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Showing posts with label Charity. Show all posts
Showing posts with label Charity. Show all posts

Saturday, 21 September 2024

Unknown Ukraine

Vaesen: Spirits and Monsters of Mythic Ukraine is a special book. Obviously, it is a supplement for Vaesen – Nordic Horror Roleplaying , the Roleplaying Game of investigative folklore horror set in nineteenth century Scandinavia published by Free League Publishing. It is special because it something more than a straightforward supplement for the roleplaying game, though to be fair, it is actually a very straightforward supplement. Vaesen: Spirits and Monsters of Mythic Ukraine is special because it is the first book to be published as a result of the Free League Workshop, the community content programme for Free League Publishing’s various RPGs such as Mutant: Year Zero – Roleplaying at the End of Days, Sybaroum, and Twilight 2000. More importantly, it is special because of the circumstances of its development and publication, and that the proceeds of its sales go towards charitable causes in support of the Ukraine. These include United24, Come Back Alive, and Uanimals.

Vaesen: Spirits and Monsters of Mythic Ukraine is an anthology of creatures of myth and legend drawn from the folklore of Ukraine. Published by Society of Mythic Ukraine, based on an earlier project, Maloviy, which combined descriptions and details of these famous creatures with excellent artwork. This is continued in this Vaesen: Spirits and Monsters of Mythic Ukraine. The volume may only be a very slim one at just seventy-four pages and just twenty-seven entries, but it is superbly illustrated. Each is given a detailed write-up that runs to two or three pages which includes an excerpt from the Society’s library, a description, the creature’s characteristics, a full list of its magical powers—and all of them have this list, combat stats, the ritual associated with the creature, and examples of conflicts, plus a secret associated with the creature. The rituals are typically commonly held means of warding against the creature, whilst the conflict examples are actually story hooks that the Game Master can develop into mysteries of her own. There are three such conflicts per entry, giving her a total of eighty-one to play with! However, the creature entries in Vaesen: Spirits and Monsters of Mythic Ukraine do differ from those in the core rulebook. This difference is the inclusion of specific examples of Enchantments, Curses, and Trollcraft that a creature might employ. These are not normally listed in Vaesen – Nordic Horror Roleplaying, but are included here to make the use of each creature by the Game Master that much easier.

The collection opens with Bezdonnyk, which lives at the bottom of abysses and chasms where there is a bottomless lake or stream. It cannot stray from these locations because it represents the body of a suicide victim never found there and so never buried. When confronted, it might cause blindness or Christian symbols to shatter, or it might bestow the Gaze of the Abyss and magical power as well as knowledge of an enchantment or curse. The conflicts include looking for a missing, often bullied boy, removing the Sight from a boy who believed he has been cursed by a Bezdonnyk, and a village which secretly makes sacrifices to a Bezdonnyk to ensure its nearby springs grant healing. The grim nature of the entries in Vaesen: Spirits and Monsters of Mythic Ukraine continues with the Bohynka, an evil spirit born from the deaths of women who died giving birth, committed suicide, or aborted their babies, as well as from the deaths of betrothed girls who died before their weddings. She stalks pregnant women and women with newborns, stealing the babies before they are baptised and leaving behind monsters in their cradles. The stolen child is then twisted into an evil spirit. If that is not enough, Bezdonnyk also strangle people in their sleep, frighten and attack cattle, drive horses away, and devastate pastures. She appears as either an ugly old crone or a pale girl with long black hair. The conflicts include a village where the inhabitants cannot sleep feeling as if they are being strangled and a priest summoned to help was found strangled dead, a village where a new mother is being driven mad because she feels that her child is not hers, and a Bohynka who has returned to enact its revenge on those who drove her to suicide.

