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

Sunday, 10 September 2023

1993: Amazing Engine System Guide

1974 is an important year for the gaming hobby. It is the year that Dungeons & DragonsWizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

In 1993, amidst its constant search for sure fire hit in terms of a new setting or starter set for Dungeons & Dragons, TSR, Inc. published something radical. A universal roleplaying system. A universal roleplaying system that was not only mechanically compatible from one setting to the next, but allowed a player to take the core aspects of his character from one setting to another. Thematically and in terms of genre, the character would be different from one setting to the next as well as being an entirely different Player Character, but the core elements would remain the same. If a player preferred to play a dextrous fighter or a glib investigator, the basics of this would be incorporated into the Player Character no matter what the setting. Further, the experience and improvements gained from roleplaying in one setting would be carried over from that setting to the next, so that the new Player Character would benefit from the play of the old. This was no multiverse setting though. Beyond the core rules the settings were discrete and varied in genre and setting. The system was the Amazing Engine, and if its key idea of experience being transferred between different games can be seen as a failure, having not been replicated elsewhere, it does not mean that it was not an experiment worth developing and it does not detract from the eight campaign settings, or Universe Books, published for it between 1993 and 1994.

The Amazing Engine System Guide is the starting point for the Amazing Engine game system. It wastes little time in explain what it is and what its core concepts are, the heart of which are the splitting of the character in two. The traditional Player Character, with its attributes, skills, and abilities, is what a player roleplays in a particular universe. The Player Core is the framework upon which the Player Character is built in a particular universe and it is this Player Core, which is transported from one setting to the next, from one Universe Book to the next. The Player Core has four Ability Pools—Physique, Intellect, Spirit, and Influence. Each Ability Pool has two associated Attributes—Fitness and Reflexes for Physique, Learning and Intuition for Intellect, Psyche and Willpower for Spirit, and Charm and Position for Influence. Attributes range in value between three and fifty. Having two Attributes per Ability Pool means that a Player Character will always have an Attribute that works in a Universe Book setting. For example, in the Magitech Universe Book, Psyche will be of more use than in the Bughunters setting where Willpower will be important.

To create a Player Core, a player assigns a rank, from one to four, for each of the Ability Pools, with one being the best and four the worst. He picks four of the eight Attributes he favours and rolls four ten-sided dice for each, whilst three ten-sided dice are rolled for the other four. Depending upon the ranking of the Ability Pools, a number of bonus points are divided between the two Attributes in an Ability Pool, ranging from fifteen for the best ranking to zero for the worst. No Attribute can be higher than fifty. Lastly, the two Attributes are added together and divided by ten. This determines the number dice rolled during Player Character creation when switching from one Universe Book to another. A Player Core looks like the following. In this example, the player wants to roleplay, brawny, if charismatic characters.

Physique (Rank 1/Dice 8): Fitness 41 Reflexes 33
Intellect (Rank 4/Dice 4): Learning 10 Intuition 22
Spirit (Rank 2/Dice 5): Psyche 18 Willpower 32
Influence (Rank 3/Dice 5): Charm 36 Position 08

To create the Player Character, the player ignores the values rolled for the individual Attributes during the creation of the Player Core. Instead, he divides the number of dice for each Ability Pool between the two Attributes in the Ability Pool. To these dice he adds a total of seven dice between all eight Attributes with no more than a total of five dice being assigned to any one Attribute. These are rolled to give a new value to each Attribute, and then as with the creation of the Character Core, a number of bonus points are divided between the two Attributes in an Ability Pool, ranging from fifteen for the best ranking to zero for the worst. The result cannot be more than fifty, and the Dice ratings for the Character Core do not change. What this means, especially with the addition of the bonus dice, is that a player can adjust for the differences between one Universe Book and another. So that a setting where social status or rank matters would favour the Position Attribute and so a player might assign more dice to that. However, the replication of the process does not feel intuitive, even adding an odd layer of complexity to the process. Lastly, the Stamina—the amount of damage a Player Character can suffer before being rendered unconscious is determined, as is Body, which is the amount of damage he can suffered before being killed.

So, the brawny, but charming fighter type is being shifted from a Universe Book of Swords & Sorcery to one where magic is being studied at an academy. In this case, the player divides the dice from his Player Core between the Attribute pairings, but because the new Universe Book is going to favour the Learning and Psyche Attributes, he divides the bonus dice between them. The result gives the final values for the Attributes for the Player Character in that Universe Book.

Physique (Rank 1/Dice 8): Fitness (Dice 4) 41 Reflexes (Dice 4) 28
Intellect (Rank 4/Dice 4): Learning (Dice 5) 38 Intuition (Dice 2) 12
Spirit (Rank 2/Dice 5): Psyche (Dice 5) 33 Willpower (Dice 2) 15
Influence (Rank 3/Dice 5): Charm (Dice 3) 21 Position (Dice 2) 12

Body: 41 Stamina: 52

This though is the base Player Character in a Universe Book. The latter can also add a Species and the player has to choose a profession and some skills. The Amazing Engine System Guide uses skill groups which break skills done into specialities, from the Basic Skill to the Speciality to the Sub-Speciality. Depending upon what the Player Character is trying to do and the more specialised the task, if the Player Character does not have the Speciality or the Sub-Speciality, he receives a penalty to the task. Some Sub-Specialities can actually be enhancements if the Player Character has them, instead of being penalties if he does not. For example, a gin-running Bootlegger from the Prohibition Era of the nineteen twenties might have the skill of Driving and the Speciality of Automobile. When he is on a bootlegging run, he drives Mabel, a souped-up Ford Model A Coupe. Although a Sub-Speciality, it is treated as an Enhancement when he is driving it. The player selects a number of skills, Specialities, and Sub-Specialities from his character’s Profession first and then any reflecting his character’s hobbies and interests from any skill group. The number for both is determined by the Learning and Intuition Attributes, respectively.

