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Showing posts with label Coriolis: The Great Dark. Show all posts
Showing posts with label Coriolis: The Great Dark. Show all posts

Sunday, 28 June 2026

Dungeons & Disapora

For centuries, the Third Horizon—a system of thirty-six star systems—and a wave of colonial expansion and exploration reached through a series of portals built and abandoned long ago by an alien species now known as the Portal Builders, has existed in a state of peaceful isolation. Contact had been long lost with the First Horizon and the Second Horizon following an interstellar war which ended in the portals being permanently closed to the previous Horizons. Yet the Third Horizon was never without its tensions—tensions that would be exploited from within and without. Most notably the latter as the First Horizon fought to take control of the Third Horizon and the Second Horizon fought to prevent it, their proxies continuing the conflict across the ribbon of the stars that made the Third Horizon and changing it for ever. Some fled the war and never saw its outcome. Their ragtag fleet went in search of a signal emanating far from the Third Horizon, said to be from the Nadir, sent with its sister colony vessel, the Zenith, from Earth to Aldebaran, centuries before. The Zenith made contact with, and reinvigorated, the Third Horizon. The Nadir disappeared into the Dark Space between stars. The twelve year journey, known as the Long Traverse, brought the fleet to a system with only two gas giants it called Jumuah where the signal was lost and that was its final stop. The star portal which would hopefully have led onward, hopefully to more prosperous worlds was dead. The fleet was stranded. The survivors were forced to adapt. They labelled their new home the ‘Lost Horizon’ and founded ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’, or Ship City, in a hollowed out asteroid which they expanded with the hulls of ships no longer space worthy. That was two hundred years ago.

Almost a century after its founding, prophet-physicists made a startling discovery—the ‘Slipstream’. It enabled Greatships, gigantic, sturdy vessels capable of withstanding the buffeting ripples of the Slipstream, to navigate at near Faster-than-Light speeds to other systems. In time, following the River of Stars, the people of Jumuah and the Ship would expand beyond the Lost Horizon and establish eleven settlements and outposts across what is called the Charted Sphere. Now, despite its dangers, travel aboard the Greatships has become almost routine. In addition to new worlds and new systems, the explorers also made discoveries.

They found ruins. They found signs that Humanity was not the first to settle the Great Dark and the region around Charted Space. They found Gardens, Shallows, Structures, and Deep Vaults. They began to learn about them by translating the glyphs left on the ruins and the artefacts the explorers and archaeologists found. They also found the Blight. Whether it appears as blooms, as frost, as dust, or as ice, Blight is a plague that corrupts both structures and biology, that can kill and destroy, but also leave its sufferers with strange visions. And the deeper that explorers and archaeologists delve, the greater the danger of Blight. Today, almost two hundred years after the Long Traverse began, the Explorers’ Guild has risen to direct expeditions to the twelve most significant sites discovered to date and to search for other ruins.

This is the setting for Coriolis: The Great Dark. Published by Free League Publishing following a successful Kickstarter campaign, it is sequel to Coriolis: The Third Horizon, a more traditional Science fiction roleplaying game with strong Middle Eastern themes and flavour. It marks a radical departure in terms of style and tone as well as what you play in Coriolis: The Third Horizon. In Coriolis: The Great Dark, the Player Characters are not the crew of a spaceship, travelling from one world to the next, trading, investigating, fighting, and running, as they would be Coriolis: The Third Horizon and many other Science Fiction roleplaying game. Instead, they members of, or working for, the Explorers’ Guild. As teams, they will travel aboard a Greatship on the Slipstream, be dropped off in system before the Greatship departs, and make their own way to a world or moon or asteroid and explore a ruin, delving deep into its reaches, looking for discoveries, artefacts, and information. However, time is short, resources are limited, and there is the constant threat of the Blight. It feels like the Player Characters are delving into dungeons in deep space, but if this is dungeoneering Science Fiction style, it is a style—and setting—that is inspired by nineteenth-century expeditions, deep-sea diving, and pulp archaeology. The dangers of the unknown are not the only threats that the explorers face in entering the ruins. The criminal organisation known as the Black Toad sends teams into ruins to harvest the Blight and turn it into a drug that is smoked for its hallucinogenic properties. Acts of piracy have been attributed to a group known as the Wreckers and there are creatures and other things lurking in the ruins.

