Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Free RPG. Show all posts
Showing posts with label Free RPG. Show all posts

Saturday, 5 July 2025

[Free RPG Day 2025] Wires in the Wood

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

The world has changed, but whomever changed it, is long gone. The world has been abandoned. This leaves room for the world to be explored and foraged and artefacts found and artefacts upcycled. This is the very simple set-up for Wires in the Woods: A trash-foraging TTRPG. Based on the artwork of Simon J. Curd, this
is published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, which can be played as a solo journalling roleplaying game or as a two-player game storytelling game. The Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is the version released for Free RPG Day and as the title suggests is designed to be played solo. It requires a standard deck of playing cards, two six-sided dice, a token to represent the forager’s location, and a means of recording the story.

In Wires in the Woods: A trash-foraging TTRPG Solo Quickstart, the player controls the story of a Forager, an animal who will explore the abandoned world and undertake ‘Upcycling Tasks’. This involves the discovery of artefacts left behind and combining two or more of them to solve a problem. Perhaps a bridge over a ravine creaks and is missing several planks, leaving dangerous gaps or a set of wild hedgerows form a giant puzzle that is easy to get lost in and some creatures need help finding their way out. The cycle of the game is to explore different locations, find artefacts, discover problems, and transport the upcycled artefacts to the problem to solve it. The locations, artefacts, problems, and the upcycled artefacts are used as prompts by the player record the story of his Forager.

A Forager has only the one attribute, Zeal. It costs Zeal to explore and move from location to location, but is earned by completing Upcycling Tasks. The full game allows a player to choose a different Forager, each with a different skill, but the quick-start only includes the one. This is the ‘Scamper’, a raccoon-like creature with horns or antlers, and the skill, ‘Fleet of Foot’. This enables him to move to a location with the red suite without expending any Zeal.

The exploration area has a maximum area of a six-by-four grid. The standard deck of playing cards requires a little preparation. The game is played without jokers, three cards are drawn as trigger cards and three as Upcycling Task cards. Twenty-one cards are drawn to form the locations deck. The details of the trigger cards are shuffled into the locations deck, whilst the Upcycling Task cards are kept to one side. On a turn, the player draws a card from the locations deck, adds it to the grid and notes down the location description determined by the card’s colour and value. If the card drawn is a trigger card, the player can reveal one of the three Upcycling Tasks. This is determined by the value of the trigger card. At the end of a turn, the player rolls for an event or an encounter.

Game play ends when the Forager has either un out of Zeal or completed all three of his Upcycling Tasks. Although Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a quick-start designed to introduce the game and therefore does not include all of the roleplaying game’s prompts, it does include enough to enable it to be replayed. There are twenty-six location descriptions, thirteen Upcycling Tasks, and twelve Artefacts awaiting recycling. A player could easily play through it a second time and have a different experience dealing with different Upcycling Tasks, and perhaps even a third time!

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a post-apocalyptic setting, one in which strange, not quite recognisable (mutated?) creatures explore a world left by mankind? The location and artefact descriptions are recognisably that of our own world, although the descriptions of the artefacts leave out their actual name. Thus, “There’s something trapped inside this that looks at you. Lots of pressy things and two skinny little arms that break easily. It also has a tail. It won’t talk to you.” is actually a television! This is classic post-apocalyptic roleplaying, a player completely aware of what an object from the past is, but having to roleplay his character not knowing what it is and what it does.

Physically, Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is charming little book. Simon J. Curd’s artwork is strange, perhaps a little creepy, and delightful.

Wires in the Woods: A trash-foraging TTRPG Solo Quickstart is a charming and surprising fulsome introduction to the full roleplaying game, one that provides an equally surprising amount of game play. It serves as a decent introduction to journalling roleplaying games and the artwork of Simon J. Curd.

Friday, 4 July 2025

[Free RPG Day 2025] Shock and Mayhem

Now in its eighteenth year, Free RPG Day for 2025 took place on Saturday, June 21st. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Shock and Mayhem
is a scenario for not one roleplaying game, but two! Published by Renegade Games Studios, it is designed to be used with the Transformers Roleplaying Game and the G.I. JOE Roleplaying Game, whereas the publisher’s contribution for Free RPG Day 2024, Unnatural Disaster, was also written use with the Power Rangers Roleplaying Game and the My Little Pony Roleplaying Game as well. In fact, Shock and Mayhem is intended to run and played with a mix of Transformers and G.I. Joe operatives, though the Game Master could adapt it so that it could be run with just Transformers or G.I. Joe operatives rather than both. Whichever group the Game Master decides to run it for, Shock and Mayhem is written for use with four to six Third Level Player Characters.

