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

Saturday, 30 November 2024

Goodman Games Gen Con Annual IX

Since 2013, Goodman Games, the publisher of the Dungeon Crawl Classics Role Playing Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic has released a book especially for Gen Con, the largest tabletop hobby gaming event in the world. That book is the Goodman Games Gen Con Program Book, a look back at the previous year, a preview of the year to come, staff biographies, community content, and a whole lot more, including adventures and lots tidbits and silliness. The first was the Goodman Games Gen Con 2013 Program Book, but not being able to pick up a copy from Goodman Games when they first attended UK Games Expo in 2019, the first to be reviewed was the Goodman Games Gen Con 2014 Program Book. Fortunately, a little patience and a copy of the Goodman Games Gen Con 2013 Program Book was located and reviewed, so since 2021, normal order has been resumed with the Goodman Games Gen Con 2016 Program Book, the Goodman Games Gen Con 2017 Program Book, and Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston.

With both Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, the series had begun to chart a new direction. Each volume would contain a mix of support for the various RPGs published by Goodman Games and the content recognising the Goodman Games community, but the major feature of each volume would be a tournament scenario, staged the previous year at Gen Con. Unfortunately, events caught up with the eighth entry in the series, intending to highlight the presence of Goodman Games at Gen Gen in 2020, which would cancel Gen Con and every other event as well as face-to-face gaming. It meant that Goodman games had to adapt and adapts its by now traditional Gen Con Program Guide. The result was Goodman Games Yearbook #8: The Year That Shall Not be Named, a slimmer affair that would alter the direction of the series as whole and also see the traditional Gen Con Program Guide becoming a ‘Yearbook’ instead.

The Goodman Games 2021 Yearbook also marked the twentieth anniversary of Goodman Games, celebrating it with a cover that referenced numerous releases and events from the publisher’s history. The issue proper opens with a moment or two for reflection upon the part of Michael Curtis and Harley Stroh, looking back at how Goodman Games was forced to change as a result of the pandemic and how through online contact and play, the community came together like never before and kept gaming, all before diving into the gaming content of the yearbook. This is a pattern repeated later in the book by Brendan LaSalle and Chris Doyle. Where the previous three talk about Dungeon Crawl Classics, the latter focuses on the development of Dungeon Denizens, Goodman Games’ bestiary for Dungeons & Dragons, Fifth Edition, as well titles in the ‘Original Adventures Reincarnated’ series, such as The Temple of Elemental Evil and Dark Tower.

As with the previous Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, what the Goodman Games 2021 Yearbook also offers is a tournament scenario, though to be fair, it is more tournament than scenario. ‘Pits of Lost Agharta’ by Harley Stroh is a winner takes all series of arena ‘battle royale’-style battles that take place on a ziggurat deep underground to the amusement of foul Aghartan slave lords. Everyone roleplays a Warrior, First Level at the beginning, but who will acquire more Levels as he survives more rounds, but always begins a round armed only with a club. His aim is to survive. To do this, he can search corpse mounds for better equipment, gain strange boons from touching the Malachite Crystals which contain an aged and withered sage or wizard, take control of the ballistae mounted on the ziggurat, and so on. Once their characters have all acted in a round, the players get to decide what action the Slave Lords take, which might be to “Release the man-bats!” or command “Forward, feasters of flesh!”. The latter is important because the Player Characters have been held captive for quite some time and been fed on a diet of vile gruel, which consists of either mushrooms or mushrooms and the flesh of their dead comrades. Those Player Characters who turned cannibal get more Hit Points, but are in danger of falling under the influence of the slave lords during the battle.

‘Pits of Lost Agharta’ details and illustrates in full colour the various parts of the tournament and suggests how it might be used in campaign play. One way would be to tie it into the setting of Lost Agharta, as detailed in Dungeon Crawl Classics #91: Journey to the Centre of Áereth and then Dungeon Crawl Classics #91.1: The Lost City of Barako and Dungeon Crawl Classics #91.2: Lairs of Lost Agharta. There are also notes on how the tournament was run and who the winners were. There is a certain tongue in cheek battling charm to this, a way to run a tournament online which can then can also be run face-to-face.

Mike Bolam adds to the tournament with ‘Pits of Lost Agharta Variant Rules’ which suggests a way in which it could run as a board game and without a Judge, as well as setting it in an arena as in Dungeon Crawl Classics #84C: Escape from the Purple Planet from Dungeon Crawl Classics #84: Peril on the Purple Planet. It is an intriguing idea, though it would probably take almost as much time to set up as would running the proper tournament version.

There is a delightful sense of fun in the ever so bonkers ‘The ’Stashe Stash II: ’Stashe of the Titans!’ by Brendan LaSalle. This is a sequel to ‘The ‘Stache Stash: Magic Moustaches for DCC RPG’ from the DCC Annual Vol. 1 and presents yet more magical facial hair. These include ‘The Walrus or ‘The Ubermensch’, ‘The Handlebar’ or ‘The Rollie Fingers’, and even more hilariously, ‘The Hairy Mole’. They have odd magical powers like that of ‘The Antenna’ or ‘The Dali’ to cause any non-magical object to melt without any heat, to stop time whilst the bearer floats away, or catch an opponent in a time loop and so force him to repeat the action from the previous round. Amusingly, the modifier to the Saving Throw to shrug off this effect involves at least one cat. It is clear that both the author and the illustrator, Brad McDevitt, have had a lot of fun with this article.

‘Black Mountain Lights’ is a scenario for Second Level Player Characters for Dungeon Crawl Classics by Michael Curtis. It takes place in the Shudder Mountains, an Appalachian-style fantasy setting with elements of horror originally published as Dungeon Crawl Classics #83: The Chained Coffin. The Player Characters are staying as guests overnight at a remote farm during their travels when strange luminous figures creep out of the night, snatch up the farmer’s infant son, and carry him up the mountain. The Player Characters are implored to rescue the kidnapped boy, an attempt which takes them up the mountain where a witch is said to lurk. There is a dark threat to found up and, in the mountain, but it is not what the Player Characters may think. The scenario is a Shudder Mountains twist upon the classic Dungeons & Dragons-style set-up of goblins threatening the locals and can be played in a single session, so will work as a convention scenario. It is also easy to add to a Shudder Mountains-set campaign.

Although Goodman Games is best known for its content for its Dungeon Crawl Classics Roleplaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, but it publishes content for use with Dungeons & Dragons, Fifth Edition as well. The support for it in the pages of The Goodman Games 2021 Yearbook includes entries from Dungeon Denizens, the bestiary that the publisher is just now funding on Kickstarter, a scenario, and a look at a Twitch channel, all by Chris Doyle. The scenario is ‘The Monastery of the Dawning Sun’, written for Fifteenth Level Player Characters for use with the version of Crypt of the Devil Lich for Dungeons & Dragons, Fifth Edition (there is also a version for use with Dungeon Crawl Classics). The scenario is designed to be played as a tournament and as a campaign play scenario, but the introduction to the scenario favours the former rather than the latter. ‘The Monastery of the Dawning Sun’ is designed to offer an alternative opening suited to campaign play. It provides a creepy location, containing ancient defences and signs of bloody violence and destruction, despoiled by evil and marked by hints as what lurks beyond in the ‘Crypt of the Devil Lich’, all ready for the Player Characters to discover its horrors.

What is Talking TSR?’ is show livestreamed on the Goodman Games Official Twitch channel. It introduces the backgrounds of the presenters Chris Doyle and Rick Maffei, who together get to highlight their favourite episodes and also provide an episode guide. The article highlights the move that Goodman Games has made into supporting its releases online as does the addition to the usual series of photographs taken at various conventions. Not just Gen Con 2021, the Goodman Games Road Crew, and other in-person events, but also on-line events such as Spawn of Cyclops Con and Empire of the Cyclops Con for lots of screenshots of Judges with their players. Further support for the Goodman Games community takes the form of ‘The Goodies’, the awards given for supporting and contributing to the community, plus there is a list of the winners of the ‘Pits of Lost Agharta’ tournament. Lastly, there is a gallery of the ‘Road Crew Stickers’ from the previous year.