Other entries include the Chort, an evil spirit that is the cause of most misfortunes in the world. Cunning, wicked, insidious, and dangerous, it can inflict illness and bad luck to both people and livestock, incite people to commit evil deeds, tempt them to sell their souls to it in return for magical powers, and wilt fields and crops. A Chort is humanoid with animal features—hairy with horns, donkey ears and tails, a pig snout, and hooves—and always dresses in shades of red, typically fancy boots, a hat and a coat. The Nichnytsia is an evil night spirit that appears as a pale woman with long, dishevelled hair, bulging eyes, and a mouth twisted in terror, as well as gnarled, bony hands with long nails, dressed in a white nightdress so long that she looks like she is floating. Either the restless soul of a girl who suffered an unnatural death, a witch, or of someone who died in terrible agony or grief, she lives by day in nearby chasms, but at night sneaks into houses to pick first on children, sending nightmares, pinching and tickling, and feeding them a foul yellow milk which causes a child to be sick. She can also inflict insomnia or a lethargic sleep in which the sleeper has terrible nightmares. The Pesyholov is more typically monstrous, a wolf-headed humanoid with a single eye, believed to be descended from man-eating giants, a practice it keeps today, keeping its victims in pits, fattening them up until they are ready to eat!

Not all of the creatures or spirits in Vaesen: Spirits and Monsters of Mythic Ukraine are malevolent. For example, the Brodnytsia, which looks like a pretty girl with thick black braids, builds and protects fords across rivers and swamps so that people can cross them in safety as well protecting children who come too close to the water. This kindly spirit lives with beavers in their dams and will also protect places and people nearby, breaking damns to unleash the held back waters on fires or invaders! She can detect evil doers or those up to no good and lead them into whirlpools where they will drown. Since the Brodnytsia is a kindly spirit, conflicts associated with her involve things that have been done or anger her. The three include looking for the missing wife and brother of a famous hunter and tanner, who unfortunately has annoyed a Brodnytsia by hunting her beaver living companions; searching for a missing troupe of performing artists; and discovering why the dams and fords near a village keep breaking and the area flooding despite the villagers making good repairs.

Khukha are cute and fluffy nature spirits found in fields, forests, steppes, and caves, their forest types often waking with an incredible noise under the canopy that resembles knocking, squeaking, purring, and grunting. They do help those trouble and warn about the dangers in a forest, though some do see them as evil and vengeful. The Krynytsia is the spirit of the well or water spring, who ensures that the weather is good for the harvest and the fertility of the land. When she appears, it is as a young woman of great beauty with long, flowing blond braids. The better maintained her well or spring is, the better the weather and the better the harvests, and the more beautiful she is, but if neglected, the waters will stagnate, and the village and its surrounds will be beset with drought and evil spirits, the latter inflicting misfortune, illness, and disasters.

One of the stranger creatures in the bestiary is the Skarbnyk. Only appearing as a set of floating red eyes, the Skarbnyk guards hidden treasure, but only evil treasure that has been gained through theft, betrayal, or pacts with wicked spirits. The Skarbnyk will do this in return for the owner’s soul when he dies and if anyone does try to steal it, the treasure will turn into potsherds or snakes! However, the Skarbnyk will allow a swap to take place if the thief is willing to give up his soul. The Spryiia is the spirit of a person’s skill or talent which normally dies with the person, but it can be passed on to a child at birth, this being indicated by a birthmark. The Spryiia appreciates hard work and so will leave a person if he becomes too lazy. Mechanically, the increase in the skill is represented by a magical gift that increases a skill by two. The Zharook is either a household spirit or a god of fire that resides in the stove. This many-headed, many-eyed serpent can also be vengeful if it or the stove is shown disrespect and will set fires in the house. It can also make people gossip because it enjoys talking about rumours and news between its various heads!

Physically, Vaesen: Spirits and Monsters of Mythic Ukraine is a lovely looking book. The artwork is rich, wonderfully bringing its entries to life. The writing is slightly rough in places and it does need another edit. However, it would be churlish to grumble too much about this, given that the book is for a good cause and how good the book looks otherwise.

There are some common themes running through Vaesen: Spirits and Monsters of Mythic Ukraine, such as girls and women having suffered terrible deaths, spirits protecting streams, wells, or swamps, and so on, but this countered by the strangeness of other entries such as the Zharook or Skarbnyk. Yet all of the entries in the bestiary are going to be strange to most of the audience for it, the folklore and stories of creatures and monsters native to Ukraine having rarely travelled beyond its borders. With Vaesen: Spirits and Monsters of Mythic Ukraine they have, and in return, Game Masters and players of Vaesen can travel east to cross those borders and investigate mysteries new and different. Vaesen: Spirits and Monsters of Mythic Ukraine is an excellent introduction to Mythic Ukraine for Vaesen – Nordic Horror Roleplaying.

