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Showing posts with label Introductory Campaign. Show all posts
Showing posts with label Introductory Campaign. Show all posts

Saturday, 31 August 2024

Your Numenera Starter

The setting of Numenera is expansive one, potentially taking the adventurers into space, into other dimensions, and even deep under the sea, but always exploring the mysteries, secrets, and technologies of the past. Its detail lies in these places to be explored rather than the core setting of the Steadfast, as described in Numenera Discovery, the core rulebook. This also leaves plenty of space for the Game Master to add her own content and as described in Numenera Destiny, the players and their characters to make it their own by building and supporting a community. As open as the setting is, what it means is that Numenera does not have a ready starting point and it is perhaps in danger of overwhelming the prospective player or Game Master with just how expansive a setting it is. A solution then would be to provide a starting point. Somewhere small with a limited scope that is in no danger of overwhelming either player or Game Master and then builds from this basis with a story that will eventually take the players, their characters, and the Game Master out into the wider and more wondrous world of the Ninth Age. This is exactly what The Glimmering Valley does.

The Glimmering Valley is published by Monte Cook Games and everything that a Game Master and her players need to start their first Numenera campaign. A starting point, some plots and some storylines, some mysteries and some locations to be explored, a threat, and above, a place to call home. It does all this, but it also does something else—it keeps things limited. It does this in several ways. First, it restricts the Character Types available to the core three in v Discovery, that is, the Glaive, the Nano, and the Jack. The others, the Arkus, the Wright, and the Delve, from Numenera Destiny, do become available later in the campaign when it is possible to transition into one of the new three. Second, it limits the Special Abilities available to the Player Characters, as many of those with more overt effects, such as ‘Bears a Halo of Fire’ or ‘Wears a Sheen of Ice’, would be decried as sorcery, whilst those for which there is no training or reason for it, like ‘Works the Back Alleys’ or ‘Fuses Flesh and Steel’, are simply deemed inappropriate. The abilities available to the Player Characters in The Glimmering Valley tend towards skills and the mundane. Third, it grounds the campaign in the Glimmering Valley, a narrow valley some twenty-five miles long, with the minor settlement of Neandran at the head of the valley, and a larger settlement, Ketterach, at the bottom of the valley. The Player Characters have grown up in Neandran and like the majority of the other villagers, have never travelled more than a few miles into the surround forest, let alone as far as a metropolis as Ketterach. The Player Characters know almost everyone in Neandran and certainly have a relationship with many of the village’s notable figures—all of whom are detailed. Fourth, it applies Clarke’s Third Law, ‘Any sufficiently advanced technology is indistinguishable from magic.’ assiduously. This is because the inhabitants of Neandran look upon the strange things around them and found elsewhere in the surrounding forest as magic rather than technology. Once the Player Characters reach Ketterach and the wider Ninth World, they are likely to discover that this is not the case and so have a revelation. It means though, that playing through The Glimmering Valley is going to be a very different experience to that of a standard Numenera campaign. And for any Numenera veteran, it means roleplaying a very different outlook.

So why do all this? Simply, simplicity. What The Glimmering Valley wants to do is avoid any possibility of overwhelming the prospective player or Game Master with a wealth of detail. To that end, it limits choices for the players, gives their characters a clear outlook on the world, and shifts the setting to the fantasy of its science fantasy rather than the science. Effectively, the world in which the Player Characters begin is akin to the fantasy of Dungeons & Dragons with the medievalism, and what they discover in end is the highly technological and weird world of Numenera. In addition, the last chapter in the book is specifically ‘The Player’s Guide’, provided to inform the players about the world in which their characters live in. When given a copy, this greatly aids the players’ knowledge about the setting and enables them to establish relationships with the NPC.

