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Showing posts with label 1982. Show all posts
Showing posts with label 1982. Show all posts

Monday, 17 February 2025

Miskatonic Monday #340: Deadfellas

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—

DeadFellas
Name: DeadFellas
Publisher: Chaosium, Inc.
Author: Christian Grundel

Setting: New York, 1982
Product: One-shot (though probably more, plus stabbings)
What You Get: Thirty-two page, 3.46 MB Full Colour PDF

Elevator Pitch: “A road trip is a way for the whole family to spend time together and annoy each other in interesting new places.” – Tom Lichtenheld
Plot Hook: The Drive. The Body. The Hit. The Horror.
Plot Support: Staging advice, four pre-generated Mobsters, one handout, two maps, three Mythos spells, and one Mythos monster.
Production Values: Excellent

Pros
# Classic Mafia road trip set-up
# Fantastic tensions between the Mobsters
# Mafia memories are the worst
# Almost deserves to be staged as if in a car
# Paranoia
# Thanatophobia
# Detection apprehension

Cons
# Needs an edit
# Short

Conclusion
# Four killers, four secrets, one monster, who gets put on ice?
# Great set-up demands some great roleplaying
# Reviews from R’lyeh Recommends

Friday, 26 January 2024

Friday Filler: E.T. The Extra-Terrestrial

One of the amazing aspects of modern games is that we can have great board games based on intellectual properties, but not just intellectual properties from this year or next year, even from a decade ago, but intellectual properties from decades ago. Go back even two or so decades and the board games based on intellectual properties would be nothing more than simple, tried and tested designs with the imagery of the intellectual properties slapped on them. Simple, tried and tested designs means unsatisfying, means dull, means feeling nothing like the intellectual properties such board games are based upon. Not so in the twenty-first century, when designers are expected to match the themes of an intellectual property with the mechanics of game play. The result has been some very playable board games, all based on well-known intellectual properties and all feeling like they are based on those intellectual properties. For example, Jaws: A Boardgame of Strategy and Suspense is a genuinely tense experience, as is Horrified. All of which have tended to be co-operative in their play style and have tended to appeal to a family audience rather than a dedicated board game player audience. E.T. The Extra-Terrestrial: Light Years From Home Game is a similar game, a co-operative board game based on a decades old intellectual property, designed to be played by a family audience.

E.T. The Extra-Terrestrial: Light Years From Home Game is published by Funko Games and designed to be played by two to four players, aged ten and up, in just thirty minutes. The players take the roles of Elliot, Gertie, Mike, and Greg in their search for parts that E.T. needs to build a communication device to contact his home world. This takes time and effort as the four of them race around the neighbourhood, but their efforts will be hampered by the police in their cruisers and Federal Agents who are searching for E.T. Fortunately, Elliot, Gertie, Mike, and Greg know the neighbourhood though, and can make use of ramps and shortcuts to avoid the Federal Agents and the Cop Cars. To win, the Kids need to build the Device which will summon the Mothership to the Forest Clearing and then get E.T. there to be picked up. The Kids will lose if all three Cop Cars reach the Forest Clearing and block access to it or if E.T. becomes too weak because his Heartlight is reduced to zero.

Open up E.T. The Extra-Terrestrial: Light Years From Home Game and what you see first is the bowl of chrysanthemums—the one that E.T. restores to life in the film and then takes it with him when he leaves—on the back of the board. Turn the oddly squished board over and it depicts the neighbourhood in the San Fernando Valley where the film and thus this game are set. In one corner is the home of Elliot, Gertie, and Mike, whilst in the opposite is the Forest Clearing. Below that in the box, there are lots of striking components. Elliot, Gertie, Mike, and Greg have playing pieces which depicts each of them on bicycles that not only click together so that they can move together, but also have a basket into which E.T. can sit. The Mothership is pleasingly detailed plastic depiction of the starship from the film which sits on a stand. Although the board game does not use any photographs taken from E.T. The Extra-Terrestrial, the artwork it uses in their stead to depict scenes and characters from the film is excellent. Make no mistake, E.T. The Extra-Terrestrial: Light Years From Home Game is a good-looking board game.

The board itself is crisscrossed with roads which breaks up the lots and houses—known as zones—of the neighbourhood. Some have diagonal red routes across them which are shortcuts that the Kids can take, but the Cop Cars and the Federal Agents cannot. They, instead, must stick to the roads, which the Kids can also use. Three routes run from one corner of the board, from Elliot’s house to the Forest Clearing, and it is these that the three Cop Cars will follow over the course of the game. Three zones are marked with a coloured square—yellow, green, and blue. At the start of the game, the various zones are seeded with a single item represented by an item piece. These are also colour-coded yellow, green, and blue. During the game, the Kids will find and transport item pieces (or a wild token) to the zone of the corresponding colour. Once there are four in the zone, the Kids must transport E.T. to that zone who will then build a device, represented by a Device Die. The Device Die must then be transported to the Forest Clearing. There they can be rolled to generate the ‘telephone handset’ symbols that indicate that the Mothership has been contacted and is moving closer to the Earth and landing to rescue E.T. There are three colours of Device Items and three Device Dice. So, the more Devices that E.T. can build, the more Device Dice the Kids will have to roll. Another item that the Kids can find is a ramp. This can placed to leap over spaces, even over the Cop Cars and the Federal Agents, just as happened in the film.

Each of the four Kids, has their own card and their own special ability, which can used once per turn. Elliott can discard Candy to move E.T. extra spaces; Michael can move along a Shortcut for free; Greg can take a Dangerous Move without rolling the Danger Die; and Gertie can take a Dangerous Pick Up without rolling the Danger Die. Sixteen E.T. Power Cards give a range of different abilities that a Kid can use if he or she is carrying E.T. in the basket on their bicycle. For example, ‘Flying Kids’ lets a Kid move three spaces without the need to roll the Danger Die is enemies are encountered, ‘Trick or Treat’ lets the Kids skip the Move Enemies Phase that turn, and with ‘Hiding’, Special Agent Keys moves during the Move Enemies Phase, it is away from E.T. rather towards it. There are always three E.T. Power Cards on display and when one is used, it is discarded, and a new one drawn. There is a reference card and an E.T. counter with dial on it for tracking his Heartlight.

Once the game is set up, each Kid’s turn consists of three steps—‘Take Actions’, ‘Phone Home’, and ‘Move Enemies’. During the ‘Take Actions’ step, a Kid can take three Basic Actions and as many Free Actions as he wants. The Basic Actions are ‘Move’, ‘Take A Candy’, and ‘Pick Up An Item or Device’. ‘Take A Candy’ means taking a piece of Candy—or Reece’s Pieces in the film—from the general supply and adding it to the Kids’ Candy Pool. Candy is spent to move E.T., one space per Candy. If during a ‘Move’ or ‘Pick Up An Item or Device’, a Kid runs into or near an enemy, then his player must roll the red Danger Die. Depending on the result, this can move a Cop Car closer to the Forest Clearing, Special Agent Keys closer to E.T., the Federal Agent assigned to the Kid closer to him or her, or all assigned Federal Agents closer to their Kids. If a Cop Car or Federal Agent lands on the same space as a Kid, he is caught and must drop any Items or Devices carried. If E.T. is caught, Special Agent Keys takes charge of it and the Kids will have to rescue him! In both cases, E.T.’s Heartlight is reduced by one.

The Free Actions include ‘Drop An Item or Device’, ‘Move E.T. With Candy’, ‘Pick Up or Drop E.T.’, ‘Use One E.T. Power Card’, ‘Team Up’, and ‘Build A Device’. Of these, the most fun is ‘Temp Up’. This is when two Kids are in the same location. It not only enables Kids to swap Items, Devices, and even E.T., but it also enables their bicycles to click together and let them move together and even make use of their abilities together.

In the ‘Phone Home’ step, the player will roll any Device Dice which have been built and delivered to the Forest Clearing. For each ‘telephone handset’ rolled, the Mothership moves one step closer to landing at the Forest Clearing. Lastly, in the ‘Move Enemies’ step, the player rolls the two Enemy Dice (plus the red Danger Die if a Cop Car or Agent is on the location as a Kid or E.T.). Like the Danger Die, the Enemy Dice will move the Cop Cars closer to the Forest Clearing, the Agents closer to their assigned Kid, and Special Agent Keys closer to E.T. Play continues like this until the victory conditions are met by the Mothership picking up E.T., or the game is lost because either E.T.’s Heartlight is reduced to zero or the Cop Cars reach the Forest Clearing.

