Boss who will definitely try to kill you and prevent your escape. Published by Themeborne Ltd., inspired by the Fighting Fantasy series of solo adventure books and also the dark fantasy artwork of those books, Escape the Dark Castle offered plenty of replay value and variability with six Character Cards, fifty-three Chapter Cards—fifteen of which form the encounter deck, and five Boss Cards. Then of course, there are game’s three expansions: Escape the Dark Castle: Adventure Pack 1 – Cult of the Death Knight, Adventure Pack 2 – Scourge of the Undead Queen, and Adventure Pack 3 – Blight of the Plague Lord. Each of these provided players with new characters to play, a new mechanic—which meant a new challenge to overcome, new equipment, and of course, a new Boss standing in the way of the players’ escape. However, when it came to death—and there is no denying that Escape the Dark Castle is definitely about death, as well as escaping, if not more so—what neither Escape the Dark Castle, nor any of its expansions could offer was much mote than a mechanical outcome whenever a player’s character dies in the game.

The solution is The Death Book. This is a book of over one hundred death scenes, each corresponding to a particular Chapter or Boss. It is very easy to use. Whenever a character dies as a result of the events in a Chapter or the showdown with a Boss, he checks the relevant entry in the pages of The Death Book. This is made possible because every card in Escape the Dark Castle as well as in all three of its expansions is marked with a unique code. Cross reference the code with corresponding entry in the book, whether for a Chapter or a Boss card, read out the description provided, and so provide an unfitting, but final end for your character, followed by that of everyone else.

For example, the details on the Boss card, ‘The Dark One’ reads as follows:

“Your pitiful trinkets are no match for my dark magic!”

As YOU enter the Dark One’s presence, any items YOU are carrying vaporise (other players keep theirs). Discard them now.

If a player should die in the course of this final confrontation before he and his companions, always a strong possibility in Escape the Dark Castle, he picks up The Death Book and after finding the entry for ‘The Dark One’, he reads aloud the following:

The Dark One

From the strange, clawed fingertips of The Dark One a terrible torrent of dark magic pours, crackling through the air and striking you down. The unrelenting stream intensifies, coiling around you and holding you in place like spectral chains. You roll and twist on the chamber floor, wracked with agony, foaming at the mouth. With a single motion of it staff, The Dark One sends you hurtling through the air. Your body slams into each of fellow prisoners, the impact knocking them from consciousness one by one. By an upward motion of the staff, you are now sent soaring high into the air, only to be released as The Dark One turns his back and glides out of the chamber. As quickly as rose you tumble helplessly downward, slamming to the cold stones and exploding in a shower of gore.

Your adventure ends here.

Physically, The Death Book is a neat and tidy, if plain affair. A page of introduction explains how to use the book and contains the book’s single illustration which shows where the unique code for the Chapter or Boss card is located. Then each entry has a page of its own. There is a degree of repetition to the entries, but only a little, and it really only becomes apparent when reading the book from end to end, which is not its intended use. A small and relatively slim book, The Death Book fits easily into Escape the Dark Castle: The Collector’s Box Set.

The Death Book is book of endings, but one that provides a final narrative and some context to that death. Escape the Dark Castle is an enjoyable game, but character deaths can feel little, “Is that it?”. With The Death Book, it is no longer the fact that you died, but very much how you died. Grim and ghoulish, The Death Book brings the death of every character, and with it, the game of Escape the Dark Castle to a nasty and unfortunate, but fitting end.