Mechanically, the Amazing Engine is simple. A skill test is a percentile roll versus an Attribute. Penalties are derived from the difficulty of the task, the lack of Specialities and Sub-Specialities, and so on. From just the Amazing Engine System Guide, a Player Character will rarely have more than sixty-percent chance of succeeding at a task, taking into account a high attribute of fifty and an Enhancement from Sub-Speciality. Whilst this is the case, the Amazing Engine not meant to be played alone, but in conjunction with a Universe Book and options within that will increase skill values. The Amazing Engine allows from margin ratings to determine the degree of success of a skill test. This is based on the ones digit of the roll and if it is equal to or less than the Success Margin, it is a critical success, whilst a critical failure would be a failed roll combined with the ones digit being equal to or greater than the Failure Margin.

Combat uses the same mechanics. Once advantage has been checked for—essentially to see if surprise has been gained by either side—initiative is determined by a roll modified by the Reflexes Attribute. Notably, anything beyond the control of the Player Characters will have its own initiative roll, the example being a grenade thrown by the enemy. An attack is rolled against Reflexes, whether melee or ranged, and the attacker has to specify whether the attack is ‘General’, ‘Non-Vital’, or ‘Vital’. ‘Non-Vital’ attacks are more subdual attacks, and are not only harder to hit, but do not inflict as much damage. ‘Vital’ attacks are extremely hard to do and increase the amount of damage done. Weapons can have a Lethality Rating. When digits value of a successful attack roll is equal to or below a weapon’s Lethality Rating the damage is deducted from the target’s Body rating rather than the Stamina rating. Lastly, the Amazing Engine System Guide notes that it is possible for a Player Character to have magic or psionics or other special powers. However, these are not detailed in its pages, but kept specific to the various Universe Books. Arms, armour, and other equipment are given a similar treatment.

Experience is the key to the core concept behind the Amazing Engine. There is advice on having a good play experience too, but in the main the advice is on how to acquire it and then spend it. The means of acquiring it is as you would expect—successful adventures, skill use, and good roleplaying—but the Amazing Engine System Guide details four means of spending it. The first is immediate, spending it to Tax Abilities. This is directly spending it to temporally increase an Attribute on a point per point basis, in blocks of five. This cannot raise the Attribute to more than double its value, but it can lift the chance of success above the sixty percent. The second is to spend it to permanently raise the value of an Attribute. This is more expensive and varies from one Universe Book to another. The third option is improve the Character Core by purchasing extra Dice. This is even more expensive. Lastly, a player can simply transfer accumulated Experience Points to another character based on the Player Core. If a Player Character dies, any accumulated Experience Points are lost, but if the Player Core has any Experience Points, they are not lost.

Physically, the Amazing Engine System Guide is a short book, just thirty-two pages long. It is well written and there are plenty of examples of the rules, including an extended example of Player Core and Player Character creation. The artwork is decent, but of course, generic. The book is notably festooned with the ‘™’ symbol, it appearing every time the name of the rules or a Universe Book appears in the text.

Initially, the Amazing Engine was published as a two-part system. One part would be the Amazing Engine System Guide, the other a Universe Book such as For Faerie, Queen, and Country or Bughunters . It was possible to purchase the Amazing Engine System Guide separately, leading to the situation where there seemed to be more copies of the Amazing Engine System Guide than the Universe Books, but the primary means of obtaining one would be to purchase a combined pack containing the Amazing Engine System Guide as well a Universe Book. Eventually, the Amazing Engine System Guide would be published as part of the Universe Book itself, so that each Universe Book became more of a standalone roleplaying game in its own right.

Ultimately, the problem with the Amazing Engine System Guide is twofold. First, it is not a standalone product. Despite presenting a generic set of rules, those rules are not sufficient to stand on their own and they need a Universe Book to provide all of the details that a fully realised roleplaying game would. Second, it solves a problem that really is not there, the disappointment at losing all of the experience and benefits accumulated through play by switching to another setting and having to play a new character. This is not to say that it does not solve that problem poorly, rather that the need for it to be solved is doubtful. On its own, the Amazing Engine System Guide is simply not enough, but as the core rules and means of character creation for the various Universe Books, the Amazing Engine System Guide is vital—and actually worth it since the various Universe Books are all interesting, often more imaginative than the books which TSR, Inc. would have been publishing at the time. There is even the basis for a proper generic roleplaying game in the Amazing Engine System Guide if TSR, Inc. had wanted to develop it. That was not to be, but an inventive Game Master could draw such details from the full range of Universe Books and create one herself. Ultimately, the Amazing Engine System Guide is good for the mechanical means of access it provides to the eight Universe Books of the Amazing Engine.

Saturday, 9 September 2023

A Delta Guide

The
Delta Quadrant Sourcebook is the fourth setting supplement for Modiphius Entertainment’s Star Trek Adventures roleplaying game following on from the Beta Quadrant Sourcebook, the Alpha Quadrant Sourcebook, and The Gamma Quadrant. It completes the quadrant sourcebooks for the roleplaying game and does a whole lot more. Where the Gamma Quadrant Sourcebook updated the timeline for Star Trek Adventures from 2372 to 2375 to encompass the whole of the Dominion War and its aftermath, the Delta Quadrant Sourcebook advances it another four years to 2379 and the return of the USS Voyager after its long journey home from the Delta Quadrant, some seventy thousand light years from Federation space as told in Star Trek: Voyager. It encompasses details of the species and worlds that the crew of the Voyager encountered and suggests ways in which another starship and its crew might find itself flung across the galaxy, isolated and alone, with only their wits and training to rely upon in surviving and then travelling the long way home. One of the major species that U.S.S. Voyager encountered were the Borg Collective, not once, but many times, and this included crossing the vastness of Borg space. The prominence of the Borg in Star Trek: Voyager, not least because a liberated Borg drone, Seven of Nine, would join her crew, is reflected in the Delta Quadrant Sourcebook, which is as much a sourcebook for the Borg for Star Trek Adventures as it is the Delta Quadrant.