The adventure begins with the Player Characters sent to a liaison point where they will meet Wheeljack of the Autobots and Breaker of G.I. Joe, who together will give them a briefing. It is an emergency situation. If the Transformer Player Characters are not aware of G.I. Joe and vice versa, Wheeljack
and Breaker will explain who the other is, but more importantly, tell them that the Decepticons and Conbra are working together. Top Decepticon scientist, Shockwave, is working with COBRA commander, General Mayhem to develop a dangerous new form of concentrated energy processing. This had been identified as Energon-V and it will provide the Decepticons with a new source of concentrated power and enhance the weapons of the Iron Grenadiers of COBRA. Each member of this temporary alliance has assigned a lieutenant to the project, Deluge of the Decepticons, and Baron Unbreakable, ambitious Iron Grenadiers officer and protégé of Mistress Armada. There is a secret testing facility nearby in the badlands of Arizona, and the Player Characters’ objective is to obtain a sample, destroy the rest, and prevent either of the Decepticons or COBRA from developing the new energy former any further.

Shock and Mayhem is a straightforward adventure. The Player Characters travel deeper into the Arizona Badlands to the location of the joint Deception/COBRA-facility, taking advantage of a thunderstorm to either sneak up on it or assault it. Suitably, it opens the action with a bang and continues with a chase as the Player Characters next try to prevent the dangerous alliance from obtaining the chemicals necessary to keep Energon-V stable and stop it from just exploding, and then go after what has been stockpiled so far. There are two chemicals, each in a different location, a desert storage bunker and a cryogenics warehouse, and these can be tackled in any order. However, destroying the chemicals at one, will alert the guards at the other, so that they will be prepared when the Player Characters do arrive. The capture of at least one of the lieutenants—and as the scenario makes clear—the ethical interrogation of either, gives the Player Characters information as the whereabouts of Shockwave and General Mayhem. Facing either one of them will be a tough challenge, but together they are too tough to face in a stand-up fight, so the adventure suggests that the Player Characters use other means, such as stealth and playing one villain off against the other. The scenario ends with the suggested narration for various outcomes, including victory and defeat.

The scenario is supported with an appendix of threats that the Player Characters will face. This includes a COBRA H.I.S.S. II vehicle, Iron Grenadier Foot Soldier, and General Mayhem for COBRA, and the Decepticon soldier and spy, Deluge, and Shockwave. There are no stats for Baron Unbreakable, but notes are given on how to adjust the Iron Grenadier Foot Soldier to reflect his skill and experience.

Physically, Shock and Mayhem is a decently, cleanly laid out booklet with artwork from the two different roleplaying games it draws from, the Transformers Roleplaying Game and the G.I. JOE Roleplaying Game. There are no maps, but then the locations in the scenario are intentionally generic in nature, so that it can easily be run without them.

Shock and Mayhem is
a straightforward, uncomplicated scenario, whether the Game Master is running it for the Transformers Roleplaying Game 0r the G.I. JOE Roleplaying Game—or as intended, for both. The Player Characters get the opportunity to sneak around, blow stuff up, and defeat the bad guys. As a demonstration scenario, this is exactly what you want. As a scenario in a campaign, this is a short, in-between affair that the Game Master can easily slip into her ongoing plot or develop something from to present a bigger and more complex story.

Friday, 28 June 2024

[Free RPG Day] Unnatural Disaster

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Unnatural Disaster
 is a scenario for not one roleplaying game, but four! Published by Renegade Games Studios, it can be used with the Transformers Roleplaying Game, the G.I. JOE Roleplaying Game, the Power Rangers Roleplaying Game, or the My Little Pony Roleplaying Game. This is not to say that the scenario can be used by one or more of them together, but rather be run using whichever one of the four roleplaying games that the Game Master is running. This is done by combining the plot of the scenario with the villains, minions, device, and purpose given for each one of the four different roleplaying games and referenced in their pages. In addition, the Game Master needs to use the suggested Metropolitan City for each setting or use one from her own campaign, the Innocents in danger throughout the scenario, the reasons for the Player Characters being there, and the Supervisor who will working alongside the NPCs.