E.T. The Extra-Terrestrial: Light Years From Home Game is thematically great, but a busy game. What the Kids have to do is collect enough Items to build as many Devices (and their corresponding Device Dice) as they can, get E.T. and the Items to the right zones to build each device, take the Device Dice to the Forest Clearing, roll enough of the right symbols on the Device Dice to bring the Mothership to the Forest Clearing, and then transport E.T. to the Forest Clearing. All the while avoiding both the Cop Cars and the Federal Agents. Which is six steps. Add to this is the number of possible actions that the players can take. Not just the three Basic Actions, but six Free Actions! Now an experienced board game player will grasp the rules and how to play the game with ease, but the number of actions available in play and the number of steps necessary to win mean that the game is not as easy to teach or learn as it could be for less experienced or younger players. Which includes the family audience that E.T. The Extra-Terrestrial: Light Years From Home Game is intended for. Yet for the experienced board game player, the game play itself does not offer anything new or exciting and bar adjusting the number of Items needed to build devices and their corresponding Device Dice up or down to make game play harder or easier, there is very little variation in game play.

Of course, what E.T. The Extra-Terrestrial: Light Years From Home Game is not about is E.T. The Extra-Terrestrial, the film, as a whole. It only focuses upon the climax. Upon the part of the film which is exciting and action-orientated and so gameable. Nevertheless, it is good adaptation of that part of the film and it is clear that a lot of effort has gone into making the game play match that part of the film. Fans of E.T. The Extra-Terrestrial will appreciate E.T. The Extra-Terrestrial: Light Years From Home Game for that reason alone. As a game overall, E.T. The Extra-Terrestrial: Light Years From Home Game is more serviceable than a success. It is not a poor game, but rather straddles a difficult line of being too easy and not offering enough variation for the experienced board game player and slightly too difficult with too many choices for the less experienced or family audience. E.T. The Extra-Terrestrial: Light Years From Home Game is definitely a game that fans of the film will appreciate more than dedicated board game players.

Friday, 23 June 2023

1982: Judge Dredd: The Game of Crime-Fighting in Mega-City One

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Judge Dredd: The Game of Crime-Fighting in Mega-City One is back! Originally designed by Sir Ian Livingstone and published by Games Workshop in 1982, it was the very first board game to be inspired by the Judge Dredd comic strip from the pages of 2000 AD. In the original game, the players control Judges patrolling the streets of Mega-City One, the vast twenty-second century metropolis on the Atlantic coast of North America, home to eight hundred million citizens and all of them potential lawbreakers. Every Judge is trained from the age of five to arrest criminals, pass sentence, and carry out the sentence—even if that means a death sentence!—all in the name of keeping the city and its inhabitants safe. Every turn a player sends his Judge to the scene of a reported crime, perhaps the Palais De Boing—the only place in the city where it is legal to go Boinging, Otto Sump’s Ugly Clinic for the very best in uglification surgery, or the Alien Zoo where wonders and weird creatures from across the universe can be seen— and attempts to arrest the perpetrator. Perhaps Joseph ‘Mad Tooth’ McKill for Tobacco Smoking, Ma Jong for Stookie Glanding, or Dobey Queeg for Robot Smashing. Notoriously, this is the board game where you could be arresting Judge Death for Littering, or Ma ‘Green Fingers’ Mahaffy for Murder. Unfortunately, only one Judge gets be top dog in Mega-City One, and that is Judge Dredd. Which means the player with greatest total strength of Crime and Perp cards in his score pile at the end of the game is the winner and thus next top dog.

Much like the later Block Mania, the good news is that Judge Dredd: The Game of Crime-Fighting in Mega-City One has returned to the fold of 2000 AD and is now published by Rebellion Unplugged. Like Block Mania, it has undergone a redesign and makeover, but not by very much, and the game play remains very much the same. What has been added are clearer rules for ending the game and a simple expansion to make play a little more interesting and worth revisiting. Everything else remains the same. Same game rules, same art style, same set of perps and crimes, and same take that style of play. So, although a classic, Judge Dredd: The Game of Crime-Fighting in Mega-City One is still a game from 1982. What that means is that the game is easy to learn and easy to play, has bags and bags of theme—even if that theme dates back between 1977 and 1982, a degree of players acting against each other, and a high degree of luck. Judge Dredd: The Game of Crime-Fighting in Mega-City One is by any definition, an ‘Ameritrash’ board game. That by no means is necessarily a bad thing as the game can also be funny and silly, and it is playable by anyone—not just those who played it first time around in 1982 and are noshing down on the nostalgia.

Judge Dredd: The Game of Crime-Fighting in Mega-City One is designed to be played by two to six players aged fourteen plus and has a playing time of between an hour and an hour-and-a-half. The board depicts twenty-eight locations in Mega-City One. Over the course of the game, each sector will be seeded with a reported Crime and Perp. The Judges will proceed to the Sectors where these Crimes and Perps have been reported, reveal them, and attempt to arrest the Perp. Failing that, they may be able to stop the Crime in progress. At the end of the game, the player who has scored the most points from Perps arrested and Crimes stopped, wins the game.

Set-up first requires the group to choose a game length—‘Hotdog Run’, ‘Day Shift’, or ‘Night Shift’—and decide whether or not to use the Specialist Judges expansion. Each player receives six Action cards, and the Crime, Perp, and Sector cards are shuffled. Sector cards are drawn and these indicate where reports of crimes have been made, Perp cards and Crime cards being drawn and placed face down in the indicated Sectors. Each round consists of three phases. In the Movement Phase, the Judges move two Sectors in a direction, taking accounting of bridges to cross the river, but primarily to the nearest Sector containing Perp and Crime cards. When a Judge moves into a Sector Perp and Crime cards, both are turned over and revealed. In the Arrest Phase, a Judge attempts to bring a Perp and his Crime to justice. To do this, his player rolls the game’s black Judge die and adds his Judge’s Strength. Another player roll’s the game red Perp die and adds the result to Perp’s Strength, a total of the value on the Perp card plus the value on the Crime card. Highest total wins. If the Judge’s result is higher, he arrests the Perp and his player takes both Perp and Crime cards and adds it to his score pile. If the Judge’s result is lower, the Judge has failed, is knocked out, and has to discard and refresh his hand of Action cards. If the result is a draw, the crime is stopped and the Crime is added to the player’s score pile, but the Perp runs away, ready to be arrested by another Judge! In the third Refill Phase, new Sector cards and Crime and Perp cards are drawn to bring the number in play back up to six, any Judges knocked out go to the Justice Department Hospital, and each player receives a new Action card, more if their Judge is in certain sectors.

Of course, it is not always possible for a Judge to beat a Perp and a Crime on a singe roll. For example, if Fink Angel And Ratty with a Strength of eight was Body Sharking, which has a value of five, the total Strength the player has to roll higher than is thirteen. Which is not possible with the addition of a Judge’s Strength of six plus a die roll. Fortunately, a Judge has access to Action cards. Most are Support cards, which add a bonus to the arresting Judge’s Strength. For example, ‘Judge Hershey is with you today’ adds three and ‘The Perp is Kill Crazy. You send in the Sonic Cannon.’ adds five. Others though, are Sabotage cards, and can be used by a player to make an arrest attempt by another player’s Judge even harder. For example, ‘Your breakfast of plasti-flakes and synthi-lix is giving you chronic indigestion. You are not in tip-top fighting condition’ levies a -2 penalty or ‘The Perp you are fighting is secretly an East-Meg spy. Add an Extra Die to their Strength’. The worst of these cards, of course, the Escape card, which reveals the Perp to be the notorious Edwin Parsey, notorious confessor of other people’s crimes, which forces all Support cards used in the arrest attempt to be discarded and the attempt be treated as a tie. Other Action cards allow extra movement, send the Judge to a particular Sector, grants on the spot healing, and so on.

Judge Dredd: The Game of Crime-Fighting in Mega-City One adds one expansion—Specialist Judges. There are six of these—or seven if the Judge Fish from ‘The Day the Law Died’ storyline promo is included—and each Judge has a different ability. They include Chief Judge, SJS Judge, Psi-Judge, Wally Squad, Cadet, and Mechanismo. For example, the Cadet Judge only has a Strength of four, but begins play with and can hold seven Action cards, and draws an extra card; the SJS Judge can look at another player’s Actions each turn and wins ties in combat; and the Wally Squad Judge can move through Sectors containing revealed Perps, but does not have to arrest them. All six are nicely thematic and give a player a good little edge in play. The mix means that the players can come back to the game, try another Specialist Judge and a slightly style of play.