Physically, the Goodman Games 2021 Yearbook is well presented and easy to read. It does need an edit in places, but the artwork and the cartography are as good as you would expect for a Goodman Games release.

There is a certain sense of adjustment having been made with Goodman Games 2021 Yearbook after the Pandemic and its effect on the Goodman Games Yearbook #8: The Year That Shall Not be Named. The inclusion of online content alongside in-person content is more assured, even if that content is restrained and not as ambitious as that of Goodman Games Gen Con 2018 Program Guide: The Black Heart of Thakulon the Undying, and Goodman Games 2019 Yearbook: Riders on the Phlogiston, what the Goodman Games 2021 Yearbook. The result is that the content is both easier to use as well as enjoyable as it tracks the move to a more normal existence than the year before.

Claustrophobic Chills

Imagine being in a cave. Deep underground. In the dark and the damp and the cold. It is easy to imagine. What though, if you were trapped there? What if there had been an accident and now you simply could not retrace the steps that led you into the depths of the earth and so make your way to feel free again under the light and warmth of the Sun and the vast openness of the sky? What will you do? How will you react? You are not alone. You have friends and colleagues with you, but what will they do and how will they react? You know you will survive and find your way out, right? Not everything is lost, and of course, people know you came down here, so the alarm is sure to be raised soon, right? So put a plan together, check on your resources, and set out to find a new route to safety. Then the sounds starts. The skittering of movement. The moans of something that has your scent. A shadow that seems to move out of your headgear lamp. The sense you are being followed… Does the fear rise? Are you terrified at being trapped here with it? Is that the sound of your friend’s screams or your own? This is the set-up for Squeeze: A Tabletop Game of Subterranean Claustrophobic Horror.

Squeeze: A Tabletop Game of Subterranean Claustrophobic Horror is a micro-game published by Parable Games, the British publisher best known for the horror roleplaying game, Shiver – Role-playing Tales in the Strange & the Unknown. It was funded as part of the publisher’s Parable Games ZineQuest RPG Buffet on Kickstarter. It pitches ordinary men and women who have delved deep underground and due to an unfortunate accident become trapped—and trapped with something else what will hunt them as they try to find a way back to the surface. It provides a set of tables for determining why and where the Player Characters, or Explorers, have ventured underground, as well as the nature of the accident, plus a table of environmental threats that they might have to overcome and a set of ten different monsters that will react to their presence. Combine this with a simple set of rules and means of character generation, and what Squeeze: A Tabletop Game of Subterranean Claustrophobic Horror provides is short, handy roleplaying game that can be pulled off the shelf and readied to play with very little preparation. It does require several four-sided per player, but other than that, this is a very imagination driven roleplaying game for the Game Master and her players who are happy to improvise.

An Explorer in Squeeze has four traits: Head, Heart, Lungs, and Hands. They represent in turn, intelligence and experience, compassion and charisma, health and stamina, and strength and dexterity. They are rated between one and four. An Explorer also has a Health stat and a Calm stat. To determine the value of the four traits, a player either divides nine points between them or they can be rolled for. Lastly, a player rolls for two items of equipment.

Tony Wroe
Head 2 Heart 3 Lungs 3 Hands 2
Health 11
Calm 6
Equipment: Rope, Rucksack

Mechanically, to have his Explorer undertake an action, a player rolls a number of four-sided dice equal to the appropriate trait. The aim is to roll as many successes as possible, in order to beat a difficulty ranging between one and five, with five being considered impossible. A result of two is a failure, but three is a success. A roll of one is a critical failure and reduces the total number of successes rolled by one, whereas a roll of four is critical success and lets the player roll again and again as long as four is rolled each time. In combat, each success rolled inflicts a single point of damage. There will also be bonuses for damage from claws, mandibles, and so on (or even sharp rocks if the damage is environmental in nature.)

Squeeze gives guidance on how to use the mechanics to model the environment, such as using the Hands Trait to handle climbing, the Head Trait to identify safe routes up the climb, and even the Heart Trait if the climb itself is that high… It also shows how it might be used as a timing and distance mechanism, such as swimming and attempting to avoid the danger of drowning. However, what Squeeze does not do is really fully show how Panic works in the game. When an Explorer loses all of his Calm, he suffers Panic and loses a point from one of his Traits. If the Explorer can make a Lungs check, he can draw a deep breath and restore points of Calm, but another Explorer can also calm another panicked Explorer down and also restore points of his Calm. This is the mechanical aspect of losing Calm and it is really only what Squeeze covers. So, there is no advice on roleplaying this and worse, there is no guidance on how Calm is actually lost. It is a major oversight. What it means is that the Game Master is going to have to work out how this works herself. For an experienced Game Master this should be no problem, especially given how simple it is to run and play Squeeze.

In terms of creating a story, Squeeze includes a table of four story hooks and a table of four accidents, along with a table of eight settings. All the Game Master do is roll on these and she has the basics of the starting point for a game of Squeeze. Thus, the Explorers have descended into an abandoned mineshaft in order to search for a missing child, but are cut off from their route down by a cave-in, or be archaeologists looking for a sunken civilisation in some catacombs when someone sabotages the team’s way back. Environmental threats include falling stalactites or an underground lake, whilst the list of horrors includes Stone Spiders, Wall Crawlers, a White Wyrm, and the Shadowman. Overall, there are enough options here for a handful of games of Squeeze.

Physically, Squeeze is decently laid out and quick and easy to read. It is easy to learn and set up, and though it relies on a great of improvisation by the Game Master, it is not difficult to run. Or rather, it should not be difficult to run. The lack of rules on how Calm is lost so that Panic can be triggered is a major omission upon the part of author and publisher. It is not an insurmountable omission, especially for an experienced Game Master, but annoying, nonetheless. All it would have taken was another page to explain the rules and that would also have allowed space for a bibliography of horror films about being trapped underground far below the surface. Alas, Squeeze: A Tabletop Game of Subterranean Claustrophobic Horror is simply not complete and not what the publisher intended.

Friday, 29 November 2024

Friday Fantasy: Raiding the Obsidian Keep

The rumours have been spreading for weeks now. The Archbishop of Radiant Vitela has excommunicated the Duke and Duchess of Isla Requia, declaring them heretics and sorcerers, foul worshippers of Chaos, and most recently he sent a fleet to land an army on the island and assault the Obsidian Keep, home to the Duke and Duchess. Word has it that as the Radiant Fleet anchored in Isla Requia harbour, the only part of the island where it is possible to land, a great storm of strange, red lightning descended on the ecumenical ships and shattered one vessel after another. The Duke and Duchess of Isla Requia remain in the Obsidian Keep, protected by the weird storms that some say the Duchess is responsible for, the dark walls of Obsidian Keep, and the distance across the Sakeen Sea to the island. There have been calls put out by Archbishop of Radiant Vitela for brave adventurers to sail to the mouth of Isla Requia harbour and there a launch a rowing boat to explore the harbour and shore for survivors and relics—and if such adventurers put an end to the reign of Duke Avito and Duchess Forza (literally Duke ‘Ancestral’ and Duchess ‘Force’), then there will be an even bigger reward. Similarly, there have been whispers put out by Master Argento of Radiant Vitela for treasure hunters to break into the Obsidian Keep and steal its treasures, with a bonus if the treasures happen to belong to the Duke or Duchess.

This is the set-up for Raiding the Obsidian Keep, an ‘Adventure Module for Characters 2-4’ for use with Old School Essentials, the retroclone based on the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh. Originally published as The Obsidian Keep by Dungeon Age Adventures for use with Dungeons & Dragons, Fifth Edition, like the author’s well received Nightmare Over Ragged Hollow, this edition of the scenario has been expanded, adapted, and transformed by The Merry Mushmen—best known for the Old School Renaissance magazine, Knock!, and the excellent A Folklore Bestiary—following a successful Kickstarter campaign. And what a transformation it is! The digest-sized scenario comes as a thick, seventy two-page booklet in a wraparound card cover. The trade dress echoes that of classic TSR, though the artwork is more cartoonish. The cover has been purposely distressed and inside has been drawn the map of the temple, again in the style of classic Dungeons & Dragons modules. The cartoonish style of artwork continues throughout in a greyscale, depicting the devastation which has been wrought upon the Radiant Vitela fleet and the gothic weirdness that permeates the Obsidian Keep and its inhabitants.