As the campaign begins, the nature of the dream that for generations the inhabitants of Neandran has changed. Just slightly, but enough to pique the interest of the Player Characters and they wonder why it has changed. For the Game Master, there is initially the same information she gives to her players and then descriptions of its various locations, flora, fauna, and more. There is strangeness all about—strange objects that protrude from the valley floor and walls, the infinite house of the local witch, a point in the river where the water flows into the air, a glade of six-foot square, translucent blue cubes in which can glimpsed some strange creature, and stairs which go up to nowhere. Some of these lead deep below and into the sides of the valley into highly detailed complexes, into what are effectively ‘science dungeons’. They are unlike any other dungeon in each case, in one case, more a puzzle that the Player Characters need to work out with their fingers, though there is guidance on using a more mechanical, rules-based for those playing groups who dislike puzzles. These complexes will take time to explore, but the campaign does allow for that time and even projects of the Player Characters’ own. Accompanying these are a number of encounters and more, including the movement and growth of factions into the Glimmering Valley. These include the arrival of biomechanical nomads, the rise of the machines, and even an invasion of ‘Skeksis’-like aliens! The movement and growth of all of these is slow at first, but becomes more apparent later in the campaign. This does allow time for the Player Characters to explore, learn, and prepare.

The campaign is supported with a bestiary and chapters for each of the factions. There is advice for the Game Master throughout, with the sidebars used extensively for references and stats. However, what The Glimmering Valley does not do is set the Game Master up as well it does the players. The set-up for the players is very good, preparing them for the campaign and telling them everything that they need to do so. For the Game Master, there is not this same level of information and consequently she does not learn anything about the event-based aspects of the campaign until she gets to the relevant chapters. There is no overview for her prior to this when there really should have been. Whilst The Glimmering Valley is good in its way as a starter campaign for the players, it is less so for the Game Master. There is not the step-by-step process for the Game Master as there is for the players, so it is not as suitable for the first time Game Master and certainly not as suitable as the author necessarily intended. For all the simplicity of The Glimmering Valley, the campaign needs more effort than it really should to set up for a first campaign.

Physically, The Glimmering Valley is very well done. Both the artwork and the cartography are as excellent as you would expect for a supplement for Numenera, and the book is well written.

The Glimmering Valley is a good first campaign for the players, taking both them and their characters from positions of relative unawareness about the world to realising how big and how different it is by having them make discoveries and uncover dangers and face them. There is a genuine sense of growth and progress to the campaign which will all lead to the characters being prepared for the wider world, as well as both their players and the Game Master.

Friday, 6 October 2023

Friday Fantasy: Nightmare Over Ragged Hollow

Ragged Hollow is a village to the west of the Kingdom, standing on the Rime River, below Mount Mourn in The Bleak Mountains further west and near Gloam Wood to the north. It is peaceful place, best known for its temple to Halcyon, god of Law, and the quality of its flax, which is turned into paper for the books printed at the temple or into cloth and oil. Villagers rarely travel more than a day’s walk except for their Halloo, the tradition of the region’s youth to travel free and adventure for a short while before returning their hometowns and villages to take up ordinary lives like their parents and older brothers and sisters. Yet in a village where nothing happens, something strange has happened! A great gold dome, murky and impervious has descended upon the Temple of Halcyon. How has this happened and what is the fate of the temple staff and the villagers inside the temple when the dome descended? Can a way in be found? What is the significance of the tolling of the temple’s bell multiple times that midnight and the following midnight? Why are the villagers beset by nightmares in the following days that forces them to remain in their homes at night?

This is the set-up for Nightmare Over Ragged Hollow, an ‘Adventure Module for Characters 1-2’ for use with Old School Essentials, the retroclone based on the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its accompanying Expert Set by Dave Cook and Steve Marsh. Originally published as Ragged Hollow Nightmare by Dungeon Age Adventures for use with Dungeons & Dragons, Fifth Edition, this version has been expanded, adapted, and transformed by The Merry Mushmen—best known for the Old School Renaissance magazine, Knock! and the excellent A Folklore Bestiary—following a successful Kickstarter campaign. And what a transformation it is! The digest-sized scenario comes as a thick, eighty-page booklet in a wraparound card cover. The trade dress echoes that of classic TSR, though the artwork is more cartoonish. The cover has been purposely distressed and inside has been drawn the map of the temple, again in the style of classic Dungeons & Dragons modules. The cartoonish style of artwork continues throughout in a duotone of red and grey, depicting the ordinary nature of life in and around Ragged Hollow as well as the weirdness and horror to be found as the Player Characters explore both further afield and then closer to home. There can be no doubt that Nightmare Over Ragged Hollow is very charming little book.