Physically, Judge Dredd: The Game of Crime-Fighting in Mega-City One is well presented. The artwork on the board is in colour, whilst the cards is black and white, but also is sharply and crisply handled. The rulebook is clearly written, easy to read, and supported with examples of the rules. In addition, the rulebook includes all of the UMPTY CANDY CARDs from the Jack Caldwell’s Old-fashioned Umpty Candy packs. All three series—‘SECTORS of Mega-City One’, ‘CRIMES of Mega-City One’, and ‘PERPS of Mega-City One’ explain the three sets of cards in the game, giving background for each of them.

Judge Dredd: The Game of Crime-Fighting in Mega-City One is not a perfect game by modern standards. It is too luck driven, the game allows one player to directly hamper another with the Sabotage cards, and towards the end of play, players can congregate around the remaining Sectors that have not yet been drawn if they have been keeping an eye on the cards that have been drawn to date. That said, they were part of the game’s design in 1982 and they should be there also in 2022 because the new edition is intended as a nostalgia piece and to change the game’s design too radically would break from that. Another issue is that the game only draws from the first five or so years of the Judge Dredd strips in 2000 AD—1977 to 1982—so that means forty-year-old stories which may not be as familiar to younger players. Perhaps yet, there is room for further expansions involving the more recent stories and thus more Crimes and Perp cards?

Judge Dredd: The Game of Crime-Fighting in Mega-City One is a fun game, easy to play and all the more enjoyable if the players know the lore, know the crimes, and know the Perps. Rebellion Unplugged have done a fantastic job of updating the quality of the game whilst both retaining the same game play and adding an expansion for more varied play. Judge Dredd: The Game of Crime-Fighting in Mega-City One marks the welcome return of a beloved classic, British in both design and inspiration, in turns funny, frustrating, and evocative of our gaming youth and another age.

Sunday, 15 January 2023

1982: Star Trek: The Role-Playing Game

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

For many roleplayers, Star Trek: The Role-Playing Game would be their first Star Trek roleplaying game. Yet by the time of its publication in 1982 by the FASA Corporation, there had already been one roleplaying game published based upon the Star Trek franchise, Star Trek: Adventure Gaming in the Final Frontier, published by Heritage Models in 1978. It would soon be eclipsed by Star Trek: The Role-Playing Game and all but forgotten. Further, and despite its detractors criticising it for being too militaristic, Star Trek: The Role-Playing Game would set the blueprint for all Star Trek roleplaying games which would follow in its wake, even down to the latest, Star Trek Adventures, published by Modiphius EntertainmentStar Trek: The Role-Playing Game drew from a limited source of material rather than the wealth that we have today. Just the classic Star Trek series, Star Trek: The Animated Series, and the films, Star Trek: The Motion Picture and Star Trek II: Wrath of Khan. Later supplements would update the setting based upon the new films and eventually, Star Trek: The Next Generation, though with the latter not to Gene Roddenberry’s satisfaction and the licence would be revoked in 1989. In the meantime, the FASA Corporation supported the setting with numerous supplements and scenarios, including some well-received scenarios such as A Doomsday Like Any Other and Decision at Midnight. Further, with relatively little canon to draw from, Star Trek: The Role-Playing Game would famously provide content that would make its way into the depiction of various aspects of the setting onto the screen itself, mostly famously, The Klingons supplement by science fiction author John M. Ford (along with his Star Trek novel, The Final Reflection). However, much of this has been superseded by later development of the Star Trek franchise, including calculation of Stardates, the system of dates used in the series and Star Trek chronology. Yet to be fair, those differences really stem from the designers having to create content based on a limited source of material.

In Star Trek: The Role-Playing Game, players take the role of bridge officers aboard a starship belonging to Starfleet which serves the United Federation of Planets on missions which can involve deep space exploration, research, defence, peacekeeping, and diplomacy. This can be as members of the crew of the U.S.S. Enterprise or even aboard their own vessel as their own characters. For the former, stats are included stats for Captain James T. Kirk, Commander Spock, Doctor Leonard McCoy, Chief Engineer Montgomery Scott, Lieutenant Hikaru Sulu, Lieutenant Uhura, Ensign Pavel Chekov, Nurse Christine Chapel, and others. For the latter, players could create Human, Andorian, Tellarite or Vulcan characters as per the classic Star Trek series as well as Catian and Edoan characters from Star Trek: The Animated Series. The Game Master had rules for creating NPC threats and characters such as Klingons and Romulans, whilst later supplements and scenarios explored the possibility of playing members of those two races. Star Trek: The Role-Playing Game included starship combat, world creation, advice for episode creation, and more.

Star Trek: The Role-Playing Game consists of three books—the forty-page Cadet’s Orientation Sourcebook, the forty-page Star Fleet Officer’s Manual, and the forty-eight-page Game Operations Manual. The Cadet’s Orientation Sourcebook is the background and setting book. It includes a timeline of Star Trek history, glossary of Star Trek terminology (everything from antimatter and beaming up to the UFP—United Federation of Planets—and Warp Speed), descriptions of the various starfaring races, Starfleet Command, encounters in space and what protocols to follow, equipment and weapons, shipboard facilities and systems, stats for the crew of the U.S.S. Enterprise, plus those for Khan Noonian Singh, Harcourt Fenton Mudd, Sarek, Kor, Koloth, and Cyrano Jones, and ‘The Story of Lee Sterling’, a fictionalisation of the sample character created in the Star Fleet Officer’s Manual. It references various sections in that book, and whilst the sample Player Character’s sheet is given at the start of the book, the fiction does feel slightly out of place here. Other than what is possibly the longest backstory created for any sample Player Character, the Cadet’s Orientation Sourcebook does a good job of introducing the setting and laying out expectations as to what and how a player will be roleplaying in the game. Of course, with a roleplaying game like Star Trek: The Role-Playing Game, there will be a lot of information and content here that will be familiar, both in 1982 and now, but it is a decent introduction and reference guide, including the type of operational teams a Player Character might find himself attached to, starting with the Landing Party and expanding to cover Exploration Teams, First Contact Teams, and Diplomatic Contact Parties. Starfleet is described in some detail with particular attention paid to rank and position, because although Starfleet is not a military organisation, its ships will fight if they have to and its structure is very hierarchical. This greatly affects the positions taken aboard ship by the Player Characters and thus play. The section on ‘Encounters in Space’ is particularly enlivened by commentary from Captain Kirk.

The Star Fleet Officer’s Manual is devoted to just two aspects of Star Trek: The Role-Playing Game. The first is character creation and the second tactical combat. Once past the explanation of what roleplaying is, character creation in Star Trek: The Role-Playing Game turns out to be different. Its nearest antecedent was Traveller, in which a player created a skilled character with history of several years’ service in an organisation at the end of which he was older, wiser, and skilled, if that is, he was not infamously killed as part of the creation process. Star Trek: The Role-Playing Game, although of course, a character in Star Trek: The Role-Playing Game could not die as part of the process. This was not the only difference though. Where a player creating a character in Traveller could not necessarily know where his character would end up and what he could do, in Star Trek: The Role-Playing Game the player did know. It was always as a member of the bridge crew aboard a starship, and in effect, a Player Character in Star Trek: The Role-Playing Game was always created to fill a role or position rather than being rolled randomly to see what the character would be like.
 
A Player Character in Star Trek: The Role-Playing Game has seven attributes—Strength, Endurance, Intellect, Dexterity, Charisma, Luck, and Psionic Potential—which are expressed as percentile values. He has a Race, either Andorian, Catian, Edoan, Human, Tellarite or Vulcan, which will modify the attributes and, in some cases, provide an extra ability, such as the Edoan’s third arm and leg and the Vulcan capacity for Psionics. Beyond that, the Player Character has several derived factors, plus a long set of skills, which are also percentile based. To create a character, a player selects a Race, rolls three ten-sided dice and adds forty to create all of the attributes apart from Luck and Psionic Potential, which are percentile rolls. A random number of points is distributed as bonuses across all of the attributes bar Luck and Psionic Potential. A player receives several background and personal skills before entering Starfleet Academy and studying three base curricula—core, space science, and officer training, before enrolling in a branch school. These are Communications/Damage Control, Engineering, Helm, Medical, Navigation, Science, and Security. Throughout, the Player Character takes advanced training and outside electives before going on a cadet cruise. Once graduated, the Player Character typically goes to Department Head School and if intended to be a captain or first officer, Command School as well. Depending on the intended position, as well as if it will be aboard a Constitution class starship the Player Character will undertake three, four, or more tours of duty. The process is slightly complex and does take a while.