The Delta Quadrant Sourcebook begins with a map like the three books in the series, but not an actual map of the Delta Quadrant, or even of the territory encompassed by the Borg Collective. Where the other supplements in the series have maps of their quadrants, the Delta Quadrant Sourcebook begins with a series of maps showing the flightpath that the U.S.S. Voyager took to get home. It shows an incredibly narrow slice of the Delta Quadrant, but so it should, and so too, does the Delta Quadrant Sourcebook. What this reflect is the fact that although U.S.S. Voyager undertook exploration during its journey home, it was never its primary objective. In fact, exploration was secondary, or even tertiary to its prime objective. Consequently, its encounters with cultures and species and worlds and spatial phenomena was fleeting, lacking the time that scientific rigour would otherwise demand. Thus its reports and analysis can only be seen in most cases as the initial cursory examination of a probe exploring a new region. This is highlighted in one of the pieces of colour fiction in the book and what it means is that once a Game Master has got her Player Characters and their ship to the Delta Quadrant, there is huge scope for her to develop her own content and even change details about a species or culture or a world because Star Fleet knows so little about the Delta Quadrant.

Unlike the earlier Beta Quadrant Sourcebook and Alpha Quadrant Sourcebook, the Delta Quadrant Sourcebook is not as easy a supplement to use in chronological terms. As it depicts an area of space between 2371 and 2379 and given its distance from Federation space, it is difficult to use in the Star Trek: The Original Series or Enterprise eras of play. Options are suggested, but there are far more of them set in the Star Trek: The Next Generation era. The overview of the various species, from the Devore Imperium and the Haakonian Order to the Vidiian Sodality and the Voth, taking in the Hirogen, the Kazon Order, and Species 8472 along the way varies from entry to entry. The length of entry is determined by how many times the U.S.S. Voyager encountered them, thus the Devore Imperium is given a mere half page, but the Hirogen, the Kazon Order, and Species 8472 over a page each. There is good, solid detail here, but it is let down by the lack of art. Only the Hirogen and Species 8472 are illustrated, whilst the rest are given a physiological description and given that they come from a visual medium, this is not really enough. There are descriptions of some of the worlds visited by the U.S.S. Voyager encountered as well.

Over a fifth of
the Delta Quadrant Sourcebook is dedicated to the Borg. This includes an examination of who and what the Borg are, how they and their Queen function, how a species in danger of being assimilated might react, and so on. There are some interesting ideas here, such as the potentially immoral option of treating the Borg as invasive vermin, a threat to flee from, and as a viral infection. Another is restricted to worlds with cultures or resources which the Borg has deemed suitable for assimilation. If not yet technologically developed, a culture might regard the Borg as gods who will make the worthy immortal or demons who will steal the unworthy away... Types of drone are detailed, including maintenance, medical, tactical, and adjuncts. Throughout, there are in-game reports from the various governments and polities of the Star Trek universe. For example, the Cardassians are interested in making contact with the Borg Queen, the Dominion is wary of them, and Section 31 of Starfleet are still concerned about how much of a threat Juan-Luc Picard represents following his liberation from the Borg as Locutus. All of these add flavour and opinion that can help the Game Master portray these interested parties in her campaign. In this way, the use of the in-game fiction in this way is far better than has been in other supplements for Star Trek Adventures. In terms of worlds, the supplement is really rather clever. Instead of naming specific worlds, it examines the types of worlds that the Borg Collective is interested in. This enables the Game Master to create some interesting settings for encounters with the Borg, such as aboard their technologically advance floating platforms in gas giants or in the forcefield-protected facilities of demon worlds.

Under Lifepath Options, the most notable addition is that of the Liberated Borg. This is given as being for the Star Trek: The Next Generation era only, representing when they are a more frequent occurrence. This is not to say that they cannot appear in the other eras, but this is not really explored in the supplement. For the player Character, the Liberated Borg is a treated as a Mixed Species character and must have the Borg Implants Talent. This gives the Player Character three implants such as a Critical Array (interlink Node), Cybernetic Arm, or Ocular Sensory Enhancer. Their presence hampers social interaction as much as they grant technological advantages, but they can be removed. This takes a story milestone for each implant and only once all three have been removed, can the Talent itself swapped out.

Other species for the Delta Quadrant presented as fully playable characters include the Ankari, who use the energy from a nucleogenic lifeform to power their starships, the administrative specialist Jye, the Monean who live on a massive waterworld and are good swimmers and as former star nomads, also good navigators, the Occampa, and more. The guidelines suggest how the character generation process of Star Trek Adventures can be used, adjusted, or simply renamed to suit the Player Character.

For starships, the Borg feature again, with write-ups of Borg Octahedron, the command and control vessel for the Borg Queen and the Bog Torus which handles construction, along with the Borg Probe Ship and the Borg Tactical Cube. The Delta Flyer built by Tom Paris is detailed again, but more specific Delta Quadrant starships include the Kazon Raider, Hirogen warship, the Krenim Timeship with its time manipulating technology, Species 8472 Bioship, and many more. Stats for numerous NPCs are also given. Most of these are generic and unnamed, such as the Talaxian Smuggler, Occampa Explorer, or Hirogen Hunter, but there are named NPCs given too. These include Annorax, the Krenim officer and temporal scientist who turned the manipulation of the timeline into a weapon of war; Hugh, the Borg drone rescued by Starfleet; Commander Elizabeth Shelby, who became a tactical expert on the Borg following the battle of Wolf 359; and the Borg Queen. Perhaps the only NPC missing here is Rudolph Ransom, the captain of the U.S.S. Equinox, who used Ankari technology which drew power from nucleogenic lifeforms, to fuel his ship. Given that the Ankari are included, it seems odd that he is not.

