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Showing posts with label City Book. Show all posts
Showing posts with label City Book. Show all posts

Saturday, 14 February 2026

Wet & Wonderful II

FLOTT’S MISCELLANY VOLUME ONE is written by Thaddeus Flott, (imaginary) alchemist and operatic tenor, in answer to A Visitor’s Guide to the Rainy City by Beauregard Hardebard, The Master and Four Wardens of the Fellowship of the Art or Mystery of Haberdashery and Millinery. Flott claims said guide to be a fine work, but suggests that reflects poorly upon the details that sees about him as he goes about his daily flânerie. He suggests that his Miscellany is perfect for visitor to learn a great deal about the city, but not too much about any particular one thing, to ready them for those occasions when he should compulsively tell everyone he meets the many things he has learned, and to be able to do it in a charming manner! And thus, the reader will be in such a position to earn a reputation as one of the more charming boors at any bourgeois social engagement he should attend. This is the manner in which FLOTT’S MISCELLANY VOLUME ONE should be approached and once done, for the dedicated boulevardier, there is FLOTT’S MISCELLANY VOLUME TWO!

FLOTT’S MISCELLANY VOLUME ONE is published by Superhero Necromancer Press and is an expansion to A Visitor’s Guide to the Rainy City. Both are systems-agnostic and are there suitable to be used with numerous different roleplaying games, but FLOTT’S MISCELLANY VOLUME ONE should definitely be used with A Visitor’s Guide to the Rainy City. Like any miscellany, FLOTT’S MISCELLANY VOLUME ONE is a book of things. In fact, FLOTT’S MISCELLANY VOLUME ONE is a book of lists of things, whether they are people, encounters, emporia and other businesses, rumours, goods and services, and more. Barring an essay at its rear discussing theatre in the Rainy City, no entry is longer than ten lines, and a great many of them, much, much shorter than that. This is done district by district and what it means is that the Game Master can dip into FLOTT’S MISCELLANY VOLUME ONE, whether in preparation or in play, pick out a detail, whether a name or a location or an object, and slip it into her game as her Player Characters go about their own flânerie.

For example, in general, ‘Brollys Used Instead Of Hats By The Undiscerning—A List By Beauregard Hardebard’ will be use to almost anyone, suggesting ‘The Pocket Parasol’, which provides maximum protection for the wigged and unhatted with its adequate use of lace and ‘The En Garde’, hard-tipped and sturdy, for when disagreements become pointed. There are notes on magical resonances when spells do not co-operate, such as adding an emotional effect or making the spell cracked. There are grimoires for sale, like Damson Days, a.k.a. The Secret of Ooze, Purple or Otherwise, by Pores the Indifferent and Skin Trade, On The Delicate Art of Etched Homunculi. There are new gangs, for example, ‘The Weathered Crows’, a gang of animated scarecrows and effigies and ‘The Welcoming Committee’, a gang whose membership is entirely made up of Gulls who shakedown of newly arrived ships of refugees for their jewellery. Guilds include ‘The High Society of Chivalrous Chiffoniers’ and ‘The Eternal Order of Smoke’, whilst notable legal covens which oversee contracts in a city without government, include ‘The Law Offices of Right Honourable Honorius Laborius Constantine Fuddyduddy, Fuddyduddy, and Fuddyduddy’ and ‘The Salty Hull of Mary Clew, Sela Konigsdot and Hurra O’Malley’.

FLOTT’S MISCELLANY VOLUME ONE does this over and over. List upon list in delightfully fusty and parochial language that borders on the Dickensian. Once it has done for the Rainy City in general, there are lists devoted to each of the city’s ten districts. In Rickety and the Swells, there is a list of pirate captains, captured, executed, stuffed, and displayed on the Plank, each waiting to possess someone and continue about their life, whilst in The Mids, there is a list of ‘Who is Duelling In Public Square Today?’. For example, ‘Ten Rusty Nails, Pugilist, vs. City Jeansm Achterfuss. Over the particularly annoying cant of Mr. Jeans’ hat as he undulated down the street.’ Again and again, FLOTT’S MISCELLANY VOLUME ONE gives morsels of information that intrigue and interest, but never a fuller explanation. Just enough to wonder where such details and situations might go were they to encounter the curiosity of the players and their characters.

Physically, FLOTT’S MISCELLANY VOLUME ONE retains all the charm of A Visitor’s Guide to the Rainy City. The artwork appears as woodprints with a Renaissance feel, but with an unsettling nature to it upon closer examination. The nature of the book with its many, many lists is short and pithy.

A Visitor’s Guide to the Rainy City engaged the senses from page one, bringing the storm-tossed, sodden metropolis and its strange inhabitants with their odd habits to life. FLOTT’S MISCELLANY VOLUME ONE continues in that vein with little tidbits and gobbets of detail and colour that will enrich the Game Master’s Rainy City campaign even further. FLOTT’S MISCELLANY VOLUME ONE is a feast of the bonne bouche, indulgently odd and quirky.

Friday, 13 December 2024

Wet & Wonderful

The world has ended, but if a ship can brave the Nine Swells, brace against the storms of the Outer Swells and roll with the waves of the Middle Swells, avoid being becalmed in the thick sargasso of Endswell, and withstand an attempt at becoming a prize for the mermaid pirate Capucine of the Wine Dark Sea, then it can find harbour in Vagabond Bay rather than the Admiralty blockaded Rickety. There the crew and its passengers will have reached Rainy City, a refuge in spite of the continued and variable inclemency. The goods they will have brought with them, especially foodstuffs will quickly find a price for their rarity and variety upon the tongue, and The Port Association for the Beneficial Incorporation of the Refugees and Asylum Seekers will do its utmost charity to find the newcomers a home and support in their time of need, and of course, most importantly of all, find them a hat, should none of them have none. Such a hat will be guild approved, for according to The Master and Four Wardens of the Fellowship of the Art or Mystery of Haberdashery and Millinery, no shall go without a hat, despite what the foolish delugeonists would proclaim or the Droll Union of Brolly-factors would have you believe. Welcome to Rainy City, a city where it never ceases to rain and the only season when fires are strong enough for The Molten Hands to work metal is Firelight. Where Ewts are pets and beasts of burden. Where the Harmonious Chantry of Alchemists will sell your servants ‘boiling salts’ so that you can enjoy a hot meal whatever the season. Where oozes, puddings, and slimes are a constant pest and the Puddinghand’s Union will examine every nook, cranny, and pipe of your dwelling and scour them free with alchemical solvents and powders—for a fee. Where once there was the Grand Academy of Magick, long since sunk into the murk of the waters dividing Old Town and Mids, barring a few of its highest towers that might give access to the secrets locked below. Where rainwater pours off the backs and out of the mouths of Gargoyles as they decorate and some say plot the end of the city on its highest towers and keeps, that is, until the brave members of The Society of Thatch clamber onto the city’s roofs and other slippery heights and sending them scattering so the damage their claws do to the tiles and stonework can be undone.