Nightmare Over Ragged Hollow is designed to serve as a first adventure. Ideally, the Player Characters should be First Level and will likely to be Second or Third Level once they complete the whole adventure. Its set-up is a classic of Dungeons & Dragons-style scenarios. There is a village in peril and the Player Characters are the ones to save it. However, Nightmare Over Ragged Hollow inverts that set-up ever so slightly. In the classic set-up, the peril threatening the village will be elsewhere and the Player Characters will use the village as a base of operations in order to strike out into the surrounding wilderness, locate the source of the peril, destroy or otherwise deal with said peril, and return having saved the village. Not so in Nightmare Over Ragged Hollow. Here the peril is already present in the village, shining in gold for all to see. In addition to not having to locate the source of the peril, the Player Characters are unable to do anything about it—at least initially. Nightmare Over Ragged Hollow presents several hooks and plots that will draw the Player Characters away from Ragged Hollow to various locations nearby in the Bleak Mountains to the west, Gloam Wood to the north, and the Wailing Hills to the south. Here, the Player Characters will have various encounters, find other locations, learn hints as what is going on back in Ragged Hollow, and perhaps find the means to solve the problem. There are said to be witches in Gloam Wood, bugbears in the Bleak Mountains, cursed Dwarven ruins on Mount Mourn, and bandits threatening travellers on the roads through the Wailing Hills.

However, this inverse structure is not without its issues. The combination of a major adventuring site—in this case, that of the Temple of Halcyon—and mini-locations and adventures in Ragged Hollow and the surrounding hexes is tried and tested format. One that works very well. Normally, the players and their characters will gather up supplies and rumours and go and adventure at the scenario’s primary adventuring site where the cause of the problem is located. Nightmare Over Ragged Hollow does not do that. Instead, it expects the Player Characters to ignore the glaringly gold problem in the village in favour of undertaking minor tasks in the village such as finding out why the village well stinks or clearing a basement of vermin, then visit a ghost house on a nearby island, and so on. This begins to build a narrative chain of rumours and connections that ideally should push the Player Characters to investigate and explore further, but actually getting the Player Characters onto that narrative chain can be difficult. This is because of the initial focus in the scenario upon the Temple of Halcyon and the understandable concerns of the villagers upon the state of the temple and for well-being of those inside. Given those concerns, getting the villagers to talk about much else and start handing out rumours is counterintuitive.

In addition, the adventure includes a built-in countdown. The Player Characters will not be aware of it initially, and it takes more than a few days before it becomes obvious, but like the inverse structure of the scenario’s narrative, it is both clever and slightly problematic. It is slightly problematic because it emphasises the focus upon the gold dome when the scenario actually wants the Player Characters to be away adventuring, but clever because the negative effects of the countdown are not immediate, thus giving time for the Player Characters to investigate away from the village, and the countdown does actually reveal a way through the dome—if the Player Characters can get to it. In fact, much of the point of their exploration and excursions away from Ragged Hollow is about finding a way of getting to it, although the Player Characters will not know it.