The last part of the
Delta Quadrant Sourcebook is dedicated to encounters, both the Borg and with other species in the quadrant. These all make good use of the details presented throughout the supplement. They including being caught at an outpost when a captured member of Species 8472 escapes and begins picking off victims one-by-one; Annorax, the Krenim officer and temporal scientist, seeking asylum with the Player Characters’ vessel; helping with a mass planetary evacuation ahead of the Borg arrival; attending an auction for the means to hack into the command structure of the Borg Collective, but the means turns out to liberated drones; and several more. There is discussion of possible ideas for Delta Quadrant-set campaigns, including a more swashbuckling style with non-Starfleet Player Characters, and also of the dangers of running a Borg-focused campaign. This is primarily because the Borg remain one of the most dangerous threats that Starfleet has encountered and going toe-to-toe with them is likely to end in death, disaster, and assimilation. Instead other means of defeating them are explored, typically involving either reprogramming the Borg systems or hacking into them.

Physically, the Delta Quadrant Sourcebook is a decent looking book. It is generally well-written and decently illustrated—though not always effectively—with a fully painted images. With so many species to illustrate, this is definitely a supplement which needed more artwork—and needed more artwork with good reason. It does need a slight edit in places. The layout is done in the style of the LCARS—Library Computer Access/Retrieval System—operating system used by Starfleet. So, everything is laid out over a rich black background with the text done in soft colours. This is very in keeping with the theme and period setting of Star Trek Adventures, but it is imposing, even intimidating in its look, and it is not always easy to find things on the page because of the book’s look. The other issue is that the none-more black pages are easy to mark with fingerprints.

Throughout the supplement, the descriptions and game content are supported by a series of in-game documents, reports, diary excerpts, and the like. Some of these feel a bit too long, but their focus, as with the book as a whole, on the Borg and the Delta Quadrant, means they too are focused and better for it. 

If the Gamma Quadrant Sourcebook was three books in one, covering the Dominion, the worlds in and around Dominion space, and the Dominion War, then the Delta Quadrant Sourcebook is two books in one. One of them focuses on the Delta Quadrant and the other on the Borg, and with such two narrow foci, the supplement feels all the better for it. The supplement presents only a narrow strip of the Delta Quadrant, leaving vast swathes of space for Game Master to develop of her own, and that is even before considering adding the Borg. The Borg content will, of course, be useful throughout the Star Trek: The Next Generation era of play, but whenever or wherever she decides to bring the Collective into play, it should done with care lest the Player Characters be overwhelmed and outmatched. Overall, the Delta Quadrant Sourcebook nicely brings a slice of Delta Quadrant space to life and launches the Borg Collective as a formidable foe for Star Trek Adventures.

The Long Goodbye

The signal arrived six decades ago. Directed from the Tau Ceti star system, it was proof that humanity was not alone in the universe. There was other intelligent life out there and it wanted to say hello. Not just say hello, but invite us to make contact, to journey to Tau Ceti where five great mega-constructs were being built. This of course, would have been impossible, had it not been for the information encoded within the signal. It advanced the study of mathematics and physics beyond the limits of human understanding, and with it, the means to create a technological and scientific revolution that enabled mankind to colonise the furthest reaches of the Solar System and give it a purpose—contact. Contained within the information was the means to construct engines that would enable a spaceship to become a starship and cut the journey from one star system to the next by a factor of ten. Where the trip to Tau Ceti would have taken thousands of years, now it would take hundreds. It took the whole of humanity over sixty years to build the fleet that would take the journey and carry the hundreds of thousands of crew and passengers to another star system and realise a dream. It was a one-way trip, for those chosen to travel aboard the Generation Fleet would never see their home again, let alone their destination. The selection process would split humanity, nations, and families, as would the journey.

It is this divide that is explored in Signal to Noise, an interstellar epistolary roleplaying game—that is, played out as a series of letters, for two players, published by LunarShadow Designs. It is the prelude to the Dyson Eclipse, a setting which explores the voyage of humanity and its subsequent exploration of mega-structures around a distant star. One player takes the role of the Explorer, one of the lucky few chosen to join Generation Fleet, whilst the other player is the Earther, forced to stay behind as their companion departs the solar system. Via a series of prompts—much like the journalling roleplaying games that include Colostle: A Solo RPG Adventure and Numb3r Stations – A Solo RPG, the players will exchange short letters with each other, looking back over their relationship and recent events—either aboard the Generation Fleet or at home—all with a wistfulness that comes from knowing that contact will be lost with each other forever and all they will have is their memories of each other and their pasts. As the game progresses and the Generation Fleet gets ever further from Earth, the ever-increasing time lag and distortion of the signal between ship and planet disrupts the messages, rendering communication and understanding increasingly difficult. How it does this is clever, enabling
Signal To Noise to explore loss and regret whilst also putting Communications Theory into practice.

Signal To Noise requires an ordinary deck of playing cards for each player and a text editor, such as Word or Google Docs, which has the ‘Find and Replace’ function. Initially, the Explorer and the Earther establish their relationship and the Explorer the how and the why he is aboard the Generation Fleet and how he feels about it, and the Earther the how and the why he is not aboard the Generation Fleet and how he feels about that. The initial scene takes place before the Generation Fleet and for the Explorer and the Earther it is their last face-to-face meeting before the former leaves. Next, the Explorer sends a message to the Earther saying how much he will miss him, but also how much he is looking forward to the journey. Then the game proper begins. From his hand of cards, each player will draw a single card. The card suit determines which Event Track the event for this exchange of messages is drawn from, whilst its number determines two factors. First, is a personal event, the second is the letters to be replaced in the message that will eventually reach the recipient. As the exchange of messages progresses, the storyline for the Event Track will progress as well as be joined by the storylines from the other Event Tracks, more letters will be replaced in the messages going back and force between Explorer and Earther—representing ever greater communication degradation, and time will increase between messages, growing from a week to several, a month to months, and from one year to ten…