This is Rainy City, home to Achterfusses, the orating cephalopods who reside in the city’s pools and canals and come out in rainiest of seasons when they can breathe the ‘air’ to work, trade, sputter and cough, and give their opinions. To the diminutive Boggies of Bog End in the Sump where they enjoy water rugby and smoking reeds when they are dry enough or working as bottlers in the city’s few remaining wizard towers due to their immunities to enchantment. To Gargoyles and Ghouls, the latter enlightened flesh-eaters of Respectability Row and County Gaunt, perpetually well mannered about their old money and constant hunger, and delighted to have you to tea. To the chirping, wailing, and opportunistic Gulls—the only sea bird found in Rainy City—with wings that can grasp or fly, but not simultaneously. To the Deepsies, sufferers of ‘the Depsis’, who grow fishier and fishier every day, unhappily amphibious who mediate trade with the Underharbour or serve board salvage, sailing, and fishing boats. To the Mermaids who can slip out of their tails to walk as humans, most visiting during the wettest months of the year lest someone steal their shawls and gain power over them. To the Mine Goblins—or bearded cave elves—who hold a market in the Silver Falls Mines, but do not let just anyone attend, and dig endlessly into the Tower Cliffs for reasons they care not to divulge.

This is the setting of Rainy City as described in A Visitor’s Guide to the Rainy City. Ostensibly an actual guidebook to the city—written by no less a personage than Beauregard Hardebard, The Master and Four Wardens of the Fellowship of the Art or Mystery of Haberdashery and Millinery—it is actually a fanzine published in 2020 following a successful Kickstarter campaign by Superhero Necromancer Press (though not, it would appear, as part of ZineQuest #2). It is a systems agnostic supplement that would work with all manner of different systems and settings. Into the Odd and Troika! immediately spring to mind since both are simple to handle the baroque fripperies and arch arcanity of the setting’s strangeness. As a setting it cannot be pinned down to any one time period, the book’s line art suggesting the late medieval or early modern periods, but it could also be Georgian or Victorian as well. Its self-contained nature means it could easily be dropped into a campaign or simply exist in a water bubble all of its very own.

From the personal welcome of Beauregard Hardebard to every new visitor, A Visitor’s Guide to the Rainy City dives into describing the various peoples and places of the Rainy City. This includes its unsurprisingly wet seasons and the highly entertaining festivals that take place over the course of the year, such as The Gentle Exchange of the Fish in which every fisher and fishmonger proudly displays recently caught fish with the Peers of Fishmarket Way lording it over everyone for the duration, with public hangings, bracing auctions, cattlefish shows, crab fights, seaweed spas, flying fish races, a lanternfish brightness show, and the annual fisherfolk games. The latter consist of competitions in knot tying, sail raising, net throwing, bailing out a sinking boat, and anchor raising! There are details of what is commonly eaten and drunk, preferred pets and working beasts, and more. Then it explores the various regions of the city, from Rickety and the Swells, Vagabond Bay, and Old Town to Embassy Row, The Headlands, and Tower Cliffs. These are all given four pages of detail each, which always include the weather particular to the district, who they might interact with whilst there, how law is handled in the district, the degree of disorder and disarray, and more. The more includes the buildings of note, organisations to be found, and lastly things to do, hooks that the Game Master can develop. And every district is different and distinct, and though they are interconnected, a Game Master could, if she so wanted, take one of them and use it on its own. That though, would be to pull apart the richness of the setting as a whole.

In addition to the ‘Things to Do’ for every district, A Visitor’s Guide to the Rainy City gives eight scenario hooks in ‘The Patrons’. These include Madam Lydia, aged diviner of Old Town, noted for her dark prophecies, who now wants them to come true. Which means that the city will fall with the help of the Player Characters and her demons! Or Pizarro, the entrepreneur whose ‘Pizarro’s Dry Baths’ are a grand success and wants to expand his operations with steam baths. Except that requires that somebody capture a salamander. Lastly, there has always been The Sandestin in the Rainy City, a title and office with unclear meaning or purpose, but nevertheless, historically important. So important is the office though, that eras are identified by the holders. The holder could be an actual wizard or a charlatan or even a devil reborn each time some takes the office anew, but now? There are three pretenders to the office. Oh, the calamity.

Physically, A Visitor’s Guide to the Rainy City is charming. The artwork is subtly unnerving if you look close enough, whilst the writing is thoroughly engaging. The cartography is not bad, but it imparts a feel for the city rather than a detailed representation. If there is an issue, it is that the density of information is such that the book needs an index!

A Visitor’s Guide to the Rainy City is engaging from start to finish and you want to read stories set in the city let alone actually run a game set there. It is full of such wonderful little details that are going to astound and confound the players each time their characters visit, that they are going to want to come back again and again. A Visitor’s Guide to the Rainy City is simply delightful.

Saturday, 2 December 2023

Community & Consequences

Deep in the water-logged, sodden neighbourhood of Mire End comes word of a crime so bad that it transcends the criminality rife throughout its streets and alleys. A crime that has the potential to arise the ire of the community which is indebted to and reliant on the ‘services’ provided by the Hohler Gang and its affiliates, which both runs crime throughout the neighbourhood and taxes everyone by collecting protection money. Mire End is notoriously poor, damp, and forgotten, left to rot by The City and the neighbouring Three Canals Metropolitan Authority, the latter possessing relative wealth and the drainage system that Mire End lacks. The crime is child slavery. Granny Nicely is rumoured to be abducting children and putting them to work, if not necessarily with the tacit support of the Hohler Gang, then at least with its leaders looking in the other direction whilst taking her protection money. If the Hohler Gang will nothing, then it falls to the Troublemakers, the community activists who want to make the streets, alleys, and homes of Mire End better for its inhabitants. This is the set-up for Nicely, Done, a short scenario for A|State, Second Edition, published by Handiwork Games.

A|State, Second Edition is a roleplaying game of community and conflict, set in The City, a metropolis of baroque, dystopian Dickensian contrasts, between rich and poor, high and low technology, law and order and crime, and so on. The Troublemakers—the Player Characters—are members of a community who banded together to form an Alliance, staking out a Corner and working to protect and improve the Corner and its surrounding community that they call home. In the process, they will travel across The City, further than any other members of their community, discover secrets, and more importantly, in returning to the Corner, bring usually unwanted attention upon themselves and their community, and accrue trouble. The Corner itself is not predefined, but created collectively during the roleplaying game’s set-up process and through play, the players and their Troublemakers can expand and upgrade its features in ways which grant them further benefits whilst also having to protect the newly added Claims.