These problems aside, there is a great deal to like about Nightmare Over Ragged Hollow. There is plenty for the Player Characters to explore and do—more so in the surrounds than in the village itself. Where the exploration of the Temple of Halcyon descends—literally as the Player Characters climb down from the bell tower—into horror and weirdness, the Player Characters will find more whimsey than horror, at least at first. There are some quite delightful encounters to be had on their travels. These include a frail old granny who everyone claims to be a witch, but will prove to be helpful and friendly and a goblin market where the vendors are keen to sell some fun things like fuzzy, woollen socks that grant resistance to cold and apples that grant simple healing, the ability to breath green fire, or cause the imbiber to fall asleep. The situations do get darker and darker, such as the encounter with the reclusive chapter who has definitely been alone in the wilderness or the bandit caves where narcotic cigars are being manufactured. Every encounter is detailed and interesting, but none of them too overwhelming in terms of size. Of the fourteen or so locations outside of Ragged Hollow, none of them would take more than a single session to play through. Travel—described in terms of time it takes to move between locations rather than distance—as well as the locations themselves can be leavened with random encounters and a gang of would be teenage ne’er do wells included to generally harass the Player Characters and be a nuisance.

In comparison though, the Temple of Halcyon will probably take several sessions to play through. The simple structure of the building—at least on the upper floors—of single corridors with doors on both sides means that it is fairly linear. What makes the location really stand out are the weirdness and the horror to be found in its halls and rooms. Walls bulge and split to spill an Experience Point-sucking Wight Leech, the faces of friends and family appear on the walls wailing and screaming in pain, murals depict wolves devouring children, and nobody can work out how long they have been trapped inside. Here the nightmares which beset the village begin to take tangible form, physically tormenting both those already trapped inside and the intruding Player Characters.

Nightmare Over Ragged Hollow is very well supported and laid out. The card cover includes not just maps of the Temple of Halcyon, but also Ragged Hollow and the surrounding area. It also has tables of reasons to visit the village and random encounters in the temple. Besides the background and the various locations described in the book, there are hooks to get the Player Characters involved—it is suggested that at least one Player Character be native returning after his Halloo, a timeline and a table to track the status of the various villagers in the temple, explanations for what might happen at the end of the adventure, and appendices of new magical items and possible retainers or replacement Player Characters. There are a lot of magical items in Nightmare Over Ragged Hollow, but for the most part, they are small and quite narrow in their application like the Scribe’s Ring which lets the wearer forge any document he has seen or the Purse of Tranquillity, which shouts, “Help!” if anyone tries to steal it or cut it open.

Physically, Nightmare Over Ragged Hollow is very well presented. The writing is succinct and laid out in an easy to grasp style, whilst the artwork is entertaining throughout. If there is anything disappointing it is that the cartography of the various buildings and caves are clean, tidy, but dull. None will hinder the Game Master running Nightmare Over Ragged Hollow, but none really help their locations come to life either.

Nightmare Over Ragged Hollow is self-contained. This means that it is easy for the Game Master to drop into her own campaign world or an existing one she is already using. Similarly, although Nightmare Over Ragged Hollow is written for use with Old School Essentials, the scenario is easily adapted to the retroclone of the Game Master’s preference.

Nightmare Over Ragged Hollow is designed as a scenario suitable for new players and with its combination of low key, relatively small encounters, whimsy that ebbs away to horror, it never threatens to overwhelm those new players or their characters. This does not mean that veteran players will not enjoy its smaller scale or its combination of whimsy and horror, though they will be doubtless be quicker to pick up on the scenario’s narrative trail and appreciate its change in structure from going out to deal with an external threat to going out to find out how to deal with an internal threat. Overall, Nightmare Over Ragged Hollow is an excellent example of the classic ‘village in peril’ scenario, with a rich mix of roleplaying, exploration, and combat that combines whimsical fantasy with fear and nightmare.