Saturday, 16 March 2024

Solitaire: Thousand Empty Light

Thank you for accepting this assignment. As a valued employee of the HAZMOS CORP we have trust in your resilience and reliability to undertake this task. TEL 022 is the only artificial structure on Unadopted Planetary Body 154, or UPB 154. HAZMOS CORP currently owns the maintenance contract on this facility and the Department of Offworld Contact Monitoring has detected that TEL 022 is currently without light or power. The Department of Offworld Contact Fulfilment has assigned you, a fully trained LAMPLIGHTER, to fulfil the immediate terms of the contract. You will be transported to UPB 154. An atmospheric vehicle will insert you onto UPB 154 and you will gain access to TEL 022. Once inside you are directed to descend to the bottom of TEL 022 and proceed section by section through TEL 022. In each section you will restore power and light. In each section, please record your visual assessment and maintenance report in the MemoComm module for HAZMOS CORP records as part of the contract. You are advised that TEL 022 is a sub oceanic facility. Please record any depth complications in consultation with the PNEUMATIC AND NARCOTIC INCIDENT CHART, or PANIC reference, provided. Throughout this assignment you are reminded to adhere to the standard practice for the fulfilment of HAZMOS CORP maintenance contracts and follow the OBSERVE RESOLVE ACT CONCLUDE LEAVE EVIDENCE, or ORACLE, System. By following the ORACLE System, you will ensure your safety and HAZMOS CORP’s continued responsibility for your safety and wellbeing. Failure to adhere to the ORACLE System may threaten your safety and wellbeing, the capacity of HAZMOS CORP to fulfil the contract, and negate any liability HAZMOS CORP is contractually obliged to fulfil with regard to your physical and mental status. On behalf of the HAZMOS CORP, the Director thanks you for your attention and action in these matters and looks forward to you being a continued and valued member of the HAZMOS CORP family.

This is the set-up for Thousand Empty Light, a supplement for MOTHERSHIP Sci-Fi Horror Roleplaying Game, published by House of Valley following a successful Kickstarter campaign, which is several things which together make it more than a straightforward supplement or scenario. On the one level, it is actually the manual and guidance book released by the HAZMOS CORP for fulfilling the maintenance contract for TEL 022. On another, it is actually a piece of horror fiction which follows the progress of the assigned Lamplighter as he descends into TEL 022 and makes his way along it one segmented tunnel, visually scanning each area, reading the reports recorded by the previous Lamplighter to conduct maintenance on the facility, recording his report, and coming to the realisation that there is something odd going on in TEL 022 and that HAZMOS CORP is not telling its employee the true purpose of the facility. And lastly, it is a solo adventure for MOTHERSHIP Sci-Fi Horror Roleplaying Game, one whose rules can be adapted to use in other scenarios for MOTHERSHIP Sci-Fi Horror Roleplaying Game. As a solo adventure, it can be played as written, but the player can also record his reports, turning Thousand Empty Light into a journaling scenario. Further, given that Thousand Empty Light is designed for solo play and thus one player, it could actually be run one-on-one, with a single player and a Warden. The latter will be easier than in most solo roleplaying experiences because the structure of TEL 022 actually informs the structure of the scenario—it is linear. Although it is interactive fiction, Thousand Empty Light is literally straightforward as opposed to the non-linearity of most works of interactive fiction such as the Fighting Fantasy series.

TEL 022, the setting for Thousand Empty Light, is situated deep under the ocean of UPB 154. It is accessed via a caisson that juts above the ocean surface, the Lamplighter descending via the caisson and undergoing hyperbaric intervention. At the bottom, the Lamplighter is tasked with proceeding through the five sections of the facility in order, each one sealed at either end. In each section, he must follow the standard WORKFLOW: review the reports previously recorded on the hand-cranked MemoComm module, assess the situation, and restore both light and power, record his own report, and check for depth complications. This includes following the ORACLE System.

Notably, the ‘O’ or ‘OBSERVE’ step of the ORACLE System uses Semiotic Standard as a means of providing a randomising factor. Semiotic Standard is actually a system of signs and symbols—‘Semiotic Standard For All Commercial Trans-Stellar Utility Lifter And Heavy Element Transport Spacecraft’—created by the American film designer, Ron Cobb, as icons for the commercial spacetug, Nostromo, in the film Alien. There are fifty of these and they are recreated on the back cover of Thousand Empty Light and numbered. Where there is a degree of doubt and uncertainty, the player can roll to determine which one will influence the actions of his character. Each has been amended with a potential outcome, either ‘Yes’, ‘No’, ‘Yes, But’, and ‘No, but’, to prompt the player along with the icon itself. They are not the easiest of prompts to use, but their verisimilitude and the sense of worldbuilding they enforce are undeniable.