Nicely, Done is, in fact, a very short scenario or mission for A|State, Second Edition. It is designed to be played in an hour or two and in the process, both showcase the roleplaying game’s mechanics and how the roleplaying game is played. It comes with four pre-generated Troubleshooters who make up an Alliance in Mire End. These are an Activist, a Ghostfighter, a Lostfinder, and a Sneakthief, the Ghostfighter and the Lostfinder being signature Player Character types in A|State, Second Edition. They are also paired so that the four Troubleshooters and their players can take advantage of the roleplaying game’s Trust benefits. Nicely, Done is designed to be played in three stages. In the first, the Troubleshooters will roleplay and roll to gather information, and then in the second, decide what their plan is, either assault, deception, stealth, or social. The third stage consists of playing out the mission itself. Full details of Granny Nicely’s tenement workshop and its occupants are given, including the details for her, her thugs, the leader and members of a Hohler-affiliated gang, and the Mob, with illustrations of each. There is also a really nicely done map of Granny Nicely’s tenement workshop. However, it is the Mob that is important here. This represents the reaction of the wider community to the news that Granny Nicely is abducting children and forcing them to work for her, and its anger and response is measured by a clock. Tick off all six segments of the clock and the Mob will attempt to do what the Troublemakers have failed to do, which is to rescue the children and deal with Granny Nicely, though with rotten consequences. The clock for the Mob is both a timing and a narrative mechanism, but it is not the only clock in Nicely, Done. There are two or three others which can come into play depending upon the actions of the Troublemakers.

Besides the Mission and engagement of the Troublemakers and their players, Nicely, Done suggests possible consequences and ways in which the scenario can be expanded. Here is where Nicely, Done disappoints. The conclusion consists of a single paragraph and the three possible consequences run to a line or two each. Even in a scenario as short as Nicely, Done, both conclusion and possible expansions are very short. It leaves the Game Master with a lot to do. The other issue with Nicely, Done is that it does not include the community building aspect of A|State, Second Edition, the staking of Claims to expand the Troubleshooters’ community out from their initial Claim for their Corner. However, there are new rules for involving guns and the consequences of doing so, and for Trust, Care, and Noise and Attention and their consequences.

Physically, Nicely, Done is very well presented. The artwork is excellent, the writing decent, and the map nicely done. In particular, the artwork is given space to breath, the first ten or so pages of Nicely, Done being dedicated to showcasing the artwork and introduce The City. That said, none of it is new artwork, all of it has come from the core rulebook for A|State, Second Edition.

Nicely, Done is bit of an odd product. It is too short to be a full scenario and it does not have an explanation of the Trouble Engine used in A|State, Second Edition for Nicely, Done to be considered a quick-start. It is more of a demonstration scenario for the Game Master who already knows the rules to A|State, Second Edition to run the game or a scenario which the Game Master can add to her own campaign. Ultimately, Nicely, Done is a decent little scenario, but it does leave you wanting more.

Sunday, 5 November 2023

Community & Conflict

The City is one of contrasts and contradictions. Of gleaming skyscrapers from where the Trusts control every aspect of commerce and politics and governance, whilst the majority of the populace reside in crumbling, concrete tower blocks or alleyway-ridden rookeries. Of buildings without end and no city limits, yet few rarely travel beyond the confines of their community. Of the advanced technology that only the rich and powerful have access to versus the rickety, often make do devices that the masses have—the rusting machinery they have to work with in the factories, mills, workshops, and mines, the guttering, reeking fish oil lamps and flickering electrics with which they light their homes, and the dim televisions and squawking talkboxes they have for entertainment. Of the cleanliness of the rich and the churches versus the squalor of the slums and the streets. Of the humanity to be found there versus the inhumanity of the petty bylaws enforced by the authorities and the nightmares that stalk the streets—killers such as the Ticktock Man and the Iron Lady and the Shifted, strange entities barely whispered of in the darkest of corners of pubs and speakeasies. The City is divided by massive series of concentric canals, crossed mainly by skiffs due to the lack bridges, the iron for them going into the railway which clanks and groans its way around The City, policed heavily and often heavy-handedly by the Transit Militia. The City is a Dickensian nightmare filtered through the films Brazil, Delicatessen, and Dark City, where life is mean and paltry, but there are those that will stand up to the narrow-mindedness of the authorities, of the avariciousness of the Trusts, the viciousness of the gangs, and worse. They do this not for themselves, but for their corner and their community, even if it means causing trouble. This is the setting for A|State.

A|State was originally published by Contested Ground Studios in 2004 as a traditional roleplaying game that presented a fascinating setting, but unfortunately no real idea what it was about or what the players and their characters were supposed to do. A|State, Second Edition returns to the setting of The City and provides a reason to explore its dystopian dimensions as well as shifting to a more modern set of roleplaying mechanics that emphasise both player agency and its consequences. A|State, Second Edition is published by Handiwork Games and it uses the Forged in the Dark rules, first seen in Blades in the Dark, published by Evil Hat Productions in 2017. In A|State, Second Edition, the Player Characters are Troublemakers, who have banded together to form an Alliance, which seeks to protect and improve the Corner and its surrounding community that they call home. In the process, they will travel across The City, further than any other members of their community, discover secrets, and more importantly, in returning to the Corner, bring usually unwanted attention upon themselves and their community, and accrue trouble. The Corner itself is not predefined, but created collectively during the roleplaying game’s set-up process and through play, the players and their Troublemakers can expand and upgrade its features in ways which grant them further benefits whilst also having to protect the newly added Claims.

A Troublemaker in A|State has three Attributes and twelve Actions. The three Attributes are Insight, Prowess, and Resolve. These represent a Troublemaker’s ability to resist bad consequences. Each Attribute has four Action Ratings associated with it. Examine, Find, Scrounge, and Tinker for Insight; Fight, Sneak, Touch, and Wreck for Prowess; and Care, Command, Charm, and Persuade for Resolve. Action Ratings vary in value between zero and four. The value for Attributes are equal to the number of associated Action Ratings which have points in them and not the number points in the Action Ratings. A Troublemaker has an Origin, an Upbringing, and Faith; one or more special abilities; an Escape, such as Faith or Gambling, as means of relieving stress, but which can also become a Vice; and potentially one or more Trusted Allies. This is with another member of the Alliance, another Troublemaker, and must be agreed between the two Troublemakers and their players.

Troublemaker creation begins by selecting a Playbook. A|State gives seven Playbooks. These are the Stalwart, who uses politics to improve the Corner; the Dinginsmith, who uses small computing devices called dingins and other advanced technology not readily accessible to the general populace of The City; the Ghostfighter, a warrior renowned for his stealth and skill with the preternaturally sharp ceramic knives they wield and the scars from wounds closed by adhesive; the Lostfinder, revered for his ability to find things; the Mapmaker, turned to whenever an intermediary or dealmaker is required; the Sneakthief, who avoids confrontation and steals from the wealthy and the cruel; and the Stringer, citizen-journalist who feeds the constantly turning over media machine of The City. Each Playbook provides base values into two Action Ratings and a player assigns another four points. Each Playbook suggests where to assign them, but the player is free to decide. The player also selects a Special Ability, notes his Troublemaker’s special equipment, and rolls for Backing Faction, a faction in The city which supports the Troublemaker. The player though does not have to choose the standard version of each Playback, for all seven provide three alternatives and what to choose to create them. Thus, the alternatives to the Dinginsmith are the Wiretapper, who accesses The City’s communications for information; the Fulgurator, a member of the Fulgurator’s Guild and works with The City’s railway network; and the Scientist, who examines the nature of The City. Once a player has chosen his Troublemaker’s playback, he also adds Troublemaker’s Origin, Upbringing, Faith, and Escape.