Name: Osetil Thoran
Race: Andorian Age: 34
Rank: Lieutenant Commander
Branch: Science
Cadet Cruise (Exploration Command, Constitution Class) Passed (Honours)
Tour 1: Colonial Operations Command (OER: 03/Outstanding), Two Years
Tour 2: Military Operations Command (OER: 24/Excellent), One Year
Tour 3: Galaxy Exploration Operations Command (OER: 13/Excellent), Four Years

Strength 85 Endurance 89 Dexterity 60 Intellect 70 Luck 73 Charisma 70 Psionic Potential 33

Max Op End 89 Inact Save 20 Unc Threshold 5 Wound Healing Rule 4 Fatigue Healing Rate 8
AP 10 To-Hit, Modern 40 To-Hit, Hand-to-Hand (Unarmed) 44 Bare-Hand Damage 2D10 To-Hit, Hand-to-Hand (Armed) 55

Administration 58, Carousing 34, Computer Operation 74, Computer Technology 10, Damage Control Procedures 10, Electronics Technology 10, Environmental Suit Operation 30, Instruction 10, General Medicine (First Aid) 10, Language (Klingonaase) 15, Language (Romulan) 20, Leadership 39, Life Sciences (Ecology) 10, Life Sciences (Exbiology) 10, Life Sciences (Zoology) 13, Markmanship, Modern Weapon 20, Negotiation/Diplomacy 19, Personal Combat, Armed 51, Personal Combat, Unarmed 29, Personal Weapons Technology 05, Physical Science (Computer Science) 37, Physical Science (Physics) 41, Planetary Sciences (Geology) 30, Planetary Sciences (Meteorology) 49, Planetary Survival (Arctic) 19, Small Equipment System Operation 19, Social Science (Federation Culture/History) 15, Social Science (Federation Law) 15, Space Sciences (Astrogation) 10, Space Sciences (Astronomy) 79, Space Sciences (Astrophysics) 82, Starship Sensors 74, Streetwise 20, Transport Operation Procedures 10, Zero-G Operations 10

Mechanically, Star Trek: The Role-Playing Game is at its most basic, a fairly simple system. When a player wants his character to undertake an action, he rolls percentile dice and attempts to roll equal to or under the value of the appropriate attribute, skill, or other value. It is simple as that, though the Game Master can apply modifiers depending upon the difficulty. The second half of the Star Fleet Officer’s Manual is dedicated to tactical combat. This uses an Action Point economy intended to be played out on a grid map with characters expending Action Points to move, use equipment and weapons, and engage in hand-to-hand combat. Firing weapons takes into account firing arcs, grazes, and more with energy weapons inflicting set level of damage and archaic and melee weapon damage being rolled. Most energy weapons are deadly. Disintegrate effects do exactly that, whilst most energy weapons will inflict enough damage to knock a character out. Thus combat in Star Trek: The Role-Playing Game is deadly and to be avoided unless hand-to-hand combat. The glossary of terms at the back of Star Fleet Officer’s Manual is very useful.

The third book is the Game Operations Manual and it is the longest in Star Trek: The Role-Playing Game. This is for the Game Master and provides advice and tools for her to run the roleplaying game. There is good advice here on designing encounters and adventure scenarios, identifying the differences between linear and free-form or more open scenarios, but also suggesting how the best of both can combined and built towards a campaign. The nature of Star Trek adventures are also discussed, including planetside adventures, strange new worlds, new civilisations, and so on. These are supported with rules for creating the classic Class M world suitable for settlement by Humanity and populating it with alien species and even alien civilisations, covering its technological index, socio-political index, and more. These table provide the bare bones upon which the Game Master can flesh out the civilisation and make it interesting enough to set a plot there. There are rules for quick NPC design too, starting with members of Starfleet, but also including Klingons, Romulans, Orions, Gorn, and Tholians. The section is rounded out with specific advice on running scenarios, with particular attention paid to using play aids and in a nod to the tactical play of combat, the use of miniatures.

Over a third of the Game Operations Manual is dedicated to judging different aspects of the roleplaying game—game set-up in terms of ship, ranks, position, character creation, ground action, skill use, tactical combat, and both weapons and equipment use. There is a degree of repetition between the character creation tables in Star Fleet Officer’s Manual and the Game Operations Manual, which by today’s standards feels redundant and there is the aspect of the book commentating on a process for the player with things for the Game Master’s eyes only. This was how it was done when Star Trek: The Role-Playing Game was published and there is new content alongside the old, such as the attribute modifiers for Klingons, Romulans, and other races. It is only at the end of the Game Operations Manual that starship combat is covered in any detail. Three options are covered, all three of which are role-based, with the Player Characters acting according to their role aboard ship—the Captain giving orders, the Science Officer scanning the enemy, the Chief Engineer assign power, the Helmsman manuevering the ship, the Navigator tracking potential targets and operating the Deflector Shields, and the Communications Officer attempting to thwart enemy jamming attempts and handling damage control. Initially, in the first edition of Star Trek: The Role-Playing Game the basics of what would become the Star Trek: Starship Tactical Combat Simulator was provided with the roleplaying game. By the second edition of Star Trek: The Role-Playing Game this was being suggested as the Star Trek III Combat Simulator, alongside Enemy Contact: Bridge Alert and “Using Your Imagination”. This is a quick and dirty system and not at all tactical, whereas both the Star Trek III Combat Simulator and Enemy Contact: Bridge Alert were, but available separately. With the “Using Your Imagination” option, the Game Master will need to create enemy ship details herself and judge the outcome of starship combat with some care. It is a pity that this could not have been fleshed out instead of the advice for Game Master on various aspects of the rules, as arguably, the “Using Your Imagination” option needed that advice, if not more development. Nevertheless, the concept of roleplaying what would otherwise be a tactical element in game play was new and innovative.

The other major differences between the first edition and second edition of Star Trek: The Role-Playing Game were the inclusion of details of various starship types, deckplans for both the U.S.S. Enterprise and a Klingon D-7 battle cruiser and a trilogy of scenarios. Of these three, the biggest omission from the second edition—and the version published by Games Workshop—in 1985 were the three scenarios. These are ‘Ghosts of Conscience’, ‘Again Troublesome Tribbles’, and ‘In the Presence of my Enemies’. In ‘Ghosts of Conscience’, the Player Characters’ ship is sent on a secret mission to locate the U.S.S. Hood. The crew find her on the edge of an astronomical anomaly and when a landing party beams aboard, it discovers that the Hood is heavily damaged and her crew dead after suffering horrendous violence. Inspired by the episode, ‘The Tholian Web’ this is a classic crew versus crew type story and makes a great deal of use of the U.S.S. Enterprise deckplans as the U.S.S. Hood is also a Constitution class starship. It is accompanied by some designer notes which add an interesting commentary to the scenario. In ‘Again Troublesome Tribbles’, the Player Characters are ordered to a research station and organise its shutdown, but the process is hampered by the presence of merchant and con-man, Cycrno Jones, Tribbles, and the arrival of a Klingon battle cruiser. Like ‘Again Troublesome Tribbles’, ‘In the Presence of my Enemies’ takes place in the Organian Treaty Zone and involves Klingons. The Player Characters are assigned to a diplomatic courier to ferry a Federation ambassador to negotiate a treaty with the government of the Lorealyn system which has access to intriguing new mineral resources. However, the Klingons have other ideas and attack and kidnap both crew and ambassador! This is the toughest of the three adventures, mostly taking place aboard a Klingon D-7 battle cruiser and thus making use of the Klingon D-7deckplans as much as the earlier ‘Ghosts of Conscience’ made use of the U.S.S. Enterprise deckplans. Overall, these are three solid adventures, clearly inspired by the original series, though of course ‘Again Troublesome Tribbles’ is either going to be a lot of fun or make the players groan!

Physically, Star Trek: The Role-Playing Game cleanly and tidily presented and looks decently laid out for its time. It is noticeably illustrated with black and white stills from the original Star Trek series. Some are crisply presented, others less so. The look of the book is by no means exciting. In fact, it all feels very technical in places and even a bit dull.