Monday, 30 May 2022

Thra & Away

One of the most elegant pieces of roleplaying design in recent times is Jim Henson’s Labyrinth: The Adventure Game published by River Horse Press. Adapted from the 1982 Jim Henson film of the same name, this presented a way to explore a story similar to that of the film, with the Player Characters chasing the Goblin King through the labyrinth, visiting many of the locations in the film as well as others new, in random order, but always pushing forward. It presented what was in effect a roleplaying game and a roleplaying campaign in the one book, and because it included some one hundred locations, the randomness meant that it could be played more than once because the players and their characters were unlikely to visit the same location twice between play throughs. Further, the complete nature of the roleplaying game was cemented with a pair of six-sided dice which sat in a cut-out within the book’s pages. The result was simple, elegant, and clever, and the good news is that River Horse Press has gone and done it again with The Dark Crystal Adventure Game.

The Dark Crystal Adventure Game is based upon the 1982 film Dark Crystal and its more recent television series, The Dark Crystal: Age of Resistance, on Netflix. Instead of taking the Player Characters into a maze as in Labyrinth: The Adventure Game, what The Dark Crystal Adventure Game does is send a band of Gelflings on a grand quest across the strange and magical world of Thra to collect seven seeds from the seven great trees and return them to Mystic Valley within ninety-nine days, before the next conjunction. Together they will journey across Thra and back again, surviving dangers, helping each other, and hopefully returning stronger and wiser. Theirs is a great task and Gelflings are fragile in some ways, but strong in others.

A Gelfling can be from one of seven Clans. These include the aquatic, and direct in manner Drenchen; the nomadic and spiritual Dousan who prefer silence and stillness; the cave-dwelling Grottan, able to see in the dark; the Sifa who have a reputation for gregariousness and roguishness; the Spriton, clever crafters and traders; the Stonewood, dedicated warriors; and Vapra, renowned as crafters and artists and scholars. All female Gelflings, apart from those of the Drenchen clan can fly. Each Clan provides four traits and a Gelfling also begins with two skills selected from Agility, Animals, Brawn, Fighting, Lore, Scouting, and Social, as well as a Specialisation for these skills. Later on, a player can expend Experience Points to give his Gelfling new skills, buy new specialisations, and raise a specialisation to a mastery. A Gelfling also has a flaw and a reason why he was summoned to Mystic Valley.

Greyon
Gender: Female
Clan: Stonewood
Traits: Stonewood, Living Weapons, Unparalleled Fighter, Fated Warrior
Skills: Agility (Reflexes), Fighting (Ferocity)
Flaw: Prideful
Summons: A Lost Wanderer
Equipment: Sharp Blade

Mechanically, The Dark Crystal Adventure Game is very simple. To undertake an action, a player’s Gelfling rolls his creature die, which is a six-sided die for a healthy Gelfling, and attempts to best a difficulty ranging between two and ten. This is typically a single die, but if the attempt is Improved, perhaps because the Gelfling has the right equipment or if there is an appropriate trait, the player rolls two dice and keeps the best result. If the Hindered, perhaps because the Gelfling does not have the right equipment or the Gelfling has an appropriate Flaw, the player rolls two dice and keeps the worst result. Either way, the player adds a bonus to the result if the Gelfling is trained in a skill, for an appropriate specialisation, an appropriate Mastery, and also if an Gelfling is helping out.

Fighting is as equally as simple. Instead of rolling against a Difficulty number, any attack is an opposed roll against the opponent’s Creature Die, which for some monsters can be as high as a ten- or twelve-sided die! When a creature or a Gelfling suffers damage, his Creature Die reduced one step and this is what the Game Master or player rolls until healing is received. In the case of a Gelfling, if his Creature Die is reduced below a four-sided die, he is Injured. This might result in his being knocked out, having his arm broken, her wings torn, and more. It might even result in the Gelfling’s death. This is final, but on the World of Thra and thus in The Dark Crystal Adventure Game, it triggers a special encounter as a funeral for the unfortunate Gelfling is held, everyone tells stories about him (earning them Experience Points), and the player creates a new character, which may or not be a Gelfling.