Hope Botchlethorpe – Lostfinder

INSIGHT 2
Examine 0 Find 2 Scrounge 2 Tinker 0

PROWESS 0
Fight 0 Sneak 0 Touch 0 Wreck 0

RESOLVE 3
Care 1 Command 0 Charm 1 Persuade 1

Special Ability
Antiquarian

Special Item
Investigation Kit

Origin: Lower middle class, medium-sized business
Upbringing: Apprenticed
Faith: Third Church of God the Architect
Escape: Gambling
Backing Faction: Professor Pohler’s Historical Institute

Once the players have their Troublemakers and their Alliance, they work together to create the Corner their Troublemakers are protecting. This is done by choosing a spot on the map of The City and then the Crossroads, the central meeting point for the Alliance, such as the unstable waiting room of an abandoned railway station or the dusty attic of a tax records storage depot. This is placed on one of the really quite lovely local maps which will become unique to the Troublemakers’ Alliance as the game progresses. The players select a Reputation, such as Ambitious or Rough, assigns points to its own associated Action Ratings, sets its Morale and Resources values, and adds two Qualities like Bombed Out or Towering. Factions, which can be a Trust, Government, Enforcement, Media, or Criminal, and range in Tier 0 or known on the block to Tier VI or guides the whole city, and take an interest in the Corner to provide potential allies and enemies. This includes the initial Claims that the Troublemakers will want to add to their Corner. Each faction will have its Faction Record which tracks it actions and influence on the Corner as well as NPCs that the Troublemakers can have relationships with. In general, Troublemaker creation is easier than Corner creation, but together their set-up process will take a session for their own.

Mechanically, A|State is quite simple. To have a Troublemaker undertake an action, his player decides on the action’s goal and the Game Master sets its associated risk and reward. The player will roll a number of six-sided dice equal to an Action Rating. Extra dice can be added and rolled if a fellow Troublemaker helps in the action, for suffering either grief or pushing the Troublemaker, and from Special Items and Special Abilities. Pushing the Troublemaker will cause him to suffer stress, whilst grief is narrative consequence, such as collateral damage, losing an item, pushing a Trouble Clock onwards, and so on. Once the dice have been rolled, the player selects the highest value rolled. If this is a six, the action is successful; if four or five, it is successful, but either imperfect or with an added complication; and on a one to three, it fails. Essentially, the equivalent of ‘Yes’, ‘Yes, but…’, and ‘No’. Further, the players collaborate with the Game Master to determine what happens and before the roll is made have the opportunity to manipulate any reward or risk, whether due to a Special Ability, pushing the Troublemaker, or pushing the reward at a cost of a bigger risk. This has its own Risk/Reward Grid for use in play.

Primary Rewards take the form of ticks on the Progress Clock towards the Alliance’s objectives, increasing the quality of an item or tool, or altering the scale of the action. Risks typically add ticks to the Threat Clock, but other Consequences can add complications to a situation, lose opportunities, and even harm the Troublemaker. The latter is how combat works in A|State and when a Troublemaker does suffer harm, he can either block it via any armour worn (after which the armour must be repaired) or he can resist using the associated Attribute. This inflicts Stress and if the Troublemaker takes too much Stress, he can suffer a Stress Condition such as Obsessed, Reckless, or Vicious. The Stress will need to be relieved either via the Troublemaker’s Escape or his letting his guard down, but this can leave him open to further trouble. It should be noted that the use of firearms in any situation always increases the nature of the risk associated with an action.

What is not made immediately clear is that mechanically, A|State is a player-facing roleplaying game. This means that throughout, the Game Master does not roll any dice. Thus, the player will not just be rolling to see if his Troublemaker succeeds or fails, but in some cases, whether an NPC succeeds or fails.

A|State is played in three phases—downtime play, the mission phase, and mission fallout. Missions are intentionally broad, such as Broker, Confront, Deliver, or Evade, and the players will work together to determine the nature of the mission and what it requires, but only to an extent. The aim here is to get to the point where the mission becomes risky and what Troublemakers now do matters. The downtime play is a period when the Alliance can recover from a previous mission, make some coin, engage in a community project, build trust, and so on. It also allows time for personal projects or private jobs. A Troublemaker can also pursue Hidden Agendas which can come into play through the factions whose backing they enjoy, but can suffer consequences if they do not purse an assigned Hidden Agenda.

There is really very good advice for the players and the Game Master, but the advice for the players does feel slightly hidden in the rulebook. For the Game Master, the advice on running A|State is extensive, beginning with a look at using the clock to track progress in a number of different aspects of The City and the campaign. These include Goal Clocks, Threat Clocks, and more. In the long term, the Danger Clock will track new problems and difficulties that the Troublemakers will face as it generates new Troubles for them. These feed into their own Trouble Engine, which tracks how a Trouble, which might be a change in the mood at the Corner or the disappearance of a contact or friend, changes and escalates, and how the factions might react in the meantime, if the Troublemakers do nothing.

The last third of A|State is devoted to describing The City itself. It never eases up on its extremes and its brutality, such as the Deathdealers patrolling after cold snaps for the dead who have died from hypothermia or been killed because they want or have access to the cold or the mikefighters which flit and dogfight in the skies above the city, piloted by children because of their size. Short sections break down aspects of The City such as weather, travel, law and order, technology and industry, and more, all with advice on how to use each of the sections. There is a wealth of detail here for the Game Master to bring colour and flavour into her portrayal of The City and that is before a series of two-page spreads detail the numerous neighbourhoods to found across The City. These include notable powers in each neighbourhood, what everyone knows, transport links, locations, what might be known on a Corner there, and ‘Faces in the Crowd’, NPCs that the Game Master can quickly bring into play. For example, Mire End is a large crime-ridden neighbourhood actively denied help by the nearby Three Canals Authority, slowly mouldering into the ground, and known for its for dampness due to its ruined drainage system and the fact that most of the population has turned to the Hohler Gang for help and work. Its main point of access is via the ancient, creaking chain ferry from Folly Hills district and the Mire End Terminus is one of the major buildings in the district. Even the mission from the Third Church is run down and poorly funded by the bishopric, whilst some of the Hohler affiliated gangs get by like everyone else, some want to buck the situation and will do anything to do that. The ‘Faces in the Crowd’ are Dandy, Fritillery, and Hoop, a trio of urchins that the Troublemakers might run into, often found snooping about and exploring the neighbourhood, much to the despair of Father Herbert at their Third Church Children’s Home. As a consequence, they probably know more than most about what is going on in Mire End.