—oOo—

Star Trek: The Role-Playing Game was reviewed by William Barton not once, but twice in the pages of Space Gamer. First in Space Gamer Number 64 (July/August 1983) in a lengthy, featured review, in which he concluded, “I like this game. And I think you will, too, despite any picky points you can find that don't quite agree with your own concept of how a Star Trek game should be (does it really matter that that there are no rules for wide-beam phaser stun?). It has its flaws as does any system and it wasn’t possible to cover every aspect of Star Trek in one game. But everything you really need for a satisfying Star Trek role-playing system is to be found here – in fact, just about everything you need for any SFRPG. So I recommend you not be put off by the high price of this package. Incidentally, FASA will release the rulebook, for $10, as a stand-alone item. Give Star Trek – The Role-Playing Game a try. I think you’ll be glad you entered the Final Frontier. This game, so far, is my pick of the best role-playing system of 1983. (Mission completed. Beam me aboard Scotty…)” (Note the original cost of Star Trek: The Role-Playing Game at the time of its original publication was $25—about $75 by 2023 prices.)

The second time that William Barton reviewed Star Trek: The Role-Playing Game was in Space Gamer # 71 (Nov/Dec 1984), this time the second edition of the roleplaying game. He commented, “Overall, though, second edition Star Trek: The Role-Playing Game is an even better avenue to gaming the final frontier than its predecessor. Those who own the original won’t need this edition to continue to play, as both are compatible, but will certainly find enough new material that they won’t be sorry for buying it, If you haven’t tried ST:RPG – especially if new to SF roleplaying – I recommend this game over its competitors for ease of play, consistency, and sheer enjoyment.”

No less than Sandy Petersen reviewed Star Trek: The Role-Playing Game in the ‘Game Reviews’ department of Different Worlds Issue 30 (September 1983). He concluded with a personal note that, “Star Trek is the first science fiction game I have ever wanted to play in the strength of the game itself. I have played many science-fiction role-playing games simply because I love the genre, and hoped the game would serve as a tool to allow me to enjoy science fiction. But Star Trek was an end in itself. The game has the limitations and virtues of the series, which was followed slavishly. The game is certainly high-priced, but there is a fair amount of material in the game box. If you are one of those inventive game players that likes to take parts out of various different systems, using the best from each, there will be little to cannibalize from Star Trek. The systems are simple and derivative. But the game is worthwhile, at least for fans of the show.”

Steve List reviewed Star Trek: The Role-Playing Game in Ares Number 16 (Winter 1983). He wrote, “STAR TREK game is an ambitious game, generally well-done, with some minor flaws. The worst of these is in any case a matter of taste – the episodic nature of things versus the continuous campaign approach. Further, there is no reason a GM could not make her own campaign a continuous one if she should desire. The matter of a galaxy map is discussed in the rules, and the possibility is held out that one might be published in time. Beyond that, there is nothing really significant that not be cured by the supplements planned for release in the near future. Acquiring all the STAR TREK game material may be financially costly over time, but that is true of all major roleplaying games, What is provided in this package is well worth the price.”

Russel Clarke awarded Star Trek: The Role-Playing Game an overall score of nine out of ten in ‘Open Box’ in White Dwarf No. 58 (October 1984) and simply stated that, “Star Trek the RPG is a worthy addition to the SF role-playing genre and I highly recommend it.” 

Star Trek: The Role-Playing Game was reviewed by Steve Nutt in Imagine No. 22 (January 1985). He said, “The game places great emphasis on role-playing. If your group is hack and slash then they had better change their approach before they play Star Trek. After all, if you are Captain Kirk then you should act like him. The referee should also play the game in the spirit of Star Trek, with scenarios as wacky as you like. If the role-playing game is played like the film, then it is first class; if not, it could get rather bloodthirsty. It has to be pitched right.”

Star Trek: The Role-Playing Game was accorded a retrospective review by Phil Clare in Arcane magazine (January 1997). He described it as “Extremely successful when it was first released, this epic film license made for a great roleplaying game.”, before continuing with, “The game worked for a number of reasons. At the time the RPG hobby was still in its ‘hack and slay’ phase - mainstream science fiction RPGs were a little thin on the ground, and many players adapted the few that were available for use with a Star Trek background. It encouraged roleplaying rather than a ‘zap and slay’ style, which always resulted in a very short game anyway because combat was always terminal, and came with an  enormous amount of support material including the usual adventure modules, sourcebooks, recognition manuals, deck plans and playing aids, the strangest of which was a Tricorder/Starship Sensors Interactive Display. Finally, it did have the words ‘Star Trek’ on the box which meant it was always going to sell in large numbers.” However, his conclusion was interesting given that Star Trek roleplaying games would quickly follow, including highly regarded versions from Last Unicorn Games and Decipher, Inc. “Despite FASA finally losing the license, it does seem rather odd that there isnt a Star Trek RPG currently available despite interest in the past from TSR, Mayfair and Steve Jackson Games. Ironically, however, this is probably for the best because the Star Trek franchise is now highly formulaic, and lets not forget the creative differences FASA had not only with Paramount, but also the original design team. All this should make those of you who own a copy not only particularly smug, but also secure in the knowledge that the likelihood of another ST:RPG of the same quality appearing is pretty slim. And any game designers reading should take this as a challenge.”

—oOo—

By modern standards, Star Trek: The Roleplaying Game looks plain, if not actually austere. Similarly, there is an austerity to the game system which veers from the tactical with the Action Point system and its wargaming style of play to the decidedly untactical, even narratively-focused play of the “Using Your Imagination” option for starship combat. Yet the trio of authors’ obvious love for Star Trek constantly shines through, whether that is in the advice for the Game Master or the three scenarios printed in the first edition of the roleplaying game. The rules for character creation undeniably fit the setting, even if they are clunky and the process is lengthy by modern standards, and the end result does feel as if the character has been to Starfleet Academy and served several tours. And despite that clunkiness, the rules for character generation are innovative as they create characters designed to fill roles aboard a starship and thus within the game, the process being to set to a standard or objective rather than simply to see what the result might be. Similarly, the starship combat rules are equally as innovative—whichever version is being used—as they encourage the Player Characters to work together and fulfil their roles aboard ship in a time of crisis. This all encouraged the players to roleplay members of Starfleet in the future of Star Trek, as did the combat rules—deadly when it came to its modern weapons, but more knockabout when it came to fist fights! It also encouraged the use of the Negotiation/Diplomacy skill and the various scientific and technical skills to solve problems and overcome hurdles rather the simple use of brute force. These design innovations have been replicated again and again in subsequent Star Trek roleplaying games, inspired of course, by the source material, but indisputably, Star Trek: The Roleplaying Game was there first. This is why Star Trek: The Roleplaying Game was the first great Star Trek roleplaying game and why it is so fondly remembered today.

Saturday, 31 December 2022

1982: Gangbusters

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Gangbusters: 1920’s Role-Playing Adventure was published by TSR, Inc. in 1982, the same year that the publisher also released Star Frontiers. It is set during the era of Prohibition, during the twenties and early thirties, when the manufacture and sale of alcohol was banned and criminals, gangs, and the Mafia stepped up to ensure that the American public still got a ready supply of whisky and gin it wanted, so making them incredibly wealthy on both bootlegging whisky and a lot of other criminal activities. Into this age of corruption, criminality, and swaggering gangsters step local law enforcement, FBI agents, and Prohibition agents determined to stop the criminals and gangsters making money, arrest them, and send them to jail, as meanwhile the criminals and gangsters attempt to outwit the law and their rivals, and private investigators look into crimes and mysteries for their clients that law enforcement are too busy to deal with and local reporters dig deep into stories to make a big splash on the front page. In Gangbusters, the players take on the roles of Criminals, FBI Agents, Newspaper Reporters, Police Officers, Private Investigators, and Prohibition Agents, often with different objectives that oppose each other. In a sense, Gangbusters takes the players back to the explanation commonly given at the start of roleplaying games, that a roleplaying game is like playing ‘cops & robbers’ when you were a child, and actually lets the players roleplay ‘cops & robbers’.

