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

Sunday, 20 July 2025

Year 1873

The year is 1873. Ulysses S. Grant begins his second term as President of the United States. There is no let up in the Indian Wars on the new American frontier as barbed wire, denim jeans, and the 1873 model Winchester rifle, ‘The Gun That Won the West’, are all invented. Lieutenant Colonel George Armstrong Custer clashes for the first time with the Sioux and P.T. Barnum’s circus, The Greatest Show on Earth, debuts in New York City. The wounds of the Civil War remain and in the wake of the economic crisis that followed, an ever growing number of people have fled west into the newly American territories of Arizona, California, Nevada, Texas, Utah, along with parts of New Mexico and Colorado, looking to find new lives for themselves in what were once part of Mexico. Settlers, prospectors, miners, cattlemen and herders, businessmen and women, farmers, outlaws and lawmen, all seeking their fortune one way or another in the new lands. There they bring strife and they find strife, with each other and with the peoples already there, which includes the Native Americans and the Hispanics. Greed and prejudice still drive some men. Others want to avoid such concerns and to live a good life, to make a good life for their families and for others, and to protect themselves and their homes.

The American frontier of 1873 is the setting for Tales of the Old West. Funded via a Kickstarter campaign and published by Effekt, this is a roleplaying game which returns to old genre, that of ‘Cowboys & Indians’, combining a mature approach to both the subject matter and the history with the application of the Year Zero engine. This means that it uses the same mechanics first seen in Mutant: Year Zero – Roleplaying at the End of Days, the Alien: The Roleplaying Game, and Vaesen – Nordic Horror Roleplaying, all roleplaying games published by Free League Publishing. It also means that it has a familiar mechanical structure and design. It uses six-sided dice—here of two colours, one for Trouble dice and the other for standard dice—with the aim being to roll a single six as a success. Each Player Character has an Archetype, an Age which determines the points to be assigned to the four Attributes and Abilities, which is what Tales of the Old West calls skills (a younger Player Character have higher Attributes and lower Abilities, older have lower Attributes and higher Abilities), one or more Talents derived from the Archetype (there are other generic Talents available when a Player Character gains experience), a Faith or belief that sums up their outlook on life, a Dream which will drive the Player Character to act, and together with other Player Characters, a town or settlement where they live and which they try to improve. Each Player Character will also have Relationships with his fellow Player Characters, one of whom he will regard as his Pardner. Talents, Relationships, and Faiths are all suggested by the Archetypes. Then, Tales of the Old West has a set of community rules which first see the Player Characters invest in a business and then in the long term, are used track the growth and prosperity of the town or settlement where the Player Characters live. As the seasons pass, the town provides hooks and opportunities for adventure and roleplaying and can be used to drive the ongoing campaign forward.

A Player Character in Tales of the Old West has four attributes—Grit, Quick, Cunning, and Docity. Of these, Docity is the ability of a character to learn. He has an Archetype, of which there are ten. These are Gentlefolk, Grifter, Homesteader, Labourer, Lawman, Outlaw, Prospector, Ranch Hand, Tracker, and Trader. Some of these are quite broad. So, Gentlefolk includes artists, journalists, teacher, entertainers, politicians, and so on, whilst Grifter covers swindlers, cardsharps, thieves, and the like. The Archetype sets the base value for attributes and skills, and provides options in terms of Talents, Dream, and Faith. For example, the Prospector suggests the Talents of Brawler, Engineer, Guard Dog, and Herbalist, whilst his Dream might be ‘“There’s gold to be found in them thar hills” and it’s all going to be yours’ or ‘The railroad will build a new civilisation in the west, and you will be the architect’, and his Faith, ‘God’s design is all around me, and he has a design for my fate too’ or ‘The Strength of the land itself keeps me on my feet.’ Faith need not be religious faith—although religious, Christian faith, prevailed during this period and often drove the expansion west, but can instead be a firmly held belief.

Tales of the Old West provides two means to create a Player Character. In the quick method, a player selects an Archetype and modifies it according to the age—Greenhorn, Tested, and Old-Timer—of the Player Character. He then selects one or more Talents, according to age, and then a Faith and a Dream, chooses some equipment. Lastly, he decides on the Relationships his Player Character has with the others.

Name: Virgil Bruce
Archetype: Trader
Age: Greenhorn

Grit: 04 Labour 1 Presence 1 Fightin’ 0 Resilience 0
Quick: 03 Move 0 Operate 0 Shootin’ 0 Light-Fingered 0
Cunning: 04 Hawkeye 0 Nature 0 Insight 2 Animal Handlin’ 0
Docity: 04 Performin’ 2 Makin’ 2 Doctorin’ 0 Booklearnin’ 2

Talents
Lawyer

Big Dream
‘Where there is opportunity, so comes law, and by the Lord this town needs a judge in good standing—that will be you.’

Faith (4)
‘Money talks. Always has, always will.’

Gear
$45
Ounce of gold
Roper repeating shotgun and D6 rounds

The other method is to use the Lifepath system included in Tales of the Old West. This provides a more detailed Player Character, determining where he comes from and what his family is like, and then what he has done. This is how he has made his Living, up to three times, depending upon his age. This provides far more flavour and detail.

Name: Deborah Leung
Archetype: Trader
Age: Tested

Place of Birth: China
Upbringing: “You come from an old sea-faring family. It is said your forefathers traded across the Pacific long before the Europeans discovered that coast. If it’s true, it made them rich. Gain +1 point of Capital.”
What Of The Family You Left Behind?: “Your family was big until the curse. Death, madness, and foolishness reduced them all to ruins, and you had no choice to leave those who still survived behind.”
Livings: Frontier Folk (‘You used to come into town just to sell your furs. But it’s warmer to sit and sell those furs. So now you sell clothes for the discerning outdoorsman. Make your next Living roll on the Trader Living Outcome Table.’)
Trader (‘You make the most of the influx of single men coming to the town by advertising “employment opportunities for young women” back east. Your successful bordello earns you the respect of a town elder. Make your next Living Roll on the Gentlefolk Living Outcome Table.’)

Grit: 04 Labour 0 Presence 4 Fightin’ 2 Resilience 1
Quick: 02 Move 0 Operate 0 Shootin’ 0 Light-Fingered 0
Cunning: 04 Hawkeye 2 Nature 0 Insight 3 Animal Handlin’ 0
Docity: 04 Performin’ 4 Makin’ 3 Doctorin’ 0 Booklearnin’ 1

Talents
Knife Fighter
Charming

Big Dream
‘Where there is opportunity, there is a woman. I will make my way to respectability in this town and beyond.’

Faith (4)
‘Money talks. Always has, always will.’

Gear
Knife
Outfit: Store with 1 Capital
Outfit: Salon with 1D3 Capital
Capital: 1
Harford Coach Gun & 2D6 Cartridges
$28

Mechanically, Tales of the Old West uses the Year Zero engine. To have his character undertake an action, a player rolls a number of dice equal to a combination of Attribute and Ability. The pool of dice consists of ‘Trouble’ dice and standard dice. There will always be ‘Trouble’ dice in the dice pool, up to five. A single roll of a six on either die type indicates a success. Multiple successes improve the outcome and allow the Player Character to perform stunts. In combat, these might be to inflict extra damage or inflict a critical injury, but for other Abilities, Stunts include giving a bonus on subsequent rolls, completing a task quicker, impressing someone, and so on. If no sixes are rolled, the action fails. If ones are rolled on the ‘Trouble’ dice, these have no effect unless the player decides to ‘push’ the roll. This enables him to reroll any dice that did not roll a one or a six. However, if there are any ones remaining after the roll has been pushed, even if the Player Character has succeeded, they trigger a check on the ‘Trouble Outcome Table’. There is a ‘Trouble Outcome Table’ for conflict and physical situations and for social and mental situations. The effects vary depending how many ones have been rolled.

