Eve of Destruction begins with the Player Characters in the town of Sunset Hill where they are approached by its mayor, Eugenia Stumpy. She wants help in dealing with a group of bandits that have been predating on the town and the surrounding farms, as well as generally being a nuisance, including the scenario suggests leaving obscene graffiti on a tavern wall, when not raiding or robbing. Once they decide to take up the job, the mayor warns them that the bandits’ leader, known as ‘Eve of Destruction’, is a known killer, but lets them know roughly where the bandits’ camp is. The journey is interrupted by the discovery of a band of Goblins holding up a wagon and once the Player Characters deal with them, the wagon and its passengers turn out to be Tart’s Traveling Thespians, who just happen to have been hired to perform a play for a nearby group of bandits. Coincidence? Of course, but it also turns that the actors of Tart’s Traveling Thespians no longer want to perform, having been rattled by the Goblin holdup. Ideally—and the scenario assumes so—the Player Characters will see this as an opportunity. After all, if the actors do not want to do it anymore, and were expected by the bandits, meaning that they could just roll into their camp, surely the Player Characters could go in their stead. The upside is that the Player Characters will be able to get into the camp unopposed, the downside is that they will have to put on a performance.
Friday, 6 February 2026
Friday Fantasy: Eve of Destruction
Eve of Destruction begins with the Player Characters in the town of Sunset Hill where they are approached by its mayor, Eugenia Stumpy. She wants help in dealing with a group of bandits that have been predating on the town and the surrounding farms, as well as generally being a nuisance, including the scenario suggests leaving obscene graffiti on a tavern wall, when not raiding or robbing. Once they decide to take up the job, the mayor warns them that the bandits’ leader, known as ‘Eve of Destruction’, is a known killer, but lets them know roughly where the bandits’ camp is. The journey is interrupted by the discovery of a band of Goblins holding up a wagon and once the Player Characters deal with them, the wagon and its passengers turn out to be Tart’s Traveling Thespians, who just happen to have been hired to perform a play for a nearby group of bandits. Coincidence? Of course, but it also turns that the actors of Tart’s Traveling Thespians no longer want to perform, having been rattled by the Goblin holdup. Ideally—and the scenario assumes so—the Player Characters will see this as an opportunity. After all, if the actors do not want to do it anymore, and were expected by the bandits, meaning that they could just roll into their camp, surely the Player Characters could go in their stead. The upside is that the Player Characters will be able to get into the camp unopposed, the downside is that they will have to put on a performance.
Friday Filler: Dying Message
Dying Message is published by Oink Games and designed to be played by between three and eight players, aged twelve and up, in roughly twenty minutes, and three modes. ‘Joint Investigation’ is the standard mode and has the players work together to solve the murder; in ‘Competitive Investigation’ the players race to be the first one to solve the murder; and in ‘Speedy Death Showdown’, the players race to create a message and be the first to die. Besides the rulebook, Dying Message consists of thirty Suspect Cards, fifty Message Cards, six Alphabet Tokens, a Judgement Card, thirty-two Score Tokens, a six-sided die, and a Dice Cover. The Suspect Card are large and each gives an illustration, the name, occupation, and description of a potential suspect. The Message Cards are double-sided and are marked with a symbol or shape or sign or line drawn in blood red. The Alphabet Tokens are marked ‘A’ to ‘F’, as is the die. They are used to indicate a Suspect Card in a lineup, whilst the die is rolled to determine the murderer and Dice Cover is used to keep its result hidden once rolled. Lastly, the Felt piece is intended to be used to enhance the theatre of the Victim’s death.
Set-up is quick and simple. The player to be the Victim draws six Suspect Cards for his cards, assigns their Alphabet Tokens, and then draws fifteen Message Cards. He rolls the die to see which of the Suspects did him in and hides the result under the Dice Cover. The Victim then has a minute to craft his message to the other players, the Detectives. Only the side of the Message Cards visible can be used, and when crafting the message, he cannot hint or point at or spell either the Suspect Card or its associated Alphabet Tokens. Otherwise, the Victim can arrange the Message Cards he uses—and he does not have to use all of them—as he wants, including covering parts of them up. Once done, the Victim essentially groans and falls dead on the table, his head resting the pool of blood (or on the felt!).