Structurally, Raiding the Obsidian Keep is linear, organised into four stages, one after the other, but within those stages, the Player Characters have plenty of freedom of movement. These are in turn, ‘The Harbour of Death’, ‘Survivor Beach’, ‘At the Foot of the Obsidian Keep’, and ‘Inside the Obsidian Keep’. Each of these stages contains a mix of encounters with survivors—initially from the Radiant Vitela fleet and then from the Obsidian Keep, signs of the recent storm, and other strangeness. There is a distinct atmosphere to each of the four stages. ‘The Harbour of Death’ is a sea salt-encrusted battlefield, strewn with shattered and capsized hulls, with survivors desperate for help among the dangerous waters patrolled by harbour sharks and the leathery black and bewinged Vulgranes. ‘Survivor Beach’ is a shanty town of fishermen, Radiant Vitela sailors and soldiers washed ashore, and servants that have fled from the Obsidian Keep, the narrow area split down the middle by a lava stream. ‘At the Foot of the Obsidian Keep’ is a fractured courtyard split by lava filled vents, marching obsidian skeletons, and a floating cottage, all under an ash-laden sky. ‘Inside the Obsidian Keep’ is decadence and luxury smashed by lightning and Chaos, populated by the mutated lords and ladies of the ducal court acting as if everything was perfectly normal and littered with corpses, many with wrinkled skin, eyeless, and missing their left arms, robed in red.

Throughout Raiding the Obsidian Keep there are some fantastic encounters. some of the most notable include Angelica the Ursaloth, half-woman, half-octopus, in ‘The Harbour of Death’, who welcomes a kiss and gives a boon in return for the gift of a finger; on
‘Survivor Beach’ with the charred and frozen naked skeleton of Prince Orsino, who might tell you his story in return for a promise; in the stables ‘At the Foot of the Obsidian Keep’ with a shining back stallion with a skull for a head, that despite being Chaotic, just wants to be friends; and ‘Inside the Obsidian Keep’ where Pavnutia, vampire alchemist from outer space just wants to be rescued (so she can enthrall the world!). There is plenty of treasure to be found, all artfully designed, like billiard balls of sapphire in the games room or the individual model ships each sailing on a worked sea of silver in Prince Orsino’s room. That though, is just the treasure of artistic or monetary value, for there are numerous magical items to be found and delightfully, not a single one of them actually boring!

As the Player Characters progress through the adventure, both it and their focus will change. In ‘The Harbour of Death’, they will be rowing from wreck to wreck, rescuing people and learning about what happened in the bay, whilst on ‘Survivor Beach’, they will begin to learn about what happened in the Obsidian Keep before entering the courtyard of the keep and then the keep itself to really discover the truth of what happened. As a result, there is tonal shift from one half of the scenario to the other, initially an open water tale of bracing adventure and danger, and then a dark gothic story inside the ruined black castle with echoes of Edgar Allan Poe’s The Masque of the Red Death via Roger Corman and Vincent Price.

For all of its atmosphere and its details, where Raiding the Obsidian Keep disappoints is in the set-up. Unless starting the scenario en media res, right at the mouth of Isla Requia Harbour, being launched into the long boat, the scenario requires quite a bit of set up in terms of its back story and setting. All necessary to provide context to the reasons why the Player Characters might become involved. The given set-up in underwritten and there is a lot more going on in the scenario some of which the Player Characters will be aware of. Some of this can be facilitated via the included rumour table, but even that feels out of context. Also one thing that cannot easily be done with Raiding the Obsidian Keep is run it as a sequel to either of the earlier scenarios from the publisher, Nightmare Over Ragged Hollow or The Horrendous Hounds of Hendenburgh, whereas The Horrendous Hounds of Hendenburgh has links indicating that it could be could be run as a sequel to Nightmare Over Ragged Hollow. To be fair, Raiding the Obsidian Keep is not written as a sequel to either, but neither does it have links suggesting that it could be.

Physically, Raiding the Obsidian Keep is very well presented. The writing is succinct and laid out in an easy to grasp style, whilst the artwork is entertaining throughout. If there is anything disappointing it is that the cartography of both the courtyard and the keep is are clean, tidy, but dull. Especially in comparison to that of the harbour and the beach. That said, the descriptions of the various locations in the courtyard and rooms in the Obsidian Keep more than compensate for their uninteresting cartography. None will hinder the Game Master running Raiding the Obsidian Keep, but none really help their locations come to life either.

Raiding the Obsidian Keep is self-contained. This means that it is easy for the Game Master to drop into her own campaign world or an existing one she is already using. Similarly, although Raiding the Obsidian Keep is written for use with Old School Essentials, the scenario is easily adapted to the retroclone of the Game Master’s preference.

Raiding the Obsidian Keep is a scenario for more experienced players, being challenging and dangerous. It has a fantastic gothic atmosphere of ruin and tragedy in the face of overweening ambition. However getting to that ruin and tragedy will take some effort upon the part of the Game Master to set-up and get the players and their characters motivated. Once they are, they will discover that Raiding the Obsidian Keep is another fine scenario from The Merry Mushmen and the author of Nightmare Over Ragged Hollow.

Friday Fiction: Welcome to Arkham

Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT is just that little bit more than a simple guide to the city at the heart of the H.P. Lovecraft’s stories and the Cthulhu Mythos. In one way it is a simple exploration of the city and its strange history and places as presented in the Arkham Horror family of games published by Fantasy Flight Games, including of course, the Arkham Horror board game and Arkham Horror: The Card Game, and more recently, the roleplaying game Arkham Horror, and in another, it showcases the great artwork from the games. Seriously, the artwork is very, very good. Then in another way, it presents the city and its environs, including the towns and villages of Dunwich, Innsmouth, and Kingsport, in a way that could be used with any horror roleplaying game. Which means that it could works as a companion to the recently released Call of Cthulhu: Arkham for Call of Cthulhu.

What it actually is though, is a reprint of the Arkham gazetteer that was originally in the Arkham Horror Deluxe Rulebook, published separate to the board game, along with expanded details of Lovecraft Country. Yet it is also more that than that. It is a copy of Welcome to Arkham, the introduction to the city published by the Arkham Historical Society after having been updated, revised, and expanded by the society’s curator, Reginald Peabody. Further, it is his personal copy, complete with notes that he compiled in order to update it, and then, now in hands of his niece, Myrna Todd, it has been annotated with her notes and correspondence with a friend in New York, after she begins investigating Arkham and beyond following her uncle’s disappearance. What this means is that there are multiple layers to this book, on one level a simple guide or artbook, on another a story and mystery. Which means that it can be enjoyed on multiple levels…

Published by Aconyte Books, also responsible for a series of novels set in the world of Arkham Horror, this outwardly guide to Arkham and inwardly the mystery of the disappearance of the guide’s author, begins with a letter to young Myrna Todd from the Miskatonic Valley sheriff, informing her of her uncle’s disappearance, and a letter to her friend in New York, before welcoming the reader to Arkham proper. Starting with downtown, the volume takes the reader from one district of the city to another, visiting in turn, its highs and its lows, its weird and its wondrous. The highs include Independence Square with its balmy tranquillity that contrasts sharply with the Gothic grandeur and tenebrosity of Arkham Sanatorium, with its patients receiving the very best care, but so many lost to a stranger madness. Similarly, the newly opened restaurant, La Bella Luna, offers the wonders of Italian cuisine brought to small town New England, but hides an entrance to the Clover Club, the city’s premier speakeasy, whilst the Palace Movie Theatre brings the best of Hollywood to its big screen on which some moviegoers have begun to see odd shadows at moments when the big feature is not show. The description of the Palace Movie Theatre is accompanied by a fantastic film that never was, Mask of Silver. Meanwhile, the Ward Theatre is going to stage a much-anticipated performance of The King in Yellow, following its premiere in Paris! In rougher Eastown, Hibb’s Roadhouse might claim to be ‘dry’, but it is where the city’s less than reputable citizens go to get a shot of booze, whilst Velma’s Diner, a classic railcar diner, might serve good food, but it where the patrons of Hibb’s Roadhouse go after it shuts for the night.

