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Showing posts with label Grognardia. Show all posts
Showing posts with label Grognardia. Show all posts

Monday, 30 August 2021

For Cultured Friends XIII: The Excellent Travelling Volume Issue No. 13

For devotees of TSR Inc.’s
 Empire of the Petal Throne: The World of Tékumel, the various issues of 
The Excellent Travelling Volume, James Maliszewski’s fanzine dedicated to Professor M.A.R. Barker’s baroque creation continue to provide dedicated support and further exploration. Published in June, 2021, The Excellent Travelling Volume Issue No. 13—available in print via lulu.com—is the most recent issue. As with previous issues, his exploration of one of oldest of roleplaying settings is heavily influenced by the campaigns he has been running, the primary being his House of Worms campaign, originally based in, around, and under Sokátis, the City of Roofs before travelling across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula, as detailed in The Excellent Travelling Volume Issue No. 8. However, although he continues to be the primary contributor to the fanzine, this latest issue contains multiple submissions from other authors, which is not only encouraging, but hopefully, a sign of things to come.

As per usual, The Excellent Travelling Volume Issue No. 13 opens an editorial from James Maliszewski. As you would expect, this does highlight the challenging nature of the last year, but its main focus is the difficulty of its production and in particular, the postal and printing troubles. Fortunately, these have been solved with the move to lulu.com. The editorial also welcomes the multiple submissions from other authors that feature in the issue. The first of the additions in The Excellent Travelling Volume Issue No. 13 is drawn from the author’s House of Worms campaign, specifically from its current exploration of ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula. ‘Naqsái Sorcery’ presents a new form of sorcery which differs from that known amongst the temples of the Five Empires. Naqsái sorcery involves the study of one hundred and eight ideograms. These appear to be two-dimensional, but closer and continued study reveals that they actually have three or more dimensions and can be used to access the same energies of the Planes Beyond as sorcerers of the Five Empires do. The article suggests a way in which a Player Character sorcerer might come to learn such ideograms—at a new Level switching to the new ideograms and their associated spells rather than the traditional spells he might learn from a temple. At subsequently newly acquired Levels, he might switch back. Several sample ideograms are listed, organised into Groups as per Empire of the Petal Throne: The World of Tékumel. These include Chúr, which completely copies (but does not translate) the contents of a non-magical scroll, book, or codex for the caster, and Ósuni, which fills the lungs of a designated target with saltwater, which can cause drowning if not immediately treated. The ten sample ideograms each come with their own actual ideograms and represent a mix of the familiar and unfamiliar in terms of spell design. For ease of use, it would have been better perhaps if the spells had been listed by Group rather than alphabetically, and potentially, the ideogram Hrún, which transmutes non-living objects into steel may have a game changing effect given how rare that metal is on Tékumel. Otherwise an interesting and different approach to magic that has room expansion and further mysteries.

The subject of magic continues with ‘The Magic-User’. This proposal suggests changes to the Magic-User Class from Empire of the Petal Throne: The World of Tékumel. This is to make the Class more flexible and less Change-oriented, offering a more balanced take so that a player could roleplay a Stability-worshipping sorcerer. It follows on from a similar treatment of the Warrior Class in The Excellent Travelling Volume Issue No. 12 and gives a new list of initial professional skills, as well as an explanation of skills such as Aspects and Mythology and Inner Doctrines. Unfortunately, this is untested and it would need some playtesting, although the possibility of this seems unlikely in the short term.

‘Shiringgáyi: Queen of the Heavens and of Tékumel’ explores the religious history of  Tsolyánu’s eastern neighbour, Salarvyá, and its differences with the other faiths of the Five Empires derived from the priest Pavár’s theological revolution. Whilst scholars of the other Five Empires take an interest in that history, the Salarvyáni simply give Shiringgáyi pride of place among all the gods. Her influence and those of her priestesses is such that they sit on the country’s Council of Nobles which decides its next king, who is then ‘reborn’ as the ‘son of Shiringgáyi’ and rules until such times as he is deemed physically and mentally unfit to rule and as the goddess ‘withdraws her blessings’ from him, only accepting back into her bosom following his ritual impalement. This adds both background and detail to the world of Tékumel, and would not only be useful should the Player Characters visit Salarvyá, but also should a player want to roleplay a priestess of Shiringgáyi.

One of the best ongoing features in The Excellent Travelling Volume is the Patrons section. Each entry includes six ready-to-play NPCs, including stats, skills, and spells, as well as a thumbnail portrait, some background and a reason for their wanting to employ the Player Characters. Not only a reason, but also several different explanations as to what is actually going on. Thus, Di’iqén hiTurshína, a priest of Grugánu who believes that someone is trying to kill him. The explanations include the fact that he is mistaken, a rival attempting to discredit him by making him paranoid, his temple testing his suitability for advancement, and another rival competing for the affection of a pretty ritual priestess of Ksárul. Modelled after the entries in the supplement, 76 Patrons for the Science Fiction roleplaying game, Traveller—of which the author is an avowed fan—these patrons are excellent, each providing an individual NPC and an adventure that the Game Master can develop.

The second addition in the issue is ‘Poisons, Antidotes & Narcotics’, useful for campaigns which involve murder or assassination, or social situations, the latter given the fact that the societies of the Five Empires hold no stigma when it comes to the social use of ‘The Powders’ as they are known.

The first of the submissions to The Excellent Travelling Volume Issue No. 13 is ‘Puppetmaster Clans’ by Rob Smith. There are two of these in the Five Empires, the Society of the Hands Which Are Not Seen and the Clan of the Striding Incantation, and both are highly secretive about the arts they practice, the performance of sagas, plays, poems, and even gladiatorial duels using puppets of wood, metal, bone, and other materials, which then animated using spells. It adds the new skill, ‘Performer: Puppeteer’ and covers roles such as Puppet Artist, Set Designer/Craftsman, Musician, and more, as well as Puppetmaster Magic. This adds new spells such as Animate Puppets IAnimate Peerless Puppet, and even  Transfiguration, which turn the victim of the spell into a living puppet! The Puppetmaster clans perform regularly at the homes of the nobility and the roleplaying possibilities that they suggest are numerous, including single clan campaigns travelling the Five Empires getting involved in intrigues and seeing the world, murder mysteries, and more. Perhaps only lacking the lineage names for the respective clans, this is a fine addition to Tékumel campaign.

David A. Lemire provides more fiction in the form of ‘The Epic of Hrúgga. This brings to life one of the heroic figures from the past of the Five Empires, and in addition to being an enjoyable read, might serve as inspiration for a performance by the previously explored  ‘Puppetmaster Clans’.

Lastly, ‘Hanging on the Ropes’ by Mikael Tuominen is a lengthy encounter in the wilderness at  long, rope bridge crossing a ravine, river, or swamp. On its other side waits a lavishly but tastelessly dressed warrior with a gem-encrusted sword ready to strike at the ropes of the bridge. This is Kúrkuru hiSáchi, a soldier of fortune with a grudge to settle against the Temple of Hrü’ü for the death of his sister. The question is, does his vendetta have any basis in fact, is he acting nobly or ignobly? This is a really nicely developed encounter, relatively easy to drop into a campaign, which also forces the Player Characters to question their preconceptions. It also pleasingly addresses the issue for the point of view of both Stability and Change worshippers, and so feels nicely rounded. There should be more like this in the pages of the fanzine.

Physically, The Excellent Travelling Volume Issue No. 13 is nicely produced, a sturdy little booklet in a thick card cover, pleasingly illustrated and tidily presented throughout. 

The Excellent Travelling Volume Issue No. 13 continues the author’s excellent support for Empire of the Petal Throne: The World of Tékumel. It is a solid issue, packed with content and background, made all the better for the submissions,  that the Referee can readily bring to her campaign.