In addition to detailing the various neighbourhoods of The City, A|State describes its various factions, from Trusts such as Arclight which sells military technology and hires out security forces and mercenaries and governing powers like the Lay Reserves Martial of the Third Church and The Transit Militia to unions such as The Venerable Society of Lock Keepers and criminal gangs such as The Third Syndicate whose assemblies can be found almost anywhere controlling whole districts through violence. Some of the mysteries of The City are detailed too, starting with The Shift, an event which changed the city, yet no one can agree on what it was, but many are sure that enabled The Shifted, monsters liked Sixfingers and Rotting Billies, to creep into The City. Other mysteries include The Bombardment, Lost Palaces, and even The City’s Edge, but again no-one can agree on what these are and were… Instead, A|State hints at options and leaves it to the Game Master to decide, or perhaps even leave it up to the players and their Troublemakers to discover and determine—if they can or even want to… There are no stats for The Shifted as there might be in another roleplaying game, but mechanically the threat they represent is going to be more narratively based and drawn from the Risks incurred on failed dice rolls.

Physically, A|State is very well presented. The artwork throughout is excellent, always focusing on the neighbourhoods of The City and their inhabitants rather than The City as a whole. The maps for developing and marking up a Corner have an engaging architectural feel to them, whilst the adverts, such as the one for a shoe store specialising in the footwear of the recently deceased, add verisimilitude and help pull the Game Master into the world of The City. That said, it does feel as it could have been better organised for ease of use and the index is not quite as useful as it could be. What is missing is examples. There are examples throughout the roleplaying game, but it never feels as if there are enough and it never feels as if they provide enough detail to help the Game Master understand how A|State works with any ease.

The original A|State was a straightforward and easy to understand roleplaying game. A|State, Second Edition is not and from the start it is going to demand a lot from both the Game Master and her players in creating the Corner and engaging in Missions, whilst the Game Master has lot of tools and details and especially clocks to keep track of as play progresses. Forged in the Dark veterans will have no issue with either, but anyone new to it, will need a gentle ramp up into play. That said, the advice for both the Game Master and the players is very good and will definitely help the Game Master understand the game and how it is played. It is still not going to be easy though.

In shifting to the mechanics of Forged in the Dark, what A|State, Second Edition does is provide the tools and means for the players and their Troublemakers to not just explore the baroque, dystopian Dickensian contrasts of The City, but make a part it of their own and something to care about and invest in. It puts giving the players and their Troublemakers a stake in their part of The City and its future first and foremost, and provides the tools for the Game Master to help the players tell their Troublemakers’ stories and that of their Corner. A|State, Second Edition is a demanding return for a setting that showed promise, but with that return and the commitment it asks for, A|State, Second Edition brings The City to life like never before.

Saturday, 13 March 2021

The Madness of Marlinko

Fever-Dreaming Marlinko – A City Adventure Supplement for Labyrinth Lord details a borderlands city where life takes a strange fever-dream cast, where confidence tricks and scams are an accepted way of life, where its each of four contradas—or quarters—worships one of the four gods (and pointedly ignores the fifth) entombed in the squat, black bulk of the Tomb of the Town Gods, and where adventurers can find respite, relaxation, rumours, and more from the wilderness beyond… It stands amidst the Greater Marlinko Canton in the world of Zěm—as detailed in What Ho, Frog Demons! – Further Adventures in Greater Marlinko Canton, not too far from the Slumbering Ursine Dunes, and from there, Misty Isles of the Eld. It is published by Hydra Collective LLC and is an Old School Renaissance setting supplement designed to be run using Goblinoid Games’ Labyrinth Lord. Of course, it can easily be adapted to the Retroclone of the Game Master’s choice.

As a city located in the Hill Cantons, a region described as, “A Slavic-myth inspired, acid fantasy world of Moorcockian extradimensional incursions and Vancian swindlers and petty bureaucrats.”, Marlinko matches much of that description. Both of its four contradas and their inhabitants have Slavic names and many of its monsters are drawn from Slavic legend. For example, one of the city’s leading socialites is Lady Szara, organiser of the annual Bathe in the Blood of your Servants charity ball, is secretly an ancient and evil strigoi—a Romanian version of the vampire—who it is suggested, should speak in the style of the actress, Zsa Zsa Gabor, only more sinister. She may even employ the Player Characters to locate certain magical gewgaws and knick-knacks, that is, if she simply does not decide to consume them... The Eld—essentially ‘space elves’ from another dimension with a distinctly Melnibonéan-like, decadent sensibility—slink secretly into the city, and the bureaucracy extends to unions, such as The Guild of Condottiere, Linkboys, Roustabouts, and Stevedores, a union for adventuring party hirelings, which really objects to scab hirelings! Numerous swindlers and scam artists are mentioned throughout the description of the city, and there is even a section on ‘Running Long and Short Cons’.

Intended to be regularly visited by Player Characters of Second and Third Levels, what Fever-Dreaming Marlinko – A City Adventure Supplement for Labyrinth Lord is not, is a traditional city supplement. There is no building-by-building description, no great history of the city, or great overview. Instead, it focuses on the pertinent details about four contradas and the things that can be found there and more importantly, can be interacted with by the Player Characters. Včelar is home to Marlinko’s wealthy, dominated by their great painted-plastered town-manses and famed for Jarek’s Manse and Tiger Pit where the perpetually name dropping and bragging owner has built a domed all-weather tiger pit in which he stages tiger wrestling! Obchodník is the city’s business district, where at Fraža’s Brokerhouse, the Player Characters might make purchases from the radically—for Marlinko, that is—honest and unfortunately terribly racist, Fraža the Curios Dealer, or pay for at fortune at The Serene Guild of Seers, Augurs, Runecasters, and Wainwrights—the clarity (at least) of any such fortune depending on the cost. Svině is home to Marlinko’s slums, but also many guilds, such as The Illustrious Workers of Wood or The Guild of Condotierre, Linkboys, Roustabouts and Stevedores’ Dome of Supernal Dealings, but also home to the Catacombs of St. Jack’s Church of the Blood Jesus, whose disturbingly bloody misinterpretations of Christianity has the potential to unleash murderous mayhem upon the city. Soudce is home to the city’s suburbs, their skyline dominated by the Onion Tower of the Checkered Mage, the home of the city’s resident arch-mage, František, a surprisingly level-headed wizard, who might pay well for certain items.

Each of the four contradas is accompanied by a table of random encounters, a mixture of the mundane, the silly, and the weird. For example, a group of flirts who if a Player Character parties with might wake up the next morning at his own shotgun wedding; Kytel the Duellist, a thoroughly bored swordmaster who will fight anyone to first blood; Old Slinky Panc, an escaped tiger, probably drugged and quite harmless, who Jarek the Nagsman would probably want returned—and returned unharmed; and a Hairless Hustler who will offer to sell the Player Characters two bars of surprisingly warm to the touch silver metal—and there is a reason that the Hairless Hustler lacks hair… These are all engaging encounters which make getting about the city memorable and interesting, some of them having the capacity to turn into interesting adventures depending upon the actions of the Player Characters.

