Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Sunday, 8 January 2012

The 1980s RPG Undead?

With the “Old School Renaissance” barely five years old, the question is, has it grown too old for its inspiration? In those five years, the movement has been exploring fantasy roleplaying as it was played back in the early days of the hobby, but with the hindsight of over thirty years’ worth of gaming experience. In 2011 though, Goblinoid Games, the publisher of one of the major “Edition 0” RPGs, Labyrinth Lord, not only obtained the rights to a game published during the 1980s, but also its associated mechanics. The 1980s publisher in question is Pacesetter, the game is Timemaster, and the Action Table system. Now Goblinoid Games could have just simply republished Timemaster, and whilst it still intends to do so, the publisher has waited to do so in favour of applying the Action Table system to a more modern subgenre derived from the horror movie. The result is Rotworld: A Game of Survival Horror Against Undead Flesh Eaters.

Inspired by Michael Jackson’s Thriller as much by the films of George A. Romero, Rotworld is a roleplaying game of the apocalypse and its aftermath, in which the dead rise as “rotters” and seek to spread their infection with a single bite. Light in terms of advice for the referee or Corpse Master, the game is essentially a tool kit with which to run a zombie apocalypse campaign. To that end, it includes all of the basics needed for both an RPG and for its subgenre – characters and combat, and then the apocalypse, supernatural abilities for both humans and zombies, locations, and of course zombies.

At the heart of Rotworld, and of course, its raison d'être, is its Action Table. With a roll against this table, a player or the Corpse Master can reasonably quick discover the result and effects of a roll. The system uses ten-sided dice, with percentile rolls for all actions. In most instances, a character can get away with simply rolling under the value of his attribute or skill, but if he needs to know how well he did, he simply deducts the number rolled from his skill to get a Margin of Success. In combat, this Margin of Success becomes his Attack Margin, the result cross referenced against the difficulty or Defence Column. This gets a result ranging from a simple scratch to a crushing or crippling blow that knocks the defendant down.

For example, the first of our sample characters, Ulises, comes to the rescue of our quivering second, Otterlie. She is being menaced by Zak the Zombie and has already failed her Fear check. Ulises attempts to sneak up on Zak, but knocks something over and alerts the menacing member of the corpse cortège. Our hero is weaponless, so must rely upon his superior fists to get the damsel out of distress. Fortunately, he has the initiative. He uses his Boxing skill of 81 which is compared with Zak’s Unskilled Melee Skill of 33. This gives the column upon which Ulises’ player will roll. In this case, column 3, a relatively easy column, the columns starting at 1 and rising in difficulty to 10. Ulises’ player rolls 21 and subtracts this from his Boxing skill of 81 to get his Margin of Success to get a result of 60. Cross referencing on the Action Table, this gives “C” as a result; which for unarmed damage, is a crushing blow that delivers between six and sixty points of Stamina damage. In Ulises’ case, this is 42 points of damage. Although Ulises did not get a “CK” result, which would have indicated that he would have knocked the zombie down as well as delivered a stinging blow, he has inflicted damage equal to almost half of the zombie’s Stamina. So the Corpse Master rules that Zak the Zombie is staggered and cannot attack until the next round.

The mechanics, with their use of the Action Table, look more complex than they are in practice. The problem with both the mechanics and their use of the Action Table is twofold. First, there is an almost bewildering number of conditional rules that apply to the various situations and skills that can come up in play. Second, the Action Table is essentially focused on combat. It is meant to, and it does, work with the use of skills, but to actually interpret the results of any skill role the Corpse Master has to look elsewhere in the book. Which can only slow game play down…

That said, when it comes to combat, perhaps the aspect that players today will find the oddest is that mechanically, no weapon in the game does any damage. Rather, the damage is essentially derived entirely from the results of the skill roll. Thus the weaponry tables in Rotworld are all about range modifiers (which do affect skill), reload time, and rate of fire. One interesting mechanic using the Action Table involves a defendant’s action when being fired upon. When this occurs, the defending character has to roll a ten-sided die to determine the Defence Column that the attacker is rolling against, but can influence this by expending Luck to make it a higher Defence Column and thus make himself harder to hit. This is a pleasing way of handling a character’s attempt to dodge.

Character generation in Rotworld again looks more complex than it is, in part because it involves a degree of arithmetic. Eight attributes, each ranging in value between twenty-six and eighty, are rolled for randomly, with a number of factors being derived from these attributes. These factors include secondary factors such as Penetration Bonus and Wounds, and also the unskilled values for various skills. The most jarring aspect of character creation is that the number of skills a character starts the game with is randomly determined, so that one character might start the game with three skills or as many as six. Like attributes, skills expressed as percentiles, with the unskilled value for any skill being equal to the average of two or three attributes.

The majority of the skills listed would cover any time within the last fifty years, but with the inclusion of the Beam Weapons skill could enable a Rotworld campaign to be set in the future, whilst the inclusion of the Horseman’s Lance, Mounted Melee, and Bow skills mean that it could easily be set in the past. From the skill list there is the one odd omission – that of a Drive skill. Every character has base chance when driving – equal to the average of his Agility and Perception attributes, yet in order to improve upon that, a character has to purchase the Stunt Driving skill.

Our sample character is a Hispanic-American ex-army mechanic who worked in Hollywood as an actor and stuntman. He used to run a boxing gym, but when that went out of business, he became a truck driver. He is used to standing up for himself, but even though he learned how to use guns in the army and then point them menacingly on camera, he does not like them.

Ulises Romero
Strength 70 Dexterity 68 Agility 58 Personality 58
Willpower 52 Perception 61 Luck 58 Stamina 60
Unskilled Melee: 64
Penetration Bonus: +15
Wounds: 14

Skills:
Boxing 81, Equestrian 78, Mechanics 70, Language (Spanish) 72, Stunt Driving 75

As an option, characters can also possess Paranormal Talents such as the predictable “Precognition,” “Distance Viewing,” and “Telepathic Sending.” These are joined by the Rotworld particular “Corpse Visage,” “Empathy with Undead,” and “Sense Undead.” Unlike skills whose number is randomly determined, the number of Paranormal Talents that a character can have is determined by his Perception and Willpower, up to a maximum of three. It costs Willpower to use Paranormal Talents, and although a character’s Willpower will refresh, the relatively high cost will preclude their being over used.

Our sample character with Paranormal Talents is Otterlie Rios, a doctoral student, who worked in a funeral home to pay her way through college. Her abilities manifested for the first time when the dead rose, enabling her to walk amongst them and survive. She is still shaken by the experience and is reluctant to use either Talent again.