For example, if a Player Character has generated three ones in a conflict, the outcome might be “You’re shaken and shocked. For the rest of the scene, you suffer -2 to all rolls using the ability that suffered the Trouble” or “Your gun explodes, your weapon breaks and slices into you, or your blow catches something sharp. You suffer a 6 dice attack, either with Damage and Critical rating of your weapon or Damage 1, Crit 1.” The roll can have a straightforward outcome, but it can also escalate from one column to the next if a player rolls high enough.

Pushing a roll costs a Player Character a point of Faith, of which he has four at the start of every scenario, and ideally, the reason for Pushing a roll should tie in with the Player Character’s Faith statement. Faith can also be spent to buy off Trouble dice showing a one. It is better to do this before a roll is pushed as it still allows the dice to be rolled as part of the Push attempt, but negates the dice if done after the Pushed roll. Faith can be recovered for making good rolls without Pushing, or for undertaking actions such as a Player Character saving his Pardner, praying, or taking revenge, and for performing rituals like cleaning a weapon, grooming a horse, going to church, and so on. Faith can be lost, though this is a roleplaying choice rather than a mechanical one.

Conflict in Tales of the Old West uses the same core mechanics. Initiative is determined by drawing cards from a deck of ordinary playing cards, whilst in combat, a Player Character can act twice per round. This is either a fast action and a slow action, or two fast actions. A Slow Action might be ‘Shoot’, ‘Melee Attack’, and ‘Mount’, whilst a ‘Fast Action might be ‘Quick Shot’, ‘Aim’, and ‘Draw Weapon’. The rules cover brawling, the use of the lasso, as well as gunfights, including, of course, duels. As expected, duels are a step-by-step process, beginning with the face-off and then going through the draw and the shoot-off to see who is left standing. Other combat rules cover fanning, overwatch, cover, and ammunition. All weapons inflict a minimum amount of damage, applied directly to the defender’s Attributes. Damage done to Grit is called Hurts, if to Quick it is Shakes, to Cunning it is Vexes, and to Docity, it is Doubts. If reduced to zero, an Attribute is Broken. However, if the number of Successes rolled on an attack equal the Crit Rating of the weapon used, then a critical attack has been made. Critical hits are inflicted if either Grit or Quick is Broken. Overall, combat is fairly quick and brutal. Weapons are quite detailed and include a variety of historical models, noting in particular the difference between single action and double action pistols, the former being slower, but lighter and more accurate, the latter being heavier, but faster.

So far, so good. Tales of the Old West can do all of the things that you expect of a Wild West roleplaying game. Duels, gambling, chases, cattle rustling, bank robberies, and more. However, where it really begins to shine is in its support and capacity for long term play. This can start during Player Character creation with the players deciding upon a group concept. Suggestions include lawmen and bounty hunters, outlaws, ranchers, farmers, business owners, vaqueros & cowboys, and mountain folk. Selecting a concept suggests the type of campaign that the players want to roleplay as well as granting their players bonuses in terms of equipment and money. Whatever the campaign concept, what Tales of the Old West really encourages the players and their characters to do is to earn sufficient dollars to make enough Capital, which can then be invested in a business. This can then generate further monies to make more Capital and so on. This gives both the players and their characters a personal attachment to the town. Alongside this, with the Turn of the Season, as well as potentially, from scenarios, the players earn Settlement Points, which can also be invested in the town. The progress and growth of the town itself is tracked in six ratings—Farming, Mercantile, Natural Riches, Law, Civic, and Welfare. The Settlement Points are spent on amenities that will adjust the various ratings. For example, holding a Season Fair will increase Farming and Mercantile both by one, Civic by two, but reduce Law by one. The combination of town prosperity, the Player Characters’ business outcome, a personal fortune roll, and the amenities added with the expenditure of Settlement Points, and what the Game Master has is a set of prompts around which she can design adventures, roleplaying opportunities, and themes. However, whilst a town can grow and prosper, it can also decline and fail, as can a Player Character’s business, the latter especially if the Player Character gets into debt, whether through gambling or other causes.

This is supported by a discussion of possible themes for a campaign and fifteen detailed story seeds. In terms of setting, Tales of the Old West provides an overview of the Wild West and its frontier, but focuses very much on the New Mexico territory, presenting a description and a history as well as a campaign framework set in the southwest of the territory. This is ‘The King of Santa Fe’. Set across three fictional towns, it focuses on the machinations and corruption in the Santa Fe Ring, the cadre of politicians and businessmen which dominate the corrupt politics of the territory and circle the governor, Marsh Giddings. All three towns are described, including the mining and lumber town of  Steaming Rock, the hunting town of Carson’s Folly, and ranching and mining town of Jornada Springs. All three towns include descriptions of its most notable citizens, and come with several campaign adventure outlines, two of which are the campaign starters and the campaign finishers. This is in addition to the descriptions of the territory’s major towns of cities of Albuquerque, Lincoln, Silver City, and even Las Vegas. Rounding out the support is a starting scenario, ‘Patience is a Virtue’.

In terms of tone, Tales of the Old West advises player and Game Master alike that the American West of the period is challenging in terms of both history and roleplaying, given the social attitudes of the period. It addresses in turn the status of women, Native Americans, the Hispanics, Chinese, and African Americans, clearly stating that participants should be respectful of the history and the diversity of the various peoples living in the setting it depicts, acknowledging the prejudices of the period, rather than embracing or revelling in them.

Physically, Tales of the Old West is a buff-coloured hardback with spots of muted colour that echoes classic depictions of the Old West. It is well written, easy to read, and a good looking book.

Respectful of the history, Tales of the Old West gives players and Game Masters alike the means to run and play more than a black and white, Cowboys & Indians game, a detailed, roleplaying campaign where the Player Characters are part of a community and building a better place. Modern, accessible, and playable, without being overly complex, Tales of the Old West is a thoroughly engaging and earnest treatment of the Old West.

Saturday, 10 May 2025

From Beyond

In the mile-high tower of the Spire, the Aelfir—the High Elves—enjoy lives of extreme luxury, waited upon by the Destra—the Drow—whom they have subjugated and continue to oppress the criminal revolutionaries that would rise up and overthrow them. In the City Beneath, where heretical churches have found the freedom to worship their forbidden gods and organised crime to operate the drug farms that supply the needs of the Spire above, the Aelfir find themselves free of conformity, the Destra free of repression. They are joined by Gnolls and Humans. Some simply live free of the stifling Aelfir control, whether by means lawful or unlawful, others are driven to beyond the Undercity, delving ever deeper into the bowels of the world in search of the fabled Heart, or perhaps their heart’s desire. There are also those who use the Undercity as a sanctuary, as a base of operations, from which they lead the rebellion against the Aelfir. They are members of the Ministry of Our Hidden Mistress, both a faith and a revolutionary movement, and outlawed for both reasons. As the Ministry of Our Hidden Mistress foments and funds rebellion and unrest in the Spire above, it sends cells of its black ops paramilitary wing, Throne Division, scurrying up the Spire to conduct assassinations, acts of sabotage and blackmail, abductions, extractions, and more. The City Beneath then, is a home to many, sanctuary to some, a base of operations to others, a stepping stone to elsewhere for a few, and a thorn in the side for even fewer. What though, would happen if the City Underneath was threatened from somewhere else, perhaps a means of escape?