Monday, 4 January 2021

For Cultured Friends XII: The Excellent Travelling Volume Issue No. 12

For devotees of TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, 2020 is notable for the release of not one, but two issues of The Excellent Travelling Volume, James Maliszewski’s fanzine dedicated to Professor M.A.R. Barker’s baroque creation. The Excellent Travelling Volume Issue No. 11 was published in April, 2020—available direct from the author or the Melsonian Arts Council—and continues his exploration of one of oldest of roleplaying settings heavily influenced by the campaigns he has been running, the primary being his House of Worms campaign, originally based in, around, and under Sokátis, the City of Roofs before travelling across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula, as detailed in The Excellent Travelling Volume Issue No. 8.

As per usual, The Excellent Travelling Volume Issue No. 12 opens an editorial from James Maliszewski. This highlights the gap between this issue and The Excellent Travelling Volume Issue No. 11–or rather the lack of a gap, one facilitated by the periods of enforced isolation that beset many of us in 2020, as well as the continuing influence of the author’s ongoing House of Worms campaign. That can be seen in the first entry in the issue, part of the ‘Additions and Changes’ series which examines the various non-human races on Tékumel and makes them playable. ‘Hláka Characters’ adds the three-eyed, bewinged, and sharp-tailed species capable of actual flight. Like many non-human races, they do not acknowledge the Gods of Stability and Change, but when living amongst human civilisations, may adopt one or more faiths to fit in! However, they make for poor worshippers at any temple. Notably, they have a reputation for being skittish and cowardly, but this does not stop the militaries of the Five Empires recruiting them as scouts and even into legions, many of which are listed, solely comprised of Hláka and occasionally as aerial artillery. In terms of Profession, there is no limit in terms of their options, but they make better Warriors than they do Magic-Users or Priests. Alongside notes on Hláka names and homelands, the article includes discussion of Hláka clans—there are none. That is, except for the Blue Clouds of Joy Clan in Béy Sü, an extremely notable exception. Rounding out the article are rules for Hláka flight. This is another fine addition to the series, which with the inclusion of names, makes them both reasonably playable.

The second entry in the ‘Additions and Changes’ series is ‘Psychic Ability and Spells (Additions and Changes) which presents an adjusted table for rolling the Psychic Ability, and discusses the dangers of wearing metal—almost any metal, when casting spells and gives a table of results should a Magic-User attempt to cast a spell whilst wearing metal. Having discussed and presented the dangers of combining metal and magic, the article is rounded off with a discussion of what a sorcerer might actually wear instead of metal, pleasingly adding some colour.

‘The Warrior (Proposal)’ is the author’s suggestion to develop and add context to the Warrior Profession in Empire of the Petal Throne: The World of Tékumel. It does this by dividing the skills in General and Soldier skills, so Spearman and Bowman are General skills and Drills and Logistics are Soldier skills. The aim here is to have General skills that any Warrior can learn, whilst the Soldier skills can only be learned by serving in the legions. Accompanied by the definitions of various skills, it nicely serves to individualise the Warrior Profession and a Player Character’s previous history.

The centre piece in The Excellent Travelling Volume Issue No. 12 is ‘Sa’á Allaqiyár, the Many-Towered City’, a detailed description of the capital of the northern empire of Sa’á Allaqi. It is accompanied by an excellent map, and covers the history of the city, an examination of its major clans—several of which have been adopted from the other four members of the Five Empires, and its notable features. These range from a sizeable Foreigners’ Quarter and an extensive number of brothels to the Pyramid of Néngetl, the long looted tomb of the first Engsvanyáli governor and the Ancient Sealed Gate, the former entry to the city on its eastern wall which was bricked up upon the advice of the priests of the One of Light, who stated that it would bring their god’s blessing and ensure that ‘Sa’á Allaqiyár would never fall. Of course, this is not canon, but this is another excellent article, one which is more than serviceable until such times as there is an official version of the city.

‘The Roads of Avanthár (Part 2)’ completes the short story by David A. Lemire begun in The Excellent Travelling Volume Issue No. 11. The story describes the discovery of a great book and the efforts by members of the military faction to get it to the emperor in Avanthár, and their own rivalries. Ultimately, the concluding part leaves questions unanswered and adds mysteries of its own, but is enjoyable nonetheless.

‘The Hollows of Gyánu’ is the adventure location given in The Excellent Travelling Volume Issue No. 12, the hideout for a group of Kilalammuyáni bandits in the mountains of Tsolyánu’s Chaigári Protectorate, who have been raiding local caravans. The local governor has posted a reward for their capture or their demise, but unfortunately, something already has happened to them by the time the Player Characters arrive to investigate their cave hideout. There are riches to be found in the caves and the sinkhole they are clustered around, but also terrible secrets of the Five Empires’ religious past. It is a nicely done encounter, a mixture of horror and exploration, which is easily transferred to a location of Referee’s choice.

The third entry in the ‘Additions’ series is ‘Bestiary (Addition)’ and presents two creatures as an accompaniment to ‘The Hollows of Gyánu’. The two creatures are the Achayá, ‘The Blood of Gyánu’ and the Chagrúo, ‘The Frozen Dead’, two nasty monsters emanating from the Expanse of the Cold Dark, also detailed here. Rounding out The Excellent Travelling Volume Issue No. 12 is ‘Initial Encounters (Additions and Changes)’, the third entry in the issue’s ‘Additions and Changes’, which presents a replacement table of visitors who might be encountered in the city of Jakálla and the nature of their task in hand. Again, both tables are easy to adapt to other civilised settings and so have a wider use.

Physically, The Excellent Travelling Volume Issue No. 12 is nicely produced, a sturdy little booklet in a thick card cover, pleasingly illustrated and tidily presented throughout. Both the illustrations and the maps are good too.

The Excellent Travelling Volume Issue No. 12 continues the author’s excellent support for Empire of the Petal Throne: The World of Tékumel. It is a solid issue, packed with content and background that the Referee can readily bring to her campaign.

Monday, 31 August 2020

For Cultured Friends XI: The Excellent Travelling Volume Issue No. 11

For devotees of TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, 2020 is notable for the release of not one, two issues of The Excellent Travelling Volume, James Maliszewski’s fanzine dedicated to Professor M.A.R. Barker’s baroque creation. The Excellent Travelling Volume Issue No. 11 was published in April, 2020—available direct from the author or the Melsonian Arts Council—and continues his exploration of one of oldest of roleplaying settings heavily influenced by the campaigns he has been running, the primary being his House of Worms campaign, originally based in, around, and under Sokátis, the City of Roofs before travelling across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula, as detailed in The Excellent Travelling Volume Issue No. 8.

As per usual, The Excellent Travelling Volume Issue No. 11 opens an editorial from James Maliszewski. This highlights the gap between this issue and The Excellent Travelling Volume Issue No. 10 and the reasons for it, before going onto focus on the importance of fiction when it comes to Tékumel. He notes, that like many a Petalhead, his initial exposure to the setting was to Man of Gold, M.A.R. Barker’s first novel, which really is an effective introduction to Tékumel. This is because the issue includes the first part of a short story by David A. Lemire, the first piece of fiction in the fanzine and a rare inclusion by someone other than James Maliszewski. The latter also explains why he puts out a call for submissions.

The opening gaming content in the issue is another entry in the ‘Additions and Changes’ series which examines the various non-human races on Tékumel and makes them playable. ‘Ahoggyá & Shén’ adds the four-sided and four-legged, barrel-shaped with a pair of eyes on each side Ahoggyá and the more humanoid, if slightly reptilian Shén with their mace-like tail. The former are the subject of some derision for their eight underminable sexes and stubborn refusal to acknowledge the Gods of Stability and Change—or even the concept of religion, let alone Stability and Change, but are renowned as fearless warriors. The latter only have three genders and do understand Stability and Change as ‘the one of Eggs’ and ‘the one who Rends’, and when in human society make actually adopt one of the gods of Stability and Change. In terms of Profession, both make poor magic-users and priests, but excellent warriors, such that outside of their homelands, all of the militaries of the Five Empires recruit Ahoggyá and Shén into legions of their own, but not together and their renowned antipathy means that they never serve alongside each other. This is another fine addition to the series, which with the inclusion of names, makes them both reasonably playable.