Otterlie Rios
Strength 48 Dexterity 42 Agility 48 Personality 66
Willpower 72 Perception 80 Luck 66 Stamina 60
Unskilled Melee: 45
Penetration Bonus: None
Wounds: 14

Skills:
Investigation 88, Social Sciences: Anthropology 91, Social Sciences: Psychology 91

Paranormal Talents:
Corpse Visage 73, Sense Undead 71

For the Corpse Master, Rotworld provides a discussion of the cause of the dead rising – from chemicals or toxic waste to radiation or the supernatural – and the effects that these have on a campaign. Similarly, it gives a range of ideas and options for how the zombies work in a Corpse Master’s campaign. Beyond the base corpse chassis, the Corpse Master is free to choose how lifelike or not his members of the corpse cavalcade are, their attacks, their weakness, what they hunger for, and how intelligent they are. If the campaign allows player characters to possess Paranormal Talents, then zombies can also have their equivalent, known as Zombie Talents. Some, such as “Living Visage” and “Sense Living,” correspond to Paranormal Talents, whilst “Absorb Vitality” enables a zombie to repair itself by draining life from the living.

Actual campaign advice examines the practicalities of having civilisation collapse around you, before describing a trio of places of refuge. These consist of a corner grocery, a county airport, and a shopping mall, each essentially a subgenre staple. Each one is fitted into a page and includes a nicely done map. Of course, the survival horror subgenre being what it is, it is relatively easy for the Corpse Master to find other maps or simple enough to set his campaign just in his group’s neighbourhood.

Similarly, the survival horror genre being what it is, Rotworld does not really suffer for its lack of advice on running the game. Certainly, the subgenre should be familiar to almost anyone who purchases Rotworld. If there is an issue with the game, it is that it really could do with an index given both the relative complexity of the rules and the likelihood that the Corpse Master will flipping back and forth through the book. The book also needs another edit and it could do with a re-organisation, as certain elements appear before they need to or away from the sections that they should be in.

Physically, Rotworld is decently written and is infrequently illustrated with some quite heavy art. Another physical problem with the game besides the lack of index is the frequent need to refer to the Action Table as part of playing Rotworld. Such that it really needs to be on the back cover, not just for ease of use, but also because it could have been in colour (which would also be for ease of use). Much of the flipping back and forth will involve looking up the rules that relate to the particular situation, so that the Corpse Master needs to refer to pages twenty-eight through thirty-six as well as the Action Table, and that mostly for combat and actions not directly related to a character’s attributes.

Rotworld feels very much like the archetypal RPG of its period. It obviously moves away from the class and level structure that dominated the decade before and continues to dominate the “Old School Renaissance;” it clearly pushes towards the use and application of a universal mechanic in the form of the Action Table; and its starting point is not necessarily the heroic protagonist, but the protagonist who has the potential to be heroic. Yet it is also archetypal in that its use and application of the universal mechanic is hampered by numerable situational rules and the need to reference individual rules for far too many things. As with so many RPGs of the period, in Rotworld the result is far from perfect and far from perfectly easy to run for the reasons already given, and ultimately, all it would have taken to address this problem is the actual page opposite the Action Table being devoted to notes and references that covered situations outside of combat and the character sheet being moved on a page or so.

Yet for all of its failings, Goblinoid Games should be praised for possessing the drive and desire to look beyond the boundaries of the “Edition 0” movement. Similarly, the publisher deserves praise for doing something more with the Action Table system than just releasing the RPGs that used it back in the 1980s, and whilst the truth is that the game and its treatment of its subgenre is hardly radical by anyone’s standards, its pages do contain a solid survival horror toolkit. Once you get past its all too close an emulation of the 1980s RPG, Rotworld: A Game of Survival Horror Against Undead Flesh Eaters is quite possibly the start of something new and interesting – the next period of gaming history for revival. Post-"Old School Old School Renaissance," anyone?

Sunday, 1 January 2012

Tales of the Star Guard

In many reviews an RPG’s designer rarely gets a mention, and even if when he does, it invariably comes a long way into the review and even then not by name. His contribution usually gets mentioned in passing or obliquely, but for this review I am going to mention a name. Matt Heerdt. It is not a name that I have encountered before, though it has to be said that I rarely check those details, and to be honest, that is unlikely to change. Nevertheless, that name is Matt Heerdt. His design for Cosmic Patrol, the latest RPG from Catalyst GameLabs of which he is also the author, captures its genre to perfection with just seventeen words and one image. Done in a simple two tone design, the front cover looks exactly the manual that every good Cosmic Patrol cadet should have in his locker, whilst the back cover looks exactly like a recruiting poster for the Cosmic Patrol. It is also beautifully simple.

Anyway, Cosmic Patrol, of which Matt Heerdt is also the author. Thirty years ago in the Pre-Cosmic Era, the Earth was hit by the fragments of a comet that upon impact disgorged a horde of alien “lizardmen” known as the “Uth.” It took a united effort to wipe out the rampaging raiders who in their wake left not only a united Earth, but also a cache of advanced, disparate, but stolen technology. In order to both study this and protect the Earth from further cosmic threats, the united world government forms scientific space program known as the “Cosmic Patrol.” Within a decade, Cosmic Patrol expeditions to Mars and Venus discover humans on both worlds; within two decades, the governments of Earth, Mars, and Venus would agree to form a single organisation known as the Great Union; and within three decades, Cosmic Patrol rocketships, equipped with the revolutionary “Fractum Drive” would not only explore the outer reaches of our Solar System, but also far out into the cosmos itself, quickly discovering an on-going intergalactic war whose sides it cannot quite yet determine.

This is the setting for Cosmic Patrol, a story-telling RPG of “Rockets and Rayguns!” set in a retro future based on the Golden Age of science fiction. Inspired by the covers of classic science fiction pulp magazines, the works of E.E. “Doc” Smith, Harry Harrison, Robert Heinlein, and Philip Francis Nolan, and classic science fiction radio series like X Minus One and Dimension X, Cosmic Patrol with its mantra of “Rockets • Rayguns • Robots” is not the Buck Rogers RPG, but it could be. Nor is it the Flash Gordon RPG or the Tom Corbett, Space Cadet RPG, but again, it could be. As the Grand Union’s first and last line of defence against a dangerous galaxy, the players take the roles of Patrolmen of the Cosmic Patrol crewing rocketships that set out to explore the galaxy, investigating its strange phenomena, and responding to emergencies as necessary. They could be cocky, stalwart heroes from Earth; Red Amazon warriors from Mars armed with their infamous red steel axes; or high thinking Venusian scientists, but whatever their origins, they are not only members of the Grand Union, but as members of the Cosmic Patrol, they are its first line of defence against the universe.