There had, of course, been crime-related roleplaying games set during the Jazz Age of the twenties and the Desperate Decade of the thirties before, most notably the Gangster! RPG from Fantasy Games Unlimited and even TSR, Inc. had published one in the pages of Dragon magazine. This was ‘Crimefighters’, which appeared in Dragon Issue 47 (March 1981). Similar roleplaying games such as Daredevils, also from Fantasy Games Unlimited and also published in 1982, and Mercenaries, Spies and Private Eyes, published Blade, a division of Flying Buffalo, Inc., the following year, all touched upon the genre, but Gangbusters focused solely upon crime and law enforcement during the period. Lawrence Schick, rated Gangbusters as the ‘Top Mystery/Crime System’ roleplaying game in his 1991 Heroic Worlds: A History and Guide to Role-Playing Games.

Although Gangbusters is a historical game, and draws heavily on both the history of the period and on the films which depict that history, it does veer into the ahistorical terms of setting. Rather than the city of Chicago, which would have been the obvious choice, it provides Lakefront City as a setting. Located on the shores of Lake Michigan, this is a sort of generic version of the city, perfectly playable, but not necessarily authentic. Whilst the ‘Rogue’s Gallery’ in Appendix Three of the Gangbusters rulebook does provide full stats for Al Capone—along with innumerable notorious gangsters and mobsters and upstanding members of the law, Lakefront City even has its own version of ‘Scarface’ in the form of Al Tolino! To the younger player of Gangbusters, this might not be an issue, but for the more historically minded player, it might be. Rick Krebs, co-designer of Gangbusters, addressed this issue in response to James Maliszewski’s review of the roleplaying game, saying, “With eGG and BB eager to have a background in their childhood city (if you thought Gary’s detail on ancient weapons was exacting, so was his interest in unions and the Chicago ward system), TSR's marketing research leaned toward the original fictional approach.” 

Gangbusters was first published as a boxed set—the later second edition, mislabelled as a “New 3rd Edition”, was published in 1990. (More recently, Mark Hunt has revisited Gangbusters beginning with Joe’s Diner and the Old School Renaissance-style Gangbusters 1920s Roleplaying Adventure Game B/X). Inside the box is the sixty-four-page rulebook, a sixteen-page scenario, a large, thirty-five by twenty-two-inch double-sided full-colour map, a sheet of counters, and two twenty-sided percentile dice, complete with white crayon to fill in the numbers. The scenario, ‘“Mad Dog” Johnny Drake’, includes a wraparound card cover with a ward map of Lakefront City in full colour on the front and a black and white ward map marked with major transport routes on the inside. The large map depicted Downtown Lakefront City in vibrantly coloured detail on the one side and gave a series of floorplans on the other.

Gangbusters followed the format of Star Frontiers in presenting the basic rules, standard rules, and then optional expert rules. However, Star Frontiers only got as far as providing the Basic Game Rules and the Expanded Game Rules. It would take the release of the Knight Hawks boxed supplement for it to achieve anything in the way of sophistication. In Gangbusters, that sophistication is there right from the start. The basic rules are designed to handle fistfights, gunfights, car chases and car crashes, typically with the players divided between two factions—criminal and law enforcement—and playing out robberies, raids, car chases, and re-enactments of historical incidents. This is done without the need for a Judge—as the Game Master is called in Gangbusters—and played out on the map of Downtown Lakefront City, essentially like a single character wargame. In the basic game, the Player Characters are lightly defined, but the standard rules add more detail, as does campaign play. In this, the events of a campaign are primarily player driven and plotted out from one week to the next. So, the criminal Player Character might plan and attempt to carry out the robbery of a jewellery store; a local police officer would patrol the streets and deal with any crime he comes across; the FBI agent might go under surveillance to identify a particular criminal; a local reporter decides to investigate the spate of local robberies, and so on. Where these plot lines interact is where Gangbusters comes alive, the Player Characters forming alliances or working together, or in the case of crime versus the law, against each other, the Judge adjudicating this as necessary. Certainly, this style of play would lend itself to would have been a ‘Play By Post’ method of handling the planning before the action of anything played out around the table and on the map.

Yet despite this sophistication in terms of play, the crime versus the law aspect puts player against player and that can be a problem in play. Then if a criminal Player Character is sent to jail, or even depending upon the nature of his crimes, executed—the Judge is advised to let the Player Character suffer the consequences if roleplayed unwisely—what happens then? There are rules for parole and even jury tampering, but what then? The obvious response would have been to focus campaigns on one side of the law or the other, rather than splitting them, but there is no doubting the storytelling and roleplaying potential in Gangbusters’ campaign mode. Gangbusters is problematic in three other aspects of the setting. First is ethnicity. The default in the roleplaying game is ‘Assimilated’, but several others are acknowledged as options. The second is the immorality of playing a criminal and conducting acts of criminality. The third is gender, which is not addressed in terms of what roles could be taken. Of course, Gangbusters was published in 1982 and TSR, Inc. would doubtless have wanted to avoid any controversy associated with these aspects of the roleplaying game, especially at a time when the moral panic against Dungeons & Dragons was in full swing, and given the fact that it was written for players aged twelve and up, so it is understandable that these subjects are avoided. (The irony here is that Gangbusters was seen as an acceptable roleplaying game by some because you could play law enforcement characters and it was thus morally upright, whereas despite the fact that the Player Characters were typically fighting the demons and devils in it, the fact that it had demons and devils in it, made Dungeons & Dragons an immoral, unwholesome, and unchristian game.)

In the Basic Rules for Gangbusters, a Player Character has four attributes—Muscle, Agility, Observation, and Presence, plus Luck, Hit Points, Driving, and Punching. Muscle, Agility, Observation, Luck, and Driving are all percentile values, Presence ranges between one and ten, and Punching between one and five. Punching is the amount of damage inflicted when a character punches another. To create a character, a player rolls percentile dice for Muscle, Agility, and Observation, and adjusts the result to give a result of between twenty-six and one hundred; rolls a ten-sided for Presence and adjusts it to give a result between three and ten; and rolls percentile dice and halves the result for the character’s Luck. The other factors are derived from these scores.

Jack Gallagher
Muscle 55 Agility 71 Observation 64 Presence 5 Luck 36
Hit Points 18 
Driving 68 Punching 3

At this point, Jack Gallagher as a basic character is ready to play the roleplaying game’s basic rules, which cover the base mechanic—a percentile roll versus an attribute, plus modifiers, and roll under, then fistfights, including whether the combatants want to fight dirty or fight fair, gunfights, and car chases. Luck is rolled either to avoid immediate death and typically leaves the Player Character mortally wounded, or to succeed at an action not covered by the attributes. Damage consists of wounds or bruises, gunshots and weapons inflicting the former, fists the latter. If a Player Character suffers more wounds and bruises than half his Hit Points, his Muscle, Agility, Observation, and movement are penalised, and he needs to get to a doctor. The basic rules include templates for things like line of sight, rules for automatic gunfire from Thompson Submachine Guns and Browning Automatic Rifles, and so on. The rules are supported by some excellent and lengthy examples of play and prepare the player to roleplay through the scenario, ‘“Mad Dog” Johnny Drake’.

So far so basic, but Gangbusters gets into its stride with its campaign rules. These begin with adding small details to the Player Character—age, height and weight, ethnic background, rules for age and taxes (!), and character advancement. Gangbusters is not a Class and Level roleplaying game, but it is a Level roleplaying game. As a Player Character earns Experience Points, he acquires Levels, and each Level grants his player a pool of ‘X.P. to Spend’, which can be used to improve attributes, buy skills, and improve already known skills. So, for example, at Second Level, a player has 10,000 X.P., 20,000 X.P. to spend at Third Level, and so on, to spend on improvements to his character. It costs between 2,000 and 5,000 X.P. to improve attributes and 20,000 X.P. to improve Presence! New skills range in cost between 5,000 X.P. and 100,000 X.P.

Thirty-five skills are listed and detailed, ranging from Auto Theft, Fingerprinting, and Lockpicking to Jeweller, Art Forgery, and Counterfeiting. Some are exclusive to particular careers. Each skill is a percentile value whose initial value is determined in the same way as Muscle, Agility, and Observation. When a Player Character is created for the campaign, in addition to a few extra details, he also receives one skill free as long as it costs 5,000 X.P. This list includes Auto Theft, Fingerprinting, Lockpicking, Photography, Pickpocketing, Public Speaking, Shadowing, Stealth, Wiretapping.

In addition to acquiring ‘X.P. to Spend’ at each new Level, a Player Character might also acquire a new Rank. So, a Rookie Local Police Officer is likely to be promoted to a Patrolman and then a Patrolman to a Master Patrolman, but equally, could remain a Patrolman for several Levels without being promoted.