The influence of the author’s Achgé Peninsula-set campaign makes its presence known with the inclusion of ‘The Hokún: The Glass Monsters’, a centaur-like sentient species with a translucent exoskeleton and a hive mind thought to be found on the other side of the planet from the Five Empires. Their attitude to mankind varies—some may hunt and eat them, some may enslave them, and some may treat them as equals. This further highlights the weirdness of Tékumel and that there are wide swathes of the planet which remain unknown. The influence continues with a number of creatures in the ‘Bestiary (Addition)’. These include the Léksa or ‘The Glass Beast’—the riding beasts for the Hokún and actually a specially-bred mutation of the Hokún; the Nékka or ‘The Graceful Runner’, a herd beast left to run wild by the Hokún; the Qu’úni or ‘The Crustacean’, a semi-intelligent species found along the Achgé Peninsula, which is highly protective of its coastal lairs and regarded as a pest by sailors for their habit of swarming ships; and the Vriyágga or ‘The Wheeled Horror’, a terrifying combination of a central braincase suspended between two muscular wheels, the face on the braincase surrounded by four tentacles and with a maw of venomous feelers. Thankfully such creatures are rare, but they are horrifyingly weird. There is a nice inclusion of some commentary on the Vriyágga, just as there is on the Hokún, which adds a little context. With any luck, future issues will expand upon the lands of the Hokún, making them somewhere that group other than the author’s can visit them.

There are more monsters in ‘Demons of Sárku & Durritámish (Addition)’ which takes the reader to the Wastelands of the Dead, the plane ruled over by Lord Sárku to describe a trio of nasty demons. Thus sorcerers might entreaty the Blind Ones of Hreshkaggétl, minor six-limbed squid-like demons who reek of rotting flesh and revere Durritámish, cohort of Lord Sárku, for the mysteries and secrets they know of Durritámish, whilst none but the mightiest of warriors, sorcerers, or priests would want to face Srükáum, the Lord of the Legions of the Despairing Dead, the Castellan of the Citadel of Sighs, and the Warder of the Gates of Skulls, a skull-faced warrior in armour of copper and gold, who serves both Sárku and Durritámish as an ardent foe of Stability—especially if it involves combat! Lastly, Ssüssǘ, the Eater of the Dead, is a snake-like demon who oversees Lord Sárku’s hells and who is known to be able to grant great courage in others and great antipathy between two individuals.

Up until this point, The Excellent Travelling Volume Issue No. 11 feels like it is all about the demons, monsters, and creatures, so ‘Amulets (Addition)’ is a welcome change of focus. Amulets are devices of the ancients and provide all manner of ‘magical’ effects. Thus the tiny hand-shaped Amulet of Uttermost Alarm shocks the wearer when it is within thirty feet of a temple, demon, high priest, or artefact of one of the Pariah Deities, whilst the Amulet of the Blessing of the Emerald Lady, a fine necklace of malachite beads, makes the wearer feel and look ten years younger, though wear it for too long and the effects become permanent. The fourteen or so devices are pleasingly inventive, a good mix of powers and abilities that provide flashy, as well as subtle effects.

The location—or dungeon—to be explored in The Excellent Travelling Volume Issue No. 11 is The Tower of Jayúritlal, the ruined structure said to have been built by an Engsvanyáli (or possibly Bednálljan) sorcerer renowned as a traveller of the Planes Beyond. Consequently, Jayúritlal’s tower not only exists partly on Tékumel, but its location varies. Thus, it is easy to place as necessary in a Referee’s campaign, who is also free to develop the legend of Jayúritlal to suit her campaign. The tower itself is a tall narrow structure, amassing some thirty or so locations, and for the most is linear in its play. There is a pleasing feel of both age and the weird to it—whole missing walls for example with just a rope between levels, and it is very nicely mapped out by Dyson Logos. However, it does feel as if one too many rooms are blocked off by doors which require magical means to open, which may impede and even frustrate the players and their characters’ progress. Perhaps also, a discussion of possible suggestions and motivations for the Player Characters to visit the tower might have been a useful addition.

Rounding out the issue is ‘The Roads of Avanthár’, the first part of a short story by David A. Lemire. This describes the discovery of a great book and the efforts by members of the military faction to get it to the emperor in Avanthár, and their own rivalries. There is quite a lot going on in this first half and it will be interesting to find out how the events play on the second part in The Excellent Travelling Volume Issue No. 12.

Physically, The Excellent Travelling Volume Issue No. 11 adheres to the same standards as the previous issues. It sees the return of the card cover which The Excellent Travelling Volume Issue No. 10 seemed to lack, and if the cover is not in full colour, that is not as much as a loss as it might seem. Otherwise, as expected, the writing is engaging, the illustrations excellent, the cartography is good, and it feels professional.

The Excellent Travelling Volume Issue No. 11 feels like a very monster focused issue, with Ahoggyá & Shén as Player Character options, the write-ups of ‘The Hokún: The Glass Monsters’, and both Bestiary and Demons articles—much of it influenced by the author’s Achgé Peninsula-set campaign. The issue thus continues the author’s exploration away from the Five Empires, expanding what we know of Tékumel, but still adding elements a Referee can include in her more traditionally located campaign.

Monday, 27 May 2019

For Cultured Friends X: The Excellent Travelling Volume Issue No. 10

With the release of The Excellent Travelling Volume Issue No. 10, the fanzine reaches a milestone that showcases the dedication of both publisher and readers in their desire to keep it an ongoing publication—it reaches double figures. Subtitled ‘A fanzine of M.A.R. Barker’s World of Tékumel’ and written for use with TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, the issue heralds two changes. The first is that the fanzine is available internationally, being now on sale via Melsonian Arts Council , the publisher best known for its own fanzine, The Undercroft. The second is that the back issues are now available as PDF titles, which ensures that those devotees of Tékumel who on their immediate release did not purchase them upon can do so now. Hopefully, this will ensure the wider availability of future issues as well as the past issues.

Over those past nine issues, the author has expanded the hobby’s first great roleplaying setting, both in and around the familiarity of the Five Empires on the northern continent as well as regions far away. Much of it based around the campaigns that he has run, most notably his House of Worms campaign, based in, around, and under Sokátis, the City of Roofs. In The Excellent Travelling Volume Issue No. 8, he took both campaign and fanzine in a very different direction,  far across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula. This explored—unofficially—a region not visited within Tékumel canon, as well as showcasing the possibilities of opening up regions well away from the familiarity of the Five Empires on the northern continent. The Excellent Travelling Volume Issue No. 9 returned to the northern continent, but not necessarily the Five Empires, but some elements of the author’s Dust of Gold campaign. The latest issue, The Excellent Travelling Volume Issue No. 10, combines elements of both—the very far away and the relatively near on the northern continent.

Following an editorial reflecting the author’s time spent on The Excellent Travelling Volume Issue, the issue opens with ‘Finding Tékumel’, really an extension of the issue’s editorial and a reflection upon this and the previous two issues and their content. Here the author examines an aspect of his interaction with Professor M.A.R. Barker, which encouraged him to visit places on Tékumel that the professor had not yet been to. What he meant was that the author—and indeed any Game Master running a Tékumel campaign—should be developing these unvisited areas themselves for their own game and that they need not wait for the professor to present something that was canon. Of course, this runs counter to the gamer’s tendency when playing in a setting—especially a setting that is the creation of one man—to want to not break canon, in this instance to play on Tékumel as Professor M.A.R. Barker envisioned it. The Excellent Travelling Volume is very much a rebuttal to that tendency, especially in recent issues, and this first article in The Excellent Travelling Volume Issue No. 10 is both something of a manifesto and memoir of the author’s interactions with Professor Barker.