A Player Character is defined by his Profession, attributes, Health, Hope, and Heart, Talents, Quirk, and Keepsake. The Professions are Artist, Enforcer, Esoteric, Odd Jobber, Roughneck, Scholar, Scoundrel, and Traveller. Each provides sample names, gives a key attribute and Talents, some equipment, and a Speciality, which grants an extra Talent. Of the Professions, the Esoteric is a mystic or prophet driven reshape the peoples of the Lost Horizon and the Odd Jobber covers a range of roles such as Guild Clerk, Alley Cook, or Artefact Dealer. All of the Professions provide a variety of roles and associated Talents each of which expand a Player Character’s background. Most Talents can be taken up to three times and add a bonus base die for each level. For example, ‘Streetwise’ adds a bonus base die per Talent level to locate stolen goods, find a contact, or learn rumours, which ‘Jury-Rig’ does the same for crafting or repairing mechanical devices and components. A Player Character has six attributes—Strength, Agility, Logic, Perception, Insight, and Empathy—and three stats—Health, Hope, and Heart—which measure how much trauma he can suffer before he is broken. The attributes range in value between one and five, except the key attribute for a Profession. His Quirk represents a flaw that when roleplayed will earn a Player Character Experience Points and a Keepsake his means of recovering Hope.

To create character, a player selects an origin, chooses a Profession and Speciality, divides twenty-four between his character’s attributes, chooses three more levels of Talents from the Profession, choose a Quirk, a Keepsake, and some equipment, and then a name, appearance, and a reason why the character became an Explorer. Many of these elements can be rolled for as well.

Name: Chandra Koulidis
Profession: Odd Jobber
Speciality: Stair Peddler
ATTRIBUTES
Strength 2 Agility 4 Logic 4
Perception 3 Insight 4 Empathy 5

Health 6 Hope 9 Heart 7

TALENTS
Actor (1), Charmer (2), Cultural Savant (1), Mentalist (1), Streetwise (1)

Origin: Among the Alleys and Shanties of Aluminium Bay
Associated Faction: The Black Toad
Contact: Cook Lissa Losoi
Quirk: Wears makeup
Keepsake: Piece of a Builder shard
Appearance: Unruly hair
Reason for becoming an Explorer: To escape the drudgery of everyday life
Equipment: Fancy clothing, waking pills, bottle of shroom brandy

Mechanically, Coriolis: The Great Dark, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a character undertake an action, a player rolls a number of Base Dice equal to a combination of attribute and applicable Talent, plus Gear Dice. A single roll of a six (or the symbol on the custom dice for Coriolis: The Great Dark) indicates a Success. Multiple Successes improve the outcome, especially in combat and conflict. If the roll is a failure and no sixes are rolled, or a player wants more Successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character loses a point of Hope, whilst any rolls of one on the Gear Dice indicate that the item of equipment used is damaged and needs to be repaired, and if happens multiple times, it will break. Other Player Characters can help another on a task, each one contributing an extra Base Die to the player making the roll.

Conflict in Coriolis: The Great Dark uses the same core mechanics. Initiative uses a deck of cards numbered from one to ten and the rules for conflict cover both ranged and close combat, plus social conflict. A combatant can move once and do one action per round. Reactions, such as blocking or dodging, are counted as actions and so use up a Player Character’s action in a round. A single Success is required to inflict the base damage for an attack, but extra Successes can be expended to increase damage as well as other effects. In close combat can be used to wrestle an object from an opponent, trip him, or push him away. Ranged combat allows for aimed fire, full auto, cover, and so on. Armour has the potential to protect against damage, requiring a roll and Successes to be rolled, to be effective. If a Player Character suffers more damage that reduces his Health to zero, he is Broken and cannot act. Critical damage is inflicted if the number of successes rolled are equal to, or exceed, the ‘Crit Threshold’ for the weapon. This necessitates a roll on the ‘Critical Injuries’ table. Two critical injuries will both NPCs and Player Characters.