Cosmic Patrol is played in a series of Mission Briefs, each beamed to the characters’ rocketship from Cosmic Patrol headquarters. It might be that a ship has gone missing in the asteroid belt or that a survey team is under attack on the surface of Venus, but in game terms each Misssion Brief consists of a setting and one or more scenes that present the patrolmen with a series of enemies and obstacles. Each scene is further down into a number of turns, the number of turns depending upon the number of players. This is because each player will undertake the role of the Lead Narrator once during a scene. As Lead Narrator, a player not serves as the GM and presents the NPCs and environment just as you would expect in most RPGs, he also ensures that each of the characters has a chance to act in the turn. In serving as the Lead Narrator, a player does not ignore his own Patrolman, but allows him to act, though he always goes last in a turn. This completes the turn and narration passes to the next player, who then becomes the Lead Narrator and sets the scene for the new turn.

Narration can be taken from events in previous Turns, but also from “cues,” little suggestions and descriptions that the Lead Narrator can take inspiration from. Cues are given for Mission Briefs as well as Patrolmen and NPCs of all stripes. Narration can also to an extent be co-operative in that a player can turn to his fellows if he is bereft of inspiration and ask for advice. If a player wants to grab the narration then he can spend a Plot Point, which can also be expended by a player to modify dice rolls – either way, regain health points, and of course, to add a plot twist! The role of Lead Narrator also has its own pool of Plot Points, which passes from player to player as the role does. A Lead Narrator can only spend Plot Points to aid the NPCs and add plot twists, but not to impede the Patrolmen. Players earn their Plot Points through good narration, whilst the Lead Narrator earns one whenever a player expends one.

Player character actions that require dice come in two types. A Challenge handles actions against an inanimate object, while a Test is against another person, be it another player character or an NPC. To undertake a Test or Challenge a character adds the results of a twelve-sided die, an appropriate attribute die, plus modifiers to beat a target roll determined by a twenty-sided die. The modifiers are set by the Lead Narrator. For example, “in a blizzard” (-1), “Experienced” (+1), “the right tools” (+1), “already performed a scan” (+1), and so on, which with the character below having to perform emergency field surgery on an important NPC, might give the result of D12 + Medicine D10 + modifiers of +2 against the Lead Narrator’s roll of a D20. The end result of 1 (D12) + 6 (D10) +2 versus 4 (D20) means that the character has succeeded.

Character creation involves assigning various dice types to four attributes – Brawn, Brains, Charisma, and Combat; a Special Die or a D10 to something that the character is particularly good at; and determining his Luck. The latter is not a Die type, but a number between one and twelve, which when rolled on any die during any test or challenge means that a character always succeeds. Perhaps the most difficult aspect of character generation in Cosmic Patrol is the creation of a Patrolman’s Cues, and Disposition. The first are prompts from which a player can draw inspiration when it comes to his narration, whilst the latter more describe his manner. “Doc” Mulligan only has thirteen Cues, leaving room for a player or Lead Narrator to add more. This Patrolman also has Tags, essentially descriptors that give the Lead Narrator the gist of the character were he to be used as an NPC.

REGINALD MULLIGAN/ROCKETSHIP DOCTOR
VITAL FACTORS
Name: Reginald “Doc” Mulligan Age: 29
Homeworld: Earth Rank: Doctor
Tags: > Earthman > Friendly > Curmudgeon
> Brilliant > Medicine > Manners > Scottish
Brawn: D6 Brains: D8 Charisma: D10 Combat: D8
Medicine D10 (SPECIAL) Luck: 11
Armour: 17
Health: 3/3/3/2/1
Equipment: antique Webley Revolver, Install MK. VII anatomical scanner, classic doctor’s black bag, and bottle of 13 year old single malt
Cues: Och no! I am just a country doctor; Quiet! I’m trying to think!; This thing isn’t even a sasanach – I need time to analyse it; I’ll drink to that; Yes Ma’am; There are things that an Autosurgeon will not repair; This might not be a single malt, but she’ll do; My word as a gentleman; Captain, you just can’t blow it to bits; It’s a man’s place to grumble – it proves he’s alive; As my old aunt Jenny would say…; By Jupiter’s Trojans!
Disposition: Trustworthy, Ever the Gentleman, Exasperated at the lack of scientific training in the Patrol, Cautious

The setting for Cosmic Patrol is sketched in broad detail from the inner most worlds of the Solar System to the Outer Planets and beyond into the Deep Black with its Coalsack Dead Zone, some twenty astrons in diameter; the Eiger Empire with its army of triple-eyed clones; and the rumoured meddling of the cosmic beings that the Patrol has named the Metatherions. Whilst there are mysteries and intrigues galore to be placed by the Lead Narrator and unravelled by the player Patrolmen, there is still room aplenty for those and more within the Solar System itself. To support the setting, the Lead Narrator is given an array of pre-generated characters, some of whom can be used as player characters, the rest being a set of entertaining NPCs that should keep a game going for a while. An octet of Mission Briefings of increasing difficulty is certainly more than enough to get a game and thus a season of Cosmic Patrol going. Rounding out the book is a good, though unexplored, bibliography of suggested reading and viewing.

Perhaps if Cosmic Patrol as a game has a weakness, it is that the advice for the GM or Lead Narrator is underwritten. Which in what has leanings towards being a storytelling game, does seem odd. Yet whilst those leanings are present, this is not an RPG that focuses like so many storytelling RPGs on handing the players narration rights in order to tell a particular type of story. Nor should that be taken as a criticism of that type of game. Rather, Cosmic Patrol is all about a lightness of touch that encourages the players to work together to tell of adventures of “derring do” against a backdrop of Golden Age Science Fiction. It does include suggestions as to how it could be run using a single Lead Narrator, but to be fair, the narration duties in Cosmic Patrol are far from onerous, especially given how those duties are about everyone taking responsibility for telling a good story.

As has already been pointed out, physically, Cosmic Patrol is well done. The book is cleanly laid out and the artwork thoroughly excellent. The lack of an index is irksome.

Cosmic Patrol has three paragraphs devoted to the Theremin. That is enough for me to recommend this RPG. The fact that this game made me want to read some of the fiction suggested in the bibliography is also indicative of how much I like Cosmic Patrol, despite the fact that the book I re-read after some thirty years was Robert Heinlein’s Space Cadet, which is not in the bibliography. Having re-read it, I would suggest that it should be. In truth, I have wanted a good Golden Age Science Fiction RPG for a long time. Cosmic Patrol is not that RPG – it is better. Rather Cosmic Patrol captures its genre of Golden Age Science Fiction to not just perfection; it does so with charm and gusto.