Marlinko’s notables are described in some detail, but perhaps the best part of their descriptions are the suggestions on how to speak like them. The Game Master should have enormous fun portraying any one of them. In comparison, only two adventure sites are detailed in Fever-Dreaming Marlinko—‘Lady Szara’s Town-Manse’ and ‘Catacombs of the Church of the Blood Jesus’. Ultimately, they are both places to raid and ransack, home to respective evils present in the city, but not raid and ransack without reason. A Player Character might be kidnapped and find himself locked up in the catacombs first or the Player Characters all together might be hired to find a missing person, whilst Lady Szara could hire the Player Characters rather than give them cause to attack her and so have them visit her home. Of the two, ‘Lady Szara’s Town-Manse’ is the more interesting and the more thoughtful in its design, being an actual home rather than just another monster lair. It is also better mapped.

Beyond describing might be found in each contrada, Fever-Dreaming Marlinko details crime—sanctioned and unsanctioned crime—and punishment in the city, advice on running cons in the city, and buying and selling in the city—everything from War Ocelots and Radegast’s Dark ale to the Poignard of the Overworld and a campy, faux-barbarian meadhall. Emphasising Marlinko as a place to visit and unwind in its taverns and other entertainment establishments, Fever-Dreaming Marlinko includes a guide to carousing in the city and potential outcomes whichever contrada the Player Characters are visiting. There are even three locations for the Labyrinth Lord to expand as potential adventure sites, though of course, it would be nice to have had more ready-to-play adventure sites in the book.

However, as odd and as weird as the city of Marlinko is, it can get weirder. As with the other titles set in the Hill Cantons, Fever-Dreaming Marlinko has a Chaos Index, which tracks the ebb and flow of the weirdness in the city, much of it being driven by the actions of the Player Characters, including making trips back and forth to the Slumbering Ursine Dunes. This is indicative of the design of Fever-Dreaming Marlinko, that it is ideally meant to be played in tandem with Slumbering Ursine Dunes. As the weirdness factor grows, the cultists of the Church of the Blood Jesus might commit more, and bloodier murders, mass hallucinations might break out, hundreds participate in a group wedding, and more. The weirdness factor also affects the ‘News of the Day’, the rumours and truths which spread throughout the city.

Rounding out Fever-Dreaming Marlinko is a set of five appendices. The first is a bestiary which adds three monsters—the Robo-Dwarf, the Wobbly Giant, and the Cantonal Strigoi, whilst the second, a ‘Tiger Wrestling Mini-Game’, provides the rules for handling events at Jarek’s Manse and Tiger Pit, the only tiger-wrestling arena in town. It is definitely a dangerous pastime, but good luck to any Player Character who throws his hat into the ring! Two new Classes are detailed in the third appendix. The Mountebank is a Thief-subclass which has the Sleight-of-Hand skill for moving and switching out objects as part of a scam, can use Illusionist spells—though they can only be learned by swindling them out of actual Illusionists, and even temporarily raise their Charisma to eighteen! The other Class is the Robo-Dwarf, which is more of a strange mechanical variant upon the actual Dwarf Class. The last two appendices provide the Labyrinth Lord with a useful list of ‘Common NPC names and Nicknames’ and a pronunciation guide.

Physically, Fever-Dreaming Marlinko is generally well laid out, the writing is clear, and the artwork is excellent. It needs an edit in places, the real problem with the physical book is that it is not well organised, lacking an introduction which would help the Labyrinth Lord understand how the city functions as a game setting and the order in which the book’s contents come not always in the right place. Once the Labyrinth Lord has read through the book, it is relatively easy to grasp how the city works as a setting.

Apart from the less than useful organisation, there are really only one or two other issues with Fever-Dreaming Marlinko—both of which could cause offence. The first is that St. Jack’s Church of the Blood Jesus is a potentially offensive misinterpretation of Christianity, whilst the second is that one or two of the NPCs are described as fervent racists and that the Labyrinth Lord is expected to portray this in character. Now this does take place in a fantasy world, but that does not mean that neither a player nor the Labyrinth Lord cannot or should be necessarily comfortable about this. This is one aspect of the setting which will require a discussion between all of the players before play begins to see whether they are prepared to accept it or not as part of the setting. The likelihood is not and the Labyrinth Lord should be prepared to replace it with potentially less offensive character quirks or attitudes for the NPCs concerned.

Fever-Dreaming Marlinko is designed as campaign base, one which the Player Characters will return to again and again after exploring first the Slumbering Ursine Dunes, then the Misty Isles of the Eld, and from there, the wider world of Zěm as detailed in What Ho, Frog Demons! – Further Adventures in Greater Marlinko Canton. Although the Labyrinth Lord could use it in another setting, it does work best with those other books. And each time the Player Characters visit Marlinko, the Labyrinth Lord is given the means to make that visit memorable—with locations they might want to go to, random encounters which can become something more, rumours, and eventually weird things going on around them. There is no part of Marlinko as described which cannot be interacted with or does not add to the sense of oddness which pervades the city and which will probably be worse with every visit. Overall, Fever-Dreaming Marlinko – A City Adventure Supplement for Labyrinth Lord is a brilliantly written, incredibly gameable setting supplement which provides the Labyrinth Lord with an excellent toolkit to bring a fantastical city setting to life.

Monday, 9 December 2019

Horror & Hedonism

If ever there was a city ripe for subversion by the Mythos it is Jazz Age Berlin, the Berlin of the twenties, of roaring inflation, the Weimar Republic, of unfettered artistic expression, of outrageous entertainment, of political extremes and violence, of a flood of immigration from Russia and Eastern Europe, and more that led it to be called the ‘Wickedest City on Earth’. It is this period—between the end of the Great War and the Nazi party under Adolf Hitler taking power in 1933—and its subversion by the Mythos which is explored in Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin, the latest supplement for Call of Cthulhu, Seventh Edition. Published by Chaosium, Inc., the content and subject matter of Berlin: The Wicked City—sex, drugs, and prostitution—as well as the horror, make it one of the more mature titles published for the venerable roleplaying game of Lovecraftian investigative horror to date.

Berlin: The Wicked City begins by exploring why an investigator would be in a Berlin. Well despite its reputation for political violence and the rampant inflation in the earlier part of the decade, it is a welcoming city, not just for immigrants of all sorts, but also tourists, artists, and academics as well as homosexuals, lesbians, transgendered, and others. For Berliners and Germans come to Berlin, there is the matter of asking the question, ‘How did you spend the War?’ to be answered and whilst no new Occupations are given, several new Experience Packages are provided which focus on aspects of Berlin life. These are Street Fighter, Underclass, and Former Corpsstudent (ex-member of a student fraternity). Four Investigator Organisations are given as examples for the Investigators to join, all pleasingly suitable for the Berlin of the 1920s, including as they do Hilde-Film, a struggling film company—the city being the centre of European film production—which believes it has footage of ghosts and the Landsberger Tenants’ Association, whose members have uncovered something weird in the cellar and fear that others are taking an interest in it. Further on, it looks at the possible contacts that the investigators can cultivate in the city, including political, occult, and criminal.