At which point, the Detectives enter the scene. They can read the details of the Suspect Cards, they can look at the Message cards in play, but cannot move them, and they can examine the Message Cards that the Victim did not use. The Detectives have three minutes to deduce who did it, at which point, they collectively point at the Suspect Card representing who they did the dirty deed. The Victim uses the ‘Judgment Card’—either its ‘Found Peace’ or the ‘Lost Hope side—to indicate whether or not they have been successful.
Once done, the next player becomes the Victim and the procedure plays out again until everyone has had a turn at being the Victim. Then each player awards points based on what he thinks was the best Dying Message using the Message Cards and which was his favourite Dying Message. The player who scores the most points at the end of the game is the winner.
The ‘Competitive Investigation’ plays out in the same fashion, but instead of the Detectives all pointing to the Suspect Card they all collectively think is the killer, they individually point to the Suspect Card they think is the killer. Scoring is more complex in this mode. No points are scored if all of the Detectives were either correct or incorrect. The Victim will score points for every Detective who correctly identifies the Suspect, whilst each Detective who is correct will score points for each Detective who was incorrect.
Lastly, in the ‘Speedy Death Showdown’, each player draws fifteen Message Cards and secretly chooses one of the Suspect Cards as his potential murderer. They then race against each other to be the first to craft a message using the Message Cards. The player to do so, takes the Felt and becomes the Victim. The other players become the Detectives. Play then proceeds as per the standard ‘Competitive Investigation’, including the scoring and winning conditions.
The heart of Dying Message is the Message Cards. Getting the most out of them and being able to craft the most effective message is the key to the game and its play. They are also where its fun lies too. Of course, sometimes a Victim will be faced with Message Cards that can easily be arranged to form a message, at other times not, and so he will be forced to do the best that he can. So, there is a luck element there, but it really is up to the Victim to do his best with what he can as after all, it is the last thing he will do. Yet even if a Victim has crafted what he thinks is a great message, there is no guarantee that the Detectives will be capable of deducing anything from it. Which leaves a lot of groaning to be done in the post-mortem as each Victim explains what he was trying to convey with his message.
Physically, Dying Message is very well produced. Everything is of a good quality and the rulebook is a quick and easy read that clearly explains the rules. The game is also easy to teach. The Felt is absurd, but fun.
With its high number of Suspect Cards and Message Cards, Dying Message has plenty of replay value. It is a game that works better with a higher player count—especially ‘Speedy Death Showdown’—as there is more variation and more player input. At its heart, Dying Message is a classic murder-mystery, social deduction game which gets inventive by adding physical and creative elements to its play. It is clever and it is fun, and it can be enjoyed by casual, family, and veteran gamers alike.
Monday, 2 February 2026
Miskatonic Monday #413: The Phantom of Gloaming Thicket
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.
Author: Andy Miller
What You Get: Forty-four-page, 41.17 MB Full Colour PDF
Elevator Pitch: “If you go down in the woods today, you’re sure of a big surprise
Miskatonic Monday #412: A Heady Draught
Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. 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.
Author: J. Michael Arons
What You Get: Eight-page, 30.28 MB Full Colour PDF
Elevator Pitch: Possession is ninth tenths of the bottle.
Pros
Sunday, 1 February 2026
Icelandic Stories
This is the set-up for Age of Vikings: The Roleplaying Game in which the Player Characters are farmers and adventurers in medieval Iceland. They seek fame and fortune through adventure and also raiding during the season, but to protect their honour and their family too. It is published by Chaosium, Inc. and it is not the publisher’s first foray into the Viking Age and medieval Iceland, having previously published Mythic Iceland and been associated with Avalon Hill’s Vikings: Nordic Roleplaying for RuneQuest, published in 1985. Like those roleplaying games, it uses the mechanics of the Basic Roleplaying: Universal Game Engine, but mechanically, it bears some similarity to RuneQuest: Roleplaying in Glorantha. Such that if you have played RuneQuest: Roleplaying in Glorantha, then mechanically, adjusting to Age of Vikings will not be an issue. That said, any experience with Basic Roleplaying: Universal Game Engine will work too. Lastly, it should be pointed out that Age of Vikings: The Roleplaying Game straddles the line between the historical and the mythical. It draws heavily upon both the history of the period and on the Icelandic Sagas, but allows the Game Master and her players to decide to focus on the historical elements of the setting or the mythic elements of the setting or both. The default is the latter as it reflects the outlook of the Icelanders upon the world and the land around them.