The first actual gaming content in The Excellent Travelling Volume Issue No. 10 is another ‘Additions and Changes’ examining the various non-human races on Tékumel. This time it is ‘Tinalíya & Urunén’. The former are the short, four-legged humanoids with three sexes, who are notoriously curious and literal-minded, who make good Warriors and Magicians, but consider being a Priest a poor vocation. They are also adept with the devices of the ancients. Found primarily in and around Livyánu, they are allowed their own legions to fight against the Mu’ugalavyáni, whom they consider to be woefully officious. The latter are not as well known, being from the subpolar regions around the South Pole and contact having only been made with the Five Empires. They are tall humanoids covered in light fur with both a tail and a combination of bovine and serpentine features and much like the Tinalíya, disdain being a Priest instead of a Warrior or Magician. 

The article details the Alignment, Choice of Sex—the have three as opposed to the two of the Urunén, Profession—both prefer to be Warriors or Magicians, Hit Dice, their unique racial abilities, and what gods and their cohorts they worship. There are also notes on possible names, their homelands, and what legions they might serve in. Together this draws a great deal of playable information about both races that can be used to help create player characters or NPCs. Of course, the humanocentric outlook of the Five Empire means that there is some social stigma to playing either, but the Urunén would be very much an oddity, if not an object of curiosity.

The Urunén are further detailed in ‘The Urunén – The Cold Dwellers’. This goes into further depth about their culture and society as well as presenting stats for them as monsters or NPCs rather than as player characters. This nicely expands upon the information presented in the previous article and enables this relatively unknown species to be better portrayed by Game Master and player alike.

‘Ureshyésha, the Tiered City’ continues the fanzine’s recent exploration of the Plain of Towers to the west of Mu’ugalavyá, previously seen in ‘The Ni’ikmá Valley’ and its companion articles in The Excellent Travelling Volume Issue No. 9. This details the city which occupies a mountain pass through the Qelqái Range. The city is currently ruled by the Shúr Ésh, a tall humanoid species with pale complexions, flat noses, and grey or blue eyes(!), who are said to be the artificial creations of the city’s founders, the Old Ones. The Shúr Ésh are psychically gifted and adept in the operation of the devices of the ancients, and although they allow foreigners to reside in the outer city beyond the city’s wall, they restrict access to many parts of the city and so getting through Ureshyésha requires some negotiation. The description of Ureshyésha is quite detailed, including locations and several NPCs, but it is not quite obvious how to use it and this is not fully explored in the article. There is political tension in the city, the growing size of the general population versus the limited number of Shúr Ésh in Ureshyésha and the demand for devices of the ancients to be found in the ruins of the City of the Old Ones and the extensive Tsuru’úm below the city despite the custom of Ditlána not being practised, and these present potential hooks as well as the negotiations needed to get through the city. Perhaps, a future issue will return with an adventure or two set here?

Empire of the Petal Throne: The World of Tékumel treats magical armour and shield in a limited fashion, restricting them to simple +1, +2, or +3 bonuses. ‘Magical Shields’ provides the means to create shields with magical powers and abilities beyond those bonuses and gives four unique examples. For example, Dhimitlár’s Bulwark protects against all non-magical ranged weapons when held. All four are nice detailed and come complete with histories as well as their abilities. These are nice additions to Empire of the Petal Throne: The World of Tékumel and should serve as fine examples for the Game Master’s own game.

Lastly, ‘The Treasure Vaults’ expands upon a volume given in Empire of the Petal Throne: The World of Tékumel. This is Chánisayal hiHayá—‘Powerful Maps of Glory’—a book of between one and six treasure maps. Here just the single location is detailed, a treasure vault of a disgraced sorcerer. Consisting of just sixteen locations, this is actually a nicely detailed mini-dungeon which should provide a session or two’s worth of play. The article shows how much the author is still taking inspiration from the pages of Empire of the Petal Throne: The World of Tékumel. Hopefully there will be more of these in future issues, or perhaps, a whole mini-supplement could be published detailing all six locations to be found in the pages of Chánisayal hiHayá? That would be amazing.

Physically, The Excellent Travelling Volume Issue No. 10 adheres to the same standards as the previous issues. It does lack the card cover of the previous issues and so has a slightly less substantial feel to it, so does not quite feel as good or professional in the hand. Otherwise, as expected, the writing is engaging, the illustrations excellent, the cartography is good, and it feels professional. 

One obvious issue with The Excellent Travelling Volume Issue No. 10 is that not all of its content supports campaigns set around the Five Empires where most campaigns are set. What it is means is that some of the content, whilst interesting, will not be of immediate interest or use to a Game Master. This is not a complaint and nor should it be, since the author is writing based on his campaigns and is still writing about Tékumel. The Excellent Travelling Volume Issue No. 10 further expands what we know of Tékumel, and not only is that to be welcomed, it adheres to the author’s remit right from the very first article.

—oOo—


Melsonian Arts Council will be at UK Games Expo which will take place between June 1st and June 3rd, 2018 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.

Friday, 26 April 2019

For Cultured Friends IX: The Excellent Travelling Voume Issue No. 9

Following in the footsteps of took the author and publisher’s House of Worms campaign, The Excellent Travelling Volume Issue No. 8, ‘A fanzine of M.A.R. Barker’s World of Tékumel’, went in a very different direction to previous issues, far across the southern ocean to ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula. Written for use with TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, it detailed the city itself, its inhabitants and clans, as well as the native peoples, the local flora and fauna, and more. It explored—unofficially—a region not visited within Tékumel canon, as well as showcasing the possibilities of opening up regions well away from the familiarity of the Five Empires on the northern continent. The Excellent Travelling Volume Issue No. 9 returns home to the northern continent, but geographically at least, not to the Five Empires.

The issue opens with an editorial as usual. Here James Maliszewski recounts his experiences attending conventions and essentially how the smaller the convention, the more enjoyable they are. There is certainly a truth to this, as the smaller events tend to be less commercial, less frenetic, and friendlier. What is also true is that such event are about as much socialising as they are about play and smaller events tend to be focused on play. They are also a chance for players to try games they might not at home and as James highlights, the chance to meet others you might only know online or through the pages of a fanzine. Anyway, it is nice to that he is enjoying this aspect of the hobby.

The first of the two ‘Additions and Changes’ in The Excellent Travelling Volume Issue No. 9 is ‘Pygmy Folk and Swamp Folk Characters’, which provides rules for playing either race in Empire of the Petal Throne: The World of Tékumel. Notably drawn from Swords & Glory, Vol. 1: Tékumel Source Book, this details the Alignment, Choice of Sex—the Pygmy Folk have three as opposed to the two of Swamp Folk, Profession—the Swamp Folk can only Warriors as they cannot cast spells of any kind, Hit Dice, their unique racial abilities, and what gods and their cohorts they worship. There are also notes on possible names, their homelands, and what legions they might serve in. Together this draws a great deal of playable information about both races that can be used to help create player characters or NPCs. Of course, the Five Empires being humanocentric in their outlook to one degree or another does mean that Pygmy Folk and Swamp Folk player characters will some social stigma.

The second is ‘Expanded Original Skills’. This revises the three lists of skills—Elementary, Intermediate, and Advanced—to fill in some of the omissions in terms of skills for as society as baroque and as complex as the Tsolyánu Empire and those of the Five Empires. Primarily, it adds Ancient Language and Modern Language, Entertainer, Etiquette and Courtly Manners, Lawyer, and Moneylender.  Of the two new additions, Ancient Language and Modern Language and Entertainer require further definition when selected. So acrobat, juggler, puppeteer, and so on for Entertainer, but languages like Engsvanyáli and Llyáni, Mu’ugalavyáni and Yan Koryáni for Ancient Language and Modern Language. To that end, the article includes a long list of languages. Now none of this has been playtested, but overall this looks like a reasonable revision.