Jack Gallagher
Ethnicity: Irish American Age: 25 
Height: 5’ 9” Weight: 155 lbs.
Features: Brown hair and eyes, crooked nose
Muscle 55 Agility 71 Observation 64 Presence 5 Luck 36
Hit Points 18
Driving 68 Punching 3
Skill: Auto Theft 89%

Rather than Classes, Gangbusters has Careers. These fall into four categories—Law Enforcement, Private Investigation, Newspaper Reporting, and Crime. Law Enforcement includes the Federal Bureau of Prohibition, Federal Bureau of Investigation (F.B.I.), and local city police department; Private Investigation covers Private Investigators; Newspaper Reporting the News Reporter; and Crime either Independent  Criminals, Gang members, and members of  Organized Crime Syndicates. In each case, Gangbusters goes into quite a lot of detail explaining what a member of each Career is allowed to do and can do. For example, the Prohibition Agent can make arrests for violations of the National Prohibition Act; can obtain warrants and conduct searches for evidence of violations of the National Prohibition Act; can destroy or confiscate any property (other than buildings or real estate) used to violate the National Prohibition Act; close down for one year any building used as a speakeasy; and can carry any type of gun. There are notes too on the organisation of the Federal Bureau of Prohibition, salaries, possibility of being corrupt, possible encounters, and notes on how to roleplay a Prohibition Agent. It does this for each of the careers, for example, how a Private Investigator picks up special cases, which are rare, and how a News Reporter gets major stories and scoops. The Crime careers covers a wide array of activities, including armed robbery, burglary, murder, bootlegging, running speakeasies, the Numbers racket, loansharking, bookmaking, corruption and more, all in fantastically playable detail. This whole section is richly researched and supports both a campaign where the Player Characters are investigating crime and one where they are committing it. Further, this wealth of detail is not just important because of the story and plot potential it suggests, but mechanically, the Player Characters will be rewarded for it. They earn Experience Points by engaging in and completing activities directly related to their Careers. Thus, a member of Law Enforcement will earn Experience Points for arresting a felon, when the felon arrested is convicted, for the recovery of stolen property, and more; the News Reporter for scooping the competition, providing information that leads to the arrest and conviction of any criminal, and so on; whilst the Criminal earns it for making money! This engagingly enforces a Player Character role with a direct reward and is nicely thematic.

Further rules cover the creation of, and interaction with, NPCs. This includes persuasion, loyalty, bribery, and the like. In fact, persuasion is not what you think, but rather the use of physical violence in an attempt to change an NPC’s reaction. There are rules too for public opinion and heat, newspaper campaigns, bank loans, and even explosives, and of course, what happens when a crook or gangster is arrested. This goes all the way up to plea bargaining and trials, jury tampering, sentences, and more. The advice for the Judge is kept short, just a few pages, but does give suggestions on how to prepare and start a campaign, and then how to make the game more fun, maintain flow of play and game balance, improvise, and encourage roleplaying. It is only two pages, but given that the rulebook for Gangbusters is just sixty-four pages, that is not too bad. In addition, there also ‘Optional Expert Rules’ for gunfights, fistfights, and car chases, which add both detail and complications. They do make combat much harder, but also much, much deadlier. Finally, the appendices provide price lists and stats for both generic NPCs and members of both the criminal classes and members of law enforcement. The former includes Bonnie Barker and Clyde Barrow, John Dillinger, and Charles Luciano, whilst for the latter, all of the Untouchables, starting with Elliot Ness, are all listed, including stats. Oddly, the appendix does not include a bibliography, which would have been useful for a historical game like Gangbusters.

The scenario, ‘“Mad Dog” Johnny Drake’, is a short, solo-style adventure that is designed to be played by four players, but without a Judge. It includes an FBI Agent and three local detectives, all pre-generated Player Characters, who are attempting to find the notorious bank robber, ‘Mad Dog’ Johnny Drake. It is intended to be played out on the poster map and sees the Player Characters staking out and investigating a local speakeasy before they get their man. The scenario is quite nicely detailed and atmospheric, but the format means that there is not much of the way of player agency. Either the players agree to a particular course of action and follow it through, or the scenario does not work. Nevertheless, it showcases the rules and there are opportunities for car chases and both shootouts and brawls along the way. If perhaps there is a downside to the inclusion of ‘“Mad Dog” Johnny Drake’, it is that there is no starting point provided in Gangbusters for the type of campaign it was meant to do.

Physically, Gangbusters: 1920’s Role-Playing Adventure feels a bit rushed and cramped in places, but then it has a lot of information it has to pack into a relatively scant few pages. The illustrations are decent and it is clear that Jim Holloway is having a lot of fun drawing in a different genre. The core rules do lack a table of contents, but does have an index, and on the back of the book is a reference table for the rules. Pleasingly, there are a lot of examples of play throughout the book which help showcase how the game is played, although not quite how multiple players and characters are supposed to be handled by the Judge. Notably, it includes a foreword from Robert Howell, the grandson of Louise Howell, one of the Untouchables. This adds a touch of authenticity to the whole affair. The maps are decently done on heavy stock paper, whilst the counters are rather bland.

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Gangbusters: 1920’s Role-Playing Adventure was reviewed by Ken Rolston in the ‘Reviews’ department of Different Worlds Issue 29 (June 1983). He identified that, “…[T]he model of the “party of adventurers” that has been established in science fiction, fantasy, and superhero gaming is inappropriate for much of the action of Gangbusters; private detectives have always been solitary figures (who would think of the Thin Man or Sam Spade in a party of FRP characters?) and if players variously choose FBI agent, newspaper reporter, and criminal roles, it is hard to see these divergent character types will be able to cooperate in a game session. At the very least, the Gangbusters campaign will have a very different style of play from a typical FRP campaign.” before concluding, “Gangbusters is nonetheless a worthwhile purchase, if only as a model of good game design.”

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Although mechanically simple, Gangbusters shows a surprising degree of sophistication in terms of its treatment of its subject matter and its campaign set-up, with multiple Player Character types, often not playing together directly, but simply in the same district, and often at odds with each other. However, it is not a campaign set-up that the roleplaying game fully supports or follows through on in terms of advice or help. It represents a radical change from the traditional campaign style and calls for a brave Judge to attempt to run it. This would certainly have been the case in 1982 when Gangbusters was published. The likelihood though, is that a gaming group is going to concentrate on campaigns or scenarios where there is one type of character, typically law enforcement or criminal, and these would be easier to run, but alternatively the Judge could run a more montage style of campaign where different aspects of the setting and different stories are told through different Player Characters. That though, would be an ambitious prospect for any Judge and her players.

Gangbusters: 1920’s Role-Playing Adventure is a fantastic treatment of its genre and its history, packing a wealth of information and detail into what is a relatively short rulebook and making it both accessible and readable. For a roleplaying game from 1982 and TSR, Inc. Gangbusters combines simplicity with a surprising sophistication and maturity of design.

Friday, 30 December 2022

1982: SoloQuest

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

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SoloQuest was published in 1982. It is an anthology of solo adventures published by Chaosium, Inc. for use with RuneQuest II, a roleplaying game not really known for its solo adventures, unlike, for example, Tunnels & Trolls. However, 1982 marked the beginning of a solo adventure trend with the publication of The Warlock of Firetop Mountain, the first Fighting Fantasy adventure which would introduce roleplaying and solo adventures to a wider audience outside of the hobby.

SoloQuest presents three mini quests of varying complexity and storylines, but all playable in a single session or so. They are best suited to a Player Character who can fight, knows a degree of magic, and who also has a few decent non-combat skills. A Player Character with a weapon skill of 60% or more and the Healing and Protection spells, plus some Detect spells—which for RuneQuest II would have been Battle magic—will be challenged by these scenarios, but not overly challenged.

SoloQuest—now part of the SoloQuest Classic Collection—is written by Alan LaVergne, who also designed its sequels, SoloQuest 2: Scorpion Hall and SoloQuest 3: The Snow King’s Bride, and who also had been a member of Steve Perrin’s Pavis campaign. It contains three scenarios, ‘DreamQuest’, ‘Phony Stones’, and ‘Maguffin Hunt’. The first of these is ‘DreamQuest’ in which the Player Character’s god sends him off on a mini-heroquest to face four random opponents before an encounter with a foe that is definitely his equal. This is not an adventure for Rune Masters, but someone aspiring to that position, and success means that the Player Character is well rewarded. There is greater chance of skill improvement and raising the Player Character’s POW, and if successful on the first attempt, gaining favour with both god and cult such that an extra bonus is granted to becoming a Rune Master and learning a cult Rune spell. The fights themselves are to the death, but the Player Character is not physically harmed when he awakens since the combats take place in his dreams. For the same reason, any Chalana Arroy initiate on this ‘DreamQuest’ is not only allowed to participate, but also attack his opponents—although putting to sleep counts as a victory! The rules for adjusting to each fight are quite detailed, but essentially, the Player Character begins each fight alone, weapon in hand, and ready to assess the opponent. The set-up also suggests that the player keep a detailed record of the fights to track spell effects and the like, and avoid any confusion.