A Player Character in Age of Vikings: The Roleplaying Game is defined by his name and nickname, his Passions and devotions, family history, characteristics and skills, plus Spirit Animal, Devotions, Family, and distinctive features. A Player Character’s Passions represent his values and emotional desires, and in play, they can drive him to act (and mechanically grant a bonus) and bring him into conflict with others. He starts with three: Honour, Loyalty (goði), and Love (Family), and he will have more, typically created during the process of roll for his Family History. The latter gives the Player Character his backstory from the time of his grandfather in 900 CE all the way up through his parents’ history to his own 977 CE. The characteristics are Strength, Constitution, Size, Dexterity, Intelligence, Power, and Charisma. These are rated between three and eighteen, although the minimum value for Size and Intelligence is eight. Skills are divided in seven categories—Agility, Communication, Knowledge, Manipulation, Mythic, Perception, and Stealth, plus Weapons. His Spirit Animal reflects a Player Character’s soul and will grant a bonus for certain categories, such as the Owl, Snow Fox, or Weasel, which means that the Player Character is cunning and gains a bonus to Perception and Stealth skills. A Player Character’s Devotions are made to the gods that he most values and can draw upon for inspiration, represented by points of Dedication that grant him a bonus when acting according to their ideals. For example, the ideals for Baldur are light, happiness, and peace, whilst those for Óðinn are magic, war, and wisdom. The worship of Loki and Hel is rare and frowned upon.
Creating a Player Character in Age of Vikings: The Roleplaying Game is a mixture of random rolls and making choices. Options are given to simplify the process, but the default does take time. The player chooses or rolls for his character’s name and nickname, his family background, and then selects his Homeland skill bonuses. If the character is to be a Runemaster or a Seiðkona, his player selects from the skills for those options. He selects the three gods for his Devotions and assigns the Dedication points to them. Lastly, he rolls for his family details, its wealth, and its farm, and thus the equipment he has access to, as well as the distinctive feature.
Name: Álfdís Hallisdóttir
Nickname: Coal-brow
Passions: Honour 90%, Loyalty (Goði) 60%, Love (Family) 60%, Loyalty (Sweden) 60%, Hate (English) 70%, Loyalty (Norway) 60%
Devotions: Óðinn (1), Freyr (1) Forseti (1)
Animal Spirit: Cat (Spiritual)
Distinctive Features: Alluring expression, Eyebrows grown together, Red hair
CHARACTERISTICS
Strength 09 Constitution 13 Size 11 Dexterity 15 Intelligence 16 Power 18 Charisma 14
ATTRIBUTES
Move 10 Magic Points 18
Hit Points 14
Head 5 Left/Right Arm 5/5 Chest 6 Abdomen 5 Left/Right leg 5/5
Healing Rate 3
Maximum Encumbrance 10
Reputation 13
Status 25%
SKILLS
Agility (+10%): Ride 30%
Communication (+10%): Sing 45%, Skaldic Poetry 30%
Knowledge (+10%): Area Lore (Iceland) 40%, Customs (Norse) 35%, Farm 50%, First Aid 45%, Law 30%, Myth Lore 45%, Survival 35%, Treat Poison 25%, Treat disease 25%
Manipulation (+15%):
Mythic (+10%): Go Under the Cloak 45% Prophecy 40% Second Sight 40% Seiður Magic 60% (Weave), Worship (Forseti) 30%, Worship (Freyr) 10%, Worship (Óðinn) 30%
Perception (+10%): Insight 55%, Spot Hidden 45%
Stealth (+15%):
Weapon Skills (+15%): Knife 55%
Her grandmother, Bergdís, journeyed to Iceland from Sweden where she travelled, but did not settle. She was at the Alþing as one of the thirty-six first Goðar to preside over the law courts. The following year she was aboard Gunnbjörn Ulfsson’s ship when it sailed to the west, but what she saw there, she swore never to reveal. When she returned, she dreamed of the Fire Canyon breathing once again and her warnings persuaded her family to leave their farm in time. She dreamed again of the invasion of kings and fought at the Battle of Wineheath as part of the Norse army and fled when they were defeated. She hated the English ever after. Late in life she travelled far, dying with glory in the Battle of Constantinople. Her son, Halli, did not agree with his mother’s dislike of the English at first, but when in England fought alongside Eiríkur Bloodaxe at the Battle of Stainmore in England and saw him betrayed by the English, barely escaping with his life, he found himself in the wrong. Fleeing England, he found favour at the Norwegian royal court, but left for Iceland to avoid converting to Christianity. Sadly, King Haakon the Good followed him and began converting the Icelanders, but Halli resisted this and helped throw up a temple to Óðinn. When the prophet Þórdís visited the farm in honour of Bergdís, she prophesied that love would take someone away. Halli’s oldest son, Gaukar, disappeared a year later, only being seen with someone who was suspected of being one of the Hidden Folk. Halli fought honourably at the Battle of Assembly Bay, but his wound did not keep him from being at the assembly later that year where he spoke in favour of dividing Iceland and his words were greatly received.