—oOo—

For example, after three turns the Explorer player has drawn the seven of Clubs, the three of Hearts, and on his latest turn, the nine of Clubs. This is the second Clubs card to be drawn and continues its Story Track, which starts with a weak and distorted directional signal being detected coming from an empty region of space. In the second part of the story, the signal is decoded and the shipboard systems begin building a Faster-Than-Light drive, which is only discovered when the drive is completed. The personal event is “You’ve finally read that classic book you always said you would. Did you enjoy it?” The Explorer player sends the following message:
David,

Already a month out. We can hardly see the Sun now. In a week or two it will be gone and your messages will be my connection to home. I have spectacular news to tell you and I have amazing news to tell you. You remember I mentioned that the fleet received a signal that we could not understand from a nearby region of empty space? The shipboard systems deciphered it and not only that, but directed the manufacturing systems to build a device. Our engineers are currently analysing it and they reckon it’s some kind of FTL drive. We’re just beginning to work the possibilities. If it is, it could mean we can cut years off the journey to Tau Ceti. It could even mean we can get there and get back again. Who knows? Course, we have to ask ourselves who sent us the instructions for the drive and what they might want in return, but until we switch the thing on or get another message, who knows?

And the amazing news? I finally read Three Men in a Boat. All these years of you saying I should read it and I have to get billions of miles from you to finally do so. Seems appropriate to the journey we are on. Instead of passing villages, we are passing astronomical objects, which have become the topic of conversation when not speculating about the star drive as everyone has taken to calling it. Anyway, it was very amusing and I am glad that I finally listened to you. Your turn next, you should read that Philip K. Dick novel I told you about. I know it is going to be a month before you get this, so happy birthday for seventh. By the time you get my next message, I hope I will have extra news about the star drive. We may even have turned it on and gone somewhere fantastic!

Hear from you as soon as we can.
The message is sent, but due to the distance and the signal degradation, Dave receives the following version of the message:
David,

Already a mopth out. We oap hardly see the Sup pow. Ip a week or two it will ke gope apd your messages will ke my ooppeotiop to home. I have speotaoular pews to tell you apd I have amazipg pews to tell you. You rememker I meptioped that the fleet reoeived a sigpal that we oould pot upderstapd from a pearky regiop of empty spaoe? The shipkoard systems deoiphered it apd pot oply that, kut direoted the mapufaoturipg systems to kuild a devioe. Our epgipeers are ourreptly apalysipg it apd they reokop it’s some kipd of FTL drive. We’re just kegippipg to work the possikilities. If it is, it oould meap we oap out years off the jourpey to Tau Oeti. It oould evep meap we oap get there apd get kaok agaip. Who kpows? Oourse, we have to ask ourselves who sept us the ipstruotiops for the drive apd what they might wapt ip returp, kut uptil we switoh the thipg op or get apother message, who kpows?

Apd the amazipg pews? I fipally read Three Mep ip a Koat. All these years of you sayipg I should read it apd I have to get killiops of miles from you to fipally do so. Seems appropriate to the jourpey we are op. Ipstead of passipg villages, we are passipg astropomioal okjeots, whioh have keoome the topio of oopversatiop whep pot speoulatipg akout the star drive as everyope has takep to oallipg it. Apyway, it was very amusipg apd I am glad that I fipally listeped to you. Your turp pext, you should read that Philip K. Diok povel I told you akout. I kpow it is goipg to ke a mopth kefore you get this, so happy kirthday for sevepth. Ky the time you get my pext message, I hope I will have extra pews akout the star drive. We may evep have turped it op apd gope somewhere faptastio!

Hear from you as soop as we oap.
—oOo—

Ultimately,
Signal To Noise will play out to between seven and ten exchanges of messages at which point time will have passed and the signal will have degraded to the point of incomprehensibility. It will take between two and even five years for messages to travel between Earth and the Generation Fleet. The game will end with the players first reflecting upon the exchange of messages and the story they have told of two lives, far apart, before a debrief together.

It should be no surprise that
Signal To Noise was written during lockdown, a roleplaying game entirely built for the exchange of messages via electronic mail. There are alternative rules which suggest it could be done via exchanged and later exchanged and edited video messages, as well as rules for extending play. The format means that it can be played at any distance and only one copy of the roleplaying game is needed as the author has given permission to share the PDF between the two players. As play progresses the game becomes about what we can understand, what meaning we can deduce from the increasingly garbled text from the context of the words and letters we receive at increasingly long intervals. Ultimately, the ‘noise’ of the signal will intrude to the point of incomprehensibility and loss of meaning accompanied by a loss of contact between Explorer and Earther. (As a side note, parallels could be drawn between the loss of communication and eventually, the loss of emotional connection in Signal To Noise and between a couple one of whom is suffering from onset dementia, though obviously it is not designed with that in mind.)

Physically,
Signal To Noise is nicely presented. Its play is easy to read and grasp, made all the easier with the example of play included. The artwork is excellent.

Signal To Noise is about the long goodbye. Saying the long goodbye to a loved one or friend, one who is going away never to return, the other one who is staying behind. Within that long goodbye, Signal To Noise combines wistfulness and wonder, about that relationship that is to be lost and the future that is to be reached, and tells a story that will eventually be lost to the void between the stars.

Friday, 8 September 2023

Pocket Sized Perils #3

For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” And just as with roleplaying games, this ever-shrinking format has been used for scenarios as well, to see just how much adventure can be packed into as little space as possible. Recent examples of these include The Isle of Glaslyn, The God With No Name, and Bastard King of Thraxford Castle, all published by Leyline Press.