Doors to Elsewhere is a supplement for Heart: The City Beneath, a roleplaying game that explores the horror, tragedies, and consequences of delving too deep into dungeons. Published by Rowan, Rook, and Decard Ltd., like the other supplements for Heart: The City Beneath—Sanctum, Vermissian Black Ops, and Burned and Broken—it explores other ways in which to roleplay in its world underneath. Where it differs is that it actually takes the Player Characters away from the City to explore another place and from there, potentially, whole new dimensions. This opportunity comes when dozens of doors that were not there before suddenly appear and open. On the other side is a strange land between the dimensions. This is the City Elsewhere, home to untold numbers of people, who live in buildings that reach four or five storeys into the sky, the upper levels connected by wrought iron bridges, their homes connected to markets and workshops by warrens of alleys and streets. By day, the vast city is a blaze of colour, noise, and light, but at night, only the light remains, fizzing and fizzling in the streetlights that provide sanctuaries against the dark. And such sanctuaries are needed, for no one walks the streets voluntarily now. Between the light of the lamps and darkness beyond, there is no shadow, there is only a darkness that is home to the Interstitials, pools of liquid darkness that smell of curdled milk whose mandibles click at locks to unpick them, whose claws clack on the cobbles and so make you realise that your companions number more than you can count, and who want to eat you and spread the darkness. They abhor the light and something or someone is stealing the Power Crystals that fuel the lights of the City Elsewhere. Citizens of Elsewhere remain inside and lock their doors at night, but many have begun fleeing the city, leaving via the many passageways that lead to doors to other dimensions—and that includes the City Beneath. Can the City Beneath provide them with sanctuary as it does others, or now that the doors are open, will the Interstitials follow and bring their eternal death and darkness with them?

This is a campaign framework which begins in the City Beneath rather than away from it as do the other supplements for Heart: The City Beneath. Its set-up presents an immediately intriguing mystery, one almost on the Player Characters’ doorstep. The framework really consists of that beginning and its possible endings, leaving what happens in between in the hands of the Game Master and her players. This includes the culprits behind the theft of the Power Crystals, Doors to Elsewhere suggesting multiple options, some of whom might be surprisingly close to home for the Player Characters. After that, it explores the nature of the City Elsewhere, the main factions in the city and their notable personalities, various locations or landmarks that the Player Characters might visit, the dimensions that the Player Characters might find themselves in if they take a wrong turn, and a set of tables for bringing the City Elsewhere and its inhabitants to life.

Some of the flavour of the difference of the City Elsewhere comes through in the small details. For example, one possible door from the City Beneath to the City Elsewhere is described as a corpse, slumped over, through coral has blossomed to form a doorway, whilst potential means of overcoming the language barrier is solved by everyone smoking from the same hookah to temporarily understand each other or a book, when handed to the Player Characters by an NPC, reveals in exact detail, the conversation they would have if they spoke the same language. At the Crowdswallow Market—where the bustling crowds over seven streets never quite seem to buy anything, the Player Characters might want to buy a Fighting-Rope, since bloodshed is forbidden in the City Elsewhere or a Light Bomb, as it is one of the few things that harms the Interstitials. Other locations include the Café De L’Autre Monde, which always remains a café no what happens in the City Elsewhere and serves a delightful menu of cakes; the Desert Maiden, a ship lost at sea that crash-landed atop an artist’s workshop and become a bar; and the Street of Doors, the City Elsewhere’s central street lined with stable doors to other dimensions, allowing travel to and from Approved Realms—if the toll is paid, of course.

The City Elsewhere’s major factions include the City itself and only the one guild, the Guild of Cartographers, which seeks to catalogue and control every portal. Surprisingly, the Vermissian Collective has a presence in the City Elsewhere. The group of scholars and explorers who map and examine the transport network which runs up and down the Spire to the City Beneath and beyond, maintains an embassy in the City Elsewhere. It has become much busier since the doors to the City Elsewhere began opening. Not all of the factions are happy to see the Doors open. The Hounds—or the Glorious 33rd—are dedicated to finding every door, closing the ones they can, and boobytrapping the ones they cannot.

Doors to Elsewhere also has discussion on ‘Dimensional Theory’ and descriptions of some of the major dimensions that have multiple, stable links to the City Elsewhere, along with several minor ones that are harder to reach. A favourite from the latter is ‘The Place Where Cats Go When No-One’s Watching’, a constant twilight labyrinth of rooftops, alleys, airing cupboards, bins with fish in, and more, that all cats can access if nobody is watching. Sadly, non-cats are not allowed and to them it is anything other than a feline paradise. The SS Freebird is ship that sails on the aether between dimensions, the collective of shamans, magi, fringe scientists, de-frocked priests, and occult oddities that make up its crew working to maintain and improve their vessel when not docking at other dimensions and partying hard—really hard!

Rounding out Doors to Elsewhere is a list of the (story) beats—minor, major, and zenith—that the Player Characters can hit whilst in the City Elsewhere and the advances available. There is some advice on how running as different a campaign in the City Elsewhere compared to the City Beneath, but it is relatively light. It is backed up with a set of random tables for creating details in play at the table.

Physically, Doors to Elsewhere is a slim, very well-presented book. It is lightly illustrated, but the artwork is excellent and the book is easy to read and understand.

Much as with Sanctum, Vermissian Black Ops, and Burned and Broken before it, Doors to Elsewhere presents a different campaign focus and set-up for Heart: The City Beneath. In fact, a very different campaign focus and set-up for Heart: The City Beneath, one with an external rather than an internal focus. It enables to the Player Characters to explore and contrast their existence in the City Beneath with the City Elsewhere and beyond, but as much as it is filled with lovely little details and intriguing secrets as you would expect for a supplement for Heart: The City Beneath, ultimately, Doors to Elsewhere does feel like an outlier.

—oOo—

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




Friday, 15 November 2024

Friday Fantasy: Bee-Ware!

If you suffer from apiophobia or hay fever when the pollen count is particularly high, or just hate bees, then Bee-Ware! is not a scenario for you. It is though, a scenario, where the inhabitants of Ambersham are happy with the bees and can actually transform into bees, producing a highly regarded mead that has mild restorative effect. Ambersham is a small village in the county of Kent—as default—and it is home to an infestation of giant shape-changing bee monsters that actually, are not on rampage, represent no active threat to anyone, and would just like to get on with being giant shape-changing bee monsters and making mead. However, this is a scenario for Lamentationsof the Flame Princess Weird Fantasy Roleplaying, published by Lamentations ofthe Flame Princess, and written by Kelvin Green. Which means that once again, that some poor, small, English village is going to get it in the neck. Kelvin Green really, really hates poor, small, English villages and delights in inflicting horrible situations on them. In this case, the horrible situation that Kelvin Green is going to inflict on Ambersham consists of the Player Characters. Once the Player Characters start poking around, the bee-people of Ambersham are going to react. This can be as benign as offering the Player Characters bribes to go away or even a stake in the mead-making business, but the lesson behind Bee-Ware! is that if you poke the bees’ nest, the bees are going to poke you. Or in the case of Bee-Ware! sting you. There fifty such inhabitants of Ambersham and their poison has an effect of forcing a Save versus Poison—or die. Most of the bee-people will die too, of course, but fifty giant bee-people with lethal stings? How many times is a player going to have to make such as Saving Throw before his character is killed?