Friday, 15 March 2019

Roleplay Relief I

Since 1985, Red Nose Day has been a biennial fixture here in the United Kingdom, a telethon originally set up to support famine relief in Ethiopia. In the almost thirty-five years since, it has raised over £1 billion, but in general ignored by the roleplaying industry. In 2019, that changes thanks to Simon Burley. Best known as the co-creator of the first British superhero roleplaying game, 1984’s Golden Heroes and a dedicated attendee of gaming conventions up and down the country—as evidenced in Conventional Thinking, Simon Burley has got several of United Kingdom’s gaming luminaries who together contribute to Role Play Relief. This consists of a two volume set. One is Role Play Relief: The Beginners Book, subtitled ‘For those who know NOTHING about Table-Top Role-Playing Games (but would like to know more)’, the other is Role Play Relief: The Experts Book, subtitled ‘For those who know EVERYTING about Table-Top Role-Playing Games (or THINK they do!’, and the proceeds from the sales of both will be donated to Comic Relief.

As the title suggests, Role Play Relief: The Beginners Book is designed as an introduction to the hobby and to roleplaying for anyone who is interested and knows nothing about either. As well as providing said introduction, it comes with three complete roleplaying games, three adventures, a history, a ludography, a glossary, and more. All of this content comes in a thick paperback and is donated by Simon Burley, JPete Cakebread, John Dodd, Ed Jowett, A. J. Kear, Paul Mitchener, Epistolary Richard, and Baz Stephens, with art by Claire Peacey, Jonny Gray, C. Michael Fanning, Sophia Michailidou, Rick Hershey, and Storn Cook.

Role Play Relief: The Beginners Book gets off to a jaunty start with Simon Burley introducing the concept of roleplaying and smartly leading the reader, step-by-step, into their first roleplaying game. Simon’s voice shines through here, the jolly patter of a man who attends convention after convention—not all of them dedicated gaming conventions—and encourages members of the public to play in his games. The game in question is Simon’s own d6 Hack. This is a fantasy roleplaying game a la Dungeons & Dragons, but one based upon The Black Hack. Thus, this is a Class and Level with four Classes—Warrior, Thief, Priest, and Conjurer—with character actions being decided by rolls against the character’s attributes. Now where The Black Hack and its derived roleplaying games employ a twenty-sided die for this process, d6 Hack uses a roll of three six-sided dice. This makes the game easier to pick up and less obtuse in its obvious use of funny shaped dice.

Very quickly, the rules cover actions, combat, and magic in as straightforward a manner as possible. A character sheet is provided for each Class as well as a ready-to-play example, so that the Referee can provide sheets for the players to roll up characters of their own or just grab one and play. This leads up to ‘One of Clerics is Missing’, a short rescue mission the type of which veterans will be familiar with. It amounts to no more than a ten-location dungeon which should provide between a hour and two hours’ worth of play. Certainly a veteran will pick this up without any difficulty, whereas although a neophyte Referee will be slightly more challenged, the author leads him through the process and gives him advice and pointers along the way. Beyond the adventure, the d6 Hack comes with some advanced rules, including monsters, more spells, and rules for experience and going up in Level. Overall, this is a nicely done start to the book, although perhaps a short solo adventure could have been included to get the reader playing and help him learn the rules?

Having given the reader his first roleplaying game, Role Play Relief: The Beginners Book delves into the history of the hobby with John Dodd’s ‘In the beginning…’ It is a brief introduction, before exploring a few games to choose from, all of them in print. It is very light with just a few choices being highlighted across a few genres. Fantasy is the main focus here, which is understandable given the popularity of the genre, but it is at the cost of other games being included. ‘RPG Genres’ by Paul Mitchener follows a similar pattern, but provides the reader with a slightly deeper examination of how roleplaying presents certain genres, but with less of an emphasis on particular roleplaying games. ‘How Actual Play came to shine a light on the hobby’ by Baz Stevens explores how a relatively recent development in the roleplaying hobby—the recording of roleplaying sessions and campaigns for viewing or listening by the general public—has become both its flagbearer, to the point that the recordings are listened to by people with no interest in actually playing and people are coming to playing their first roleplaying game after listening or watching them being played. It is a good introduction to the movement, but perhaps could have made clearer some sample shows for easy reference by the reader.