In the Great Winter of Famine, the family survived by foraging and hunting and when the seas settled and the priests of Christ came to Iceland once again, Bergis mocked them in song to the pleasure of many. When the Goði’s hall was set alight, she rode a horse dedicated to Freyr and was rightly scolded even though she caught the culprit. More recently, she has been involved in the feud between the family of the renowned warrior poet Egill Skallagrímsson and Önundur Ánason over cattle grazing rights. She helped protect Egill Skallagrímsson against those who would kill him. Last year, she came across a spooked and bloodstained horse. In its saddle bag was a healing stone.
Mechanically, as a Basic Roleplaying: Universal Game Engine roleplaying game, Age of Vikings: The Roleplaying Game is a percentile system. All a player has to do is roll percentile dice and get a result equal to, or lower than the value of the characteristic roll or the skill, and his character succeeds. A characteristic roll is typically a characteristic multiplied by three, but can be higher or lower depending on difficulty. Any result of ninety-six and above is always a failure and can be a fumble, whilst a roll of one fifth of the success or less is a Special success and one twentieth a Critical success. These will give enhanced outcomes, such as increased damage. Rerolls may be possible, but impose a penalty each time. Age of Vikings: The Roleplaying Game does make use of the Resistance Table to make determining the outcome of opposed rolls, such as withstanding the effects of poison or overcoming the mind of another, easier and faster. It is possible to have skills above 100%, but not at the start of play. If a roll is failed and the situation is absolutely dire, a player can choose to spend his character’s Wyrd. This turns a failed roll into a successful roll, but at the permanent cost of a point of Power. Do this too often and a Player Character’s Wyrd or fate has played out.
Rolls can also be augmented prior to a characteristic or skill roll. This can be done with another skill as well as a Passion. A failed augmentation roll will actually levy a penalty on the roll being augmented, whilst a successful augmentation roll will apply a bonus, which will be better with a Special or Critical success. Passions lie at the heart of a Player Character for they reflect his emotions and values, but they are more than a means to augment a skill or characteristic roll, to explain why he is acting the way he is. They can also be used to compel a Player Character to act according to them. This can be with a roll or if high enough he can be forced to.
Combat uses the same core mechanic. Initiative is determined according to Dexterity values, and once in physical combat, each combatant can either make a physical attack and defend or make a magical attack and defend. Defending is either dodging or parrying, and the outcome of both is determined by comparing the quality of the success for both the attack roll and either the parry or dodge rolls. This requires reference to their own tables often from blow to blow and the need to consult both tables does slow the flow of combat, if only slightly. (It is where the Age of Vikings: Gamemaster Screen Pack will undoubtedly prove to be useful.) If an attack is a Special success, it will do roughly double damage, whilst a Critical success indicates that any protection or armour has been bypassed and maximum damage inflicted. Of course, it is possible to roll a Fumble for an attack or parry, and there is a table of results for that. Rune magic can be used in combat, but Seiður magic cannot as it takes too long.
Armour protects, but not all locations and the best armour—either helmets, chain, or scale—is expensive. Shields will also stop damage, but can be damaged too. Damage is done by location, but if the Hit Points in a particular location are reduced to zero, a limb becomes useless, the combatant is left bleeding to death, or knocked unconscious and dying. Damage done to locations is also applied to general Hit Points and reducing those will knock a combatant unconscious. First aid and healing magic are available, but natural healing takes weeks.