The campaign in The Dark Crystal Adventure Game consists of thirty scenes and over two thirds of the book. These can be divided into four types—Region, Location, Event, and Darkened Scenes, the latter representing the dark poison which flows across Thra and threatens to corrupt everything if the Gelflings do not fulfil their quest in time. Certain scenes or locations, such as the Plains of the Castle and the Caves of Grot already begin as being Darkened. When Darkened certain scenes cause nightmares, but the general effect is inflict damage when a Gelfling uses ‘Vliyaya’, the essence whose manipulation can lead to amazing magical effects. Play itself is player-led, they together deciding where their Gelflings go in search of the seven seeds, based upon the information they know and rumours they have. The Dark Crystal Adventure Game is thus a sandbox campaign, but one with a countdown, represented by a spiral calendar of Thra. As time passes and the Gelflings travel between scenes, the Game Master will mark off days around this calendar, which can trigger events such as the spreading of the Darkening.

Each scene typically details the particular locations to be found there, an encounter table, an appendix of further details, and the extra effects of what happens if the Darkening spreads there. Spread across a two-page spread, it is often quite not enough information, as the Game Master will need to refer elsewhere in the book—especially the ‘Creatures of Thra’ in the Toolkit chapter. Unlike Labyrinth: The Adventure Game, what this means is that The Dark Crystal Adventure Game cannot as easily be run on the go, there being a constant start and stop as the Game Master quickly refers to and gathers the stats and details she needs to run the Scene. Ideally the Game Master should prepare and read through the campaign pretty much as she would a standard roleplaying campaign. The other indication that the campaign in The Dark Crystal Adventure Game is more traditional is that with thirty scenes it does not offer the same replay value that Labyrinth: The Adventure Game does. The campaign itself is fairly dark as the corrupting effects of Darkening spread across the land and so more mature in nature than that in Labyrinth: The Adventure Game.

Elsewhere, there is good advice for both player and Game Master, and some background on the world of Thra and its history, as well as decent bestiary. The Dark Crystal Adventure Game is not a sourcebook though for The Dark Crystal, its focus being much on its campaign.

Physically, The Dark Crystal Adventure Game is nicely presented. The artwork is excellent throughout, including the fully painted illustrations in the bestiary and the photographs taken from the film. It does need an edit in places and an index in the book would have been useful. There is though an index on the inside of the dusk jacket which also doubles as a map. The cover of the book has been pleasingly etched with suitable symbols and it feels lovely in the hand.

The Dark Crystal Adventure Game is something that fans of The Dark Crystal will enjoy and likely will playing. Yet unlike Labyrinth: The Adventure Game it is too much of a traditional roleplaying game and campaign for the casual roleplayer to really run as is, because it just requires that little bit more preparation than a ‘pick up and play’ game warrants, whereas for the player this is very much less of an issue.

The Dark Crystal Adventure Game is definitely one for fans of The Dark Crystal as it gives them the chance to explore the world of Thra just this once in the face of a spreading doom. Although The Dark Crystal Adventure Game will require a Game Master with some experience, but is more than suitable for players new to the hobby.


—oOo



River Horse Press will be at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

Friday, 14 October 2016

Your First Miniatures Wargame Campaign

Thaw of the Lich Lord is the first release for Frostgrave: Fantasy Wargames in the Frozen City, the fantasy skirmish Wargames rules published by Osprey Games. It presents a ten-part campaign that charts the rise of a newly released power in the ancient city of Felstead and the efforts of the various warbands to thwart the danger he represents. The power turns out to be a wizard older than the city’s frozen history who has prolonged his life beyond death and commands both undead and cultists devoted to him. Throughout the campaign there are opportunities to do more than just stop the efforts of the Lich Lord—a wizard and his warband might capture great artefacts and knowledge, and perhaps even learn the secrets of the Lich Lord’s undeath!