Social combat is handled via rolls versus an opponent’s Empathy or Strength attributes. The rules also cover chases and vehicle combat, including spaceship combat. The rules for both are simply handled and overall, the rules for Coriolis: The Great Dark are a very traditional version of the Year Zero mechanics.

The play of Coriolis: The Great Dark switches back and forth between life and intrigue in Ship City and exploring the Ruins in the Great Dark. To support the former, there is a detailed description of Ship City, its districts and the powerful guilds—the Navigators Guild, the Machinists Guild, the Gardeners Guild, and the Coriolites, the families that adhere to the traditions of the Third Horizon, and the Black Toad, the shadowy criminal cartel operating throughout the Charted Sphere, as well as the less powerful, though still influential Explorers Guild. The background on the rest of Charted Space is not as detailed, but there is more than enough information to bring it to life on the Player Characters’ expeditions.

Expeditions form the second part and primary focus of play in Coriolis: The Great Dark and that starts with the creation of a Crew. There are five positions on the Crew—Delver, Scout, Burrower, Guard, and Archaeologist. The Delver leads the way into Ruins; the Scout looks for hidden dangers ahead; the Burrower digs paths and secures routes through tunnels and caves; the Guard protects the Crew; and the Archaeologist interprets the Ruins, as well as glyphs and artefacts found. The Explorers Guild trains Crew members in particular Manoeuvres. For example, the Burrower can use ‘Destabilise’ in conjunction with an explosive charge to destroy a wall or blockage to either open up a route or block it, whilst the Delver can use ‘Rally’ to restore Hope or remove a Condition for all nearby Explorers. These are extra combat actions that can be used specifically during a delve.

In addition to some personal equipment, the Explorers Guild provides the Crew with a rover and an interplanetary shuttle. Both will be carried aboard the Greatship that ferries the Crew to the system destination where it drops the Crew off. The oddest item that the Explorers Guild loans the Crew is a Bird, also called a ‘Garuda’, which serves as a guardian spirit and Blight-finder. They are actually bioengineered artifacts discovered in the Ruins and awakened, willing to co-operate with the peoples of Ship City. Many are kept as companions and there is specific Bird Market in Ship City. In the illustrations, the Birds have a hawk-like appearance. Although they vary in terms of type and ability, the Birds are indispensable when it comes to exploring Ruins. In particular, their ‘Clear Blight’, ‘Blight Scan’, and ‘Soak Blight’ powers help a Crew keep safe on a delve. Whilst the individual Player Characters will earn Experience Points, collectively as a Crew they can earn Crew Points for taking on a challenge, going on a trek or delve, making discoveries, and so on. These can be spent to learn new manoeuvres, as well as to improve the vehicles and the Bird. Effectively, improving the vehicles and the Bird are the equivalent of the community improvement rules found in other roleplaying games from Free League Publishing. Plus, there are Talents which help a Player Character interact with his Crew’s Bird more easily. Choosing a Bird and both a rover and a shuttle is a collective endeavour that comes at the end of Player Character generation.

Name: Fench
Type: Guide
Health: 4 Energy: 3
Appearance: Ink black with a long beak and bold personality
Special Power: Farsight
Basic Powers: Attack, Defend, Clear Blight, Blight Scan, Sock Blight, Glow

Expeditions can be mounted for many reasons, such as finding new sites to colonise, prospecting for new resources, and even to find new Slipstream routes, but the iconic type of expedition is the ‘Delve’ into Ruins. There are rules for land exploration, which essentially covers the Crew touching down in its shuttle and then making its way to the Ruin site by rover. Once there, the rules shift. Not just in intensity, but also in their axis. If the journey to a Ruin is horizontal across the landscape, the Delve swings through ninety degrees into the vertical. Not every Delve has this verticality, but most do, and it makes a Delve feel more like spelunking or potholing. Of course, one of the inspirations in Coriolis: The Great Dark is deep-sea diving and this is reflected in the heavy suits that the Crew members wear and are depicted in the art. A Delve also has the feel of a mountain climbing expedition and mechanically by the journeying rules in other roleplaying games from Free League Publishing. Mountain climbing because a Crew has to keep track of Supply—consumables including oxygen, water, food, energy, ammunition, and light—and establish camps where Supply caches can be laid up, and the journeying rules because the Player Characters will have specific roles on an expedition or Delve.