The issue’s main focus is the Ni’ikmá Valley. As detailed in ‘The Ni’ikmá Valley’, this is a small area within the Plain of Towers, lying to the west of Mu’ugalavyá. By the standards of the Five Empires, it is a sparsely settled region, its peoples primitive, and notably, sits on the edge of a ‘barren zone’ as far as the use of magic and technological devices are concerned. It introduces the local inhabitants, the Nixkámi, details their faith and culture, and describes some of the places of note within the valley. One of these is ‘The Sunken Sanctum’, a subterranean ruin in the Qelqái Range of mountains on the southern edge of the valley. Rumoured to be haunted, this complex is actually a very minor facility from the Latter Times. Consisting of just seventeen locations, it is nicely detailed and has a slightly weird feel which echoes that of playing Gamma World or Metamorphosis Alpha. The Game Master though, will need to develop a reason or hook for her player characters to visit the site—and to be fair, the Ni’ikmá Valley.

Two other articles further develop the Ni’ikmá Valley. One is a full hex map of the valley, whilst the other is a ‘Bestiary’, the first of two Additions in The Excellent Travelling Volume Issue No. 9. The size of Tékumel and the isolated nature of places like the Ni’ikmá Valley mean that all manner of strange and different creatures can be found. So it is with the Ni’ikmá Valley, the article adding just four creatures native to the area, like the Jálu or ‘Prowler’, a large, four-limbed predator which stalks its prey through the Qelqái Range and is capable of bursts of unexpected speed. The other Addition to the issue is ‘New Eyes’. The article adds a further thirteen to the many listed in Empire of the Petal Throne: The World of Tékumel, including ‘The Eye of Ineluctable Verity’, which prevents the subject from telling falsehoods and inflicts agonising pain if they do, and ‘The Eye of Immediate Encapsulation’, which imprisons the target in stasis, in a pocket dimension. Unfortunately, there are only six such pocket dimensions, so when one target is popped into one, another one pops out… That lends itself to some interesting adventure possibilities and showcases the invention displayed in the creation of these Eyes.

Perhaps the oddest article in the issue is ‘The Undying Wizards’. In Professor M.A.R. Barker’s fiction we see characters like Prince Dhích’une visiting other planes to converse and consort with his allies, but in this article we have characters coming from these planes—and elsewhere—to the ‘current’ time period. Primarily based in the far future of Tékumel, these characters make up a cabal of wizards of great knowledge and power who essentially police its timeline. Their methods, ideologies, and personal histories may vary, but they do care. None of the quintet described are given any stats, but they are of such power that in all likelihood they do not need any, although there is nothing to stop the Game Master from providing them.

Most campaigns set on Tékumel take place in its here and now, roughly conversant with the civil war following the usurpation of the Petal Throne by Prince Dhích’une and its aftermath, but with ‘The Undying Wizards’, we step outside of that to look at the planet’s long history and long future, whatever that may be… The article provides a set of NPCs to use as potential patrons, threats, a conspiracy from outside of time, and more. Ultimately, it hints at a bigger picture to the setting and adds yet another layer of mystery to it, whilst also providing a solid set of NPCs for the Game Master to roleplay.

Lastly, ‘The Temple of Lord Aridzó’ adds a location, a ruined structure in the Dry Bay of Ssu’úm previously detailed in The Excellent Travelling Volume Issue No. 6. It is a short location one-page piece which really just adds a little more detail to the content in the previous issue.

It almost goes without saying that The Excellent Travelling Volume Issue No. 9 is physically up to production standards set by previous issues. The writing is engaging, the illustrations all excellent, the cartography clear and easy to read, and it feels professional despite being put together by fans. Much of the issue’s content is taking the reader and thus the Game Master away from the Five Empires, so it may not be of use for everyone’s campaign, but the content in The Excellent Travelling Volume Issue No. 9 is an interesting read and some of it even has the potential to change a campaign.

Monday, 27 August 2018

For Cultured Friends VIII


There has been a disappointing wait of a year between the publication of The Excellent Travelling Volume Issue No. 7 and the arrival of The Excellent Travelling Volume Issue No. 8, but not just in terms of the content for the content is not as promised. For on the back cover of The Excellent Travelling Volume Issue No. 7, the author and publisher promised the reader a complete ‘campaign starter’ which of course will be set in Sokátis, the location for the author’s House of Worms campaign. It would have included maps, locations, NPCs, adventures, pre-generated player characters, and more. When the ‘Just Off the Boat’ remains the roleplaying game’s default starting point, there remains the need for a starting point involving the player characters who are already Tsolyáni citizens and clan members rather than clanless, nakome scum. There was every chance that The Excellent Travelling Volume Issue No. 8 would provide such a starting point.

Unfortunately, this is not something that The Excellent Travelling Volume Issue No. 8 provides. Now this is disappointing, but the author at least takes the time to explain why. The primary reason being because the author’s campaign has very much moved on from Sokátis, its starting base, and so he is focused on another region of TSR Inc.’s Empire of the PetalThrone: The World of Tékumel. Consequently, his attention has moved on and he is no longer as interested in writing about Sokátis, whereas he is interested in writing about the current state of his campaign. This understandable, but again disappointing. On the other hand, The Excellent Travelling Volume is the author’s fanzine rather than ours and he is well within his rights to write and direct the content as he sees fit. This of course, leaves the reader and the Tékumeli fanbase wanting the perfect campaign starter, the perfect step from rules into the rich setting of Empire of the Petal Throne: The World of Tékumel, but in the meantime, there is still The Excellent Travelling Volume Issue No. 8.

The Excellent Travelling Volume Issue No. 8 opens with ‘Linyaró, Outpost of the Petal Throne’, a small city located on the Achgé Peninsula. This describes how a few centuries ago an expedition lead by the temples of Ksárul and Vimúhla sailed south for some six months to the southern continent where they founded the city of Linyaró. Over the years, the city prospered and forged strong trade-relationships with the neighbouring Násqui city-states. More recently Prince Mrid
óbu has taken a strong interest in the colony and appointed a member of the House of Worms clan its governor. The clans important to the city are listed, as are the temples and various NPCs. What is interesting here is that the historical lack of interest in the colony by the high clans means that various medium clans dominate Linyaró and their hold various positions of power and influence. In effect, this gives player characters—certainly those of a medium status clan as found in many a campaign—the room to grow and gain authority and the Game Master to reward them as such. Even if the Game Master does not use Linyaró specifically, then she can at least use it as inspiration or a model for her own campaign on the frontier.

The regular department, the ‘Bestiary’, adds four creatures native and non-native to the region, including the Cheshchá, essentially an ornery version of the Hmá; the vermin the Híkkutu; the Hlingá, a tiny lizard which can get into any box or crevice and is known for the slime it oozes which is painful to the touch; and the Rukétra, the large river beast with a rancid bite. None of these beasts are particularly aggressive and most amount to nuisances more than anything else. This points towards adventures in and around Linyaró rather than necessarily out on the frontier. Presumably, future issues of The Excellent Travelling Volume will describe new creatures and so support adventures beyond the confines of the colony.

The setting is further supported a good map of Linyaró and a separate hex map of on the Achgé Peninsula, as well as by five patrons and a description of the region. The ‘Patrons’ column has been a persistently good feature in the fanzine and its inclusion in The Excellent Travelling Volume Issue No. 8 is no exception. They include a Shén mercenary looking for missing members of his company; a priest of Hnálla wanting aid and protection for a journey to a ruined temple; a local street urchin who fears for his life; the captain of the governor’s palace guard who fears that the palace has beset by a rash of thefts; and a merchant who might have an agenda other than just shipping goods. All are fully stated up and each of set-ups comes with several possible solutions ready for the Game Master to develop further. Perhaps it would have good to have included at least one patron who was native to the region, but otherwise this is a solid quintet. Accompanying this piece is a table of random encounters in the city.