Donated by Ed Jowett of Shades of Vengeance, the second of the roleplaying games in Role Play Relief: The Beginners Book is Era: Lyres. This is a fantasy game in which the players take the roles of barbarians, bards, rogues, and warriors in a traditional medieval setting, that of the city of Yarnolth. Known for its innumerable number of taverns and city squares where the practitioners of Lyres’ arts, that is, the player characters, can pitch up and spin their yarns for potential profit. They must dress the part; they cannot profess to using magic—divine intervention is believable, but arcane arrows are not; avoid being found lying lest they ruin their reputations and end in barroom brawls; and lastly, not be seen committing acts of murder or theft. Okay, so far, but instead actually going on adventures, the player characters will spin stories of they slew great dragons, battered bandits, obliterated ogres and trolls, and more. The more successful they are, the more they will increase their party’s Confidence Rating and thus be able to ‘perform’ at bigger and more prestigious venues.

Era: Lyres is a brilliantly clever set-up. Essentially, it has the players roleplaying characters who are telling stories about their adventures, the types of adventures which characters in a fantasy roleplaying game go on. Unfortunately, neither the mechanics—dice pools with multiple attributes—fit the setting or Era: Lyres fit the Role Play Relief: The Beginners Book. Essentially both are too complex, the first mechanically for its concept, the second conceptually for what is meant to be an introduction to roleplaying. Had Era: Lyres been included in Role Play Relief: The Experts Book, its conceptual complexities would not have been an issue.

The third roleplaying game in Role Play Relief: The Beginners Book is Cakebread & Walton’s OneDice. Again, this uses a roll of a six-sided die, typically with the addition an attribute and a skill, to handle most of a character’s actions. In comparison to the earlier two roleplaying games, OneDice is very much stripped back, being a simpler game with just three attributes and a handful of skills. It adds the complication of Stunt Points, which when spent allow a character to get out of scrapes or survive a perilous situation, but provides some good examples of their use. There is a fairly knockabout feel to the rules, especially in the example of play. Accompanying the game are two scenarios. The first is a ‘The Hollow Horror’, a short fantasy adventure which is little more than a trek to face a big monster, whilst the second is ‘Raid on Graxlek 5’, a solo Science Fiction adventure. Consisting of just twenty-three entries, this has a security officer investigating a strange facility planetside and is a whole lot more interesting than ‘The Hollow Horror’. It is a pity though, that the reader has to get so far into Role Play Relief: The Beginners Book without being given an opportunity to play like this.

Rounding out Role Play Relief: The Beginners Book is A.J. Kear’s ‘What does that mean? A glossary of jargon and abbreviations used in roleplaying games’. From AC and Action to Worldbuilding and XP, this provides an explanation of the many terms we use regularly in the hobby. Helpful of course, and useful should anyone want to look up a term.

Physically, Role Play Relief: The Beginners Book is a a thick, digest-sized paperback, lightly illustrated and done in black and white throughout. It does need another edit and the layout is somewhat scrappy around the edges. So it feels slightly rough in places and has an amateur feel to it.

There is a lot to like to like about Role Play Relief: The Beginners Book, whether that is two good roleplaying games, the scenarios, the history, explanations, the fact that its proceeds go to charity, and so on, but there are disappointing aspects to the book too. Era: Lyres has already been mentioned as being unsuitable for a book intended to be read by anyone new to the hobby, but another is the fact that the book does not reflect the diversity of games that its various articles mention. Thus, there are is no horror roleplaying game or a Science Fiction roleplaying game—though there is a Science Fiction scenario—in the book, which is disappointing given that it would have broadened its appeal and better showcased what the industry and the hobby is capable of. Instead, what you have is three fantasy roleplaying games and two fantasy adventures when really only the one of each was needed.

In reading Role Play Relief: The Beginners Book, it feels reminiscent of a much earlier introduction to roleplaying, 1982’s Dicing with Dragons. It is not as polished of course, and in not offering a solo adventure at the start, it does not offer quite as easy an introduction to the hobby. Yet Role Play Relief: The Beginners Book provides a broader outlook on the hobby and provides more options in terms of play and so provides a solid introduction to the hobby in 2019.

Role Play Relief: The Beginners Book is available for purchase here.