The ten scenarios present a variety of different challenges and rewards. They begin with ‘Total Eclipse’, in which rival warbands must search and fight for the ancient treasures of Felstad under a sudden solar eclipse and include skirmishes across the city’s frozen river, inside the ruins of a lost mansion, and more until the showdown in ‘The Final Battle’ which takes place in the Lich Lord’s newly raised fortress over the city. In many cases there are situations where rival warbands might be forced into alliances in order to defeat the minions of the Lich Lord and of course, this may also lead to the betrayal of one ally by another. Especially when it comes to getting some of the campaign’s more treasures home to a warband’s base. In addition, some of the scenarios would benefit from the involvement of a referee who would handle the Lich Lord and his forces. In such cases, the scenario provides full rules for handling both without the need for a referee.

The ten scenarios in Thaw of the Lich Lord takes up just half of the book. The other half is devoted to new material, some of it supporting the campaign, but all of it useful beyond its events. This includes four new soldiers that a wizard might hire. The Bard grants a bonus to the Will rolls of other soldiers; the Crow Master trains and uses Blood Crows in battle to strike at a distance, the birds requiring a Crow Roost in the warband’s base; the Javelineer is a cheap missile thrower; and the Pack Mule can carry more treasure. New spells like Lichdom and Revenant enable a wizard and a soldier to live beyond death respectively. There is also a hoard of new treasure items, such the Book of Bones, a tome that details how to create an animated skeleton when the spell Raise Zombie is cast; Club of Battering, a two-handed maul that can drive an opponent back further than most weapons; the Dark Cauldron, which grants a bonus when Raise Zombie or Revenant is cast; Quiver of the Soul Keeper that imbues arrows with ability to strike the ethereal undead; and so on. There are over twenty of these new treasures, many of which are particular to this campaign. 

There are just half this number in terms of new monsters. There is of course the Blood Crow, ready to serve the Crow Master, but the majority of the new creatures are members of the undead, such as the Frost Wraith and the Wraith Knight. Two or three are particular to Thaw of the Lich Lord, including the Lich Lord himself, who receives a two-page spread detailing his background, his abilities, and his tactics during the final battle. These tactics are fairly straightforward and make his handling when there is no Referee present relatively easy.

Thaw of the Lich Lord is well written, decently illustrated, and a solid expansion for Frostgrave: Fantasy Wargames in the Frozen City. There is perhaps a single problem in story presented by the ten-part campaign and that appears early on when the various wizards and their warbands hear rumours of new power, possibly a necromancer, having established himself in Felstad. Now they learn of this not in game, but out of game, and perhaps it would have been nice if the players could have learned this through play rather than in spite of it. Of course there is nothing to stop someone running Thaw of the Lich Lord to write his own scenarios.

As well as the standard miniatures manufactured by Northstar for use with Frostgrave: Fantasy Wargames in the Frozen City, the manufacturer has also released a series of miniatures specifically for use with the campaign. These include all of the creatures right up to the Lich Lord himself. Of course, the players are free to use whatever miniatures they want, just as in the core rules. Whatever miniatures the players use, Thaw of the Lich Lord is solid support for the rules and setting of Frostgrave: Fantasy Wargames in the Frozen City and the good news is that there is a second expansion, Frostgrave: Into the Breeding Pits, already available and a third, Frostgrave: Forgotten Pacts to come.

Sunday, 9 January 2011

Ghosts Not At Their Most

Since 2003, the Miskatonic University Library Association series of monographs has been Chaosium, Inc.'s way of making other works available to players of both Call of Cthulhu and Basic Role Play. Bar the printing, each monograph’s author is responsible for the writing, the editing, and the layout, so the quality of entries in the series varies widely and has led to some dreadful releases. Fortunately, The Ghosts in the House is not amongst those releases.