Like those journeying rules, in a Delve a Crew is trying to get to a key location or locations. This has a specific procedure, first making a Delve roll to move into the next area, then dealing with any hazards, and dealing and suffering from any Blight. Blight can be encountered anywhere, but is primarily associated with Ruins and often with the strange creatures and things discovered there. The Delve suits that each Crewmember wears provides some protection against the Blight, but if a Crewmember does suffer from Blight, it reduces his Heart stat. If this is reduced, his player rolls on the ‘Blight Manifestation’ table to represent its direct effect, which can be temporary or permanent. For example, the Crewmember might be stricken with uncontrollable shivering that leaves him Exhausted; temporal dissonance that causes lapses in time perception such that the Crewmember always goes last in combat; crystalline blooms grow from the Crewmember’s skin causing pain and piercing his Delve suit; and even ‘Wander the Pale Halls’ after the Crewmember falls into a coma, experiencing vivid hallucinations of the Pale Halls, leaving him permanently Broken.

The play switches to more traditional exploration once the Crew reaches a location. Here its members can search for artefacts, shards, and secrets. The Game Master has a good set of tables for creating Delves, defining its age, purpose, type, depth, theme, quirks, discoveries to be made, Blight levels encountered, and more. She can populate it with threats and creatures, the latter from the roleplaying game’s extensive bestiary, and even rival parties also exploring the Ruin. This is supported by an extensive discussion on the nature of the Ruins and the themes of the roleplaying game—Space as a wild sea, a sense of wonder, the mystery and enigma of the Builders and who they were, as well as intrigue, hope, and teamwork. The advice for the Game Master is excellent, covering not just running the roleplaying game, but also creating her own content for it. The Game Master is also supported with a sample scenario, ‘The Black Ziggurat’ in which the Explorers Guild sends the Crew to look for a missing Navigator near the eponymous site. The scenario emphasises the Delve aspect of play, but adds some intrigue into the mix as well.

Lastly, ‘The Outcast Explorer’ presents the option to play Coriolis: The Great Dark in solo mode. In these rules, the player still roleplays an Explorer, but one who has been spurned by everyone except the Explorers Guild. It sponsors the Outcast to explore the Red Garden, a vast valley located on Ilum, one of the moons of the two gas giants in the Jumuah System, which is dotted with labyrinthine Builders ruins. However, the Explorers Guild does not care how the Outcast conducts his expedition or if he survives. If he does, the Explorers Guild will simply sponsor him again. The rules are solidly serviceable for what you would expect for solo play, though of course, they do lose that shared sense of trepidation and wonder and awe at exploring the unknown. In the meantime, there is nothing to stop the Game Master visiting some of the tables for ‘The Outcast Explorer’ for further inspiration for Delves of her own.

If there is a downside to Coriolis: The Great Dark, it is that it does not explore the aftermath of expeditions and Delves as well as it should. What the Player Characters are rewarded with by the Explorers Guild and how their discoveries might change perspectives on who and what the Builders were and so on. The likelihood is that some of the ramifications will be explored in future releases, such as the campaign, The Flowers of Algorab.

Physically, Coriolis: The Great Dark is very well presented. It is well written and the artwork is excellent, capturing that sense of wonder almost at the end of the universe and the strangeness of what the Player Characters might find below, coupled with the slightly ramshackle feel of Ship City.

There can be no doubt that Coriolis: The Great Dark is a radical shift from Coriolis: The Third Horizon. Where the setting of Coriolis: The Third Horizon was more open and traditional in what the Player Characters could do and more obvious in its Middle Eastern inspiration, Coriolis: The Great Dark is constrained and less obvious in its inspiration. There still is a Middle Eastern inspiration, but less is made of it, as if the culture of Ship City has evolved and changed in response to its change of circumstances, giving it a refreshing unfamiliarity. There is grime and grit to the setting too, its ramshackle nature have less of the sheen of Coriolis: The Third Horizon and more of a Blue Collar Science Fiction look and feel via Jules Verne. There are likely more types of stories that can be told and roleplayed in the setting of Coriolis: The Great Dark, but its core activity is Delving and exploration, discovering secrets, revealing mysteries and experiencing the wonder and awe of both the past—what the Builders left behind—and Charted Space. Coriolis: The Great Dark brings a sense of cosmic curiosity and the mystery of the unknown to Science Fiction roleplaying, ready to be experienced, for discoveries to be made, and secrets to be revealed.