Bee-Ware! has no actual real starting point. It has suggestions that can be used to get the Player Characters involved. These include their being hired to investigate the Ambersham mead, to look for a missing person, checking on the health of the village’s priest who has been heard from in some time, going to loot Lady Ambersham’s manor after rumours of her death, and even spot a bee-person attacking someone in a crowd and then fleeing, leaving the victim to whisper something intriguing as his dying words. Once the Player Characters reach Ambersham, they find it a quiet, bucolic place, with lots of wild meadows and flowers, bees buzzing around, and villagers going about their business. From the outset, as soon as the villagers spot the Player Characters, they will be telling them, “We don’t want your kind round here.” They will at least get a pint and a meal at the village tavern, The Dog & Bastard, before being told the same.

Further exploration will potentially reveal two buildings of note. One is the manor house, home to Lady Ambersham, now transformed into queen bee—quite literally—and containing rooms filled with honeycomb and furniture drenched in honey. The other is a ruin, which once they gain entrance, the Player Characters will find out what is really going on—if they can negotiate its multi-dimensional structure it has had since the owner unsuccessfully cast a spell forty years earlier. Not only is the owner still in the house, but so is the extra-dimensional swarm entity which gives the bee-enhanced lady Ambersham her power and her hold over the rest of the village and the parts of the scroll detailing the spell that was cast and thus the means to reverse it.

The situation is monstrous, but benign. The Player Characters could walk away and nothing would really happen. Or they could go on a monster-killing rampage—if they could survive the potential anaphylactic shocks, that is. Then again, as much as a monster as she is, Lady Ambersham is not entirely monstrous. She will negotiate and it is possible for the Player Characters to walk away with a good deal, whether that is money in their pockets or a stake in the mead business. There is also a quartet of youthful hotheads who will give the Player Characters more trouble than telling them simply to get out of the village and then is also the ridiculously named Captain Adamski Rimsky-Korsakov and Professor Gottfried Bosch, a pair of monster hunters reminiscent of Captain Kronos – Vampire Hunter, who both believe that the village is infested with lycanthropes and are there to gather intelligence and then kill everyone. If that includes the Player Characters, well, they were probably lycanthropes too. Plus, they refused to get tested. Of course, the other reason they are there is to cause chaos, get the action going, and mess up whatever it is that the Player Characters have planned so far. It depends on how the Game Master wants to use them.

Physically, Bee-Ware! is black and all shades of grey and honey. The artwork is cartoonishly entertaining and the cartography is excellent.

Bee-Ware! is set in roughly 1630, in the Early Modern period, the default period for Lamentations of the Flame Princess Weird Fantasy Roleplaying. Its isolated set-up means that it is easy to shift it to other times and settings, but it is easy to slip into a campaign anyway. Otherwise, Bee-Ware! is a classic ‘Kelvin-Green-village-in-peril’, or rather it is a classic ‘Kelvin-Green-village-in-peril’ with a twist, and that twist, is the Player Characters. They are effectively the monsters in the scenario, they are the ones whose presence will trigger a slaughter—theirs or the monsters. Which is absolutely great, but the benignity of the situation in Bee-Ware! also extends to the set-up and the Game Master will need work hard to get the players and their character motivated to Amersham. If she can, then the fun and weirdness can begin.

Saturday, 26 October 2024

Solitaire: Colostle – Dungeons

Beyond the walls of your hometown or village lie the Roomlands. A vast castle that covers the whole of the known world and beyond, whose individual rooms, corridors, stairs, and rafters contain whole environments of their own. Mountains, lakes, deserts, forests, caves, and ancient ruins. Oceans stretch across rooms as far as the eye can see and beyond. Desert sands whip and whirl down long corridors. Forests climb the stairs that seem to rise to nowhere. Rooks—walking castles—lurk, a constant danger. Stone giants that seem to have no purpose, other than to wander aimlessly until something captures their attention and then they erupt in incredible aggression. This is world of a near limitless castle known as Colostle, into which brave adventurers set forth, perhaps to undertake tasks and quests for the Hunter’s Guild, perhaps to explore on their own, to hunt Rooks for the precious, often magical resources they contain, or simply to protect a village or settlement from rampaging Rooks or bandits. Explorers have explored far and wide and even through doors to other realms where the earth is broken and chunks of it float in the sky, where sky ships, their hulls carved from Rook husks cross overhead, and the Rooks stalk Rooms on thin, finely balanced legs and wield weapons with deadly finesse than the brute force of at home. Yet what if instead of going out into the Roomlands or up to the Rafters, or even into other realms, you went down?

Colostle – Dungeons expands Colostle: A Solo RPG Adventure, definitely the prettiest solo journalling game on the market, by taking it down into the ground. It is the third expansion for Colostle: A Solo RPG Adventure, following on from Colostle – The Roomlands and Colostle – Kyodaina, and one that makes absolute sense. After all, if the scale of the castle in Colostle: A Solo RPG Adventure is literally colossal, that does not mean that it cannot have dungeons, even if they are of a similar scale. In taking the player and his character deep underground, it opens up a whole new environment, dark and dank, of cathedral-sized chambers, populated by strange new types of Rooks, riven with an infection that is both a blessing and curse, protected by Guardians who stand watch over fabulous treasures, and home to a whole new society. All of this, plus treasures to be found and advanced rules for the explorer, as well as pre-written Major Labyrinths for them to delve into, which all together form a campaign.

Essentially, once the player has drawn a card indicating the entrance to a Labyrinth, he can decide to enter it and explore. This opens up its own set of ‘Labyrinth Tables’ with which the player can create chambers, determine their look, and populate them with a guardian and rewards. The rewards often take the form of treasures such as valuable rings, cups that can heal when drank from, keys some of which are marked with glyphs that open doors to other locations, and shards. The latter appear to have been broken off a larger tablet, and are typically seen as worthless. However, there are some interested in collecting them if the explorer knows where to find them. What the significance of the tablet is, if it can be reconstructed, nobody knows. Some of the treasures are worth a few coins, others a bit more, but there are rare treasures which will grant the explorer advantages when exploring future Labyrinths. The treasures are also important culturally to the peoples who live in the Dungeonlands.

As with exploring the Roomlands up above, there are dangers to be found in the Dungeonlands. The most notable of these are two odd types of Rook. Lichen Rooks are like the Rooks from above, but infested by lichen move in zombie-like fashion, being infested with a strange lichen that they can send out like tendrils and missiles, and worse, this lichen can infect the explorer as ‘Rookrot’. Once infected by Rookrot, an explorer is immune to reinfection, and the bioluminescence it generates is enough light by which the explorer can see in the Dungeons. In some ways, the other type of Rook found in the Colostle – Dungeons, the Spectral Rook, is more a challenge. They are incorporeal and silent, making themselves corporeal to strike at a wayward explorer, before turning incorporeal. The explorer has to learn to strike back at the very moment he is attacked!

Colostle – Dungeons does not add any new Callings, motivations for why an explorer goes out on adventures, or Classes, which determines how he explores the world, how he fights, and what weapon he wields. Instead, it provides something wholly new—a ‘Character Upgrade Class’. This is ‘The Infused’, able to craft powerful potions and concoctions that can be infused into an explorer’s equipment. For example, the Poison Elixir will make the explorer’s weapon paralyse people, whilst the Erosion Elixir will make the weapon erode the very stone that Rooks are made off. However, to become an Infused, the Explorer must find the city of Oubliette in the Dungeonlands and enrol in the Apothecary Militia and undertake months of training which involves delving into numerous Labyrinths. These can played out one by one, or the book allows for the player to simply write about the experiences of that training.