The Pocket Sized Perils series uses the same A4 sheet folded down to A6 as the titles from Leyline Press, or rather the titles from Leyline Press use the same A4 sheet folded down to A6 sheet as Pocket Sized Perils series. Funded via a Kickstarter campaign as part of the inaugural ZineQuest—although it debatable whether the one sheet of paper folded down counts as an actual fanzine—this is a series of six mini-scenarios designed for use with Dungeons & Dragons, Fifth Edition, but actually rules light enough to be used with any retroclone, whether that is the Dungeon Crawl Classics Roleplaying Game or Old School Essentials. Just because it says ‘5e’ on the cover, do not let that dissuade you from taking a look at this series and see whether individual entries can be added to your game. The mechanics are kept to a minimum, the emphasis is on the Player Characters and their decisions, and the actual adventures are fully drawn and sketched out rather than being all text and maps.

Call of the Catacombs is the third entry in the Pocket Sized Perils series following on from An Ambush in Avenwood and The Beast of Bleakmarsh. Designed for Third Level Player Characters, the scenario is a classic dungeon crawl, or rather a classic sewer crawl in the style of Warhammer Fantasy Roleplay, though still very much in the realm of Dungeons & Dragons. This because the scenario involves a particular monster—the humble kobold. The scenario is set in a city with extensive sewers, which the city authorities have contracted out the maintenance and operation of to a tribe of kobolds. Which is a little odd, if nevertheless, very forward and trusting of them. Unfortunately, the city’s wells of late have been unfit to drink from and when the inspectors sent to find out why have not returned, the city in desperation turns to freelancers—that is, the Player Characters—to investigate. Accompanying them is a guide to the sewers, a kobold called Scrip, who unfortunately has a certain chance of exploding and inflicting damage on everyone nearby. If there is a problem with Call of the Catacombs, it is this exploding kobold. Why? Why waste a perfectly good NPC that the Dungeon Master will have fun playing?

Call of the Catacombs is a linear adventure. It will take the Player Characters and their guide into the sewers, to the pumping station, and beyond. There are a few clues to be found along the way, such as kobolds emptying barrels of a strange liquid into the water flow and a set-up involving rats being milked! There is a diversion into some tunnels if the Player Characters want, these very nicely presented as a wheel that the Dungeon Master could almost spin to determine the random encounter were it not for the fact that the it is simply printed on heavy paper stock. The final two encounters of the scenario are on the back of all of the pages of the fold-out Pocket-Sized Peril. Here the Player Characters will discover what has been going on and who the culprit is, and face off against the creature in a big confrontation. For the Dungeon Master, there is an explanation, stats for all of the adventure’s monsters—including two new ones, and a random encounter table. The latter is not located in the place to run the scenario, the Dungeon Master needing to flip back and forth between the current location where the Player Characters and the last page. Ordinarily, this would not be an issue in a straightforward book, but the folded format of this scenario means that it is just that more awkward.

Physically, Call of the Catacombs is very nicely presented, being more drawn than actually written. It has a cartoonish sensibility to it which partially obscures the degree of peril to be found within the sewers and nearby tunnels. There is a sense of humour too in the details of the drawings, obviously more for the benefit of the Dungeon Master than her players. The combination of having been drawn and the cartoonish artwork with the high quality of the paper stock also gives Call of the Catacombs a physical feel which feels genuinely good in the hand. Its small size means that it is very easy to transport.

Call of the Catacombs presents a simple little mystery, that is ultimately, too simple. The adventure really only consists of six locations, so the exploration of it is never going to be a challenge. There is scope to expand it if the Dungeon Master wants, but it is not really necessary unless she wants to add more clues. Ultimately, the simplicity of the adventure design and the lack of exploratory, if not combat, challenge means that Call of the Catacombs is a filler dungeon, one that can easily be prepared with minimum time and effort, and then added to a town or city in the Dungeon Master’s campaign. Once done, it can also be played in a single session as well. Unsophisticated, if well presented, unlike the previous The Beast of Bleakmarsh , which was sophisticated given the size and format, but underdeveloped, Call of the Catacombs presents a very straightforward, but very easy to use, scenario. Call of the Catacombs has the same charming physicality of the other entries in the Pocket Sized Perils series, but will need more effort—though not too much effort—than those others to get the fullest out of the scenario.

Friday Filler: Big Boss

The Golden Age of Industry has dawned. As skyscrapers—and profits—soar to new heights, now is the time to build your fortune . Launch companies and invest in new industries to earn capital. Buy shares of burgeoning businesses and reap the rewards of lucrative mergers. If you play your cards right, you’ll forge a legacy worthy of the title Big Boss. Big Boss is a radical departure for Funko Games. The publisher is best known for its generally family friendly, more mainstream titles that provide a combination of intellectual property and thematic game play which is attractively packaged and designed. Big Boss is a classic Euro-style board game about setting up companies, expanding them, purchasing shares and increasing their value, and occasionally, merging companies. It also has a bit of history attached to it. Big Boss is designed by Wolfgang Kramer, best known—along with Michael Kiesling—for the Spiel des Jahres-winning board games, Tikal and Torres. It is specifically based on Acquire, the classic board game of multi-player mergers and acquisitions, designed by Sid Sackson and published by 3M in 1964, and so highly regarded that it has been republished multiple times. Unlike Acquire, which has been available in English numerous times over its near sixty-year history, Big Boss was previously only available in German, having been published in 1994. Now available in English for the first time, Big Boss is designed for two to six players, aged ten and over, and plays in about an hour to about an hour-and-a-half.