Berlin itself is accorded a decent history and description of each of it zones and districts. Each is given a page of detail accompanied by a list of its sites of interest—both mundane and unusual, house of worship, chief contact, gang or organisation, nightlife, ongoing problem, and prominent form of prostitution. Also covered are the city’s weather, transport network, media and communication, and penal code. Equally as useful for any Investigator are the descriptions of Berlin’s museums and libraries, whilst those for Haus Vaterland—a department store of restaurants, Romanisches Forum—the square where the Kaiser-Wilhelm-Memorial-Church and the exploitative Heaven and Hell Club both stand, the Institute of Sexology, and more, are described in more detail. The discussion of food and drink and Berlin’s nightlife, including the possibility of investigators owning their own club, move Berlin: The Wicked City onto more contentious ground.

One aspect that marks Berlin: The Wicked City as a sourcebook for more mature gamers is that the fact that it includes sex, drugs, and prositution, all prevalent in the period. These are subjects which some roleplayers may find dealing with more uncomfortable than the cosmic horror of Call of Cthulhu with its death and madness, but given that Berlin: The Wicked City is a supplement about Berlin, they are unavoidable. So yes, it does give rules for the effects of taking a variety of recreational drugs—including alcohol, it does list the types of prostitutes working in the city, and it does discuss both LGBTQI investigators and LGBTQI politics in the city. Notably though, it treats all of these subject matters in a mature fashion and a tone that is always measured, never salacious. Further, the treatment of these subject matters barely scratches the surface—Berlin during the Jazz Age deserved its reputation as the ‘Wicked City in the World’.

Before Berlin: The Wicked City delves into the weird, it gives biographies of some twenty or so famous Berliners and other inhabitants of the city, including Marlene Dietrich, Albert Einstein, Christopher Isherwood, and Vladimir Nabokov. None are given stats, but they do not really need them. What is given is the period when they are resident in Berlin, highlighting the possibility that the investigators might just meet any one of them.

More than half of the supplement is dedicated to the Mythos in Berlin. This includes the presence of Nyarlathotep as the emcee of the city’s wildest parties and cabarets, wild youth who style themselves as the ‘Lost Boys’ from J.M. Barrie’s Peter Pan and worship something caprine in the woods outside the city, and a dance troupe whose ‘cosmic ballets’ might just be summoning clear vision to the world, but might inadvertently be summoning something else. These short write-up are accompanied by ten scenario seeds awaiting the Keeper’s development.

Berlin: The Wicked City is rounded out with three scenarios which together form a loose campaign which takes place in 1922, 1926, 1928, and 1932. Each of the three explores a particular theme which the author discusses at the scenarios’ starts, so the theme for ‘The Devil Eats Flies’ is ‘lustmord’—‘lust death’, for ‘Dances of Vice, Horror, and Ecstacy’ it is ‘überschreitung’—‘transgression’, and for ‘Schreckfilm’ it is ‘algolagnia’—‘sexual pleasure derived from physical pain’. ‘The Devil Eats Flies’ is a noirish case of a missing person which descends into political unrest and violence on Berlin’s streets and one of the stranger tales of the twentieth century. There are some nice set pieces to this scenario, including a scene at night in the city’s zoo and at the antagonist’s home. Overall, this is a rich, meaty mystery for the investigators to get their teeth into. ‘Dances of Vice, Horror, and Ecstacy’ draws the investigators into the life of a dissolute artist when something strange happens at one of her performances and they are asked by an occultist to investigate. This is a louche and loose scenario with multiple plot strands which may not be that easy to follow and the Keeper will need to ensure that she has well prepared before running this scenario. Foreshadowing events years in the future, the scenario takes on a grandeur in its later scenes in a number of quite wicked set-pieces. Lastly, ‘Schreckfilm’ begins with a MacGuffin falling into the investigators’ possession and finds them trailed by trouble as the authorities and other organisations, both mundane and monstrous, take too much of an interest in them. Investigating the MacGuffin will furnish them with clues and an encounter with a surprisingly urbane Englishman before plunging them into the seamier side of Berlin society and an attempt to prevent the co-option of the mass media by the Mythos. Taking place before the election of the Nazi party, there is a strong sense of foreboding throughout ‘Schreckfilm’, one that stems our knowledge of events which followed. For the investigators though, this is one last chance to stop at least some of the madness. 

All three of these quite lengthy scenarios make excellent use of Berlin as a place, making them difficult to set elsewhere. They also parallel the events and moods of the decade the supplement covers. Starting with the terror and uncertainty of the political violence and economic instability of 1922 and ‘The Devil Eats Flies’, continuing with the transgressive decadence of  ‘Dances of Vice, Horror, and Ecstacy’ in 1926 and 1928, before coming face-to-face with moral decay and turpitude of ‘Schreckfilm’ in 1932. All three of these scenarios contain sexual elements, especially the second two, so any group of players roleplaying these adventures need to be aware that they contain adult content that is more obvious than in other Call of Cthulhu scenarios. 

So what is missing from Berlin: The Wicked City? There are perhaps two things which it could have included. It mentions that despite laws being enacted following the Great War which banned the private ownership of firearms, guns were easy to get hold of. What it does not do is tell the Keeper what weapons might have been readily available. It need not have given stats for them since there are plenty listed in the Call of Cthulhu Rulebook, but giving their names would have been useful at the very least. The other thing missing from Berlin: The Wicked City is a timeline for the decade or so that it covers. Obviously, much of that can be found online, but for a setting supplement for a roleplaying game of Lovecraftian investigative horror, a timeline of occult or weird happenings in Berlin would have been useful.

Physically, Berlin: The Wicked City adheres to Chaosium, Inc.’s now high standards in terms of layout and look. This is a clean and tidy hardback, illustrated with a good mix of period photographs and full-page, full colour pieces of artwork, the latter capturing the gaiety of the city as much as the horror. The cartography though, is excellent, whether it is the period maps that depict the cluttered layout of the city or the delightfully architectural floor plans. The cover is also well done, hinting at the reach that the Mythos has over the bright lights of Berlin.

Berlin: The Wicked City gets the balance between background content and playable content right. There is more than enough of the former that is both interesting and useful to help run the latter and help the Keeper develop her own material. Although the more mature, if not adult, elements of that background may put some roleplayers off, it is carefully handled and presented throughout, especially in the scenarios where the investigators are more than likely to encounter it. And should roleplayers decide to avoid the supplement on those grounds, then they will be missing out on what are three good scenarios. Although the Keeper is given several scenario seeds to develop, an anthology of scenarios set in Berlin between the three scenarios in Berlin: The Wicked City would be more than welcome. Certainly Berlin: The Wicked City sets the blueprint for what a good city or setting supplement should be like for Call of Cthulhu.