French Hill is home to the even stranger parts of Arkham. There is Silver Twilight Lodge, the meeting place of the Order of the Silver Twilight, headed by one Carl Sanford, known for its generous charity work, but suspected by some for conducting very dark rituals behind its closed doors. This is, of course, a pleasing nod, to ‘The Hermetic Order of the Silver Twilight’ from Shadows of Yog-Sothoth. (These are not the only nods to the source material beyond that of H.P. Lovecraft, as Welcome to Arkham also draws from the pages of the various novels in the ‘Arkham Horror’ range.) Then there is the infamous ‘Witch House’, once home to the reviled witch, Keziah Mason, but now a series of poky apartments let to students at Miskatonic University who complain of strange rodent that stalks the building with its weirdly human face and hands. These are only the start of the strange locations to be found in Arkham, others including ‘The Unnamable’, a collapsed mansion in the Merchant District that Arkhamites strive to avoid, the Black Cave in Rivertown with its odd geology and fungi and the spelunkers often lost within its depths, and Ye Olde Magick Shoppe in Uptown, a cramped premises stuffed with mouldering books, maps, and artefacts linked to places that geographers have no knowledge of.

Of course, Miskatonic University gets a section of its own, including the Miskatonic Museum and the Orne Library, and as a bonus, a working draft of ‘Book of Living Myths’. This is almost a Mythos tome of its very own, penned by Miskatonic University scholar Kōhaku Narukami, which explores the parallels between classic folklore and the Mythos. Beyond this, Welcome to Arkham draws both the reader and Myrna Todd up and down the Miskatonic Valley, visiting in turn Dunwich, Innsmouth, and Kingsport, for similar treatments as that accorded to Arkham. Throughout, the locations are given both a fantastic illustration and a description, but this is not the only artwork in the pages of Welcome to Arkham. There are newspaper front pages reporting on important events such as the widespread, horrific destruction that beset Dunwich and the raid by Federal authorities on Innsmouth. There are also photographs, official reports, tickets, business cards, and plain postcards, the penned by Myrna charting the course of her investigation in the disappearance of her uncle, destined for New York, but not yet sent. Some are illustrated as if to appear attached to the pages by a paperclip, but others intrude into the pages, cut off by the neatness of the pages of Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORTT. Their creation is so good though, that you wish they were real and that every one of them would stick out between the pages and make the book bulge with the many things, artefacts, and documents stuffed between those pages.

If perhaps, there is anything missing from the pages of Welcome to Arkham, it is a map. Arguably, a book which is ostensibly designed as a guidebook, warrants a map. Perhaps the modular nature of the book’s source material, the Arkham Horror board game, and more specifically, Arkham Horror: The Card Game, means that like the source material, the book needs no map. However, if not coming to Welcome to Arkham via either of those games, the conceit of it begs for a map.

Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT is the chance to explore the familiar, but from a different angle, that of source material from a board game and a card game of Lovecraftian investigative horror, rather than a roleplaying game of Lovecraftian investigative horror. Though all draw from the same sources, there is sufficient divergence perhaps that Welcome to Arkham is ever so slightly odd, slightly less familiar. That said, fans of the Arkham Horror board game, Arkham Horror: The Card Game, and the ‘Arkham Horror’ series of novels, will much that they will recognise and enjoy, as will the devotees of the writings of Lovecraft and of Lovecraftian investigative horror roleplaying. Welcome to Arkham: An Illustrated Guide for Visitors to the Town of ARKHAM, MASSACHUSETTS, and Environs Including DUNWICH, INNSMOUTH, and KINGSPORT is an engaging combination of enticing artwork and literary conceit that constantly hints at the dangers to be found in poking around in places and the doings of people that are best left secret.

Monday, 25 November 2024

Miskatonic Monday #323: The White Circle

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.

—oOo—

Publisher: Chaosium, Inc.
Author: Jonas Morian & The Yellow Hand

Setting: St. Paul, Minnesota, 1921
Product: Scenario
What You Get: Thirty-eight page, 26.47 MB Full Colour PDF

Elevator Pitch: Sometimes having morals extends to having a conscience too.
Plot Hook: “Out of sight, out of mind… Out of memory.”
Plot Support: Staging advice, four pre-generated Investigators, three handouts, two maps, six NPCs, one Mythos spell, and one Mythos tome.
Production Values: Excellent

Pros
# Richly detailed background
# Socially challenging to resolve
# Open-ended
# Swedophobia
Kenophobia
Depersonalisation

Cons
# Needs a slight edit
# Violence may be the only means of resolution
# Socially challenging to resolve

Conclusion
# Richly detail scenario of moral cleansing horror with excellent production values
Socially challenging to resolve and the Investigators may not get away with it

The Other OSR: For A Rainy Day

Stefan Meunch is dead. Died three days ago, between weekly visits. Part of the local catalogue round of check-ins for useless and washed-up old spies with nowhere to go and no future beyond a meagre pension, the bottle, and having lived out their usefulness, such as it was, getting by without bringing themselves to anyone’s attention. Only this time he has. The Factory went in and cleaned up as normal, confirmed the death was a heart attack, and was all ready to close the file when an analyst discovered that Stefan Meunch, a retired ex-spy, eighty-five years old, living on a not an entirely unreasonable state pension in a flat over an empty shop in a town in the West Midlands, had quarter of a millions pounds squirrelled away in off-shore accounts. How the hell did he get away with it, where did he get the money from, and who was paying him? More importantly, how did the fuck-ups whose job it was to do the weekly run of the catalogue of hand-me-downs like Stefan Meunch miss the fact that he managed to save quarter of a million pounds?

This is the set-up for the scenario, For A Rainy Day. Published by Just Crunch Games, this is a scenario for Sanction: A Tabletop Roleplaying Game of Challenges & Hacks, which describes itself as a set of “Universal Rules for Challenge-driven Games”. Specifically, For A Rainy Day is a scenario for the second Genre Set-Up in Sanction. This is ‘Agency: Outlet Work’, an espionage setting inspired by the grim, grimy, and pathetic espionage of the Slow Horses series by Mick Herron with dash of John Le Carré. The Player Characters are ex-agents, failures and fuck-ups, washed out of active service, but not out of the service. Reassigned to small towns and cities like Wolverhampton or Grimsby, the Agents do data processing, combing through reports and archives, and so on, before sorting it and sending it back to head office, with no explanations as to why or what the information is for. It is make-work, a window job, and that is all that the Agent will have until he retires. Yet the Agent hopes, and worse, he cannot help but want to apply his tradecraft. Part of the work involves the catalogue run. Just one more part of their tedious day in their tedious week in their tedious no-career between now and retirement. Probably a bit like Stefan Meunch, but without the quarter of a million. It’s their fuck-up and they have to find out what Stefan Meunch did to make them look like even more of bunch of fuck ups, and how he got away with it.

‘Agency: Outlet Work’ is one of the best things in the Sanction rulebook—more so if you are a fan of the Slow Horses series—and For A Rainy Day is an introductory scenario for it. Just as ‘Agency: Outlet Work’ is inspired by the Slow Horses series, it should be noted that For A Rainy Day is inspired by a pair novellas that run parallel to the main novels in the series—The Drop and The List. Although a player may be familiar with the series and with both novellas, For A Rainy Day is only inspired by their set-ups, rather than the whole of their plots. In fact, For A Rainy Day is not a scenario in the traditional roleplaying sense, an adventure with a plot that has a beginning, a middle, and an end. Rather, it has a beginning—a very good beginning with the Player Characters being given a bollocking for their failure and their players a chance to introduce their characters and their very ordinary lives, and a middle, where all of the investigation takes places, with its grubby scrutiny and possible future for the Player Characters. The end is very much down to the players and what their characters think is going on. For A Rainy Day does tell you what is going on, but the players and their characters may get other ideas… Which is fine, since they are fuck-ups…

For A Rainy Day is heavy on investigation and tradecraft, though there are opportunities for violence too—though only for the Game Master, who is accorded good advice on running the scenario. This includes running it as an episode of a television series, using the provided table of prompts when appropriate, such as when a scene drags or is going nowhere, and reacting to the Player Characters and their actions as it is primarily a player-driven scenario. In addition, five pre-generated Agents, one for each of the standard Lifepath archetypes in ‘Agency: Outlet Work’ are provided for quick set-up and use with the scenario.