Big Boss consists of a square board, plain and austere, but marked with a track which snakes around in a loop, running from one to seventy-two. Each number has a corresponding card in the Industry Card deck. In play, these numbers indicate where a player can found a company, and if the company occupies the right numbers where a player can expand the company along the track. The other cards in Big consist of the Level cards, the Share Cards, and Player Cards. There are eleven Share cards in each of the game’s eight companies—these are colour coded and have fantastically aspirational names such as Kingdom, Lunar, and Oasis, as well as a matching counter for the Share price Mat. The Level cards are used to expand any company on the board. The Player Cards are marked with two Radio Towers, which each player has two of at game’s start. The Radio Towers are added to a company headquarters to give a player a bonus of three shares. The Share Price Mat is numbered from one to fifty and is used to track each company’s share value over the course of the game. There is also a big stack of money tokens, ranging in value from one million to five hundred million, a big pile of building pieces, and eight headquarter pieces. The building pieces are black and not only fit into the track on the board, but stack on top of each other. The eight headquarter pieces correspond to the eight companies, sit atop the building pieces in play, and each have a slot for a Radio Tower.

At the beginning of the game, each player receives a hand of ten Industry Cards, two Radio Towers, and forty million in money tokens. Game play is simple. On a turn, a player has two options—buy a card or play a card. He can buy an Industry Card—either from the face up Industry Cards or from the Industry Card deck, or he can buy a Level card. He can play an Industry Card or a Level Card. The Industry Card is played to found a company or expand a company corresponding to the number on the Industry Card. The Level Card is used to expand a company by adding a building piece on top of an existing building piece in any company. When they are played to expand a company, both Industry Card and Level Card will also increase a company’s Share Price. Increasing the level of a Company will increase the Share Price by a greater amount than expanding the Company along the track. A Level Card also gives a player choice in which Company he chooses to expand, whereas an Industry Card does not. Consequently, a Level Card is more expensive than an Industry Card.

Once a player has expanded or founded a Company, its Share Price increases and the player earns money based on the new Share Price. He has then has two optional actions. One is to buy two shares, either from the same company or two different ones, and the other is to add a Radio Tower to the company that he just founded or expanded. He has two Radio Towers, with the second being more expensive to place than the first. Lastly, if a player cannot buy or play a card, he can either sell Shares at their current value or simply pass and take no action.

Initially, companies must be three spaces apart, but as they expand, they grow closer together and then, if they are connected, they merge. The larger company—the one with greater presence on the board and greater Share Price—will take over the smaller one. Anyone who has shares in the smaller company will receive a pay-out, the smaller company is eliminated from the game, and the share price of the larger company is increased by the share price of the smaller, now eliminated company. Eliminated along with the company are its shares, so although there is an immediate pay out, there will be none at the end of the game because neither shares nor company are in the game. So, mergers have a long-term effect as well as a short term one. They are also inevitable since there are seventy-two locations on the board and seventy-two corresponding Industry Cards, and whilst not every Industry card will necessarily be played, most will be and they can only be played the once.

Big Boss ends either when every player has decided to pass or more likely, all of the building pieces have been placed. Everyone receives money according to their shares, their Radio Towers, and the Industry and Level Cards they have their hands. The player with the highest value is the winner.

A notable feature of Big Boss is that the Share Price for any company always goes up, never down. Another aspect is that whilst share and profit games can be dry in tone and feel, the addition of the building pieces gives Big Boss a physical presence on the table and in play. Although the Share Price of a company is tracked on the Share Price Mat, the players can see it grow, literally physically as the game progresses. Consequently, whilst the use of the building pieces is used as an abstract representation of the company’s Share Price, that use actually does the reverse, it literally does indicate growth. Play of Big Boss is quick and easy, the rules being easy to grasp and understand, but once the initial flurry of Industry Cards have been played from the players’ hands to first found and then expand companies, the game can become quite intense as players decide whether they want to expand out along the track in the hope of merging, focus on adding Levels to a Company to increase its Share Price and make it stronger should it face a merger, or perhaps a mixture of the two. The more expensive Level Cards will give a player more options, but the cheaper Industry Cards restrict and focus a player’s choice. Equally important are the Share Cards, which enable a player to invest in a company even if he has been unable to directly expand the company.

One strong feature of Big Boss is the rulebook. It is well written, explaining how to play in simple fashion, enabling play to begin quickly even after opening the box for the first time. It also includes clear examples of play and play tips. In addition, the rulebook includes a history of Big Boss, rules for playing the original version of the game as published in 1994, and a section of ‘Frequently Asked Questions’. The original version of Big Boss is slightly more complex and less forgiving in its set-up and play.

Physically, Big Boss is has decent production values beyond the rulebook. The Industry Cards are nicely illustrated even though the number on them is the only thing that actually matters in play and everything has an art deco feel to it, including the eight headquarter pieces, so that you feel like you are building the skyscrapers across the skyline of nineteen thirties New York. One issue is the bulk of the components, especially the building pieces, which come in their own bag. They take up a lot of room in the box and since there is no tray inert, they can knock everything about in the box and that is despite the fact that they do not quite fit.

The game is explicitly based on the Sid Sackson classic Acquire and shares many similarities to that game though mergers are not as prevalent or as necessarily crucial in Big Boss. The main differences between the two games include the more visually satisfying three-dimensional aspect of Big Boss, and the existence of a strong monetary incentive to expand companies that you do not control.

Big Boss is a chance to own a Wolfgang Kramer game that has never been seen in English before. The question is, is it worth it. The answer is yes, as Big Boss has a great pedigree, being an alternate, streamlined, and more forgiving version of Acquire. As a competitive game of shares and company growth Big Boss is a good introduction to the financial theme in board games which does not get too complex, nor too dry, and with the physical presence of the company buildings, looks just about right.

Monday, 4 September 2023

Jonstown Jottings #82: Caravanserai

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?
Caravanserai is a mini-campaign and supplement
for use with RuneQuest: Roleplaying in Glorantha in which the Player Characters establish operate a Caravanserai, a combined inn and rest stop on a trade route, the likes of which they will have probably stayed at during their adventures.

It is a sixty-one page, full colour 3.50 MB PDF.

The layout is mostly tidy and the artwork excellent.