‘The Achgé Peninsula’ explores the region beyond Linyaró in greater detail. It provides a history as known and a description of the region. More interesting though is the write-up of the native peoples and their culture—the Naqsái. There are some lovely details included about them, such as the fact that they wear parasols, loose clothing, and pigmented ointments painted in blocks on the skin to protect against the bright sun and high temperatures on the peninsula. As expected, attention is paid to their social structures, notably the lack of clans and the reliance on lodges, primarily professional bodies. Throughout the issue, there are illustrations of the Naqsái which although a little cartoon-like, have a slight Mesoamerican feel which do a terrific job of capturing the difference between Tsyolanu characters and the local inhabitants. Each is given a short description too, enabling the Game Master to develop them as NPCs. It would be interesting to see some guidelines in futures on creating and playing both Naqsái player characters and NPCs.

Now as interesting as the material in The Excellent Travelling Volume Issue No. 8 on Linyaró, the Achgé Peninsula, and the Naqsái is, none of it is official. This is no surprise given how little official information there is on the region, but then it leaves it wide open for a Game Master—and in this case—author to develop their own information. This does not mean that the material here is any less interesting or gameable and so can be used by other Game Masters for their campaigns.

Physically, The Excellent Travelling Volume Issue No. 8 is up to the standards set by previous issues. The writing is engaging, the illustrations excellent, and it feels professional. Overall, The Excellent Travelling Volume Issue No. 8 might not be what was promised, but it continues to showcase the love that the author and his artists have for Empire of the Petal Throne: The World of Tékumel.


Sunday, 26 August 2018

Fanzine Focus XIII: The Grognard Files – Annual 2018

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

The Grognard Files is a fanzine born of a podcast,  The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties, in particular, RuneQuest. It is available only to patrons of the podcast—or alternatively to attendees of Grogmeet a one-day convention in Manchester, again in the North of England. It is also put out just once a year. Published by The Armchair Warriors, the The first issue, The Grognard Files – Annual 2017, is available as a ‘Pay What You Want’ PDF available to download with the proceeds of the sale of the fanzine will donated to continue the running of Yog-sothoth.com, the best site dedicated to Lovecraft and Lovecraftian investigative horror. Hopefully, The Armchair Warriors will do the same with The Grognard Files – Annual 2018, because it is a cracker of an issue—and not just because I have a review in its pages—with some good articles and a really fun scenario or two.

As with The Grognard Files – Annual 2017, British gamers of a certain age will very much recognise the style and layout of White Dwarf from the mid-eighties which is used The Grognard Files – Annual 2018. It is applied to the adverts too, with those from Otherworld Miniatures, All Rolled Up, and The Shop on the Borderlands all echoing the adverts of the 1980s. All this is behind a great cover by Russ Nicholson, whose art graced the pages of many a Fighting Fantasy title and Warhammer Fantasy Roleplay supplement. So just from the look—as with The Grognard Files – Annual 2017—we are all ready for a heavy dose or two of nostalgia with The Grognard Files – Annual 2018.

Like White Dwarf, the fanzine is divided into features and departments. The first of the departments is Open Box—named for the reviews department in White Dwarf—which presents four lengthy reviews, but opens them up from straight reviews to remembrances too. The four games are West End Games’ Paranoia, SkyRealms Publishing’s SkyRealms of Jorune (by guess who?), Yaquinto’s Man, Myth, & Magic, and The World of Darkness. So the reviewers recall their experiences playing these games as much as they review them. Of the four, that of The World of Darkness feels slightly too broad and slightly out of kilter with the nostalgia with the rest of the fanzine. Overall, these are some nice look backs to both well remembered and little remembered roleplaying games.

The nostalgia continues with the ‘Dissecting Worlds’ department. Here ‘Keharr’ presents ‘Pendragon: City of Legions’, which describes how he ran a Pendragon campaign not in its default setting of Salisbury and Logres, but in his home region—the Wirral. Little more than half a page long, this is a fascinating piece, shifting the game not just geographically away from the south of England, but also politically away from the support of Arthur. The result is a grimmer and more desperate campaign, played as a PBEM, and it would certainly be fascinating to read more about it. Perhaps some campaign notes will appear in a future issue of The Grognard Files.

Michael Cule laments why as an aging gamer he cannot get excited about gaming any more in his column, ‘Cule’s Corner’. He also gets to reminisce how it has happened to him before, and just as before, appears to be mostly our fault given that we are not producing enough exciting games. The awful truth though, is that we might just end up like Mister Cule, so we need to get producing those games fast. ‘Fanscence’ gives Rob Knott room to reminisce about the gaming scene of the 1980s and his own fanzine, The Lankhmar Star Daily. As yet, there is no history of the gaming fanzine, but this adds a little towards such a history as well as a personal story that many readers of The Grognard Files – Annual 2018 will find familiar.

The issue’s features begin with Justin Hill’s ‘At the Sign of the Dragon’s Tail’, a short story about aging adventurers coming to realise that discretion being the better part of valor. The issue’s biggest feature is undoubtedly ‘Better Living Through Chemistry’, a scenario written by Alan Gairey for the Judge Dredd: The Role-Playing Game published by Games Workshop in 1985. Set in the wake of the Apocalypse War, it sends the Judges—six pre-generated Judges are included—out on patrol before throwing them into a mystery involving illegal eating contests, the mob, chemistry, and more. As befits a scenario for Judge Dredd: The Role-Playing Game, it is thick with puns and jokes, plus of course, a good criminal mystery and lots of action. This is huge fun and hopefully the author will get to write more.

The other scenario in The Grognard Files – Annual 2018 is Roger Coe’s ‘Diversion’. This is written for use versions of Call of Cthulhu written prior to Call of Cthulhu, Seventh Edition and explores what might happen if the investigators have to use a Gate or Gatebox and something goes wrong. In this instance, they find themselves all but naked and trapped in a strange alien technological complex. It is a nicely detailed ‘get out of that’ scenario, something very different for Call of Cthulhu, which presents an interesting situation that offers a change from the usual investigative fare.

The Grognard Files – Annual 2018 takes on an international flavour with a contribution from Ken St. Andre, the designer of Tunnels & Trolls. In ‘On The Monster Races in RPGs’ he gives a history of the concept of playing monsters and the original roleplaying game to allow the playing of monsters, Monsters! Monsters! It is another slice of history, one that the author makes very clear predates the publication of Vampire: the Masquerade by some eleven years. It gets a bit silly with ‘The Grognard: a character class’ by Phil the Dice Mechanic. Designed for use with Dungeons & Dragons, Fifth Edition, characters of this Class are permanently middle-aged, use Rules Mastery to give others the Advantage, get Rules Mastery back with a nice cup of tea and a hobnob, and with Drone of Protection help others withstand the effects of fear or charm. This is a daft satire which the readers of The Grognard Files – Annual 2018 will probably recognise of themselves in.

Lastly, The Grognard Files – Annual 2018 makes an odd switch from White Dwarf to Imagine, the magazine published by TSR, UK in the same period as the fanzine draws from, for a new and updated installment of Nic Novice. This cartoon strip ran in the pages of Imagine and from issue to issue it introduced the character of Nic to  roleplaying and various different roleplaying games. In ‘Whatever Happened to Nic Novice’, Paul Cockburn and Wayne Peters relates how Nic has got old and stopped gaming when his granddaughter discovers his roleplaying books under the bed. It is as much a commentary on the differences between old gamer and young gamers, but it does highlight how there are young players coming into the hobby and that they are a diverse lot.