Physically, For A Rainy Day is short and simple. The layout is clean and tidy, everything is easy to grasp, and the artwork has a suitably drab, drizzled upon kind of feel.

For A Rainy Day can be used in conjunction with the espionage-themed roleplaying game of the Game Master’s choice, but of course, Sanction suits the desperate, down-at-heel grottiness of both ‘Agency: Outlet Work’ and For A Rainy Day. The good news is that For A Rainy Day is the first in a series and it will get sequels, which is probably the most that the Player Character fuck-ups deserve. In the meantime, For A Rainy Day is a delightfully seedy introduction to the wretched world of ‘Agency: Outlet Work’ and its no-hopers.

Sunday, 24 November 2024

Old Swedish Renaissance

It has been eight hundred years since the fall of the mythic Dragon Empire and ten years since mankind returned to the Misty Vale, the remote valley known for the thick haze that often lies over its deep forests, hemmed in by the Kummer Mountains to the south and the Dragonfang Peaks to the north. Adventurers brave the broken imperial road over the high pass to enter the Misty Vale to explore the extent of the valley, search out its secrets, and hopefully come away with the great treasures that might still remain unplundered from the Dragon Empire. They are not the only ones interested in the secrets that the Misty Vale. There rumours of Demon-worshipping cultists moving quietly to work to bring about the revival of their vile masters of Chaos and their priests, Orcs and Goblins are seen patrolling the Misty Vale more regularly, and monks and knights of religious order that reveres the great Dragons of Law have been seen entering the valley. This is the set-up for Dragonbane, and more specifically, the Dragonbane Core Box, a fantasy roleplaying game which promises “Mirth & Mayhem Roleplaying”. Published by Free League Publishing, best known for Vaesen – Nordic Horror Roleplaying, The One Ring: Roleplaying in the World of Lord of the Rings, and Alien: The Roleplaying Game. It is reimagining of Sweden’s first fantasy roleplaying game, Drakar och Demoner, originally published in 1982.

Dragonbane: Mirth & Mayhem Roleplaying, funded by successful Kickstarter campaign, comes as boxed set which contains a ‘Getting Started’ sheet which tells the reader what is in the box, a one-hundred-and-twelve ‘Dragonbane Rules’ book, a one-hundred-and-sixteen page ‘Dragonbane Adventures’ book, the twelve-page ‘Alone in Deepfall Breach’ solo adventure, two maps, including one of the Misty Vale, five pre-generated Player Characters, five blank character sheets, and forty-one full colour standees with plastic stands. Plus, there is a set of polyhedral dice in crystal green, including two twenty-sided dice, and illustrated decks of cards for combat initiative, improvised weapons, adventures, and treasure. The roleplaying game includes rules for creating Player Characters, but whether the players create their own or use the pre-generated ones, with ‘The Secret of the Dragon Emperor’ campaign that lies at the heart of the boxed set, Dragonbane: Mirth & Mayhem Roleplaying offers multiple sessions of play.

A Player Character is defined by six attributes, Kin, and his Profession. The six attributes are Strength, Constitution, Agility, Intelligence, Willpower, and Charisma, which range in value between one and twenty, but the highest they can be at the start of play, is fourteen. The Kin are Human, Halfling, Dwarf, Elf, Mallard, and Wolfkin. The Professions are Artisan, Bard, Fighter, Hunter, Knight, Mage, Mariner, Merchant, Scholar, and Thief. In addition, a Player Characters has Heroic Abilities. These come from the Player Character’s Kin and Profession, although not for the Mage, who starts play with the ability to cast magic. A Player Character has sixteen skills, ranging in value from one to eighteen. Various factors are derived from the attributes, notably different damage bonuses for Strength-based weapons and Agility-based weapons, plus Willpower Points. Willpower Points are expended to use magic and abilities derived from both Kin and Profession.

To create a character, a player can chose the options or roll for them, except for attributes, which are rolled for and trained skills, which are chosen. These include the Kin, Profession, Age, Name, weakness, gear, memento, and appearance. A Player Character will have scores in all of the skills in Dragonbane, but his age will determine the number he is trained in and have greater scores in.

First Name: Tym ‘Halffinger’
Kin: Human
Profession: Thief
Age: Old
Appearance: Balding

ATTRIBUTES
Strength 14 Constitution 11 Agility 15 Intelligence 17 Willpower 14 Charisma 11

Damage Bonus: +1d4
Willpower Points: 3
Hit Points: 11

SKILLS
Acrobatics 12, Awareness 14, Bartering 10, Bluffing 10, Evade 12, Knives 12, Languages 14, Myths & Legends 14, Sleight of Hand 12, Sneaking 12, Spot Hidden 14, Swimming 12

HEROIC ABILITIES
Adaptive (3), Backstabbing (3)

GEAR
Knife, lockpicks (simple), torch, flint & tinder, D6 food rations, D10 silver

MEMENTO
A ragged old journal

Mechanically, to have his player undertake an action, a player rolls a twenty-sided die. The die is marked with a ‘Dragon’ on the one face, and a ‘Demon’ on the ‘twenty’ face. The aim is roll equal to or lower than the skill or attribute. A roll of one is called ‘rolling a Dragon’ and is treated as a critical effect, such as giving an impressive performance, rolling double damage, the action takes less times, and so on. A roll of twenty is called ‘rolling a Demon’ and indicates a critical failure, possible effects including damaging yourself, someone else, or an object, making a lot of noise, and more. Banes and boons are the equivalent of advantage and disadvantage, meaning that the player has to roll more twenty-sided dice, counting the lowest one if there are more Boons than Banes, and the highest one if there are more Banes than Boons. Opposed rolls are won by the player who rolls the lowest.

If a roll is failed, a player can choose to push the roll and reroll. The result supersedes the original. In pushing a roll, the Player Character acquires a Condition, for example, ‘Dazed’ for Strength or ‘Scared’ for Willpower. The player has to explain how his character acquires the Condition and his character can acquire a total of six—one for each attribute—and the player is expected to roleplay them. Mechanically, a Condition acts as a Bane in play. A Player Character can recover from one or more Conditions by resting.

Initiative is determined randomly by drawing cards numbered between one and ten, with one going first. A Player Character has two actions per round—a move and an actual action such as a melee attack, doing first aid, or casting a spell. Alternatively, a Player Character can undertake a Reaction, which takes place on an opponent’s turn in response to the opponent’s action. Typically, this is a parry or dodge, and means that the Player Character cannot take another action. If a Dragon is rolled on the parry, the Player Character gets a free counterattack! If the damage inflicted would exceed the durability of the weapon, it is damaged and requires repairing.

Combat takes into account weapon length, grip, length, and so on. The effects of a Dragon roll, or a critical hit, can include damage being doubled and a Dragon roll being needed to parry or dodge this attack, making a second attack, or piercing armour. Damage can be slashing, piercing, or bludgeoning, which determines the effectiveness of armour. Armour has a rating, which reduces damage taken. Helmets increase Armour Rating, but work as a Bane for certain skills. If a Player Character’s Hit Points are reduced to zero, a death roll is required for him to survive, which can be pushed. Three successful rolls and the Player Character survives, whilst three failures indicate he has died. A Player Character on zero Hit Points can be rallied by another to keep fighting. Fear is covered by a Willpower check, and there is a Fear Table for the results.