Oubliette, also known as the hanging city, is rumoured to hang directly underneath the city of Parapette in the Roomlands up above. Its spires point down rather than up and its many buildings are connected by bridges, and it is rife with crime, but the inhabitants accept this as the norm. It is dominated by four clans—the Clan of Cups, the Clan of Rings, the Clan of Keys, and the Clan of Shards. The Clan of Cups helps the needy and offers healing, the Clan of Rings are merchants and valuators, the Clan of Keys is made up of explorers and sages of the Dungeonlands, and the Clan of Shards is a highly secretive collector of shards. Each of the leaders of the four clans are detailed, but the explorer’s interaction with them is designed to be done in steps, so that each description gives entries for his first, second, and third visits, and then recorded in an unfolding narrative. Oubliette itself, has its own set of tables for generating encounters whilst the explorer visits and interacts with the merchants and other inhabitants.

Although Colostle – Dungeons provides the ready means for the player to create and explore his own Labyrinths, these will only be the minor Labyrinths to be found in the Dungeonlands. There are Major Labyrinths and over half of Colostle – Dungeons is devoted to these and the campaign they are tied to. There are five such Major Labyrinths, each very different in nature, each having their own discovery and entry requirements, and each mapped out as a series of nodes that the explorer can navigate between. The campaign has a final chapter in which major secrets about the Dungeonlands will be revealed as a well as a dangerous enemy that hopefully, the Explorer will be able to stop. There are notes on continuing the exploration of the Dungeonlands beyond the campaign as well as a hint at the nature of the next book—and potentially the book after that. The campaign will take the Explorer back and forth from Oubliette through the Dungeonlands, making discoveries, finding treasures, trading them, interreacting with the clan leaders, and so on. Of course, it takes some trust upon the part of the reader, since none of the campaign is hidden and the only thing stopping himself from reading further is himself. That said, the campaign is really good, drawing the reader in and making him want to play more to find out and that is combined with the elements that Colostle – Dungeons gives the reader to not only interact with, but also write about. So the weird new Rooks, the infectious Lichen, the strange city of Oubliette and the mysteries of the treasures, as well as the bigger undertakings of exploring the Major Labyrinths.

Physically, Colostle – Dungeons is as stunning as both Colostle: A Solo RPG Adventure and Colostle – The Roomlands were before it. The artwork is superb, beautifully depicting the wondrous world below the Roomlands, dark and dank, awaiting the arrival of the explorer to shine a light on its depths and secrets. It does need a slight edit in places.

Colostle – Dungeons is a beautiful book. Its artwork alone—just as with the previous two books—is enough to draw the viewer into wanting to explore this world. The play of Colostle – Dungeons does not differ all that much from the standard play of Colostle: A Solo RPG Adventure, except of course that it really focuses it in the closed world of the Dungeonlands and then just a little further in the campaign that comes in its pages. That campaign gives the player the opportunity to tell a great story as his explorer delves deeper and exposes one secret after another. Fans of Colostle: A Solo RPG Adventure will welcome this return to the world of Colostle with Colostle – Dungeons, which literally lets them go deeper—and deeper in an obvious direction.

Saturday, 7 September 2024

Spatial Situations

Doctor Who: Adventures in Space is a supplement for the Doctor Who: The Roleplaying Game – Second Edition published by Cubicle 7 Entertainment. Doctor Who is all about ‘Adventures in Time and Space’ and as the title suggests, Doctor Who: Adventures in Space, is all about the ‘Space’ of Adventures in Time and Space’. This is a guide to the new worlds, new life, and the ways to get there and what might found there once the travellers do, along with the rules to create all four for the Game Master (or Game Missy) creating his or her own content. That is not all though, for Doctor Who: Adventures in Space includes a traveller’s guide to some of the most interesting planets that the Doctor has visited in the course of thirteen generations, drawn from both Classic Who and NuWho, and all given the same attention to detail. Lastly, there is a complete adventure which is easy to drop into an easy into an ongoing campaign. As with other supplements for Doctor Who: The Roleplaying Game – Second Edition, this one is compatible with the first edition, Doctor Who: Adventures in Time and Space – The Roleplaying Game.

Doctor Who: Adventures in Space begins with a discussion of the whys and wherefores of the Doctor’s travels in time and space, looking at some of the types of stories that have been told in Doctor Who on various types of planets. There is the satire on pollution and traffic congestion on New earth in Gridlock, the fears of joining a Galactic Federation in The Curse of Peladon at a time when Britain was joining the European Common Market, and of bureaucracy and taxation in The Sun Makers. The Doctor is often cast as rebel such as in The Happiness Patrol against a totalitarian regime or a solver of mysteries as in The Ark in Space, the very pointedly titled, Mummy on the Orient Express, or Earth that is actually not Earth, as in The Android Invasion. What is being suggested here is that Game Master look to the real world for themes, they are contemporary or not, but another source of inspiration is fiction. Examples given include The Brain of Morbius and Mary Shelly’s Frankenstein and Paradise Towers and J.G. Ballard’s High Rise. Planets are not the only places to adventure, of course, Doctor Who: Adventures in Space providing a briefer look at space as a location before providing an overview of humanity’s ventures into space from the British Army on Mars in 1881 in Empress of Mars all way to the end of the Earth in The End of the World. Overall, the advice is solid rather than spectacular, along with a good set of pointers and episodes to take inspirations from as classics of their various types.

In terms of new mechanics, Doctor Who: Adventures in Space begins with spaceships. Spaceship design is matter of deciding a concept and focus, and then assigning Attributes and Distinctions—much like Player Character generation. Concept and focus, such as a scout, freighter, command, or ark, will influence the choice of Attributes and Distinctions. Particular ship types favour particular Attributes, like Co-ordination for a scout or racing ship, Presence for luxury liner and command ship. When operating a spaceship, any roll will a combination of the ship’s Attribute and the character’s Skill. Doctor Who: The Roleplaying Game – Second Edition is a not a roleplaying game which focuses on combat, favouring ‘Talkers’ followed by ‘Movers’ and ‘Doers’ before it gets to ‘Fighters’. This applies space combat as much as it does personal combat. Distinctions, such as Advanced Sensors or having a Fate, all reduce the spaceship’s own pool of Story Points, whilst the Game Master answers questions such as “Who built the ship?”, “Are there any other ships like it?”, and so on, as finishing touches. The ‘Spaceship Recognition Guide’ in gives the details of various vessels from Doctor Who, including the Cyberships of the Cybermen, the Saucers of the Daleks, a Judoon Enforcer, Sontaran Scout Spheres, and more, all the way up to Ark Ships and Space Stations.

Doctor Who: Adventures in Space then does the same for worlds, starting with a concept and focus, and then assigning an Attribute and Distinctions. The options for focus—meeting place, battlefield, contested ground, place of beauty, and more—provide interesting starting points, and unlike spaceships or alien races, they only have the one attribute. This is a favoured Attribute on the world itself, for example awareness where there are lots of traps or deception, or Ingenuity for a world with lots of puzzles. Planets have few Distinctions, for example, Seasonal Shift or Renowned Structure, essentially to make them stand out, but not overwhelm the setting. Finishing touches include deciding upon many suns or planets there is in the system, what the planetary environment is, and more. There is also a discussion of deadly environments, accompanied by a surprisingly lengthy section on poisons!