In addition, the player, as the Lamplighter, has to record incidents and near misses and record them on an Incident Form. These can be trips and falls, injury and illness, unsafe disrepair, excessive noise, newly-identified, and more. When they occur, they are randomly assigned a value between one and ten. They do not have an immediate effect, but if another incident occurs which is randomly assigned the same value as a previous incident, it triggers repercussions from that previous incident. The higher the assigned value, the greater the effect of the repercussions. It also triggers a PANIC check upon the part of the Lamplighter which requires referring to the PANIC reference. This is also required when the Lamplighter transitions from one section to another.

In terms of a Player Character and his abilities, Thousand Empty Light recommends Mechanical Repair and Jury-Rigging as skills and training in industrial equipment. Otherwise, it adheres to standard rules for character creation for MOTHERSHIP Sci-Fi Horror Roleplaying Game. He is assigned a flashlight, a rebreather, and a dive gauge, and some of the hazards he will face are explained—depth complications, unlit areas, corrosive seawater, flooding, raiders, and an array of strange creatures and environmental effects. Once the Lamplighter has signed a Letter of Last Resort, he enters the caisson and the first section. It is at this point that Thousand Empty Light begins to resemble a journalling game, because what the player will be in each section is using its description and the MemoComm module recordings his Lamplighter has access to as prompts to ask questions. Answers to these questions are determined by rolling on the Semiotic Standard table on the back of the book, as well as other factors. The player can then decide how his Lamplighter responds, what action he takes, and so on, following the ORACLE System again and again until the section has been fully explored and the Lamplighter has completed the WORKFLOW for that section.

As the Lamplighter proceeds from one section to the next the oppressive, often claustrophobic atmosphere grows, the unsettling nature of even the first four sections of TEL 022 exacerbating his sense of panic. This is first forced by the need to make a PANIC check when entering a new section and then by events generated by the player from the questions prompted by the descriptive content. One thing that Thousand Empty Light does not explain is what is in the fifth section. It is described as a High Value Asset early in the maintenance manual, and the Lamplighter is cautioned not to interact with it. In a sense, it does not matter, since getting to the last section will have been trial enough and asking those questions may be too much. Like the story of his Lamplighter’s progress through TEL 022, it is up to the player to decide, though there is, perhaps, the hint that it lies closer to home…

In addition, there are secrets in Thousand Empty Light that are hidden by a code. These are not decipherable without further purchase by the player. They are not necessary to play through Thousand Empty Light though.

Physically, Thousand Empty Light is impressive. The writing captures the right tone of corporate attitude and care, which of course, is never going to be enough as a playthrough reveals. Similarly, the layout adds to this and the combination of the two is why Thousand Empty Light actually works better as a piece of fiction perhaps more than it does as a solo adventure or a set of solo rules for MOTHERSHIP Sci-Fi Horror Roleplaying Game. Part of that is due to the fact that the explanation of how they work is written as a corporate maintenance manual rather than as a roleplaying game supplement. At the same time though, if it actually had that clearer explanation of the rules, it might actually have disrupted the veracity of the atmosphere in Thousand Empty Light.

Lastly, it should be noted that the name of the scenario has been randomly generated. By any stretch of the imagination, it is meaningless.

As a piece of horror fiction and interactive fiction, Thousand Empty Light superbly and successfully combines a sense of corporate sheen and corporate creepiness, the former ratcheted down, the latter ratcheted up, as the player and his Lamplighter proceeds further into TEL 022. As a set of solo rules, Thousand Empty Light underwhelms due to under-explaining and that, combined with their specific application by the HAZMOS CORP here, makes them difficult to apply elsewhere for MOTHERSHIP Sci-Fi Horror Roleplaying Game. Perhaps a new ORACLE System and PANIC reference is required?