Friday, 30 December 2011

Quest for a Story

The traditional generic or multi-genre RPG is an attempt to provide an all-encompassing set of rules and mechanics that allow a GM to create and run, and the players to play, a roleplaying scenario or campaign in a setting of their choice. It can be set in any time, any place, and any genre, and the rules will often reflect this. This is either by trying to cover every detail or by trying to cover everything in broad swathes; the former approach often threatening to overwhelm the game in those details, whilst the latter can lose flavour as the details are glossed over. HeroQuest is a generic RPG with a difference. Published by Moon Design Publications, its approach is anything other than traditional, for it does not approach roleplaying in any genre mechanically, but instead approaches it narratively. At its heart is not the question,”Can I roleplay in this genre or setting?” Rather it is, “Can I tell a story through roleplay in this genre or setting?”

Designed by Robin D. Laws, HeroQuest originally appeared as Hero Wars and then HeroQuest, each in their own way strongly tied to the Glorantha of the RuneQuest setting. Indeed, this version of HeroQuest continues this association by including a “genre pack” for Glorantha – a genre pack being an information kit for the players about the setting or world that they will be gaming in – as an example. For the most part, this version of HeroQuest is divorced from Glorantha to give a generic set of rules, or as the rules state explicitly, a set of tools to tell a story.

HeroQuest’s primary means of approaching storytelling is changing how everything is defined. Although numbers do play a part of this definition, they only come after the important aspects of a character, a thing, or other part of the world is described in words. Just about anything can be described in this way and not necessarily in absolute terms, as in HeroQuest a player is encouraged to be more imaginative in terms of what his hero can do. So instead of “Fight with Sword,” a hero might have “Flashing Blade” or “My surroundings are my weapon.” During the game, the player is free to use the abilities however he wants if his GM accepts that his suggested use is applicable. So instead of the player saying, “I hit him with my sword,” he might instead say, “I try to impress Lady Beatrice by defeating Captain Raymond with a display of swordsmanship that humiliates him rather than hurts him, using my Flashing Blade ability.”

Also important here is the fact that the player explicitly states what he wants to achieve before his character attempts the action. This can be as simple as climbing up a rock face, as lengthy of setting out to woo the governor’s daughter, or as complex as “banging the bodyguards’ heads together before drawing their guns and emptying each weapon into their gangland boss.” All can be settled with a roll of the dice that quickly help both GM and player determine the outcome and move on. Relatively slight steps up in terms of complexity enables both GM and player to determine the degree of failure or success in Simple Contests and then Extended Contests, the latter actually a series of Simple Contests.

Once a player has set his objective, he decides upon the ability he will use and the GM will choose what will resist it. Both player and GM will each roll a twenty-sided die and compare the results to their respective abilities, results of 20 being a fumble and 1 being a critical success. For example, Gordon is playing “Delaware” Miller, archaeological adventurer, who is chasing his rival, the Belgian treasure hunter, Bernard Monami, and got aboard his lorry. Next he wants to reach around to the cab, pull open Monami’s door, and sock it to the Belgian across his smug jaw. “Delaware” is using his ability of “Determined Action” 3W – actually an ability rating of 23, but each point above 20 represents a level of Mastery – whilst the GM, Stef, decides that Bernard’s ability of “Escape the Clutches…” 1W is suited to the situation.

Both Gordon and Stef roll the dice. “Delaware” Miller gets a result of 5 and Stef a result of 11. Both rolled Successes, but although neither rolled a 1, “Delaware” Miller rolled lower than his rival and thus achieved a marginal victory. With this result, the GM could say that although has managed to swing into the cab, he did not land his wanted blow on Monami. Such a result is not good enough for “Delaware” and so Gordon brings into play the levels of Mastery that “Delaware” has in “Determined Action” 3W. Since Bernard also has a level of Mastery in “Escape the Clutches…” it cancels a level of Mastery that “Delaware” Miller has in “Determined Action,” reducing it to “Determined Action” 2W.

With the first level of Mastery, Gordon raises his result from a Success to a Critical Success, but with the second, he lowers Bernard’s Success to a Failure. With that result, the GM agrees that “Delaware” Miller has achieved his aim and narrates that into the story. Similarly, a character can use Hero Points to alter contest results in the same fashion.

If this was an Extended Contest, then this might just have been the first exchange, the aim for both “Delaware” and Bernard being to take control of the lorry and drive off with the artefact. In this case, Successes and more would gain each participant Resolution Points, the exchanges continuing until one side had acquired five or more and won the Extended Contest. As a general rule, the more interesting a contest is and the greater its importance as part of the story or scenario, the more the need for the more complex contests.

As in any RPG, in HeroQuest the loser in a Contest takes damage. It is usually expressed as levels of Impairment, and depending upon the nature of the Contest, this Impairment can be physical, mental, and social. Impairment can also affect a character’s relationships, whether that is romantic, business, political, criminal, and so on. Further, Impairment can have an effect on not just the relationship that a character has with his Community, but with the Community itself. HeroQuest goes into some detail about the creation and running of Communities, the creation process usually being conducted by the players collectively. Primarily, a Community is a resource that the characters can add to and draw upon, but it has a life of its own and if the characters use its resources badly, the characters can fall out of favour and have to find their way back into its good graces.

So far, so good. HeroQuest is clearly geared towards both imaginative play and players, and this continues with character generation. Three methods of character generation are given: Prose, List, and “As you go,” each one being easier than the former. Under the Prose method, a player writes a hundred word statement and underlines his character’s abilities and keywords; under the List method, the player chooses his character’s keywords and abilities; and with “As you go,” the player adds keywords as play progresses.

Of his character’s starting Abilities, a player choses one as his best and assigns it a score of 17, with the rest being set at 13. A player can then divide further 20 points between these abilities. It is possible to raise an ability’s rating above 20. In doing so, for each point above 20, the ability gains a level of mastery, represented by a notation using an orthogonal “W.” In fact, this symbol is the Mastery Rune from Glorantha. So if a player gave his character the ability Flashing Blade 23, he would actually have Flashing Blade 3W.

Our sample character is my current one from the Legends of the Five Rings campaign I am playing in, called The Silken Knot. To give you some comparison, I include his Legends of the Five Rings stats for comparison.