Where there are no examples of planets per se, there are several given for various plants and creatures, prior to creating various forms of life—monsters, constructs, aliens, and celestials. Again, this starts with the Focus before moving onto Favoured Attributes—positive and negative, Favoured Skilled, Society, and Distinctions. The Focus, like Informant, Fighter, Mystery, Villain, and Foil, is primarily an individual alien’s role in the story. Overall, the options given for creating aliens of all types are excellent and when combined with the questions asked should spur the Game Master to create some interesting species.

Instead of giving sample planets created using the given rules and guidelines, Doctor Who: Adventures in Space presents ‘A Guide to Known Worlds’. This details twenty-four worlds visited by the Doctor over the course of his adventures, some of them more than once. From Akhaten, Androzani Major and minor, and Argolis to Skaro, Telos, and Trenzalore, these are all given two-page spreads, and list its location, environment, inhabitants, and background. They also include a scenario hook or three as well, so that the Game Master can take her group back to any one of these familiar worlds. There are some great choices included here, such as The Library, Metebellis III, and Karn. There are also some classics such as the aforementioned Skaro, Telos, and Mondas, so that the Player Characters can go back to the home worlds of the Daleks and the Cybermen.

Doctor Who: Adventures in Space comes to close with ‘The Terror of Elbonia-2’. This opens with the Doctor—or Player Characters—receiving a distress signal. A nearby, newly settled colony has suffered a number of disasters and is in danger of failing. Coming to the colony’s aid sets up the traditional scenes of distrust between the Player Characters and the colonists, but once trust is established and the situation begun to be fixed, the scenario shifts to investigating the cause of the accidents and the mysteries of the world. This brings the attention of outside interests and tensions between the colonists and the outside authorities who are surprisingly militaristic for archaeologists! The scenario is nicely detailed and fairly open-ended. It should provide the Game Master and her players with several sessions’ worth of game play. Lastly, Doctor Who: Adventures in Space ends with some fifteen or so adventure hooks that the Game Master can develop into full scenarios.

Physically, Doctor Who: Adventures in Space is another decent book from Cubicle 7 Entertainment. The cover is good, though not necessarily representative of the book’s contents, suggesting its focus is particular characters or species from Doctor Who when it very much not that. That said, the book is well written, pleasing to read, and decently illustrated with images from throughout the series’ sixty-year history.

Doctor Who: Adventures in Space keeps its mechanics simple and easy to use, meaning that they better serve the story rather than getting in the way of it. The descriptions of the various alien planets and spaceships are excellent, adding to the wider setting of Doctor Who: The Roleplaying Game – Second Edition, as does the history of mankind’s progress into space. Combine this with good advice on creating planetary or spaceship set adventures, and Doctor Who: Adventures in Space is a solid guide to creating planets, spaceships, and aliens and using them in adventures.

Saturday, 31 August 2024

Quick-Start Saturday: Tales of the Old West Quickdraw Rules and Adventure

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

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

—oOo—

What is it?
Tales of the Old West Quickdraw Rules and Adventure is an introduction to Tales of the Old West, a historical roleplaying game set on the American frontier using the Year Zero mechanics.

It is a sixty-four page, primarily black and white book with colour maps.

The quick-start is nicely illustrated with some decent maps.

How long will it take to play?
Tales of the Old West Quickdraw Rules and Adventure can be played through in a single session, or two sessions at most.

What else do you need to play?
Tales of the Old West Quickdraw Rules and Adventure requires multiple six-sided dice. These should be divided between two different colours.


Where is it set?
Tales of the Old West Quickdraw Rules and Adventure is set in and around the town of Carson’s Folly, a hunting and trapping town in Colfax County, New Mexico.

Who do you play?
There are five ready-to-play Player Characters given in Tales of the Old West Quickdraw Rules and Adventure. They consist of an African American fur trader, a Caucasian grifter, a Native American Ranch Hand, an Irish Settler Homesteader, and a Mexican Cibolero Tracker.

The diversity of the ready-to-play Player Characters reflects the efforts of the authors to make the setting as accessible as possible, without resorting to stereotypes. This is balanced against the need to make the game fun. There is no general advice and certainly mention of the X-card that might be appropriate given the genre.

How is a Player Character defined?
A Player Character has four attributes—Grit, Quick, Cunning, and Docity—and a single stat, Faith, plus several skills. Faith need not be religious faith, but can instead be a firmly held belief. Examples include ‘I want to make my father proud’ or ‘I will find myself a family on the frontier’ or ‘the Lord is my shepherd’. He also has two Talents, a big dream, some gear, and some background. Of the four stats, Docity is the ability of a character to learn.

How do the mechanics work?
Mechanically, Tales of the Old West Quickdraw Rules and Adventure and thus Tales of the Old West, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of dice equal to a combination of attribute and skill. The pool of dice consists of ‘Trouble’ dice and standard dice. There will always be ‘Trouble’ dice in the dice pool, up to five. A single roll of a six on either die type indicates a success. Multiple successes improve the outcome and allow the Player Character to perform stunts. In combat, these might be to inflict extra damage or inflict a critical injury, but the players are free to create other effects as well.

If no sixes are rolled, the action fails. If ones are rolled on the ‘Trouble’ dice, these have no effect unless the player decides to ‘push’ the roll. This enables him to reroll any dice that did not roll a one or a six. However, if there are any ones remaining after the roll has been pushed, they trigger a check on the ‘Trouble Outcome Table’. There is a ‘Trouble Outcome Table’ for conflict and physical situations and for social and mental situations. The effects vary depending how many ones have been rolled.

For example, if a Player Character has generated two ones in a conflict, the outcome might be “You stumble, slip or trip. Lose your next slow action.” or “Your attack is underpowered, or your action is weak. Lose a 6 from your pool of successes.” This is a pleasingly random set of effects, and it is a pity that there is not a corresponding set of tables that can be used when a player rolls multiple successes, if only as inspiration.

However, it costs a point of Faith to trigger a Pushed roll and in roleplaying terms, it should ideally tie into the Player Character’s Faith statement as this is a way of gaining Experience Points, but it need not do. Faith can also be spent to negate the effects of ‘Trouble’ dice, on a one-for-one basis. In Tales of the Old West Quickdraw Rules and Adventure, a Player Character starts play with four points of Faith, but they can go up to ten. It is possible for a Player Character to lose his Faith and be Shaken.

How does combat work?
Conflict in Tales of the Old West Quickdraw Rules and Adventure uses the same core mechanics and allows a Player Character to act twice per round. This is either a fast action and a slow action, or two fast actions. A Slow Action might be ‘Shoot’, ‘Melee Attack’, and ‘Mount’, whilst a ‘Fast Action might be ‘Quick Shot’, ‘Aim’, and ‘Draw Weapon’. The conflict rules cover social situations as well as fist fights, shootouts, and of course, duels. The latter covers the face-off at the start of the duel followed by the duellists going for their guns. Along with a ‘Critical Injury Table’, the rules are fairly compressive and cover most situations in the accompanying situation.

What do you play?
The adventure in Tales of the Old West Quickdraw Rules and Adventure is ‘The Last Cibolero’. A ‘Cibolero’ is a
Mexican buffalo hunter and the scenario is all about buffalo hunting. The Player Characters are involved in the fur and trapping trade, but like the rest of the townsfolk, do not hunt the herds of buffalo indiscriminately and this is the issue at the heart of the scenario. When the New Mexico Mercantile Cooperative, a well-backed outfit working out of Santa Fe, moves into the town to take as many hides as it can, it sets up a tension between the locals and the outsiders. As first one Cibolero and then another is found dead, this tension ratchets up and civility breaks down until the town is on the verge of open conflict...