Mages power their magic through the expenditure of Willpower Points (similarly, Heroic Abilities cost Willpower to activate). Typical spells cost two Willpower Points per Power Level of a spell, but just one Willpower Point for lesser spells or magic tricks. Willpower Points are lost even if the roll is failed, but rolling a Dragon can double the range or damage of the spell, negate the Willpower Point cost, or allow another spell to be cast, but with a Bane. Rolling a Demon simply means that the spell fails and cannot be pushed, although there is an optional ‘Magical Mishap’ Table to roll on if that happens. A spell cannot be cast if the Wizard is in direct contact with either iron or steel. There are three schools of magic, each with an associated skill, plus General Magic. These are Animism, Elementalism, and Mentalism. A beginning Mage has only been able to study the one school, but the General Magic spells are available to him as well.

The ‘Dragonbane Rules’ book includes a short bestiary of sixteen creatures. Each is given a page that includes an illustration, a short description, its stats, and its attacks. There are always six attacks per monster, such as “Threatening Cackle! The harpies shower the adventurers with terrible descriptions of what they will do to them. Everyone within 10 meters must make a WIL roll to resist fear (page 52).” Or “Excrement Attack! The Harpies open their cloacae and mouths and release a rain of vomit and excrement on the player characters. Everyone within 10 meters must choose a condition. The attack can be parried with a shield.” for the Harpy. The Game Master can chose or roll which attack the creature uses, but they are never repeated twice in a row. Plus, they always hit, so it up to the players to decide to have their characters dodge an attack (or parry when an attack allows it). This feels very similar to the monsters in Forbidden Lands – Raiders & Rogues in a Cursed World, also published by Free League Publishing. The result is that monsters are tough and brutal and a player needs to take more care in how he decides his character will engage with them. The only entries in the bestiary which differ from this are for Orcs and Goblins, which are treated like normal NPCs, complete with their own aims and the capacity to be interacted with. The latter is an important aspect of the campaign in the ‘Dragonbane Adventures’ book.

The ‘Dragonbane Rules’ book is rounded out with rules for travel, basic advice for the Game Master, creating NPCs, and a quick guide, including tables, for creating adventures. These are built around ‘adventure sites’ and travelling to them, much like the play of Forbidden Lands – Raiders & Rogues in a Cursed World. The advice and the guide to creating adventures are basic, but sufficient to serve as starting points.

The ‘Alone in Deepfall Breach’ booklet provides the means to play Dragonbane in solo mode, enabling a player or prospective Game Master get an idea of how the game plays before the full campaign. This is not the traditional ‘choose your own adventure’ style adventure, but instead a set of tables for generating delves into a scar in the land—Deepfall Breach, and for generating the randomness needed for solo play. This includes a ‘Fortune Table’ for determining the answers that a Game Master would normally give, random effects for rolling a ‘Dragon’ or a ‘Demon’, and how an NPC attacks the Player Character. Categorised as either a melee, ranged, sneaky, or magic attacker, this is similar to the monster attacks in the bestiary section of the ‘Dragonbane Rules’ book. Given the often-brutal nature of play in Dragonbane, the solo adventurer is also given some help. Primarily, this consists of being allowed an extra Heroic Ability with two being given for this purpose. ‘Army of One’ lets a player draw two Initiative cards instead of one, whilst ‘Sole Survivor’ lets him push a roll without suffering a condition.

As well as the means to create custom missions, ‘Alone in Deepfall Breach’ includes a complete solo mini-campaign of five missions. Each of the missions in ‘The Reforged Shard’ consists of a series of way points which the adventurer must pass and then return to the surface. Not only that, but each mission has its own looming threat that the player keeps track off and will happen if triggered, whether through delay, inaction, or failure. Both the means to generate missions and ‘The Reforged Shard’ are intended to be played solo, but ‘Alone in Deepfall Breach’ also suggests that a small group of players could use or play both as an alternative. In addition, there is nothing to stop the Game Master from using the tables to generate her own adventures for normal play or add Deepfall Breach as a specific location to the Misty Vale.

The ‘Dragonbane Adventures’ book contains a total of eleven adventures, which together form the ‘The Secret of the Dragon Emperor’. Apart from ‘Isle of Mist’, which is the campaign finale, these can be tackled in any order, although the Game Master can give nudges via rumours, represented in play by cards from the roleplaying game’s Adventure Deck. These are great handouts, reminding the players of what their characters might have heard so far. The Player characters will be based in the village of Outskirt, interacting with the various NPCs and picking up rumours before journeying to one of the adventure sites that they have heard off. Threading through this is the hunt for four items, which together unlock the resting place of an ancient magical sword. From the start, the Player Characters learn that someone is looking for “four pieces” which will reveal the “secret of the dragon emperor!” and soon after arriving in Outskirt, will be asked to look for the missing items. So initially, the campaign will be player driven as they decide which locations to visit and explore, but as they learn more, they will be drawn into the search and come into contact with the various factions that are part of that search. Of course, not all of them can be trusted, but surprisingly, there are some that can be in a way that runs counter to their traditional depiction in this roleplaying game’s style of fantasy.

The ‘Dragonbane Adventures’ book also includes a detailed description of Outskirt and its inhabitants, tables of random encounters to use in conjunction with the journeying rules in the ‘Dragonbane Rules’ book, and a table of ‘Demonic Omens’ which the Game Master can use to building the impending sense of doom that pervades the Misty Vale as the campaign continues apace. It also includes the general background to the campaign. It describes how a vile demon, Sathmog, entered the world and established a demonic realm, before a hero arose and summoned the ancient dragons that protect the world from demonic presence, before leading his dragon-riding knights to defeat Sathmog and imprison his high priest. The hero established the Dragon Empire, but in old age spurned the dragons and, on his death, the empire collapsed as his sons squabbled. It is very broad and although it obviously applies to the wider world, it is very specific to the Misty Vale and ‘The Secret of the Dragon Emperor’ campaign, which leaves the wider world unmentioned, let alone developed. Some information would certainly have been useful, at least to help the players get a feel of the wider world and the place of their characters in that world, rather than simply dropping them into start of the campaign at the entrance to the Misty Vale as ‘The Secret of the Dragon Emperor’ does.

Lastly, the Dragonbane: Mirth & Mayhem Roleplaying core box includes a set of standees and several decks of cards. The standees are done in full colour and depict the pre-generated Player Characters and the monsters they will face over the course of the campaign, and are, of course, designed to be used with the maps in the box. The various decks include the ‘Initiative Deck’, an ‘Adventure Deck’, a ‘Treasure Deck’, and an ‘Improvised Weapons Deck’. The ‘Initiative Deck’ is used in combat, whilst the others are used throughout the game and play. In particular, the ‘Improvised Weapons Deck’ is a lot of fun to use, the items being depicted potentially doing a lot more than being smashed over the head of another brawler before breaking. They will make the Game Master want to run a classic barroom brawl!

The Dragonbane: Mirth & Mayhem Roleplaying core box is undeniably a great package, but there are perhaps two areas where it might have been improved. One is the aforementioned inclusion of a wider background to help give a bit more context to the Misty Vale location and the accompanying campaign. The other perhaps is its possible use as an introductory roleplaying game. It is not an introductory roleplaying game in the sense that it designed to be played by those new to the hobby, but it has a simplicity in its mechanics which suggest that it could have been. Certainly, that simplicity is why Dragonbane is so very easy to learn to play for anyone with roleplaying experience. So, it is a pity that this opportunity was missed. That said, the simplicity of the rules do make Dragonbane easy to teach, so it can be used to introduce new players that way.

Physically, Dragonbane: Mirth & Mayhem Roleplaying is incredibly well presented. All of the books are clean and tidy, and really easy to read. The cartography is excellent, but the artwork and illustrations are superb. They are done by Johan Egerkrans, who also illustrated Vaesen and possess a grim, if comic book sensibility.