Where is it set?
Caravanserai is set at Two Top village, home to the Red Hand clan in southern Sartar, just south of Wilmskirk near the Heortland road. However, notes and suggestions are given if the Game Master wants to set it elsewhere.

It is set after the events of the Dragonrise.

Who do you play?
Caravanserai is designed for a group of adventurers looking to settle down, or at least establish a base of operations. Ideally, one of the Player Characters should be an Issaries merchant, who should possess or have access to 2,500 Lunars.

What do you need?
Caravanserai requires RuneQuest: Roleplaying in Glorantha, the Glorantha Bestiary, and The Book of Red Magic. RuneQuest: Weapons & Equipment is a necessity. Plunder may also be useful as will Cults of RuneQuest: The Lightbringers and Cults of RuneQuest: The Earth Goddesses.

What do you get?
Caravanserai begins with the Player Characters on the road, stopping for the night at a caravanserai, that one of their number, ideally an Issaries merchant, has fond memories of as a busy, but pleasant place to stay. Unfortunately, in the wake of the Dragonrise, the fleeing Lunars burned the place to the ground and killed its owner, Korister. When Korister’s ghost comes the Issaries merchant in a dream, begging him to rebuild it, the Player Character should have an inkling of what a money-making opportunity he is being given should he and his companions decide to agree to the ghost’s demands. This sets up a mundane, but nevertheless interesting campaign framework as the Player Characters negotiate with the local clan for permission, arrange for the building of the new caravanserai, hire staff—old and new, furnish the caravanserai, and more. The fun bit of the more is deciding what to do with the ghost of Korister. One option would be to exorcise the ghost, but the fun option would be to bind Korister as the caravanserai’s wyter, keeping him as a permanent, but incorporeal presence at the inn. Essentially, what this sets up is the Gloranthan equivalent of the BBC and CBS television series, Ghosts. It also shifts the way in which the Player Characters can become involved in adventures. They will come to the Player Characters rather than the Player Characters going out to find them, the equivalent of Star Trek: Deep Space Nine versus Star Trek: The Next Generation.

The first part of Caravanserai guides the Game Master through the set-up process of the Player Characters having to make decisions of getting the buildings designed and built, who to hire, and what to outfit the place with. There are consequences if the Player Characters get it wrong, but in the long term these are minor and being located near a major trade route helps. This also requires some accounting, and Caravanserai actually comes with its own Excel sheet to help the Game Master and players alike track their characters’ monies. Fortunately, double-entry bookkeeping is not required, but the third end of the supplement consists of a guide to building and outfitting the caravanserai, what it consists of, how to make a profit and where that profit comes from, along with a guide to using the included ‘Caravanserai Annual Profit Worksheet’. The fact that it includes the latter may be more than enough for some players to want to avoid this supplement, but the degree of detail enforces the aim of Caravanserai in wanting to give the Player Characters the opportunity to have real lives and closer ties to Gloranthan society and economy.

In between the set-up and the guide are two scenarios. The first, ‘Epidemic’ deals with an outbreak of wasting disease which threatens both the Red Hand clan and the operation of the caravanserai. As the outbreak threatens the caravanserai’s staff, the Player Characters are pulled into clan affairs in a desperate attempt to stop both the disease and word of it from spreading, locate its source, and thus preventing the closure of the caravanserai. Like the set-up, this will require some decent roleplaying upon the part of the players if their characters are to solve the mystery and resolve the situation. The second scenario is ‘The Bad Guest’. It is a classic set-up for an inn. A guest dies at the inn, but lacks sufficient funds to pay for his stay. He did behind, though, a treasure map! If it is accurate, its contents could pay for the man’s stay and probably have funds leftover. Since this adventure is inspired by Treasure Island, it involves pirates—in this case Wolf Pirates—and betrayal, but the treasure is worth it.

Although ‘The Bad Guest’ is a decent scenario, it does take the Player Characters away from their newly built base of operations, which partly undermines the point of the scenario. It would have been nice to have been given further scenarios, or at least adventures hooks, which take place in the environments of the inn and Red Hand Clan land, or come to the inn, thus pulling the Player Characters further into the community. Similarly, whilst a lot of the NPCs are given stats for and if not, at least a good thumbnail description, there are not many in the way of stats or details of visiting customers. Also lacking are any floorplans for the caravanserai. The supplement does suggest allowing the players to draw what they want as long as it is too not unreasonable and allow that, but some sample floorplans would have been useful. As would some sample visitors and patrons. In the long term, some more adventures would also help to keep the adventurers at their inn. Another issue not fully explored is what roles the Player Characters might take at the inn when not adventuring.

Is it worth your time?
Yes—Caravanserai is an interesting supplement which showcases another side of Glorantha and makes it both playable and interesting—especially for an Issaries merchant.
No—Caravanserai is just too mundane, plus it involves accounting, and who needs that when we are wanderers and adventurers?
Maybe—Caravanserai is perhaps a bit too ordinary an idea for some players and their characters, but the adventures can easily be repurposed and the Player Characters could be working for a money man, instead of one of their number being the money man.

Miskatonic Monday #214: The Strawman

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: A Keith Applegarth

Setting: Modern day Pennsylvania
Product: Scenario
What You Get: Fifteen page, 4.68 MB Full Colour PDF (plus extras)

Elevator Pitch: The scarecrow doesn’t just scare crows
Plot Hook: A serial killer lose in one valley?
Plot Support: Five pre-generated Investigators, seven maps, thirteen NPCs, and 
one Mythos monster.
Production Values: Plain

Pros
# Can be adapted to other time periods
# Huge scope for development by the Keeper
# Homichlophobia
# Formidokophobia
# Fundophobia

Cons
# Needs a good edit
# Uninteresting maps
# No handouts
# No narrative structure
# No clues

Conclusion
# Potential for classic Americana Scarecrow horror
# Severe lack of development in terms of investigation and narrative leaves the Keeper literally ‘Clueless’