The scenario includes four maps and floorplans. These are all well done. Besides the scenario, there is background information upon the local area and the town of Carson’s Folly and its inhabitants. The Game Master can develop more stories based on some of the secrets and wishes of the inhabitants with some effort.

Is it easy to prepare?
The core rules presented in
Tales of the Old West Quickdraw Rules and Adventure are easy to prepare, especially if the Game Master has any experience with the Year Zero engine. The scenario itself is quite straightforward and overall, it requires relatively little in the way of preparation.

Is it worth it?
Yes. The
Tales of the Old West Quickdraw Rules and Adventure are a solid introduction to both its setting and its concepts, which are very easy to grasp as everyone is familiar with the Wild West, although the included scenario, ‘The Last Cibolero’, will be unfamiliar and unlike almost any tale of the Wild West seen on screen.

Where can you get it?
The Tales of the Old West Quickdraw Rules and Adventure is available for purchase here.

The Kickstarter campaign for Tales of the Old West can be found here.

Friday, 31 May 2024

Friday Fantasy: Magic Eater

What happens when the Player Characters have their magical items stolen? They want them back, of course, but they also want revenge. And that about sums up the motivation for Magic Eater, a scenario for Lamentations of The Flame Princess Weird Fantasy Roleplaying. Except that there is a problem with that, because whilst Lamentations of The Flame Princess Weird Fantasy Roleplaying is an Old School Renaissance retroclone, it is not one known for the generosity of its treasure, let alone its magical items. In fact, Lamentations of The Flame Princess Weird Fantasy Roleplaying is renowned for its frugality with regard to such matters. So, what Magic User does instead is suggest that the Player Characters’ employer be the one who has the item, the MacGuffin, stolen and wants it returned. So, if the Player Characters have not actually had something stolen, then they can at least be repaid by someone who has. No matter who the victim of the theft is, a note was left by a notorious thief going by the name of Grimalkin, who works with a Northman, in an obvious nod to the Fafhrd and Grey Mouser stories of Fritz Leiber. Tracking the Grimalkin is intended to be easy because it gets to the next bit in the story, the fact that Grimalkin’s house has been set on fire, he is dead, and whatever MacGuffin the Player Characters have to retrieve is gone, having been stolen a second. This time by a gang which styles itself as the ‘Loquesymths’, which if any of the players find out how the gang spells its name, is going to result in the players thinking that their characters are dealing with a bunch of pretentious wankers.

This is the set-up for Magic Eater, a scenario for Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess. And despite the antagonists having been identified as
pretentious wankers, things are going to get weirder from here on in, because it turns out that that yes, the ‘Loquesymths’ are a bunch of pretentious wankers, half of them are arseholes to boot. This is because half of them are now dedicated to the worship of a thing they call the ‘Magic Eater’. Part of this worship involves feeding him actual magical items—so yes, have a good guess as to has happened to whatever magical MacGuffin the Player Characters are after—and then take the great balls of excrement that the ‘Magic Eater’ defecates and brew them into psychoactive tea that grants them certain blessings whilst at the same the magic energies they are exposed to are causing them to deliquesce. Consequently, the thieves and the cultists in the ‘Loquesymths’ are easy to tell apart. The thieves look like thieves, bandits, or just ordinary folk, whilst the cultists are wrapped in cloaks to hide the fact that they have wrapped themselves in bandages. Unlike the cultists, the thieves do not make squishy sounds when they move.

The ‘Loquesymths’ hide out in a base in the boglands close to the city where the Player Characters or their employer resides. Infiltrating this base, the remnants of a Roman fort that has been used over the centuries and since fallen into a state of disrepair, is the focus of the scenario. (That said, it could be any old fortress, so need not be set in the default period of the Early Modern era for
Lamentations of The Flame Princess Weird Fantasy Roleplaying.) The fortress of thieves consists of three parts. First, the above ground ruins, consisting mostly of the remaining towers and partially repaired walls, then the damp cellars, and the cult temple, a mixture of caves and tunnels and worked corridors and tunnels. The cult temple stinks like a hot, sweaty toilet, areas marked with weird colours due to the arcane seepage from the Magic Eater. There is the possibility here for any spells or magic to fail here, and when it does, it is suggested that the Game Master use either Vaginas Are Magic! or James Raggi IV’s Eldritch Cock as a means to handle this failure, and probably the most entertaining. That said, it would have been just as easy and as easy to create a table of results that could have been included.

The end of the scenario, against the semi-gigantic thaumaphage that is the Magic Eater of the title, is essentially an end of level, big boss battle. The battles against the thieves in the upper parts of the fortress are going to be fairly normal, whilst the ones against the cultists are going weird and creepy with their bandaged hands and faces and their squishy sounds, let alone the odd powers imparted to them by imbibing the excrement-infused tea they brew. The battle against the Magic Eater is going to be a big brawl of all against the hulking, lumbering grump, enlivened by the fact that his consumption of magical items has given him random magical powers. The randomness does rely on the Game Master rolling a natural twenty, so the powers may not even change over the course of the battle. Which is a pity and the Game Master might want to alter the odds to make it all the more fun for herself, if not the players and their characters.

There are some suggestions too, as to what might happen to the Player Characters actually decide to drink that tea—definitely not a good idea; what they might do with the fortress afterwards, because possession is possession; and what actual treasure might found if the Player Characters search the fortress above ground and below. There are suggestions to determine if the MacGuffin that the Player Characters were attempting to retrieve is still here and has not been eaten and what might be found if the players and their characters decide that a colonoscopy is in order. It might be the MacGuffin, or it might be one of the most useless magic items ever created. It really is useless—and intentionally so.

Also included in Magic Eater is the bonus scenario, ‘Another Rough Night at the Dog & Bastard’. If that sounds like the author’s author’s tribute to ‘A Rough Night at the Three Feathers’, the classic scenario for Warhammer Fantasy Roleplay, recently updated as Rough Days & Hard Days, then you would be right. In this scenario, the Player Characters take refuge at the eponymous inn on the same night as a trio of nuns who are not as innocent as they look, a bounty hunter, a thief, and a pair of sex cultists, because after all, this is a scenario for Lamentations of The Flame Princess Weird Fantasy Roleplaying. And the cultists would not mind having sex with everyone and if that is done in front of their cult idol, it releases what can only be best described as ‘Jizz Pixies’. In addition, the inn and its staff have secrets of their own, randomly determined. The scenario primarily works off a relationship map which connects ten NPCs. The players will need to actively involve their characters in the relationship map to get the most out of the scenario, which is both roleplaying and NPC interaction heavy. As a one-night, one session affair, ‘Another Rough Night at the Dog & Bastard’ is pruriently serviceable.

Physically, Magic Eater is well-presented. Both artwork and cartography are decent, the maps being very clear and the depictions of the cultists a little creepy. It does need an edit in places.

Magic Eater is a daft scenario that punishes the Player Characters for being too attached to their possessions and then rewards them with a nice piece of real estate if they try to get them back—if they survive. That does not mean it is not entertaining though and Magic Eater is easy to drop into any campaign.

—oOo—

DISCLAIMER: The author of this review is an editor who has edited titles for Lamentations of the Flame Princess on a freelance basis. He was not involved in the production of this book and his connection to both publisher and author has no bearing on the resulting review.