What Age of Vikings: The Roleplaying Game makes clear is that combat is deadly and should be avoided if possible. If it cannot, it suggests that the Player Characters should prepare beforehand, casting weapon-enhancing magic and defensive spells, if possible, ambush and attack first, use missile weapons, and wear even minimum armour. And lastly, be prepared to flee if necessary.
In keeping with the setting, the rules for Age of Vikings: The Roleplaying Game cover alcohol and drinking contests, ships and seafaring, the latter giving stats for the classic longship, as well as cogs, biremes, and triremes, plus combat and other dangers. Alongside the guide to Viking life, including the gods (and that does include a section on Christianity in the Iceland of the period), and there are rules too for running a raid, on anywhere from an isolated farm or monastery all the way up to a metropolis with their associated Risk and Reward Ratings. Once any immediate opposition has been dealt with, the Player Characters can search the location, what they find being primarily determined by the Loot Table. Depending upon the nature of the campaign, both the seafaring and raid rules will be consulted again and again when the Player Characters decide each year that it is the time to be ‘going Viking’. Similarly, the rules for Icelandic legal system will probably be consulted again and again as a means to resolve conflicts without resorting to combat—though it is likely too as going before the courts is a measure of last resort when everything has failed. The process takes the participants through the legal battle in four phases consisting of travel to the court, presentation of cases, giving testimony, and final arguments, in between which both sides—but primarily the Player Characters—can conduct manoeuvres, such as intimidating a witness, researching the law, and even offering a favourable marriage to a judge to persuade him to one side or another, in order to gain Legal Advantage Points. Acquire seven Legal Advantage Points and the case is won, but then the winning side has to enforce it. Depending on how underhanded the Player Characters want to be, there is plenty of scope for roleplaying a Viking legal drama.
Magic in Age of Vikings: The Roleplaying Game takes two forms. Rune magic has specific rules, but essentially involves him choosing and carving three Runes or more closely associated with the desired effect and dying them with the caster’s blood. He also needs to create a Galdur, a script that he intones upon casting them. The more runes carved, the greater the number of effects and the greater the number of Magic Points that need to be expended. In the form of the twenty-four Elder Fúþark, the Runes offer incredible flexibility. For example, Vend means bliss and has the purview of happiness, relationship, hope, and kinship, and it can be used to give a bonus to the Charm and Insight skills as well as increase Charisma. Vikings: The Roleplaying Game does not just detail the twenty-four Elder Fúþark, but gives multiple combinations, their effects, and Galdur in each case. As with any magic system in any roleplaying game, there is a lot to learn, but player and Game Master alike are encouraged to create and prepare scripts, lest play get bogged down as they try to put a script together.
Where Rune magic can be cast all but immediately and only has a short effect, Seiður magic requires a long ritual and once completed, has a much longer-lasting effect. The Seiður practitioner, or Seiðmaður, is only really limited by the number of Magic Points that his player wants to expend in determining the duration, distance, and dimension of the spell, and whether or not the effect falls within the preferred Realm. There are four of these—Mind, Body, Spirit, and Weave (fate)—and the Seiðmaður favours one over the other three. This means that he is at a penalty when working within the realm of the others. In this way, Seiður magic is even more freeform than Rune magic, only limited by the player’s imagination. There are no formulaic spells for Seiður magic, but there are examples given drawn from the sagas for each of the four realms.
Age of Vikings: The Roleplaying Game gives a history of Iceland, from the Mythic times all the way up to the start of the game, as well as a Traveller’s Guide to the land itself. The guide is threaded with numerous adventure seeds. There are details too, on the lands beyond Iceland, but they are very much not the focus of the roleplaying game. It also reveals the secrets of the Hidden People and gives a detailed bestiary, which lists a variety of mortals, from berserkers, foreign raiders, and goði to thralls, traders, and warriors. The Mythic Folk include the Hidden People, Jötunn, Merfolk, and Trolls. There are descriptions of beasts too, but also Draugur, Fallen Ravens, and Seal Mothers, plus horrors like Wicked Whales and Kraken.