Saturday, 6 January 2024

Solitaire: CHVLR

The war is unending, against an enemy that threatens us all and seemingly cannot be stopped. The only things which can stand up to them are the colossal bipedal robots known the CHVLR—or ‘Chevalier’ units. Developed as part of experimental military programme, it was discovered that the pilots were the young pilots, the adolescents who could combine their brains with their reflexes. Now you have been selected as the newest recruit. You may have been a willing candidate and volunteered for the programme or you may have been drafted unwillingly even though your test scores proved you were capable. Your surgery is complete and you have been fitted with the SCS—or ‘Seiygo Control System’—implant which will keep you connected to your CHVLR and you are ready for basic training. Yet there will be no time for your training, basic or otherwise. You are needed on the battlefield and your only training will be real battles that you learn from or die. Perhaps you will. Perhaps you will survive to become the veteran of many fights. Perhaps you will die, your life cut short. What you have to rely on is hope. Is it powerful enough that you will survive or is its absence so powerful that you fear failure, let alone death?

In CHVLR you are that young pilot, cast onto that battlefield years too early, augmented and unready—perhaps unwilling, but without another choice. CHVLR is a solo journalling game published Black Cats Gaming, best known for The Spy Game: A Roleplaying Game of Action & Espionage. As its set-up suggests, it is inspired by mecha anima such as Neon Genesis Envangelion, Mobile Suit Gundam, and Robotech. For its mechanics it uses the rules and format of The Wretched, the Science Fiction journalling game published by Loot the Room. Thus, the game requires an ordinary deck of playing cards without the Jokers, a six-sided die, a Jenga or similar tower block game, and a set of tokens. In addition, the player will require a means of recording the results of the game. It is suggested that audio or video longs work best, but a traditional journal will also work too. In terms of background, CHVLR offers very little—and intentionally so. Beyond the fact that the pilot of the CHVLR is young and inexperienced, and that there is desperate war being fought, nothing else is known and everything else is up to the player to define as he records his experiences and responses in his journal. Where the battle is fought? Up to the player to decide. Who is the enemy? Up to the player to decide. How will the pilot and his CHVLR react to the stresses of war? Up to the player to decide. What will the pilot and his CHVLR encounter? Up to the game to decide.

Play proceeds from one mission to the next. Each mission the player will draw a random number of cards and then turn them over one by one, following the instructions of each and recording the outcome before moving on to the next. The four suites correspond to different aspects of the mission. Hearts represent the pilot’s ‘Personal Files’, his physical health and mental state of mind; Clubs are his ‘CHVLR’ and the bond he has with it; Diamonds represent the ‘Battlefield’, the ruins of cities ravaged by war and beyond; and Spades are ‘The Enemy’, each a direct interaction with them or the aftermath of their actions. The cards correspond to particular prompts in CHVLR and it is these that the player is responding to and recording the consequences and thoughts of his character. As play progresses, there will be prompts too to draw from the tumbling tower. Sometimes, the pulled brick is actually removed from the game, sometimes the player is instructed to track tokens which if they run out will indicate that this is his pilot’s last mission. If at any time, the tower collapses, the game is over as the CHVLR is too damaged to continue operating and the catastrophic failure results in the player’s death. At this point, the player reflects upon his pilot’s career and record, and considers who might be receiving it.

Like all of journalling games based on The Wretched, the subject matters of CHVLR are dark and distressing. Here those subject matters are child soldiers, physical injury and psychological stress, and more. The game advises that the player stop playing should he have issues with the prompts that game gives him.

Physically, CHVLR is cleanly and tidily presented. There is no art bar that on the front and back cover.

CHVLR is a bleak and foreboding journalling game. This is in fact the bleakest and darkest of The Wretched clones given the subject matter and it is almost a relief that the play should no last no longer than a session (or two at most).