For example, the Villains for Unnatural Disaster for the My Little Pony Roleplaying Game are listed as the Diamond Dog, Cooper, his Minions are three Parasprites, the Device is the Crown of the Hive Queen, and the purpose is to dig for the gems that the Diamond Dogs love. The Metropolitan City is Manehattan, the Innocents who will be placed in danger are Manehattanitte Ponies and other creatures, the Player Characters are there for a ‘Rarity For You’ paid internship, and the supervisor is Sassy Saddles. In comparison, the Villains for the G.I. JOE Roleplaying Game is The Garnet of the Crimson Guard, whose Minions are five COBRA Troopers, the Device is The Weather Dominator, and the Purpose is for The Garnet is to make an impression and so rise up the ranks of the COBRA. The Metropolitan City is Los Angeles, the Innocents who will be placed in danger are the Angelenos, the Player Characters are there on an Undercover Urban Assignment, and the supervisor is Roadblock. All the Game Master has to do is to remember to refer to the particular elements from the roleplaying game she is running and use them during play.

Unnatural Disaster is a three-act scenario which begins en media res with the Menagerie District of Metropolitan City being best by an earthquake and the Player Characters being caught up in the middle of it. As the Player Characters unearth themselves from the cave-in and navigate the aftershocks, they discover the district to be in disarray and the citizens in a state of panic and in need of help. There are three sub missions here. These are escorting innocents to safety, stabilising structures, stopping bad behaviour—that is, looting and similar actions. In each case, these are clearly explained with suggestions as to which skills should be used and how. Notable are the suggestions as to how to deal with the incidences of bad behaviour. The Player Characters might try an emotional approach with a heart-to-heart; a logical approach to persuade that what the miscreants are doing, that it is not worth it; or a physical approach if all else fails. It also states that there is no one way to solve the problem, but there is probably an ideal way—and the advice for the Game Master essentially covers them all.

In addition to helping citizens of the Menagerie District recover in the immediate aftermath of the earthquake and get to safety, the Player Characters are also doing one more thing—they are looking for clues as the cause of the disaster. The first of which is the initial point of the earthquake, which looks very different—‘unnatural’ if you will—to what the obvious signs of an earthquake should be. This clue-gathering will ultimately, with a bit of thought by the players and the use of a handout grid to work what clues their characters have found to date, point to the possible source of the disaster and its location. This leads into the third and final act, in which they will climb down into a basement and confront the villain responsible for the earthquake. This sets up a big battle in which the Player Characters can defeat the villain, capture him, and shut down the device to prevent it doing any further damage, all before the authorities turn up to take the villains into custody and begin the clean up of the city.

Lastly, there is advice for the Game Master as to whether or not the Player Characters should go up a Level and some suggestions as a possible sequel, though these are understandably generic given that the scenario is designed to work with four different roleplaying games! Reward definitely comes though, in the form of bonuses to any social skill tests whilst in the Menagerie District. The citizens will not forget the aid rendered by the Player Characters.

Physically, Unnatural Disaster is a decently, cleanly laid out booklet with artwork from all four roleplaying games. The map is clear and simple, and easy to use. However, it does need an edit in places.

Unnatural Disaster is a straightforward, uncomplicated scenario—whichever roleplaying game the Game Master is running it for. It can be played in a single session and it gives plenty of opportunities for the Player Characters to be heroic, which is exactly what you want whether you are playing the Transformers Roleplaying Game, the G.I. JOE Roleplaying Game, the Power Rangers Roleplaying Game, or the My Little Pony Roleplaying Game.

Friday, 22 June 2018

Free RPG 2018: Starfinder Skitter Shot

Now in its eleventh year, Saturday, June 16th was Free RPG Day and with it came an array of new and interesting little releases. Invariably they are tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. In 2017, Paizo Publishing released such a preview, Starfinder: First Contact, of its then forthcoming Science Fantasy Roleplaying Game, Starfinder. This year Paizo Publishing has released the first scenario for Starfinder for Free RPG Day, Skitter Shot. At just sixteen pages, this is a short adventure, playable in a good session, specifically designed for use with Starfinder Alien Archive, the supplement which details some eighty life-forms, twenty Player Character races, alien technology aplenty, and more.