Age of Vikings: The Roleplaying Game supports the long term with rules for experience and downtime activities, such as worshipping, the progress of the farm and family, which again though mechanical, can spur opportunities for roleplay and stories. In the short term, it provides a single scenario, ‘The Alþing’. This is the annual meeting of the community, at which there are opportunities to arrange for the collection of goods, conduct courtships, settle disputes, recruit for raids in the coming season, and so on. ‘The Alþing’ gives plenty of opportunity for the players to roleplay and learn more about the community and the scenario itself sets up a potential dispute between the Player Characters and some NPCs as well as having both players and their characters participate in the rules for the court. Certainly, its general set-up really does show off the social aspect of the setting and its mundane rather than mythical nature means that it is suitable for historical as well as mythical play. However, it is not necessarily the best adventure for the group that wants more of a directed adventure or one that deals with more of the mythical elements. The Game Master may want to work with her players to develop some motivations as what their characters want from attending and build those into the scenario. Yet is still a good adventure, its format being one that the Player Characters can return to again and again, with unused elements being saved for the next one and the Game Master adding new ones, perhaps more tightly tailored around the drives and activities of the Player Characters.
Physically, Age of Vikings: The Roleplaying Game is very presented. The book is well written, the artwork is excellent, and there are plenty of examples of play throughout, as well as a set of six ready-to-play pre-generated Player Characters. It needs a slight edit in places.
Given that Age of Vikings: The Roleplaying Game employs the Basic Roleplaying: Universal Game Engine, there is a complexity to the core rules, especially in combat, and whilst it can be argued that Rune magic and Seiður magic are both complex, that is more conceptual than mechanical. In comparison, the rules for Viking legal battles and for raiding do not add complexity, but rather add depth to the setting and help develop situations and opportunities for roleplaying. This is balanced by the richness of the medieval Icelandic setting and its historicity versus fantasy, leaning towards the former than the latter in portraying a people (and thus Player Characters) and their outlook rather than the clichés of Viking raiders. It places the Player Characters as farmers first, part of a wider community whose disputes and stories that they can become a part of as well as creating their own. Age of Vikings: The Roleplaying Game is a low fantasy, deeply historical game that is designed to help tell stories of home, hearth, and honour, myth and magic, and bring new sagas to life, and in that it succeeds admirably.
Saturday, 31 January 2026
The Twelfth Doctor
The Twelfth Doctor Sourcebook is part of Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary—celebrated itself with the special episode, ‘The Day of the Doctor’—for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. It returns the series to its shorter page count, after the lengthier sourcebooks devoted to the Tenth Doctor and Eleventh Doctor, but actually reduces the number of chapters down to three, consisting of just ‘The Twelfth Doctor And Companions’, ‘Playing in the Twelfth Doctor’s Era’, and ‘The Twelfth Doctor’s Adventures’. What is missing here in comparison to previous sourcebooks is ‘The Twelfth Doctor’s Enemies’ chapter, its absence really pointing to the fact that the Twelfth Doctor’s enemies are not as memorable as those of previous incarnations of the Doctor. In fact, The Twelfth Doctor Sourcebook really treats what would be the most notable of the Twelfth Doctor’s enemies—Missy and Ashildar (Me)—as companions rather than enemies and even notes that there is a deceitfulness to Clara Oswald that the Doctor distrusts. Not since Turlough who travelled with the Fifth Doctor has there been companions that the Doctor cannot wholly trust or being himself to trust. Stats are provided for both the Twelfth Doctor and all of his companions, but like those in the rest of the sourcebook, they are written for use with the first edition of Doctor Who: Adventures in Time and Space roleplaying game, rather than the second. (That said, adapting them is relatively easy.)
There is advice for the Game Master too, on different campaign frameworks, such as the companions being left behind when the Doctor runs off an adventure of his own, leaving them to try and cope with a situation where they have to do his job, or more extreme, running a campaign without a Time Lord, with the Player Characters being on equal footing. This is an option that the Doctor Who: Adventures in Time and Space roleplaying game has considered before, but never before has it been brought to fore as in the era of the Twelfth Doctor where he is not always present and his Companions have to emulate him as best that they can. Later, the relationship between the Doctor and Bill Potts lends itself to a campaign where the relationship between Time Lord and companion is that of teacher and student, with each new adventure becoming a learning opportunity, which again is another nod in this era and The Twelfth Doctor Sourcebook between the First Doctor and his companions. Penultimately, the supplement examines the relation between the Doctor and UNIT, standoffish at best, as is that of his relationship with Gallifrey which he engineered the return of, but has also left it to its own devices, with no real government or direction, suggesting that perhaps another Time Lord might need to get involved depending upon how its politics or lack of them play out. Lastly, The Twelfth Doctor Sourcebook details several of the gadgets and associated traits that appear in the era, most notably the Sonic Sunglasses.