Dragonbane: Mirth & Mayhem Roleplaying is comprehensive, but not complex. In fact, the core box not only gives you everything you need to play a complete campaign, but also makes everything easy to play as well. The rules are so straightforward and so easy to pick up, and thus so easy to teach, that when combined with the familiarity of its classic fantasy, Dragonbane is all but begging itself to brought to the table. Dragonbane: Mirth & Mayhem Roleplaying combines the ‘Old School’ style of play with challenging monsters and adventures with slick, fast-playing rules for exciting game play that absolutely makes classic fantasy roleplaying fun again.

Saturday, 23 November 2024

Table Etiquette

Almost immediately after the first roleplaying game was published, someone said that I can do better. The first roleplaying game to do that was Tunnels & Trolls published in 1975 by Flying Buffalo. It was soon followed by one roleplaying game after another, one roleplaying supplement after another, all saying that they could do Dungeons & Dragons better or an aspect of Dungeons & Dragons better. In most cases, they were offering more choice or more realism or more detail. Sometimes one, sometimes a combination of two, and sometimes, such as in the case of Rolemaster, a combination of all three. Rolemaster was originally published by Iron Crown Enterprises, not as a complete roleplaying game, but as a series of supplements which could be used together or used on their own to replace parts of Dungeons & Dragons that a playing did not like. First, in 1980, with Arms Laws, and then followed Claw Law, Spell Law, Character Law, and Campaign Law. In 1984, the first four of these book would be collected in a box as Rolemaster, a roleplaying game of its very own as the first complete edition. It has had three subsequent editions, but across all four, it has always been known for its complexity. It was, after all, published in the eighties when there was a shift in roleplaying design towards complexity and realism, often still in reaction to Dungeons & Dragons. It has likewise been known for its resolution mechanic, a percentile system in which aim is not to roll low and under, but roll high and attempt to get as high as possible above one hundred, and likewise, it has always been known for the number of tables within its books—the critical hit tables in particular.

Rolemaster Unified CORE Law is the newest edition of the roleplaying game. Published by Iron Crown Enterprises, it is the heart of Rolemaster Unified and can be seen as the fifth edition of the venerable roleplaying game. It combines two aspects of the rules—‘Character Law’ and ‘Arms Law’—with ‘Game Master Law’, so that Game Master could create and run a no- or very low magic campaign. That said, there are supplements needed to complete the roleplaying game. The first of these is, of course, Spell Law, but Treasure Law, will also be useful. What Rolemaster Unified CORE Law offers is twenty-two Professions, twenty-three Races, ten Cultures, a system for creating Player Characters with talents, flaws, and potential, streamlined mechanics for resolving actions, magic, and attacks. Combat encompasses melee, ranged and spell combat, complete with thirty-nine attack tables for weapons, animal, monstrous, and spell attacks, plus fifteen critical strike tables for Acid, Cold, Electricity, Grapple, Heat, Holy, Impact, Krush, Puncture, Slash, Steam, Strikes, Subdual, Sweeps, and Unbalance attacks. Then there are the expected rules for healing, social skills, environmental dangers and situations, and much more.

A Player Character in Rolemaster Unified CORE Law has ten statistics, a Race, Culture, Profession, Level, Talents, and Flaws. The ten statistics are Agility, Constitution, Empathy, Intuition, Memory, Presence, Quickness, Reasoning, Self-Discipline, and Strength. These have two values, both of which range between one and one hundred. The two are Temporary Value, which represents the current value for the statistic, and Potential Value, which is the limit to which the Temporary Value can be raised through training or magic. Rolemaster Unified CORE Law offers not just the traditional Dwarf, Elf, Gnome, Half-Elf, Halfling, and Human of traditional roleplaying fantasy as a choice. A Player Character could be a Fair Elf, Grey Elf, High Elf, or Wood Elf, or a Cave Human, Common Human, High Human, or Mixed Human, or a Greater Orc, Grey Orc, Lesser Orc, Scrug Orc, or a Vard Orc—and that just represents the variations upon the traditional Races. It is also possible to play a Gnoll, Goblin, Hobgoblin, Kobold, or Troll, and then on top of that, Rolemaster Unified CORE Law adds Races of its own. These include the frog-like Grator with anti-social tendencies and Gecko-like sight, the Hvasstonn or Giantlings, the lionesque Idiyva, the deer-like Plynos, the jackal-like Sibbicai, and more. There is a degree of anthropomorphism and a surfeit of options, but of course, the Game Master need not include all of them in her world. The ten Cultures consist of Cosmopolitan, Harsh, Highland, Mariner, Nomad, Reaver, Rural, Sylvan, and Urban. The Professions start with the ‘No Profession’, which can either be used as the generic cost of all skills in a setting or for Profession that does not specialise. The Professions are divided in six categories. These start with the Realm of Arms, which includes Rogue, Labourer, Thief, Fighter, Warrior Monk, and oddly, Scholar. The Realm of Channelling, whose Professions draw their power from an external source, typically a god of some kind, includes Cleric, Druid, Paladin, and Ranger. The Professions from the Realm of Essence draw upon the power around them and include Magician, Illusionist, Bard, and Dabbler. The Mentalist, Lay healer, Monk, and Magient—the latter a Semi-Spellcaster combing magic and stealth—come from the Realm of Mentalism. Lastly, the Hybrid Realms include the Healer, Sorcerer, and Mystic.

The statistics provide a straight bonus to skills, whilst each Race gives modifiers to these bonuses, plus modifiers to the Player Characters’ Resistances and Health stats. A Culture provides Ranks in skills, whilst the Professions set skill costs, Professional Bonuses, and Knacks—skills in which they particularly adept. For spellcasters, the Profession provides the Realm for casting spells. To create a character, the player decides on a concept and selects Race, Culture, and Profession. He selects Talents, purchases skills, the costs depending on the profession, and finally purchases equipment and calculates bonuses and so on.

Name: Skulom
Race: Gratar
Profession: Rogue
Level: 1
Culture: Harsh
Size: Medium Height: 5’ 4” Weight: 230 lbs

Resistances
Channelling: +01 Essence: 00
Fear: -01 Mentalism: +02
Physical: +06

Health and Development
Endurance: 4 Recovery Multiplier: ×1
Base Hits: 29 Bonus Development Points: 11
Base Movement: 20’ Defensive Bonus: +15
Initiative: +5

TALENTS
Sight, Gecko (+10 to vision-based Perception Manoeuvres)
Recurved Musculature (+20 Acrobatics, Climbing, Jumping, and Running Manoeuvres)
Ambidextrous
Fast Attack/1 (+5 to Initiative)
Pressing the Advantage/2 (+20 OB after inflicting a critical)

FLAWS
Maths Illiterate

STATISTICS (Temporary/Potential)
Agility 93/97 Bonus +10
Constitution 66/91 Bonus +06
Empathy 61/68 Bonus +00
Intuition 56/78 Bonus +01
Memory 56/78 Bonus +01
Presence 74/81 Bonus +02
Quickness 80/96 Bonus +05
Reasoning 45/88 Bonus -01
Self-Discipline 54/99 Bonus -01
Strength 50/90 Bonus +02

SKILLS
Animal: Riding 1
Awareness: Perception 3, Tracking 1
Battle Expertise: Manoeuvring in Armour 2 (P), Restricted Quarters 3 (P),
Brawn: Body Development 4
Combat Expertise: Blind Fighting 1 (P)
Combat Training: Unarmed 1, Melee Weapons (Blade) 3 (P) (Knack), Melee Weapons (Polearm) 2 (P), Ranged Weapons (Thrown) 1 (P)
Crafting & Vocation: Crafting 2, Crafting 2
Environmental: Navigation 1, Survival (Swamp) 3, Survival (Urban) 1 (P)
Gymnastics: Jumping 1
Lore: Language (Own) 8, Region (Own) 5, Other Lores 2
Medical: Medicine 2, Poison Mastery 1 (P)
Movement: Climbing 1, Running 3
Social: Influence 1
Subterfuge: Ambush 2 (P), Concealment 1, Stalking 3 (P) (Knack)
Technical: Trapping 1

The process is not quick nor easy. For example, to generate statistics, the player rolls percentile three times for each one. The lowest is discarded, the middle value is kept as the Temporary Value, and the highest as the Potential Value. Skills are bought in Ranks, with a cost in Development Points for the first Rank and a higher cost for subsequent Ranks, and these costs vary from Profession to Profession. These costs are the only limitation on the skills that a player could purchase, so that a Fighter could learn to cast a spell or two and an Illusionist could learn to wield a mace. All that is stopping either one is that the Development Point cost will be higher for Ranks in skills outside of the character’s Profession. Initially, this means that a Player Character is unlikely to stray too far from the skills his Profession trains him in, but in the long term, there is plenty of scope for development and change. Plus, there is a lot of page flipping back and forth, and one thing that Rolemaster Unified CORE Law does need is a clearer step-by-step guide to the character creation process.