Berlin: The Wicked City – Unveiling the Mythos in Weimar Berlin is an impressive supplement. It more than does the setting of the ‘Wickedest City on Earth’ justice and it enables the investigators to explore that setting in three tales that cover the influence of the Mythos in a decade of danger, dissipation, and decay. 

Friday, 26 May 2017

Leagues of London

Leagues of Adventure: A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age! is Triple Ace Games’ RPG of globetrotting action, adventure, and mystery set during the 1890s. In this ‘Mauve’ decade, it brings together the greatest heroes and villains of the era—Sherlock Holmes and Doctor John Watson, Allan Quatermain, Phileas Fogg, Abraham van Helsing, and more—with the player characters and flings them to the four corners of the world to explore the unknown, make great discoveries, and uncover dark mysteries. Like All For One: Régime Diabolique, also published by Triple Ace Games, Leagues of Adventures uses the Ubiquity System first seen in Exile Studio’s Hollow Earth Expedition. The result was an RPG of pulp action in a mannered age and like all RPGs published by Triple Ace Games is ably supported with a raft of supplements and adventures.

More recently the publisher has taken the Victorian Era set RPG into the realms of gloom and fear with Leagues of Gothic Horror and will follow this up by infusing it with a sense of cosmic dread with Leagues of Cthulhu. In between time, a number of other supplements have been released. Some of these explore various aspects of Leagues of Gothic Horror, but Globetrotters’ Guide to London takes the game to heart of the empire, the city of London. This is no surprise given the Anglophile emphasis in Leagues of Adventure, and after all, the player characters—or Globetrotters—need a base to set out from. Then again, there are adventures to be had in the capital too!

In presenting the city, Globetrotters’ Guide to London provides reference material aplenty, but in easily digestible form, making it easy to bring to the gaming table. The level of detail is designed to be anything other than overwhelming and in the main, this it succeeds at. So it briskly details everything you might need to know about London in just a few pages. This includes accommodation and lodgings, climate, crime and policing, death, entertainment, and so on. It is a good primer to the capital, but does not skimp on the detail where necessary, whether this is a listing of criminal slang, cab fares, or social customs following a death. Indeed, this level of detail continues throughout the book, highlighting certain aspects about life in London that can be included as colour or pertinent to the plot as necessary.

The supplement does include rules for creating and playing steam or clockwork powered anthropomorphic automata. In game terms, an Automaton globetrottter has to have the Ally 2 advantage to be treated as a Human, but otherwise is treated as a normal character. Two Flaws, Automaton and Inconspicuous are suggested as being suitable for Automata globetrotters, but a player is mostly free to design his character how he wants. In terms of play, the primary issue is how the Automaton is healed, or rather, repaired, should it be damaged—as if that should ever happen! To this, the supplement adds four new Leagues for the Globetrotters to join—the Automaton Club, the Detective Club, the Masked Avengers, and the Temperance Society.

The meat of the supplement is divided between two lengthy chapters. The first of these, ‘A Brief Tour’, details some one-hundred-and-twenty locations in the centre of London as of 1898. These range from the Aerated Bread Company Ltd. and the Admiralty to Westminster Abbey and the Zoological Gardens, taking in along the way, particular museums, hospitals, theatres, restaurants, colleges, shops, and more. More generic institutions and features are covered as well, including the River Thames, the sewers, workhouses, and rookeries. The outré are included alongside the ordinary, such as the Bartitsu Club—here more successful than in reality, and Croydon Field—London’s airship landing site. This mix, of the outré with the ordinary, continues with the ‘Denizens’ chapter, which describes and details some thirty-eight noted personages of the period. So they include Richard D’Oyly Carte, Arthur Conan Doyle, James George Frazer, Flinders Petrie, Inspector Edmund Reid, and Oscar Wilde as well as Thomas Carnacki, Professor Arthur Cavor, Phineas Fogg, Sherlock and Mycroft Holmes, Arthur J. Raffles, and Doctor John Watson. Notably, Arthur Conan Doyle becomes Holmes and Watson’s chronicler, as well as that of Professor George Challenger, whereas H.G. Wells becomes an inventor and scientific expert who investigated the Martian invasion of 1883. All of these have full game stats and provide a useful array of NPCs for the Globetrotters to encounter and interact with. If there is an issue with these NPCs it is that just four of them are women, barely a tenth, and although it must have been challenging to find suitable women to include, this paucity is disappointing. Nevertheless, the write-ups of both locations and denizens are both useful and well done, being also supported by lists of various dignitaries—ambassadors, government officials, military men, museum staff, newspaper editors, and so on, which add both further verisimilitude and serve as useful reference without the GM needing to look them up himself.

Besides some quick write-ups for various Henchmen and stock characters, Globetrotters’ Guide to London gives six new archetypes. These are the Automaton, the Fixated Detective, the Masked Avenger: Spring-Heeled Jock, the Nanny, the Police Surgeon, and the Theatre Manager. The Automaton makes use of the new rules included earlier in the supplement; the Masked Avenger: Spring-Heeled Jock is actually a vigilante-scotsman, so including a thoroughly groan-inducing word joke; and arguably, the Police Surgeon and the Theatre Manager are there for anyone—including the author—who wants to play or include in his campaign, Henry Gordon Jago and Professor George Litefoot from the ‘The Talons of Weng-Chiang’ episode of Classic Doctor Who and their subsequent audio adventures from Big Finish.

Rounding out the Globetrotters’ Guide to London is a discussion of running adventures in the heart of the empire and how different they are to those in a standard game of Leagues of Adventure. This highlights how the Globetrotters cannot ignore the law in London and how their skills, contacts, and other resources come into play whilst in the city. For the GM it suggests how he should play up the environment and bring in the city’s many locations described earlier in the book. The book comes to a close with eighteen adventure seeds. These are a good mix of ideas ready for the GM to fully develop, though a third of them are marked as being designed for use with Leagues of Gothic Horror.

Physically, Globetrotters’ Guide to London is a slim book, illustrated in black and white. The supplement is slim enough to not really need an index and is well written and readable. The map of the centre of London is decent, though the artwork is not the best to have graced Triple Ace Games’ titles.

Globetrotters’ Guide to London is not the complete guide to London, but it is comprehensive enough to have just everything a GM might need to bring the fantastic, literary world of Leagues of Adventure to life. Indeed, a GM or Keeper could easily ignore the fantastic elements in the book that are particular to Leagues of Adventure and use Globetrotters’ Guide to London as a reference work his own ‘Mauve Age’ set campaign—including Cthulhu by Gaslight. Overall, Globetrotters’ Guide to London is a useful and accessible reference for the game, whether the campaign is staying in or leaving London for adventure.

—oOo—

Triple Ace Games will be at UK Games Expo which will take place between June 2nd and June 4th, 2017 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.