The third and final chapter in The Twelfth Doctor Sourcebook is, as with the previous entries in the series, its longest. Again, it takes up some four fifths of the book, detailing all thirty-four of the Twelfth Doctor’s stories, from ‘Deep Breath’ to ‘Twice Upon a Time’. The format is simplified with the removal of the ‘Changing The Desktop Theme’ section—a reference to the changed look of the TARDIS interior after some thirty or so years—which suggested ways in which the story might be reskinned with another threat or enemy, and the like. Instead, all open with a synopsis, including notes on continuity—backwards and forwards to stories past and future, followed by advice on ‘Running the Adventure’. This includes ‘Further Adventures’ that the Game Master can develop enabling the players and their characters to visit its themes and setting.
The Twelfth Doctor Sourcebook adheres to this format throughout, for all of its thirty-four episodes and specials. The write-ups are lengthy, and in the process the Game Master is given detailed background and advice on running an array of great episodes, including ‘Dark Water/Death in Heaven’ which sees the return of Missy, and ‘The Zygon Invasion/The Zygon Inversion’ in which a new conflict with the Zygons is being fomented.
Physically, The Twelfth Doctor Sourcebook is well presented in what is very much a tried and tested format. The supplement is richly illustrated with lots of photographs from the series and decently written, all backed up with a good index.
The Twelfth Doctor brought a fractious relationship between the Doctor and his Companions as well as a sense of the fantastic to ‘Nu Who’ and The Twelfth Doctor Sourcebook enables the Game Master to bring these to her campaign for the Doctor Who: Adventures in Time and Space roleplaying game. There are some excellent suggestions as to how these and other themes can be used, as well as adventure hooks throughout the supplement to support the Game Master. That said, the nature of the relationship between the Doctor and his Companions is harder to run than the average Doctor Who: Adventures in Time and Space roleplaying game, since it brings in elements of mistrust and potentially challenging roleplaying into play. Ultimately, The Twelfth Doctor Sourcebook is a sound guide to the era of the Twelfth Doctor that captures its prickliness, its regrets, and its empathy in bringing the Doctor Who generation sourcebooks to a close.
Quick-Start Saturday: Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
What is it?
Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide is the quick-start for Gallows Corner – A Peasants’ Revolt RPG, the alternative history roleplaying game inspired by, and set five years before, the Peasants’ Revolt of 1381. The Player Characters are members of peasanty, barely recovering from the disastrously disruptive effects of the Great Mortality, who want to challenge the powerful, the greedy, and the tyrannical, and build a new version of England, one known as ‘The Anarchy’, where they would be free of bondage and have the liberty to live in peace.
It is a ninety page, 65.57 MB full colour PDF.
‘A Spark Takes Hold’, the introductory adventure is a thirty page, 15.48 MB full colour PDF.
It is decently written and the artwork really is very good.
Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide together with the scenario, ‘A Spark Takes Hold’, is designed to be played through in two sessions.
What else do you need to play?
Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide requires three each of four-sided, six-sided, and twelve-sided dice, which should be of a different colour.
Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide does not include any pre-generated Player Characters. Players are expected to create their own using the included rules, but the process is quick and easy.
How is a Player Character defined?
What do you play?
No. Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide does not include the ‘Pointcrawl’ mechanics of the full game, instead focusing upon the core game play of ‘Influence’ versus ‘Control’.
Is it easy to prepare?
Yes. Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide is easy to prepare, but there is a lot to read through. Ultimately, the rules are straightforward and easy to understand.
Is it worth it?
Yes. Gallows Corner – A Peasants’ Revolt RPG Prerelease Guide is a very good looking product that is somewhat overwritten for what is effectively a quick-start. That is, it does give a more than sound introduction to the rules of the roleplaying game and how it is played, but not all of it is pertinent to the playthrough of the included scenario. The combination though, of the rules and the scenario, ‘A Spark Takes Hold’ superbly showcases Gallows Corner – A Peasants’ Revolt RPG and gives a good taster of what is to come in the full RPG.