Yasuki Kiosho, Crab Courtier
Air: 3 (Awareness 3, Reflexes 3), Earth: 3 (Stamina 3, Willpower 3)
Fire: 2 (Intelligence, Agility), Water: 3 (Strength 3, Perception 3), Void: 2
Honour: 2.3, Status: 0.8, Glory: 1.0, Infamy 1.0 (Mantis), Insight: 157
School/Rank: Crab Courtier, Rank 2
Advantages: Clear Thinker (3), Forbidden Lore: (Cult of Ruhmal) (5), Inner Gift: Empathy (7), Language: (Rhuumal) (1), Seven Fortunes’ Blessing: Daikoku’s Blessing (4) Disadvantages: Black Sheep: Crab Clan (3), Black Sheep: Mantis Clan (3), Hostage (3), Lechery (3), Lost Love (3), Pyrophobia (1)
Skills: Art: Painting 1, Athletics 1, Calligraphy 1 (Crab Cipher), Commerce 3 (Appraisal), Courtier 3 (Manipulation), Defense 3, Etiquette 2, Intimidation 2 (Control), Investigation 1, Jiujitsu 1, Knives 1 (Kukri), Lore: Ivory Kingdoms 1, Lore: Mantis Clan 1, Lore: Cult of Ruhmal 1, Lore: Underworld 1, Sailing 1, Sincerity 2 (Deceit), Temptation 1 (Seduction)

As part of the campaign set up, it was necessary to create a background that in part explained his current situation. Some of this is implied in the character’s advantages and disadvantages, but to make it more explicit and to get his keywords and abilities for HeroQuest, I describe him in exactly one hundred words. As part of the process I underline the important aspects of him, thusly:

Yasuki Kiosho, Crab Clan courtier, is a mannered, but wily, sharp tongued and perceptive merchant. A Mantis Clan hostage, he sailed to the Ivory Kingdoms, there learning to use the flexible steel sword, the Urumi, and the Kukri knife to defend himself, and of the evil Cult of Ruhmal, a new threat to Rokugan. Back home, his lechery almost dishonoured him and Sayomi, his host, Yoritomo Chikao’s daughter, resulting in his being cast out. Now he works the underworld as a smuggler and hunts for the cult to redeem himself. Sometimes controlling, he can easily lie or spot a lie.

From this I derive his abilities and assign the points as described above. His key ability is “perceptive merchant,” which is set at 23 or 3W. The remaining fourteen points are distributed to reflect what the player feels to be important about Kiosho.

Yasuki Kiosho
The Job: mannered Crab Clan courtier 1W
Doing Stuff: perceptive merchant 3W, sailed to the Ivory Kingdoms 13, works the underworld 15, hunts for the cult 13, can easily lie or spot a lie 15, redeem himself 13
Social: Mantis Clan hostage 13, smuggler 13, lechery 13, almost dishonoured 13
Knowing Stuff: evil Cult of Ruhmal 13, Rokugan 13, Sometimes controlling 13, wily & sharp-tongued 13
Stuff I Own: flexible steel sword, the Urumi 13, Kukri knife to defend himself 15
People: Yoritomo Chikao 13 and Kisosho’s lost love daughter Sayomi 13

Despite HeroQuest’s simplicity, the rules that support that simplicity are explored in some depth. Whether this examining how modifiers work with character abilities, how healing works, or how to bring relationships into a game, the rules never really stray from helping the reader how they affect both the core Contest mechanic and the story. In fact, the author and thus HeroQuest is at its best when it discusses how the game should be played and how it should be narrated.

What HeroQuest does is make clear the differences between the story found in literature and that found in roleplaying. With a single controlling author, the story in literature rarely veers away from being a direct series of obstacles that the protagonists either overcome or fail to overcome. Whereas because the story in roleplaying has several authors, in other words, the fickle players, and because the use of dice to resolve obstacles, it can split away from the direct series of obstacles into branches of them. To counter the fickle nature, HeroQuest suggests adjusting the difficulty of the Contests according to the number that the characters have overcome so far. So the more Contests that they fail, the easier the GM needs to set the difficulty of the next Contest.

The concept that the story in roleplaying has multiple authors is continued in HeroQuest’s approach to narration. As is traditional in storytelling games – traditional in the sense that they have been around for more than a decade – HeroQuest suggests that narration should be a collaborative process involving the players as well as the GM. He is encouraged to look for opportunities to involve his players to the point of actually leaving gaps in the story so that the characters can pursue their own agendas. The advice takes a further step in suggesting that the GM be prepared to break the narration to rewind and re-interpret the outcome of a Contest if the players are unhappy with it. This is possibly narrative roleplaying at its more radical, and it is open to abuse by a domineering player. Still, as a means of re-writing the outcome of overcoming an obstacle is in keeping with the story based nature of HeroQuest.

Unfortunately, for a generic or multi-genre RPG, HeroQuest is disappointing in its treatment of actual genres. It discusses how to create the technical elements that would go into a genre pack for any setting, the ones that you would find in many roleplaying settings – occupations, creatures, cultures, magic, powers, religions, species, technologies, and so on. This is done through keywords, under which can be grouped a number of abilities. Keywords can also be used during character generation if the GM allows players to select cultures, occupations, and species. In each case, a fully worked sample is provided. Powers and magic require extra explanation for each genre pack, this explanation being organised into a framework that neatly sums the origins, limitations, and requirements of each power or type of magic. Whilst this is all technically useful, it still does not address any one particular genre.

Similarly, when it comes to the Glorantha genre pack, HeroQuest comes up short. The problem is that it focuses entirely on the magic of Glorantha and how the runes associated with that magic are interpreted along with a description of the various deities in Glorantha’s pantheons. Since many inhabitants of Glorantha understand these runes and many of them can cast magic, this is useful. Yet it does not offer any information beyond this. Which for an information kit that a genre pack is meant to be is decidedly disappointing.

The reason for the inclusion of the the Glorantha genre pack is to provide a means for players of Hero Wars and the previous edition of HeroQuest, which were both specifically tied to the Glorantha setting, to convert their games to the new edition and thus the more recent HeroQuest sourcebooks for Glorantha. Which is laudable, but it does not offer any information beyond this and that means that the last thing that anyone can do with this genre pack is start playing.

And the fact that neither the GM nor the players can get playing very quickly with a copy of HeroQuest is its main problem. For a generic or multi-genre RPG, the lack of sample genre packs that showcase how the game can do various genres seems an odd omission. Whilst HeroQuest has an abundance of examples throughout its pages, fully worked up genre packs in say the Fantasy, Horror, and Science Fiction genres would have helped cap all of those examples for the GM and given him something that he could have worked with right away.

Physically, HeroQuest is well written and in general, simply and clearly laid out. If there is a problem with the presentation it is in that some of the artwork is disappointing. Still, it is the writing that shines and that is profusely supported with innumerable and always useful examples.