Mechanically, Rolemaster Unified CORE Law is a percentile system. It uses what it calls a ‘d100OE’ or ‘d100 Open Ended’. Whether it rolling to have his character make a difficult manoeuvre, test a skill, or make an attack, the player will be rolling percentile dice and aiming to roll high. If the roll on the dice, before modifiers, is ninety-six and above, then the player gets to roll again and add the result. To the roll he will add the Ranks of the skill being tested, the bonuses for both statistics associated with the skill and its category, plus bonuses from a Knack or Professional Bonus if appropriate, and any applicable Talents. The Game Master will assign the task or manoeuvre a difficulty. Results below seventy-five are counted as a failure, and if low enough, can result in a Critical Failure. Results between seventy-six and one hundred can be a partial success if that is possible, whilst results of one-hundred-and-one to one-hundred-and-seventy-five are counted as a success. Any roll above that is an absolute success and grants an extra benefit. If sixty-six is rolled, then there is the possibility of an unusual event occurring.
For example, Skulom has been hired by a merchant to intimidate the merchant’s rival. First, he has to deal with the target’s bodyguard and decides to do so after the merchant is returning home from seeing his mistress. This will be an opposed roll between Skulom’s Stalking skill and the bodyguard’s Perception skill. Skulom’s bonus for this is equal to bonus from the associated statistic, which is Intuition, so with only statistic involved, it is doubled; plus, the Ranks for the skill as well as the Professional bonus and the Knack for the skill. This gives a total bonus of +25. The Game Master assigns a total bonus of +20 to the bodyguard for his Perception and grants a bonus of +20 to Skulom because it is dark. The Game Master rolls 38 and adds the bodyguard’s Perception bonus for a total of 58. Skulom’s player rolls 63 and adds the complete bonus of +45 for a total of 108. The bodyguard has definitely not spotted the batrachian thug as he creeps up on him!
‘Arms Law’ covers melee, ranged, and directed attack by spells. Combat uses a surprisingly simple Action Point economy. Every combatant has four Action Points, each of which represents an action that can be taken in a combat round’s four Action Phases. Basic movement takes a single Action Point, a melee attack or casting a spell between two and four Action Points. Thus, a combatant might strike twice in a round if his weapon is fast enough or draw a weapon, move, and attack. Some actions, such as loading a crossbow take more than four Action Points—six for a light crossbow and fourteen for a heavy crossbow—so will take more than the one round to complete. Mechanically, the roll is a standard ‘d100OE’ roll to which is added the attacker’s total Offence Bonus, whilst the defender’s total Defensive Bonus is deducted from the roll. Other modifiers can come from the positioning of the combatants. Here the rules cover facing and flanking, restricted quarters, being flatfooted or surprised, cover, parrying, and more. Once per round, a shield can be used to block an attack and also increase the defender’s Defensive Bonus—and they can also be used as a weapon too!

Each weapon or attack type has not one, but three tables to determine the effects of an attack, one table for small version of the weapon, one for a medium version, and one for the large. The result is compared on the appropriate table against the armour worn by the defender. Armour is given an Armour Type value, from one to ten, according to its type, one and none, two and heavy cloth, and three and soft leather to eight and mail, nine and brigandine, and ten and plate. The outcome is either a miss, hits inflicted, or hits inflicted and a critical. In the case of the latter, the result will indicate both the severity and the type of the critical inflicted. Rolling on these critical results tables were always the highlight of playing Rolemasterr as the bloody demise of one villain or monster was played out, and so it is with Rolemaster Unified CORE Law. Similarly, the fumble tables in Rolemaster Unified CORE Law are as entertaining as they were in previous editions of the roleplaying game. The Attack Tables and then the Critical Tables and the Fumble Tables have chapters of their own, and together consist of one fifth of Rolemaster Unified CORE Law.
Previously, Skulom successfully stalked the merchant he has been hired to intimidate and his bodyguard. The bodyguard has not noticed Skulom and is therefore surprised. Skulom will gain a +25 bonus for this, whilst the bodyguard only has Defensive Bonus equal to his Quickness, so +9. Skulom is using a medium-sized dagger and thus his Offensive Bonus is +15 for the Ranks in his Melee Weapons (Blade) skill, +5 for his Knack in it, and +3 for the Professional Ranks in it. To this is added twice the Strength bonus for a total Offensive Bonus of +53. In terms of armour, both Skulom and the bodyguard are wearing suits of soft leather, which is Armour Type 3, which has a penalty of -15 to their manoeuvres, so for Skulom’s attack, his player will adding an Offensive Bonus of +38.

Skulom’s player rolls for his attack and the result is 98! This means that he roll again and add the result. This time, he rolls 97, meaning that he can roll a third time, but only—only—rolls 12. So, the total result is 98+97+12, plus Skulom’s Offensive Bonus of +38 and minus the bodyguard’s Defensive Bonus of +9. That is grand total of the 236! Consulting the damage table for the Medium Dagger, the result for 236 is ‘9CP’, meaning nine hits and a severity C Puncture strike. Rolling on column C for the table, the result of 19 gives the following: “Point tears skin along jaw line” and inflicts another fifteen hits and a heavy fatigue penalty! The bodyguard has a vicious cut under his jaw that if it does not kill him, means he is heavily bleeding, and if he survives, will have a nasty scar to remember Skulom by! The Gratar may have made an enemy. For now, though, he needs to deal with the merchant…
The combat rules also cover a variety of special manoeuvres, like called shots, firing into melee, protecting others, and slaying attacks. The various critical effects are explained in depth and there is also a detailed example of combat to help the Game Master understand how it works. Rounding out Rolemaster Unified CORE Law is ‘Game Master Law’, which includes advice on running the roleplaying game along with the rules for healing, psychology and social interaction, fear and morale, and a quick overview of environmental dangers. The advice is decent though not extensive, and the various rules are as detailed as you would expect for Rolemaster Unified CORE Law.

So, what is missing in Rolemaster Unified CORE Law? Although there are rules for creating spellcasters of all types and for using magic as a direct attack, there are no rules for magic or spells. Nor are there monsters or threats (other than NPCs) or treasure or a setting or scenario. However, none of these fall within the remit of this, the core rulebook and they either have or will have, supplements of their own.

Physically, Rolemaster Unified CORE Law is decently presented with lots of generic fantasy artwork. The book in general is well written, more so when it gets to explaining the rules and how they work rather than for character generation. Given its complexity and detail, there is a very welcome index at the end of the Rolemaster Unified CORE Law.

Ultimately, Rolemaster Unified CORE Law has one problem and that is the fact that it is Rolemaster. And the problem with Rolemaster is that it is a technical, detailed, and complex roleplaying game and it has a steep learning curve. This does not mean that it is a bad game by any means. Rather, it offers a lot of choice in terms of characters that players can create and develop and elements such as the different races that the Game Master can decide to use in her campaign world, and it provides for detail in the outcomes of what the characters do. However, this means that it is a game that takes both time and commitment to learn to play. There is nothing casual about playing Rolemaster and that is still after an effective streamlining of the rules by Iron Crown Enterprises for this new edition. For veteran fans of Rolemaster and for those who are looking to return to the game they played in the eighties, Rolemaster Unified CORE Law is undoubtedly a more accessible and welcome new edition. For new players, Rolemaster Unified CORE Law provides all of the rules they need to get started; they just need to provide the time and the commitment that Rolemaster demands.