—oOo—

Lamentations of the Flame Princess will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.

Saturday, 25 May 2024

Solitaire: Colostle – Kyodaina

Beyond the walls of your hometown or village lie the Roomlands. A vast castle that covers the whole of the known world and beyond, whose individual rooms, corridors, stairs, and rafters contain whole environments of their own. Mountains, lakes, deserts, forests, caves, and ancient ruins. Oceans stretch across rooms as far as the eye can see and beyond. Desert sands whip and whirl down long corridors. Forests climb the stairs that seem to rise to nowhere. Rooks—walking castles—lurk, a constant danger. Stone giants that seem to have no purpose, other than to wander aimlessly until something captures their attention and then they erupt in incredible aggression. This is world of a near limitless castle known as Colostle, into which brave adventurers set forth, perhaps to undertake tasks and quests for the Hunter’s Guild, perhaps to explore on their own, to hunt Rooks for the precious, often magical resources they contain, or simply to protect a village or settlement from rampaging Rooks or bandits. What though if a door from one room to another, led not to another, but another realm? One where the earth is broken and chunks of it float in the sky and the great pillars that hold up the ceilings of the Rooms are painted in once bright, but now fading lacquer. One where the Rooks with multiple, red-tiled roofs, stalk Rooms on thin, finely balanced legs and wield weapons with deadly finesse than the brute force of at home. One where sky ships, their hulls carved from Rook husks cross overhead. Where Imperial soldiers stop and search everyone for Rookstones. One where fallen Rooks have been turned into temples where you can rest, recuperate, and even research to gain new skills and spirituality. One where the Red Emperor rules with an iron fist. This is the land of Kyodaina and it is nothing like you have seen before.

Colostle – Kyodaina expands Colostle: A Solo RPG Adventure, definitely the prettiest solo journalling game on the market, by taking it to the furthest east of its lands where the artwork is at its most Ghibli-esque. Kyodaina is also a sequel to Colostle – The Roomlands, the first supplement for Colostle: A Solo RPG Adventure. However, a player need not have adventured through Colostle – The Roomlands to play, but narratively, it helps if he has. Much like Colostle: A Solo RPG Adventure, what Colostle – Kyodaina does is introduce a new realm for the player and his character to explore and within that several lands or ‘Zones’, a new character type, and a directed campaign. The latter shifts the play of v away from the open world exploration of Colostle: A Solo RPG Adventure towards a journalling game with a ‘choose your own adventure’ book feel, consisting of story sections rather than numbered paragraphs which work like cut scenes for video games, and map areas which can be more freely explored and have keyed descriptions elsewhere. The result is that Colostle – Kyodaina is designed to tell a particular story, though of course, how that story plays out is of course, up to the draw of the cards and the player.

The new character Class is The Spirited, which also introduces a new stat—Spirit. The Spirited Class represents someone who has grown up in or studied at one of the temples or monasteries to be found across Kyodaina. Radically, the Spirited begins play without any connection to a Rook, no augmentation provided by a Rook-part, but instead must rely upon his training and the secret arts learned at the temple or monastery. Each aligned with an element and a suit from an ordinary deck of playing cards—such as those used in the play of Colostle: A Solo RPG Adventure—these powers include ‘Rook’s Power’, which lets the character flood his feet with his spirit and in stomping hard on the ground, causing a ripple that surges through the ground and knocks opponents to the ground and temporarily reduces their Combat score by one, and ‘Rook’s Senses’, which enables the character to fill his vision with spirit and see more than any ordinary person could, effectively doubling the number of cards the player can draw during the game’s exploration phases. The Spirited Class is intended to be played as a character native to Kyodaina, rather than as someone who has come from the regions and Roomlands explored in Colostle: A Solo RPG Adventure and Colostle – The Roomlands. However, if the character does come from either the Colostle: A Solo RPG Adventure or Colostle – The Roomlands, during the play of Colostle – Kyodaina, the character has the opportunity to rest, heal, and learn at the same temples and monasteries, and so learning these Spirit powers. Each temple or monastery offers a different range of Spirit powers. This gives the visiting character the Spirit stat too, which is used to activate the Spirit powers. Unlike other stats in Colostle: A Solo RPG Adventure, Spirit can be depleted and restored without the character dying.

Mechanically, the differences between Colostle: A Solo RPG Adventure and Colostle – Kyodaina are relatively minor. Kyodainan Rooks are different, faster and more precise, and unlike Rooks elsewhere, can make critical strikes against the Player Character. Imperial Soldiers will constantly hunt for Rookstones, the magical stones that power Rooks, operating in squads of three that will want to search the Player Character, whilst the Player Character might face wave after wave of Imperial Soldiers if he tries to infiltrate Imperial Fortresses. If successful, the Player Character will find all manner of information.

The play of Colostle – Kyodaina begins at one of its temples, the Temple of the Stone Fist. From here, the player will set out and explore the new realm. This consists of four zones—the Spirit Forest, the Fangs of the Mountain Range, the Hori Archipelago, and the Skylands. Each has its own temple, its own set of encounter and NPC tables in addition to the general ones given for whole of the realm, and above all, its own character. The Spirit Forest is serene and quiet, its donjon trees towering so high that the majority of Kyodaina’s inhabitants can live here in safety from the Rooks below; the Fangs of the Mountain Range consists of ancient Rook husks fused with the rock, laced with tunnels and rooms, and sometimes transformed into a volcano; the Hori Archipelago are tropical islands in a shallow sea where Rooks have adapted to the environment and the lands are pierced by towering swords, hammers, and axes; and the Skylands where chunks of earth—both uninhabited and inhabited—float like islands in the sky and can be reached by climbing or travelling via a skyboat. Each also has specific locations where events take place, for example, the village of Eda is in the Spirit Forest and faces an attack by Imperial Soldiers. The Player Character has the opportunity to defend the village.

Once the Player Character has explored three or more of the zones in Colostle – Kyodaina, an encounter with an NPC—previously encountered in Colostle – The Roomlands—will open up the end game for Colostle – Kyodaina. This involves the Player Character in the Resistance against the Emperor and his Imperial Soldiers and exploring the Imperial City of Shiro. It will lead to the infiltration of the city itself and a confrontation with the Emperor and his Rook servitors, both infiltration and confrontation playing out as sub-games in their own right. In the process of playing through Colostle – Kyodaina there are secrets to be discovered—or at least hinted at—and lastly, a suggested sequel to come which takes Colostle: A Solo RPG Adventure below.

Physically, Colostle – Kyodaina is as stunning as both Colostle: A Solo RPG Adventure and Colostle – The Roomlands. The artwork is superb, beautifully depicting the wonder of this new realm and its zones. However, the writing is not quite as good as it could have been and Colostle – Kyodaina does need an edit here and there.

Colostle – Kyodaina is a beautiful book. Its artwork alone—just as with the previous two books—is enough to draw the viewer into wanting to explore this world. The play of Colostle – Kyodaina differs greatly to the simple open-world exploration of Colostle: A Solo RPG Adventure, though there is scope for that, instead offering a specific story to play out, one which feels much more like a video game. As a video game experience, Colostle – Kyodaina gives the player a more immersive and reflective experience as he plays out and records in his journal his character’s exploration of the new realm. Fans of Colostle: A Solo RPG Adventure will welcome this return to the Roomlands as it takes them beyond and into Colostle – Kyodaina
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Colostle will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.