At the heart of HeroQuest is the art of telling stories, an art that it supports with simple rules and mechanics that are illustrated with copious illuminating examples. In return, it asks more of both GM and players alike, not just in the act of telling a story, but also in trusting each other when the focus of the game is the narrative rather than absolute numbers. In removing those absolute numbers, HeroQuest is more flexible and more encompassing in the genres that it could tackle, and even though the genre support in this rulebook is itself weak, the rules themselves are pleasingly clear and easy to grasp. HeroQuest gives you the rules to which you only need to add your imagination to roleplay the story that you want to play.

Sunday, 25 December 2011

The Ogrecave.com Christmas List

It has been vaguely traditional for the past decade that in the first weeks of December, OgreCave.com runs a series lists suggesting not necessarily the best board and roleplaying games of the preceding year, but the titles that you might like to receive and give. Breaking with that tradition – in that the following is just the one list and in that for reasons beyond our control, this list is not appearing at OgreCave.com – Reviews from R’lyeh would like present its own list. Further, as is also traditional, Reviews from R’lyeh has not devolved into the need to cast about “Baleful Blandishments” to all concerned or otherwise based upon the arbitrary organisation of days.

Nevertheless, Happy Gaming and enjoy the suggestions. Consider them perfect for purchase for yourself. If the world is to end in 2012 – and the denizens of Reviews from R’lyeh doubt that the stars have come right as yet – then at least enjoy a few last rolls of the dice with a favourite new game…

Elder Sign (Fantasy Flight Games), $34.95
For its third game of Lovecraftian investigative horror, Fantasy Flight Games brings us a co-operative dice game of battling the Mythos, monsters, and madmen at Arkham Museum where a concentration of eldritch artefacts have weakened the barriers that prevent the return of an Ancient One. Designed for between one and eight investigators, they must make the best use of their tools, allies, spells, and clues to locate Elder Signs if they are to re-seal the barriers between worlds and so prevent the Ancient One’s return. Fail to find the Elder Signs, and the Ancient One and his minions grow stronger until the investigators must face the Ancient One armed only with their stamina and their sanity. With sixteen investigators to choose from and eight different Ancient Ones to face, Elder Sign offers plenty of replay value as well as a challenge every time. Also available as an App.

Pathfinder Roleplaying Game Beginner Box (Paizo Publishing), $35
With this weighty box, Paizo Publishing enables you to get playing one of the most popular and certainly best supported of fantasy RPGs of recent years. Not only is it designed to get you playing quickly by letting you play one of the four pre-generated adventurers and reading up on them while the GM reads the first few encounters, but in the long term, it provides the rules needed to create a human, dwarf, or elf cleric, fighter, rogue, or wizard character and then take that hero from first up to fifth level. The GM gets just as much support, first with an introductory adventure, and then with advice on creating your own in a variety of environments, plus there are maps and tokens for both the characters and the monsters to help bring your adventurers to life on the table. With its slightly streamlined rules and some great art work, the Pathfinder Roleplaying Game Beginner Box is an attractively easy way into the hobby.

7 Wonders (Asmodée Éditions), $49.95
If there was one game that deserved to win the “Spiel des Jahres” (German “Game of the Year”) award in 2011, it was 7 Wonders, a civilisation themed card game that can be played with as many as seven players in forty-five minutes. It did not win the “Spiel des Jahres,” but it did win its new bigger brother award, the "Kennerspiel des Jahres" (roughly "Connoisseur-Enthusiast Game of the Year"). Played one card at a time over the course of three ages with players passing their card hands to their neighbour after every turn, 7 Wonders tracks up to seven ancient civilisations as they attempt to establish and trade for resources, build their militaries, enhance their cultures, advance their scientific knowledge, and of course, complete one of the wonders of the age. Not only is 7 Wonders a lovely looking game, its multiple paths to victory give it a high replay value.

Abney Park's Airship Pirates RPG (Cubicle Seven Entertainment), $49.99
In the Neo-Victorian era of 2150 AD, America has become a great wilderness, home to mammoths and sabre-toothed cats, criss-crossed by the tracks of the armoured railroads that connect Emperor Victor III’s walled cities within which nothing ever changes and within which his clockwork policemen ensure nothing ever changes. Freedom can only be found with the Neobedouins who cross the wilderness and aboard the vessels of the airship pirates that sail the skies ready to pounce from behind the clouds. Based on songs of the Seattle Steampunk band, Abney Park, in Airship Pirates the player characters take to the skies in command of a skyship, perhaps as a band or merchants or mercenaries, setting to discover the secrets of this Steampunk, Post-Apocalypse, Pirate, Time Travel RPG!

Paris Connection (Queens Games) $62.99
A surprisingly light game from hard core train game designer/publisher, Winsome Games, Paris Connection has been given an attractive new look by Queen Games. It is a track and share game played across France, the players building six networks out from Paris, connecting to the nation’s various towns, cities, and ports to increase the share value of each network. Every player begins with a hidden allotment of shares, but cannot hide the shares they pick up during the game, often necessary if they are to acquire any shares that are increasing in value. The clever, but still simple aspect of Paris Connection is that its wooden train pieces represent both track pieces and shares in each network, so eventually, every player must ask themselves, at what point do share/track pieces become more valuable as shares than as track? Answering that question will keep this lovely looking, light and quick filler game coming back to the table.

Bookhounds of London (Pelgrane Press), $34.95
The book has always been important to Lovecraftian investigative horror, but Bookhounds of London, written by Ken Hite for Trail of Cthulhu, brings it to the fore like never before. This is a campaign setting in which the investigators are bookhounds in Depression Era London, working the book trade for the “squiz” (an exquisite item in bookseller’s slang) that will keep the doors of their “fine books” shop open. With debts and death duties to pay, England’s finest families have ransacked their extensive libraries leading to the market being flooded with both mundane and esoteric titles. Are the bookhounds willing to make money on these, even if it means selling a copy of Unaussprechlichen Kulten to some all too ambitious occultist? These are the choices faced by the book sellers, all played out against fog bound haze of a city full of ancient secrets behind its bureaucratic indifference and metropolitan façade. Bookhounds of London is another seedily evocative campaign from the pen of Ken Hite and another fine book for Trail of Cthulhu.

Discworld: Ankh-Morkpork (Treefrog Games), $60
Lord Vetinari is dead! Or on holiday. Either way, this is your chance to take control of Ankh-Morkpork in what is Martin Wallace’s most a commercial game yet, being based on Terry Prachett’s Discworld novels. Designed for two to four players each with a secret personality and a secret aim – are they Chrysophrase the troll (who wants money), the Dragon King of Arms (who wants to be king again), Sam Vimes of the Guards (who literally does not want any trouble), or Vetinari himself (secretly returned to sniff out his rivals) – Ankh-Morkpork is an area control game in which every action is card driven with every card and its actions being designed around the Discworld personality on each card. Another great looking game, Discworld: Ankh-Morkpork has enough game play for the dedicated gamer and enough theme without too much complexity to be enjoyed by the Discworld fans too.