Saturday, 6 April 2024

Quick-Start Saturday: Coriolis: The Great Dark Quickstart

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Coriolis: The Great Dark Quickstart introduces the sequel to Coriolis: The Third Horizon,
the Middle East-influenced Science Fiction roleplaying game published by Free League Publishing. It is a roleplaying game inspired by 19th-century expeditions, deep-sea diving, and pulp archaeology in which Explorers delve into ruins in search of secrets, resources, and answers on the edge of civilisation.

It is an eighty-eight page, full colour book.

The quick-start is extensively illustrated, the artwork is superb, capturing the majesty and mystery of the setting.

How long will it take to play?
Coriolis: The Great Dark Quickstart can be played through in a single session, or two sessions at most.

What else do you need to play?
Coriolis: The Great Dark Quickstart requires multiple six-sided dice in two colours.

Cards numbered from one to ten are also required. These can be taken from a
standard deck of playing cards as necessary.

Where is it set?
Coriolis: The Great Dark is set far beyond the Third Horizon of Coriolis: The Third Horizon. A Diaspora fled the war growing there, looking for a haven and following a faint signal emanating from the depths of space. The signal was lost in a system the Diaspora called Jumuah, where unable to proceed further, it was forced to adapt and settle in massive, hollowed out asteroid called ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’, or Ship City. Although the Portal that should lead out of the system is dead, the Slipstream known as the ‘River of the Stars’ has enabled the Explorers Guild to send Greatships out into the unknown where mysterious ruins have been discovered in other systems.

Expeditions into the ruins require careful planning and resources which must be carried by the explorers or carefully placed at staging camps. Chthonian in size and nature, they are often protected by ancient defence systems and creative construction to hinder intruders. These, though, are not the primary danger that explorers face in delving into ruins. The primary danger is Blight, a plague that corrupts both structures and biology, that can kill and destroy, but also leave its sufferers with strange visions. One way to mitigate the effects of Blight is to be accompanied by a Bird, an automaton of unknown origins capable of detecting and withstanding its effects and protecting the explorers.

Who do you play?
There are four ready-to-play Player Characters given in Coriolis: The Great Dark Quickstart. They consist of a Wreck Diver, experienced in delving into ruins, a Guild Soldier capable with blade and bullet, a Vacuum Welder, good at fixing things as well as blowing them up, and an Algebraist Apprentice, a failed scholar. They are accompanied by their Bird, a constant companion on their delves, capable of scouting the ruins and detecting Blight.

How is a Player Character defined?
A Player Character has six attributes—Strength, Agility, Logic, Perception, Insight, and Empathy—and three stats—Health, Hope, and Heart—which measure how much trauma he can suffer before he is broken. He also has several Talents which either provide a single benefit or between one and three bonus dice to particular actions. For example, ‘Bird Handler’ enables a Player Character to talk to Birds and grants a bonus die when attempting to extract information from a Bird whilst ‘Sixth Sense’ prevents a Player Character from being surprised. A Player Character also has a quirk and keepsake, the latter which can give him hope.

Collectively, all of the Player Characters share Supply. This is a combination of air, food, water, and power, tracked over the course of an expedition. It is used one Supply at a time per marker of Depth travelled.

How do the mechanics work?
Mechanically, Coriolis: The Great Dark Quickstart and thus Coriolis: The Great Dark, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of Base Dice equal to a combination of attribute and applicable Talent, plus Gear Dice. A single roll of a six (or the symbol on the custom dice for Coriolis: The Great Dark) indicates a success. Multiple successes improve the outcome, especially in combat and conflict. If the roll is a failure and no sixes are rolled, or a player wants more successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character loses a point of Hope, whilst any rolls of one on the Gear Dice indicate that the item of equipment used is damaged and needs to be repaired. Other Player Characters can help another on a task, each one contributing an extra Base Die to the player making the roll.