Designed to be played by four players, Starfinder Skitter Shot casts them as the cheerfully manic, gleefully helpful, vibrantly coloured, six-armed and furry creatures known as Skittermanders. Four pre-generated Skittermanders are provided in the adventure—Dakoyo, Gazigaz, Nako, and Quonx—who serve as the crew of the Clutch, a salvage ship captained by their Vest boss, Nakonechkin Ginnady. Out in the Vast beyond the Pact Worlds, the crew of the Clutch, searching for ancient battleships and space stations to salvage, come across a derelict ship, large, ornate, and with brass accents, looks to be very much out of place... As the adventure begins, Captain Nakonechkin Ginnady has been aboard the derelict ship for two hours and nothing has been heard from him. Something must have gone wrong, which means that Captain Nakonechkin Ginnady must be in trouble… Which can only mean, Skittermanders to the rescue!

Once aboard the derelict vessel, the remaining crew of the Clutch discover that she is a luxury liner called the Emerald Empyrean. Unfortunately, she has fallen under the control of a rogue artificial intelligence who has taken the well-being of both crew and passengers to an extreme. The Skittermanders need to deal with a ship who at first views them as pets and then as a threat, passengers who have no faith in their boundless energy, and everything that the computer is in control of aboard the Emerald Empyrean. It being a short booklet, the adventure only runs to some eleven locations, plus three events, but all are fully detailed and easy for the Game Master to pick up and run with. The action sequences—traps and combat—outweigh the roleplaying situations, but that is not necessarily a bad thing.

The adventure is challenging, but certainly rewarding if the players go at the adventure with the energy of the Skittermander pre-generated characters. There are four of these provided for use with Starfinder Skitter Shot. They include a Priest Mystic, a Xenoseeker Mystic, a Spacefarer Soldier, and a Scholar Mechanic, all Second Level. Each is detailed on a full page, complete with background, snatches of Skittermander slang, and a really nice illustration, as well as the stats. Players will need to refer to the Starfinder Alien Archive for full details of the Skittermanders, but really, they should be played as they appear—bumptious, gleeful, up for a challenge, and manic!

Physically, Starfinder Skitter Shot is very nicely laid out and presented. The artwork is excellent, the writing clear, and the map easy to use.

Starfinder Skitter Shot is a fun adventure. It is perhaps a bit of a cliche in terms of its plot, but for a straightforward one-shot—perhaps with room to develop into further adventures—that again, is no bad thing. It makes the adventure easy to run and grasp. Overall, Starfinder Skitter Shot nicely showcases the Starfinder setting of the Pact Worlds and provides a few hours of play with some bouncy, energetic, and lovable player characters.

Saturday, 16 June 2012

Free RPG Day 2012

Sorry if you have been wondering where the Reviews from R'lyeh have been for the last week. Please check out RPG.net for thirteen reviews of the titles available tomorrow for Free RPG Day 2012: http://www.rpg.net/reviews/ Normal service will return shortly.

Sunday, 20 June 2010

Tell Us About The Freebies

If you have been wondering why there has been no review this week, it is because I have been busy writing reviews for elsewhere. As many of you know, yesterday was Free RPG Day, an annual event that works to bring gamers new QuickStart Rules and other support for their favourite RPGs and forthcoming RPGs to their local gaming stores. I managed to get hold of many of the titles available a little early this year with the view to reviewing many of them ahead of time. Which I managed to do, just.

If you check out RPG.net this last week you will find reviews of several of the titles that were available yesterday. These include Deathwatch: Final Sanction, Legends of the Five Rings: Legacy of Disaster, and Dark Sun: Bloodsand Arena amongst various others.

Of course, the one title that I could not review is Age of Cthulhu: Abominations of the Amazon, seeing as how I edited this booklet. This is my first piece of editing to see actual publication in print.

I hope that you managed to get out and pick up something nice yesterday. If you did, let me know. If you picked up a copy of Age of Cthulhu: Abominations of the Amazon, then let me know about that too. Tell me what you think.