The One Ring: Adventures over the Edge of the Wild (Cubicle Seven Entertainment), $59.99
With Smaug and the Battle of Five Armies won, a kind of peace has come to the peoples of Northern Middle Earth. Dangers still lurk beyond the borders of civilisation, whether from the Orc-holds of the mountains or the deepest recesses of Mirkwood where a corrupting foulness resides to reach out again and taint the hearts of the free peoples… This is the setting for The One Ring, the latest RPG based on the works of J.R.R. Tolkien that focuses on character and culture, and on the fellowship that the characters form and becomes a character of its own as they progress. Notably, this is a fantasy RPG that does not include any magic casting player characters, but that is perfectly in keeping with Tolkien’s setting. Lastly, it comes as a beautiful rule set complete with maps and dice, all within a sturdy slipcase.

Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia (Days of Wonder), $30
It has been a long wait since Switzerland for what the Ticket to Ride fan really wants: more maps with destinations to reach and routes to claim. With Ticket to Ride Map Collection: Volume 1 - Team Asia & Legendary Asia, you get not only two maps – on a double-sided board, but two different ways to play. François Valentyne's Legendary Asia map lets you take the long Silk Road or climb the high passes of the Himalayas with the new mountain routes. With Ticket to Ride’s designer Alan R. Moon's Team Asia map, you can add a sixth player by playing in teams of two working together to claim routes. Neither member of a team is allowed to talk strategy with the other, but they can hint at it by playing destination and train cards from their hands to a wooden card holder that both can see. With six of these card holders in this expansion, they can just easily be used in other Ticket to Ride titles or even other games!

The Legacy of Arrius Lurco (Miskatonic River Press), $29.95
In an age when the appearance of a campaign for Call of Cthulhu is a rare occurrence, 2011 brings us a campaign not for Call of Cthulhu, but for its Ancient Rome setting, Cthulhu Invictus. The investigators are asked to look into why wealthy patrician, Arrius Lurco, went missing in Crete years before and why he cannot recall what he did. Uncovering this mystery and the mystery of Lurco’s strange behaviour will take the investigators across the Empire to reveal an ancient horror behind a creature born of legend and a cult prepared to move against the investigators as they uncover its secrets. This is a very different Call of Cthulhu campaign, involving more classic detective work than sifting through dusty libraries, and some quite, quite horrible moments for investigators and players alike. Not a campaign for the timid or anyone looking for an easy game, The Legacy of Arrius Lurco is not only the best campaign for Call of Cthulhu for years, but it also sets the standard by which all future Cthulhu Invictus titles will be measured.

Stars Without Number Core Edition (Mongoose Publishing), $39.99
One of the very few Science Fiction RPGs to come out of the “Old School Renaissance,” Stars Without Number is far from an old school RPG. Rather it is an “Edition Zero” tool kit that comes with everything necessary to both play and build a campaign of the GM’s creation, whether that is set within one of his devising or the setting provided. This is set in the far future in an age of recovery following a long collapse. There are old worlds to be re-discovered, new dangers that have taken advantage of the chaos to be faced, and secrets of the pre-Scream Golden Age to be revealed. Supported by extensive advice and ideas, Stars Without Number is the perfect RPG for exploring a Science Fiction “sandbox.”

Cosmic Patrol (Catalyst Game Labs), $24.99
Inspired by the Golden Age broadcast Science Fiction of Tom Corbett, Space Cadet and X MINUS ONE as well as the writings of Robert A. Heinlein, Poul Anderson, and E.E. “Doc” Smith, Cosmic Patrol is a light storytelling RPG in which the characters are stalwart members of the Grand Union’s last line of defence against a dangerous universe. As Patrolmen, they crew rocketships sent out to explore the galaxy, to investigate its strange phenomena, protect the Solar System, and respond to emergencies as necessary. The mechanics are kept light with everyone taking it turn to narrate scenes in the current adventure with heroics being encouraged. Plus the little rulebook is a work of art itself, looking exactly like a handbook for the Cosmic Patrol itself.

Saturday, 24 December 2011

The Indigo Ivory Depths

Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon, a toolkit that enabled the GM to create an ancient dungeon complete with history, inhabitants, denizens, treasures, and more. He also draws micro-dungeons along a series of different themes, each a quirky little affair often drawn in both two dimensions and three isomorphic dimensions. Now he an actual dungeon adventure that you purchase: The Purple Worm Graveyard.

Published through his Planet Thirteen Games, The Purple Worm Graveyard is a mini-dungeon of just fifteen locations designed for a party of first through third levels. It is written for use with Labyrinth Lord, but can just as easily be used with other “Edition Zero” fantasy RPGs. Equally, it can be dropped easily into most worlds and even added as easily to most dungeons, and presents a thoughtful challenge that should provide an evening’s worth of interesting play, either as part of a campaign or as a one-shot.

The purple worm graveyard of the title is said to lie below the barren Rockspyre Mountains. It is thought to be where the largest and most ancient of purple worms go when they approach the end of their lives. Commonly thought to be a legend, it is rumoured that the graveyard itself holds an untold treasure of purple worm ivory. Now, a sage has discovered its location and hired the adventurers to travel there, confirm its location, and explore its limits.

The purple worm graveyard actually turns out to be located beyond another underground complex, this one a temple devoted to an ancient worm god. Its influence spreads outside of the temple, such that at certain times, the players can commune with it, fall under its spell, and of course, be driven to madness. The god itself does not make an appearance in the scenario, but its presence adds a pleasing eldritch element to the proceedings.

In addition, The Purple Worm Graveyard adds a set of “Dungeon Moves” mechanics. This provides a table that the DM can roll against to gain a die modifier for a particular situation. As is traditional, the scenario adds a new monster and a new treasure or two. The monsters are variations upon creatures that we have seen before, are but feel perfectly suited to the dungeon, whilst the new treasures are thoughtful if simple little affairs.

At just twelve pages long, The Purple Worm Graveyard is a quick and easy read. In places it takes a moment to ascertain exactly what a certain rule is for or how it pertains to the adventure, but this becomes clear relatively quickly. The booklet is nicely illustrated, and the map feels pleasingly heavy. That said, the map, located on the inside of the card sleeve, could have done with more detail, but what detail there is, is excellent.

Ultimately, The Purple Worm Graveyard is an entertaining, pocket friendly dungeon. It would work well with most “Edition Zero” fantasy RPGs, but given its eldritch feel, then it would work well with Lamentations of the Flame Princess’ Weird Fantasy Role-Playing. Nicely themed, requiring just a little thought or so to overcome its challenges, The Purple Worm Graveyard is a charmingly petite adventure.