What marks this monograph for Call of Cthulhu as being different is that it is a campaign designed for beginning investigators set in the contemporary period. Its emphasis is upon data collection and interaction, rather than on going mad and running way. Thus it is written to be a gentle introduction to the game and to facilitate that, has a thoroughly modern set up and familiar setting. This is the Oak Grove Nursing and Rehabilitation Center in northern Wisconsin. Its administrator has hired the investigators to debunk the rumours of ghosts that Oak Grove is plagued with. As “ghost hunters” the investigators might be graduate students doing Summer work for their anthropology or psychology department; work for certain television series about “ghost hunting;” or simply be just professional “ghost hunters.” Given the theme and period, the most obvious option would be for the investigators to be employees for “Saucer Watch” or “Phenom X” from Pagan Publishing’s Delta Green.

The campaign is divided into four parts, beginning with the longest, “The Man in the Hat.” This takes place over the course of three weeks in which the investigators must conduct their activities without alerting the authorities beyond the confines of Oak Grove, provide a daily report to the nursing home’s administrator, and deal with Oak Grove’s decidedly cantankerous residents. It is also the most detailed scenario in the book, complete with particulars about the local accent; possible ghost hunting gear, though a Keeper will probably want more detail than is given here; information that can be researched with varying degrees of difficulty; and a number of events that will be triggered by the investigators’ actions. The bulk of the scenario is devoted to describing the nursing home, its residents and staff, and events day by day. Although designed for beginning characters, this is not a scenario bested suited for the neophyte Keeper, there being a fair number of NPCs and events to keep track of. Nevertheless, the Keeper should have fun with this lengthy affair, there being numerous NPCs for him to get his roleplaying teeth into.

Yet so far, so good. Running the first scenario is hampered by several problems. The first of which is the nature of the haunting. If it has a Mythos explanation, it is never fully explained. There are references and in particular, page numbers, to particular spells and entities of the Cthulhu Mythos, but none of them tie up with the copy of Call of Cthulhu, Sixth Edition that I own. The second is the way in which the campaign is presented. Everything seems to going along swimmingly until the campaign appears to perform a completely unexpected turn with events described that appear of the blue. This is on page forty-six. Fortunately, what exactly is going on is explained on page forty-seven. Up until this point, which is that the scenario should be written so as to surprise the investigators and their players and not the Keeper, the campaign appears to completely lack any Cthulhu Mythos elements, and even when the background is explained it never quite rings true. The actions of the campaign’s villain and the reasoning behind them are essentially undeveloped and ill thought through. Not that it is a case of the Cthulhu Mythos being subject to reinterpretation, but rather that the interpretation here, the one that explains the villain’s motivations, just does not work.

Similar issues occur in the subsequent scenarios. For example, the third scenario, “The Hole in the Attic” explains and wraps up elements hinted at, but not explained in the campaign’s first and main scenario. Worse, the fourth scenario, “The Last Gasp” has another element turn up out of the blue – again. This time it is a group of cultists that turn up, threaten the investigators, and then leave. Some of them appeared in previous parts of the campaign, but their true intentions are only revealed in this last part. And then they go away again leaving the Keeper, let alone his poor players, none the wiser.

In terms of structure, the campaign is unbalanced. The first part takes place in September over the course of three weeks, while second takes place a month later, the third in the following Spring, and the fourth a year after the first. It does not help that each of the subsequent parts is more than a single session scenario, but none of these later scenarios have been afforded the same degree of detail as the first.

As with any monograph, The Ghosts in the House needs another edit, but what is actually a solid investigative scenario is hampered by issues with its structure and background, most of which could have been addressed had guidance been given. With some effort upon the part of the Keeper, The Ghosts in the House would actually be suitable for beginning investigators and possibly, beginning players and Keepers too. Part of that effort would also include more information on modern day ghost hunting, though The Parapsychologist’s Handbook might be of use in that. One interesting option for The Ghosts in the House would be to downplay its Mythos aspects and use it as the lead into Miskatonic River Press’ Our Ladies of Sorrow, a fully fledged campaign that also does not involve the Cthulhu Mythos.

In its current state, The Ghosts in the House is not entirely ready to be run, not without the aforementioned effort upon the part of the Keeper. Not enough explanation, not enough explanation in the right places, and not enough background, but not without promise.