Where ‘DreamQuest’ shines is in its range of NPCs and combatants—all twenty of them! Infamously, they include Errol, a swashbuckling Manticore; Lucky the Human athlete against whom the Player Character must run an assault course; ‘Huey & Looie’, a pair of Death Ducks; and Elvis, a Centaur armed with bow and lance. All come with not just the full stats, but also their reaction to the Player Character and a detailed breakdown of their actions over the course of the melee. ‘DreamQuest’ is primarily an exercise in mechanics and working out how the combat rules of RuneQuest II work, one that can be both replayed by a Player Characters and played by different Player Characters. Yet it also serves as a showcase for the occasional weirdness of RuneQuest and Glorantha, as well as a source of NPCs for the Game Master.

The second solo adventure is ‘Phony Stones’. This begins with a lot more story. Someone is selling fake statues of Issaries in the city of Whitewall and the cult has brought in Zero, a Lhankor Mhy scholar who claims to be the world’s greatest living detective, but in a nice nod to Rex Stout’s Nero Wolf, never leaves the city. Fortunately, he has deduced that the culprit is hiding in one of ten houses on the same row in nearby Slime Haven. The Issaries cult hires the Player Character to do the physical investigation and the scenario begins with him outside the first house in the row. The Player Character can approach the houses in any order, each one mini-adventure in itself. Approaching each house follows the same procedure. First, casting spells such as Detect Life, Detect Enemies, Detect Magic, and Detect Gold, then entering the house and encountering the occupants. Most will be hostile towards the interloper, at least initially, and the Player Character will need to work hard to gain their trust. Once gained, the Player Character can begin to learn more about each of the inhabitants along the row as he moves from house to house, putting clues and facts together to determine who the culprit is.

Yet despite its story potential, ‘Phony Stones’ does not quite work as an investigative, mystery style scenario. To begin with, the Player Character has no real means of interacting with the NPCs other than fighting them or threatening them. Nor is he given any real means of actively hunting for clues. Effectively, this means that the Player Character cannot use the Spot Hidden skill or ask the inhabitants questions, so it feels more like the player is reading the plot of mystery which has been deconstructed on purpose and it is his job to put it back together. Neither does it help that the clues are not particularly easy to spot. Of course, building those elements into the scenario would have made each mini-adventure at each house all the more complex and difficult to design and present. Ultimately, it highlights the difficulty of designing a scenario of this type for solo play and just how close the designer got to creating an effective scenario. ‘Phony Stones’ is not without its merits. There is flavour and detail here if the player and his character can get to it, plus there is actually much more going on in Slime Haven than at first seems. If the Game Master was to extract this plot and then both develop and run it as a non-solo scenario for a single Player Character or a few, it would work very well.

The third and final solo adventure is ‘Maguffin Hunt’. The Player Character is hired by the Duke of Jawain to recover a ‘maguffin’, which has been stolen by some Dwarves. As the scenario opens, the Player Character stands outside their hideout, a small cave complex. Stealth is important as the player will track his character’s Noise level throughout the adventure. Amounting to just over one hundred entries, this cave complex consists of mostly tunnels plus a few rooms and barely a handful of encounters. The player will need to map his character’s exploration as it does involve a lot of going back and forth and trying one tunnel after another. The majority of the encounters are combat based and actually consist of multiple paragraphs that the player will need to work through as each fight progresses. The adventure itself is not that interesting nor is it that easy to keep track of the Player Character’s movement without drawing a map. Ultimately, what lets the scenario down is that the Player Character cannot succeed in locating the ‘maguffin’. This is because it simply is not in the cave and the dwarves do not have it. If there was some hint as to where it was or even a sequel scenario in which the Player Character could find, it would be another matter. As it is, ‘Maguffin Hunt’ is a disappointing end to the trilogy.

Physically, SoloQuest is cleanly written and presented. All of the paragraphs are organised into their own boxes which makes them self-contained and easy to find. Similarly, the various NPCs and monsters and enemies are neatly and clearly organised and presented. Bar the occasional silhouette, SoloQuest is unillustrated.

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SoloQuest was reviewed several times in 1982 and 1983.

Forrest Johnson reviewed the anthology in The Space Gamer Number 55 (September 1982) in the ‘Capsule Reviews’ department. He described ‘DreamQuest’ as “[T]he first and best of the three.”; was critical of ‘Phony Stones’ and “[T]he frustration and futility of this scenario.”; and due to the fact that it was impossible to complete and suffered from difficult to identify paragraphs, described ‘Maguffin Hunt’ as a “[F]orgettable scenario.” He concluded with, “SOLOQUEST is not the best solo adventure booklet around, but if you play RuneQuest, there is not much competition. I hope Chaosium takes more care with future adventures.”

Writing in White Dwarf Issue 37 (January 1983) for ‘Open Box’, Clive Bailey was more positive, stating that, “Overall, I found this adventure pack easy and enjoyable to play.” He summed up the anthology, saying that, “The adventures are full of non-player characters ready for use in your own adventures and the ‘unusual’ encounter at the end of DreamQuest is an especially good idea. You can also run all three adventures as referee and player mini-scenarios (Phony Stones is even better played that way). Finally my rating combines playability and value for money.” He awarded SoloQuest a total of nine out of ten. (It should be noted, just as the review does, that at the time of the review’s publication, Games Workshop was printing RuneQuest and its various supplements, including SoloQuest, under licence from Chaosium, Inc.)

In the ‘Reviews’ department of Different Worlds Issue 27 (March 1983), Anders Swenson was also more positive. After initially explaining the nature of solo adventure books, he described ‘Phony Stones’ as being “[T]oo subtle”, whilst praising the other two scenarios. He finished with, “For a first book of solo adventures, SoloQuest is a great success. Alan Lavergne has demonstrated a good grasp of solo adventure design, and the layout and typography provide an excellent setting for the well-written text. This book is highly recommended for all RuneQuest players.”

Trevor Graver reviewed SoloQuest in the ‘Game Reviews’ section of Imagine No. 6 (September 1983). He was critical of the fact that “…RQ cults are referred to frequently, but the book carries no warning of this. If you haven’t got the Cults of Prax, it will lessen the entertainment value of this book.” However, he concluded that, “This apart, SoloQuest is a nice addition to the RuneQuest family. I look forward to the sequels.”

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The adventures in SoloQuest can all be played using RuneQuest II, or if the player has access to it, a copy of RuneQuest Classic. The player will also need access to a copy of Cults of Prax. Armed with both, the player can happily play through SoloQuest without any issue. However, it is entirely possible to play through SoloQuest using the modern iteration of the roleplaying game, RuneQuest: Roleplaying in Glorantha. The mechanics are similar and there is a conversion guide, plus the player will not need access to a copy of Cults of Prax. If this is done, the player will need to adjust the opposition his character will face, at least for martial characters. Such characters are like to have double the skill of any opposition they face in the three scenarios, if not triple the skill in some situations, so will need to adjust accordingly. Less martial characters will be on more of an equal footing with the NPCs and monsters they will face in the trilogy of solo adventures.

In terms of the three adventures in SoloQuest, ‘DreamQuest’ is the most accessible and easiest to play, and it is replayable. ‘Phony Stones’ is the most interesting and has both the best story and plot, as well as the most potential for roleplaying. Consequently, it has the most potential for development into a proper scenario run by a Game Master. ‘Maguffin Hunt’ is the scenario most like a traditional solo adventure, but unfortunately not a very interesting one.

SoloQuest feels like an experiment in solo adventures for RuneQuest, one that almost works, but not quite. Even the ones that do not quite work have potential. After all, there is nothing to stop the Game Master from playing and then developing them, or the player just simply playing them. Plus, as part of the SoloQuest Classic Collection, both Game Master and player will more and bigger and better adventures to play than presented here.