Saturday, 17 December 2011

Threatened Empires

Ruined Empires: An Adventure for Abney Park’s Airship Pirates is the first release for Abney Park’s Airship Pirates RPG Based on the Songs of “Captain” Robert Brown, Cubicle Seven Entertainment’s Steampunk, Post-Apocalypse, Pirate, and Time Travel RPG. This is a scenario in three parts designed for three to six players which can be completed in two good sessions, or three if your players like to take their time. It involves an assignment with menaces, a treasure hunt, ravenous beasts, a stylish MacGuffin, a chase, a betrayal, and more!

It opens with the player characters in the Skyloft known as “Jewel of the Skies,” Isla Aether, dining upon the best deep fried that money can buy! They are approached by an aide to the Skyloft’s dissolute governor and asked politely and pointedly if they would like to go on a treasure hunt for him. He needs funds and he has a genuine treasure map. Getting to where “X Marks the Spot” is nary a challenge, but once on the ground, the player pirates must deal with wild and hungry beasts; rival, if not potential allied treasure hunters; and the somewhat soggy nature of the site. There is a decent amount of treasure available if the characters decide to stick around and search.

Once back in the air there is opportunity for an aerial fight, but this is against a difficult foe and the inference is that they should run for it. Having returned to Isla Aether, they discover that the fortunes of the employer have been reversed and their own with it. All too quickly, they find themselves slung behind bars and having to engineer not only their escape, but also having to engineer a change of government.

Ruined Empires is for the most part a fairly straightforward adventure. The authors give advice here and there as to how to stage various scenes and give pointers as to where a GM might insert a scene or encounter of his own devising. There is also an opportunity for the GM to place in the hands of the player pirates the MacGuffin of all MacGuffins, if he has not yet done so. That given that this is the first title released as support for Airship Pirates and the supplement supporting said use of the MacGuffin of all MacGuffins is yet to be released, it well be a bit early in a campaign for the GM to introduce that…

Physically, Ruined Empires is a nice looking book. The cartography is clear and simple, and the artwork attractive. The writing is good and is more than flavoursome in places, especially when adding colour and detail to the adventure’s setting and personalities. If there is an issue with Ruined Empires, it is that its starting and ending location could have been more detailed so that a GM could have used it beyond the length of the adventure.

If all goes well, at the end of Ruined Empires the pirate characters should have added a little to their coffers and made an ally or two. Of course, it could go the other way and they be rewarded with enemies and penury for their failures. Along the way it will have further shown how the rules work and given the GM some colourful NPCs to add to his game. Whilst a book of adventures, a campaign, or some other support would have been welcome, Ruined Empires: An Adventure for Abney Park’s Airship Pirates is a solid, uncomplicated affair that should slot into most Airship Pirates campaigns.

Wednesday, 14 December 2011

Freeport in Peril

Freeport: City of Adventure, the very setting that heralded the arrival of the d20 System and third party support for Dungeons & Dragons, Third Edition is over a decade old now. We saw our very first glimpse of this pirate island nation back in 2000 with the release by Green Ronin Publishing of the classic scenario, Death in Freeport, and in the decade since, the city and its environs has been supported with sourcebooks and scenarios, and a campaign, as well as companion guides for running the setting using a variety of different rule sets, including Savage Worlds, Dungeons & Dragons, Fourth Edition, Castles & Crusades, the Pathfinder Roleplaying Game, and True20. All of these, bar Savage Worlds, it should be noted, being variants of Dungeons & Dragons in one form or another. Of late, the Freeport: City of Adventure setting has received little in the way of support, but since it is a personal favourite, it was pleasing to note that there has been one scenario for it this year, Peril in Freeport.

Published by Adamant Entertainment through Cubicle Seven Entertainment, Peril in Freeport is for use with the Pathfinder Roleplaying Game. It is written for a party of characters of between sixth and eighth level, each of whom should get a level’s worth of experience from playing through the adventure. To get all of the details of the monsters that appear in Peril in Freeport, the GM will need access to a copy of the Pathfinder Roleplaying Game Bestiary as the main villains of the piece are fully described there. He will also find a copy of the Freeport Companion: Pathfinder Edition useful, although it is not totally necessary as much of the action in the adventure actually takes place away from the city itself. Indeed, this is such that a GM could easily place the events and plots of this scenario around any island chain or archipelago within his own campaign world. Of course, as a setting, Freeport: City of Adventure is designed to be dropped into most fantasy worlds. The scenario does not specify that any particular class is needed to play through it, but the player characters will find the Perception, Profession: Sailor, and Swim skills to be useful. Of course, this being a Freeport adventure, the adventurers are more than likely to end up under water and so will need a means of breathing once submerged.

Peril in Freeport opens with a bang, or rather a wave! The city being struck by tidal is a sign that it is in danger again, but a more insidious threat appears when the adventurers come upon a Halfling, desperately in need of a good cup of tea, who has been shipwrecked after the vessel he was travelling aboard was attacked. He suspects that both his family and the ship’s crew have disappeared and offers a reward for their safe return. Tracking the culprits down puts the adventurers on the track of a conspiracy to sink ships sailing in and out of Freeport, and then a slaving ring, and then eventually a really big bad!

As an adventure, Peril in Freeport involves lots of sailing and swimming and sneaking and fighting. In fact, this is a more physical adventure than a cerebral one, but given the piratical nature of the setting, an action orientated adventure is fitting. During the first few chapters there are plenty of breaks during which the GM could insert adventures of his own devising. In fact, it might be a good idea for the GM to add them as the scenario’s plot could be a little linear in nature.

Physically, Peril in Freeport is good in places and bad in others. Certainly both the art and the cartography are good, while the editing veers towards the bad in places. Also, presenting the book using a serif rather than a sans serif fount might have made it easier to read. Similarly, some GMs might object to having the adventure’s monsters all in one place in a large appendix at the back of the book due to the need to flip back and forth between the adventure’s text and its monsters.

Lastly, given the fact that much of the scenario takes place away from the city of Freeport, its title of Peril in Freeport does not feel wholly apt. Now, the convention when naming scenarios for Freeport: City of Adventure is to use some kind of threat word followed by “…in Freeport.” Hence, Death in Freeport, Crisis in Freeport, and of course, Peril in Freeport. Yet, the nature of the scenario means that “Freeport in Peril” feels far more appropriate.

Over all, this is a solid affair that should present no difficulty to the GM in adapting to the other RPG rules that support Freeport: City of Adventure. Once under way, Peril in Freeport should provide a gaming group with several solidsessions of straightforward action and adventure – more if the GM adds his own adventures.