How does combat work?
Conflict in Coriolis: The Great Dark Quickstart uses the same core mechanics. The rules for conflict cover both ranged and close combat, plus social conflict. Reactions, such as blocking or dodging, are counted as actions and so use up a Player Character’s action in a round. Extra Successes in close combat can be used to wrestle an object from an opponent, trip him, or push him away. Ranged combat allows for aimed fire, full auto, cover, and so on. Armour has the potential to protect against damage, requiring a roll and successes to be rolled, to be effective. If a Player Character suffers more damage that reduces his Health to zero, he is Broken and cannot act. Critical damage is inflicted if the number of successes rolled are equal to, or exceed, the ‘Crit Threshold’. A ‘Critical Injuries – Physical Damage’ table is included.

How does Blight work?
Heart is degraded by exposure to the Blight. It is acquired by delving into Blight-infested ruins, from the Blight attacks of certain creatures, and particular locations. When a Player Character’s Heart is reduced to zero by Blight, he has been Broken by Blight and suffers a Blight manifestation. The player must then roll on the ‘Blight Manifestation’ table. This can result in the Player Character being stricken with ‘Shivers’, uncontrollable shivering, sapping his strength and causing him to become Exhausted, or having ‘Nebulous Breath’, in which his breath visibly manifests as a nebulous, swirling mist, suggesting the alien transformation within, forcing everyone nearby to become Shaken if the sufferer is not wearing a helmet, whilst he be Distracted if he does. Typically, these effects last for a few hours, but it can be days or weeks. Unless permanent, a Blight manifestation can be recovered from and Heart also recovered.

How do Delves work?
Each Delve is categorised by Class and Depth, the latter measured as a series of Markers. Class is its estimated difficulty and Depth its size and indication how much Supply is required. During the Delve, Explorers take one of four roles
—Delver, Scout, Burrower, and Guard. The Scout is primarily in charge of the Bird who accompany them on the Delve, determining where incidences of Blight are located, whilst a scanner is used to gain an initial map of the ruin. Throughout the Delve, the Explorers will expend Supply for each Marker reached, each combat engaged in, each act of strenuous activity, and after resting. Descending further into a ruin without Supply will inflict damage, Despair, or even Blight on the Explorers.

What do you play?
The adventure in Coriolis: The Great Dark Quickstart is ‘The Sky Machine’. The Explorers are hired to mount a rescue mission on the asteroid-moon of Moubarra 4 where a group of prospectors went missing in a newly extablished claim. The Explorers are not the only ones on Moubarra 4 with an interest in the outcome of the new rescue mission, though whether their interest lies in the successful rescue mission or in the recovery of any artefacts found in the claim remains to be seen.

‘The Sky Machine’ introduces the players and their characters to a little of the politics of
Coriolis: The Great Dark, but in the main focuses on the Delve, which is a linear affair whilst still showcasing the core mechanics of the roleplaying game. There is a genuine sense of ‘diving’ into the unknown, of reaching something mysterious and odd, yet majestic. There are signs here of technology far beyond that of ‘Lost Horizon’ of ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’. The Player Characters are not expected to understand it, merely recover it and return it to the surface.

The scenario includes six handouts and maps. These are decently done.

Is it easy to prepare?
The core rules presented in
Coriolis: The Great Dark are easy to prepare, especially if the Game Master has any experience with the Year Zero engine. The scenario itself is quite straightforward. However, the background to Coriolis: The Great Dark and its concepts do require some close study in order for the Game Master to impart them to her players. A handout or two towards that end would be useful and easy to prepare by the Game Master.

Is it worth it?
Yes.
Coriolis: The Great Dark Quickstart is an excellent introduction to its setting and its concepts, supporting with a good starting scenario and illustrating them with some excellent artwork that captures the grandeur and loneliness of its setting. Coriolis: The Great Dark Quickstart has a rough, frontier feel to it coupled with a sense of wonder at the universe above and below.

Where can you get it?
Coriolis: The Great Dark Quickstart is available to download here.

—oOo—

The Kickstarter campaign for C
oriolis: The Great Dark can be found here.