Physically, The Grognard Files – Annual 2018 is well presented, well written, and comes with some excellent illustrations. Some of the other illustrations could have been better handled as they are somewhat fuzzy. Another issue is that a lot of the text is quite small and in places difficult to read. Especially that printed on darker backgrounds. This is probably an issue that affects a lot of the fanzine’s intended readership.

Lots of nostalgia, a bit of silliness here and there, and a couple of good scenarios make for an entertaining and memory-provoking read. Hopefully, The Grognard Files – Annual 2019 will be just good, but in the meantime, one can only hope that The Armchair Warriors make The Grognard Files – Annual 2018 available to purchase because it is worth it for ‘Better Living Through Chemistry’ alone and everything else is icing on the cake.

Monday, 28 August 2017

Fanzine Focus VIII: The Grognard Files – Annual 2017

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as is Swords & Wizardry. Not all fanzines can be considered to be part of the Old School Renaissance though...

The Grognard Files is a fanzine of a different stripe. First off, it is only available to patrons of The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties, in particular, RuneQuest. (Alternatively, it is also available to attendees of Grogmeet a one-day convention in Manchester, again in the North of England.) Second, just as with The Blasphemous Tome, it is literally is an annual thing, that is, available once a year. British gamers of a certain age will very much recognise the style and layout of White Dwarf from the mid-eighties in The Grognard Files – Annual 2017 and this behind a great cover by Russ Nicholson, whose art graced the pages of many a Fighting Fantasy title and Warhammer Fantasy Roleplay supplement. So just from the look, we are all ready for a heavy dose or two of nostalgia.

The issue opens with ‘Do you remember the first time?’, a lengthy remembrance of gaming past and how the presenters of the Grogcast got their start in the hobby. It is very personal and at the same time, very parochial, so there is a lot here that both younger gamers and non-British gamers will find to be beyond them. So if you grew up with White Dwarf during its first hundred issues in the Great Britain of this period, then there is much here that will be familiar. Getting your first game and getting others to play it, exploring one game after another, and so on. Of course, the reader is unlikely to find the specifics all that familiar, unless he grew up in Bolton in the 1980s, but even if the reader is not British, not from Bolton, not from the North, there are memories here that will resonate—certainly memories of taking your first fumbling steps into the hobby with little in the way of guidance. Much of it of course, will be familiar to listeners of The Grognard Files.

Just like the White Dwarf issues of old, The Grognard Files – Annual 2017, leaps into ‘Open Box’, its reviews department. Four reviews are presented, all of older games—Star Wars: The Roleplaying Game from West End Games
—recently announced as going to receive a thirtieth anniversary reprint, Shadowrun from FASA, and both Boot Hill and Gangbusters from TSR, Inc. Although longer than the reviews that appeared in the original Open Box, they are as much reminisces as they are reviews, exploring each reviewer’s memories of playing the game as well as what they think of them now.

Written by Eddy Fielding, the next department, ‘Return to Grognardia’, also looks at an old classic, this time a campaign for Call of Cthulhu. The campaign was also my first for Call of CthulhuThe Fungi from Yoggoth, a pulpy world-spanning affair set on the eve of the Great Depression. Again, there is a fair degree of reminisce in this examination, but also advice on running it, which version to pick up, and so on. It is an enjoyable piece if a little slight.

What is so surprising about ‘Safe Word’, the scenario in The Grognard Files – Annual 2017 is that it is not for an old game, but a new one. Further, the set-up for the game is also very modern. That said, the subject of the scenario is very in keeping with the ethos of both the podcast and the annual. That subject is the stories of Jerry Cornelius, the poly-amorous anarchist super spy created by Michael Moorcock. The plot casts the player characters as super spies themselves in the style of seventies television shows, Department S and Jason King, suddenly assigned to track down rogue monetarist economists amidst riots in London. Written by Chris Hart, the scenario involves a very private club, a sex dungeon—or two—a game, and of course, a villain’s lair. Plus, a lot of tongue in cheek tone… The system for all of this is FATE Accelerated, the light version of Evil Hat Games’ FATE Core designed for narrative driven action. Which is a very twenty-first century game for the team behind the Grogcast to be running and writing about. Yet, it is a perfect fit for the scenario’s subject matter with its interactive mechanics and narrative, just as can be seen in Agents of S.W.I.N.G. The other modern aspect to the scenario is its set-up, not to the scenario, but to the game system. This has the players create characters not for a freewheeling seventies spy game, but a traditional swords and sorcery roleplaying game. Then discard them—and then create spy characters. There is no need to worry. The players do get to use both characters.

Now the character of Jerry Cornelius has been visited in gaming several times over the years, but never in a roleplaying game or supplement of his own. Rather he was the subject of discussion in fanzines and magazines, so bringing back here is another dose of nostalgia. The scenario is entertainingly bonkers, but might be beyond players of a certain age if only for its heavy seventies references and humour. The author also follows the scenario up with ‘Inn Space’, a playtest report of the scenario, which is a nice addition.

Justin Hill provides ‘To Run with Brother Dog’, a short piece of fiction set in Glorantha which should keep RuneQuest fans happy, whilst Chris Hart remembers his experiences with Play By Mail games which became popular in the mid-eighties. ‘Those who are about to die…’ focuses upon the one PBM, a game called Gladiator. The real interest here is how the game and its associated fanzine, Gladiator’s Gazette grew and changed. Again there are parallels to be had with the gaming experience of those of a similar age and how they got into PBM games as well roleplaying, and how once the craze spread, gamers would run their own. For example, Game Designers’ Workshop’s En Garde! was a popular choice back in the day because a lot of mechanics could be run during the game’s downtime. One pleasing corollary to the article is ‘Form the FLAMES of Hell!’ in which Chris Hart catches up with the creator of Gladiator’s Gazette and interviews him. Rounding out the issue is Alan Gairey’s ‘Small Ads’, a celebration of the small ads section in White Dwarf as well as its letters page. Anyone reading how we communicated in the days before the Internet and e-mail will wonder how we survived.

Physically, of course, The Grognard Files – Annual 2017 lacks the gloss of White Dwarf, but then it is not intended to be a glossy magazine, but a fanzine. So it has the mixed production values and the mixed content of a fanzine, intended as it is to celebrate the amateurism of the hobby. That said, there is denying that it captures the style of White Dwarf back in the day and even the adverts feel appropriate to the time and the issue. A tighter edit would not have gone amiss, but this is technically a ‘first’ issue, so there is always going to be room for improvement.

Ultimately, The Grognard Files – Annual 2017 is one of those publications that captures a little bit of history, essentially a memory of gaming in the 1980s. It is a light chatty affair, which simply serves up a big lardy dollop of nostalgia and if you are British and of a certain age, there is more than enough to reminisce about in its pages.
—oOo—

Previously unavailable, the publishers of The Grognard Files – Annual 2017, Armchair Warriors, have kindly made the issue available as a ‘Pay What You Want’ PDF available to download. Even better, the proceeds of the sale of the fanzine will donated to continue the running of Yog-sothoth.com, the best site dedicated to Lovecraft and Lovecraftian investigative horror.

Monday, 1 May 2017

For Cultured Friends VII

The seventh issue of The Excellent Travelling Volume continues James Maliszewski’s support for TSR Inc.’s Empire of the Petal Throne: The World of Tékumel, only the third RPG to be published and the first to come with its own background. It also marks his continued involvement in the ‘Old School Renaissance’, though one more ‘cultured’ and not as prominent or as public as its once leading light via his blog, Grognardia. That return is notable this year for his redevelopment and presentation anew of The Cursed Chateau, his funhouse adventure for the Old School Renaissance for Lamentations of the Flame Princess Weird Fantasy Roleplay and that in addition to the release of the inaugural issue of Imperio, the fanzine dedicated to the author’s RPG of Imperial Science Fiction, Thousand Suns. Previous issues—one, two, three, four, and five—of The Excellent Travelling Volume have all showcased his campaign, House of Worms, about the doings of members of a clan based in the roofed city of Sokátis, but issue six also drew from the author’s second campaign, this one set in and around the Mu’ugalavyáni city of Gashchné.

Although it draws a little from the author’s Mu’ugalavyáni campaign, The Excellent Travelling Volume Issue No. 7 is a departure in many ways from the six issues that have been published before it. The first difference is that the issue sports a full colour cover, depicting a poor clansman at the mercy of the Shunned Ones. It is by no means a bad cover, but in some ways, the pen and ink covers of the previous issues have been more striking. Inside, the other difference is that the issue includes contributions from writers other than James Maliszewski and this brings to the issue fresh voices without losing any of the tone of the previous issues.

Previous issues have added numerous character types and this issue is no exception, with ‘Pé Chói and Páchi Léi Characters’. Derived primarily from Swords & Glory, Volume 1: Tékumel Sourcebook, this provides changes and additions to the character creation rules in Empire of the Petal Throne: The World of Tékumel, so that Pé Chói and Páchi Léi characters and NPCs can be created. It also presents the differences in terms of religion, society, clan structure, and so on in comparison to Tsolyáni characters as well as personal names for both species. Although alien in comparison to humans, the majority of both races are on friendly terms with the Tsolyáni, so they do make suitable options as player characters.

The first contribution from a writer other than James Maliszewski in The Excellent Travelling Volume Issue No. 7 is ‘The Martial Artist’ by Ian Young. This presents a very particular character type, one singular to Tékumel: Empire of the Petal Throne—the priests trained in the use of martial arts. Brawling and being able to brawl on Tékumel may well be common enough, but there are really only two ways in which someone can learn the unarmed combat disciplines of Dedarátl and Hu’ón. One is to become a priest of Thúmis or his cohort, Keténgku, and train in the fist-based martial art of Dedarátl. The other is to become a priest of Ksárul or his cohort, Grugánu, and rain in the kicking-based martial art of Hu’ón. Practitioners of these martial arts serve as bodyguards, spies, even assassins, and so on. Martial Artists automatically begin with the Assassin-Spy-Tracker skill and they can also learn Astrologer, Detect Traps, modern and ancient languages, Open-handed Strike, Stealth, and so on. Notably, a Martial Artist can learn a number of spell-like abilities, including Control of Self, Disbelieve and Dispel, Calm, and Invulnerability. This is in addition to Armour Class bonuses, Attack Bonus, and Extra Attacks gained as they acquire Experience Levels. Given its age, it should be no surprise that Empire of the Petal Throne: The World of Tékumel is not a particularly flexible set of rules, but ‘The Martial Artist’ does an effective job of modelling quite a difficult Class to model. If there is an issue with the article, it is with the illustration, which depicts a Martial Artist training, but whilst well done, is unclear whether it is a practitioner of Dedarátl or Hu’ón.

The Excellent Travelling Volume Issue No. 7 details not one, but two tombs, both from authors other than James Maliszewski. Now the pages of the fanzine have not exactly been free of tomb write-ups, but then the region of the Five Empires has long been settled by mankind and so is rife with tombs, both on the surface and in the underworld. Both of these new tombs provide something much more than a complex to explore and plunder in the form of NPCs that may come to play major roles in a Referee’s campaign beyond the walls of their respective tombs. It all depends whether the player characters are adherents of the Tlokiriqáluyal, the Lords of Stability or the Tlomitlányal, the Lords of Change. 

The first tomb is ‘The Revenant’s Tomb’. Written by Jeff Grubb, best known as the designer of the MARVEL SUPER HEROES game and the Spelljammer: AD&D Adventures in Space Boxed Set, both published by TSR, Inc., it describes a recently unearthed tomb that the player characters come across by accident. It includes a nicely mundane means of getting them involved and goes on to present the small complex in some pleasing detail. The figure buried within its crypt has the potential to be more than just undead and may become an in important NPC in the Referee’s campaign. The other tomb in the issue is by Mikael Tuominen. ‘The Pyramid of Chanmarbáyik’ delves into the lore concerning Dlamélish and potentially one of her many aspects. There is more flavour as well as the detail, and just like ‘The Revenant’s Tomb’, the Referee will have an interesting NPC to portray, perhaps long after the adventurers have left the tomb.

Dungeons & Dragons has long had its magic weapons, but despite their mention in Empire of the Petal Throne: The World of Tékumel, they rarely make an appearance on Tékumel. ‘Demon Weapons’ remedies that by presenting five weapons drawn from or inspired by Gardásiyal: Deeds of Glory. These include Hmákh, an empathic short sword aligned to Chiténg which enjoys slaughter and plunder and can cast the Fear and Withering spells, and Rü’ütlákh, a massive mace with a strong personality aligned with Lord Qon which likes to fight underworld creatures and which can cast the spells Invisibility, Petrefaction, and Shield of Defence. In each case, these are weapons worthy of being wielded by great figures—as detailed in the histories given for each weapon—and so may be out of reach of some player characters or are unlikely to remain in their possession for very long. What these weapons represent though are great storytelling opportunities, whether that is the chance for a character to wield one of them in great scene or get dominated by one of them, or one of them becomes a MacGuffin for the many factions of the Five Empires and beyond.

‘The Shunned Ones – The Vléshgayal’ details one of the races inimical to mankind. Renowned sorcerers, these truly ancient aliens are rarely encountered, usually content to dwell in their great domed cities where the atmosphere is poisonous to mankind, except for excursions deep into the Underworld. There they seek devices and technology of the Ancients, particularly Eyes, the objects capable of various effects, such death rays and healing rays. Indeed, the Shunned Ones are said to have greater understanding of how Eyes work and can even recharge them! The article also includes a number of Eyes particular to the Shunned Ones. Overall, this presents a nasty foe for the player characters to encounter, especially in numbers and if one of their sorcerers knowns the spells given in The Excellent Travelling Volume Issue No. 6.

Rounding out the issue is a article that draws a little from the author’s Mu’ugalavyáni campaign. ‘Hrsh: Master of Time, Space, and Being’ describes the god whose worship predates that of Lord Vimúhla and his cohort, Chiténg in Mu’ugalavyá, and transcends that of the worship of the Tlokiriqáluyal, the Lords of Stability and the Tlomitlányal, the Lords of Change. This nicely fleshes out religious life in Mu’ugalavyá and highlights the differences between it and that of Tsolyánu. It includes a fantastic illustration of the icon of Lord Hrsh in his main temple in the Mu’ugalavyáni capital, Ssa’átis which you almost wish that all of the player characters in a campaign were Mu’ugalavyáni and could worship before it just to see it.

Lastly, the back cover of The Excellent Travelling Volume Issue No. 7 promises an even bigger departure for Issue No. 8. It will includes a complete ‘campaign starter’ which of course will be set in Sokátis, the location for the author’s House of Worms campaign. It will include everything necessary, including maps, locations, NPCs, adventures, pre-generated player characters, and more. When the ‘Just Off the Boat’ is the roleplaying game’s default starting point, there is nevertheless the need for a starting point involving the player characters who are already Tsolyáni citizens and clan members rather than clanless, nakome scum. This reviewer is looking forward to this very much.

Physically, The Excellent Travelling Volume Issue No. 7 is neatly and cleanly presented. It well written and it is nicely illustrated.

Currently, The Excellent Travelling Volume represents the only continuing support for Empire of the Petal Throne: The World of Tékumel and Tékumel: Empire of the Petal Throne gaming in general. There is of course other support for the setting, but it is neither regular nor overly supported, so the continuing support in The Excellent Travelling Volume is more than welcome. The Excellent Travelling Volume Issue No. 7 this continues with this excellent support, providing more options and background. If you are at all a Petalhead—as devotees of Tékumel: Empire of the Petal Throne are known—then The Excellent Travelling Volume Issue No. 7, as well as the previous issues, should be on your shelf of the Petal Throne.