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Showing posts with label Maelstrom. Show all posts
Showing posts with label Maelstrom. Show all posts

Thursday, 22 December 2016

A Yuletide Domesday

The Yuletide Spirit and Trouble at T'Mill is the second supplement released for Maelstrom Domesday, the Norman set RPG published by Arion Games as a prequel and second edition to the highly regarded 1984 RPG, Maelstrom. This new RPG is set in 1086, some twenty years after the Norman invasion of 1066, and presents a country still recovering from repeated invasions—by the Scots and the Danes; from repeated rebellions and suppressions within; and finally from the ‘Harrying of the North’, the violent suppression of not just a series of Anglo-Saxon uprisings, but of the Anglo-Saxon peoples in the region, resulting in the death of tens of thousands. This is the year in which the Domesday Book, a great survey of the men and lands of the King William the Conqueror is completed, even as the king’s attention continues to be divided between consolidating his rule over England and holding off the French king’s designs upon Normandy. Thus the king’s men cannot be everywhere and when his peace is disrupted, the taxes cannot be collected, there are further signs of rebellion, or things that cannot truly be explained, other powerful men of the kingdom are prepared to step in to support both king and church. Often they cannot act directly and arrange to have their agents act for them—agents such as the player characters, who each have had some kind of encounter with the supernatural that is the Maelstrom…!

Characters in Maelstrom Domesday are ordinary men and women—they can be archers, beggars, craftsmen, huntsmen, knights, ladies, men-at-arms, outlaws, peasants, priests, squires, and wisemen/wisewomen. In the default campaign set-up, the characters each have an encounter with something weird and been employed by a local lord to investigate strange things going on in his holdings. It should be noted that this is historical game, which means that there are many occupations that will not be available to female characters. Further whilst magic using characters are possible, it is rare that one will be rolled up during character creation. In fact, it is far more likely that character will have theological knowledge than knowledge of magic, though knowledge of the supernatural will also not be uncommon, though frowned upon.

The Yuletide Spirit and Trouble at T'Mill presents two short adventures that can each be run in a single session or so. Like The Beast of Ledsham, both are set in isolated locations and both involve hauntings of a sort. Trouble at T'Mill was originally packaged as the Maelstrom Domesday Quickstart, whilst The Yuletide Spirit was released on its own. In The Yuletide Spirit, the player characters have been sent by their liege lord to investigate sightings of a black dog in a nearby village. This could have been the ‘beast of Ledsham’, but now in the depths of winter, they find themselves caught out as the weather turns and they are forced to seek shelter. This is at an isolated grange or monastic farm which belongs to the abbey of St. Mary’s in York. It is worked by a mix of monks and lay brothers, who will welcome the characters with some slight reluctance, though mostly because they are busy with their farm work and their religious observances.

All this takes place on Christ Mass Eve and after they bed down for the night, they are awoken by ghostly chanting in Latin. The question is, what is the cause? As investigators into the odd and the supernatural for their liege lord, the characters are bound to investigate. This will not actually take all that much investigation, but it is enough for a single session.

With a title echoing a certain Monty Python sketch, Trouble at T'Mill takes place in the manor and village of Welburn. The characters are sent there for two reasons. First, their patron has an important guest and wants them out of the way. Second, Welburn has not been sending the milled grain it should, only unmilled grain, and their patron wants to know why. This is a lengthier, more involved scenario than the earlier The Yuletide Spirit, with more villagers to interact with, as the characters attempt to find out why the miller has stopped working in the mill.

The greater array of NPCs means that the Referee will have more to work with and have more in portraying them. Similarly he should have as much fun, if not more, portraying what happens if the characters spend any time in the mill. The cause of the problem is a relatively obvious and straightforward and it is a plot that has been seen elsewhere before. This should not necessarily be held against the scenario or its author, as it is handled in as unfussy a manner as you would wish.

Physically, The Yuletide Spirit and Trouble at T'Mill is presented in an open and accessible fashion. It feels untidy and the layout could be cleaner and easier. It should be pointed out that the book does not include the pre-generated players characters that it says that it has. Further, there is no advice as what the Referee should create in terms of pre-generated characters, though some suggestions can be extracted from the text. Better advice would have been a nice touch.

Unfortunately, there is little in the way of support for Maelstrom Domesday and The Yuletide Spirit and Trouble at T'Mill presents two decent scenarios that are easy to run and add to an existing campaign. Or indeed, used as one-shots to showcase the RPG. Of the two, Trouble at T'Mill is the better, deeper showcase, but The Yuletide Spirit is the easier of the two to run and the easier to run in a short time frame. As its title might suggest, The Yuletide Spirit would make a good adventure to run at this time of year. Both scenarios are easier to run and better presented than The Beast of Ledsham, as well as being more accessible. If there is an issue with The Yuletide Spirit and Trouble at T'Mill it is that there are similarities between the two scenarios that might preclude their being run too close together. Their brevity also highlights the fact that Maelstrom Domesday would benefit from longer deeper support, especially in terms of scenarios. Nevertheless, The Yuletide Spirit and Trouble at T'Mill presents a pair of solid scenarios that are easy to add to any campaign or run as one-shots.

Friday, 16 December 2016

A Beast of an Adventure

The Beast of Ledsham is the first supplement released for Maelstrom Domesday, the Norman set RPG published by Arion Games as a prequel and second edition to the 1984 RPG, Maelstrom. This new RPG is set in 1086, some twenty years after the Norman invasion of 1066, and presents a country still recovering from repeated invasions—by the Scots and the Danes; from repeated rebellions and suppressions within; and finally from the ‘Harrying of the North’, the violent suppression of not just a series of Anglo-Saxon uprisings, but of the Anglo-Saxon peoples in the region, resulting in the death of tens of thousands. This is the year in which the Domesday Book, a great survey of the men and lands of the King William the Conqueror is completed, even as the king’s attention continues to be divided between consolidating his rule over England and holding off the French king’s designs upon Normandy. Thus the king’s men cannot be everywhere and when his peace is disrupted, the taxes cannot be collected,, there are further signs of rebellion, or things that cannot truly be explained, other powerful men of the kingdom are prepared to step in to support both king and church. Often they cannot act directly and arrange to have their agents act for them—agents such as the player characters, who each have had some kind of encounter with the supernatural that is the Maelstrom…!

Characters in Maelstrom Domesday are ordinary men and women—they can be archers, beggars, craftsmen, huntsmen, knights, ladies, men-at-arms, outlaws, peasants, priests, squires, and wisemen/wisewomen. In the default campaign set-up, the characters each have an encounter with something weird and been employed by a local lord to investigate strange things going on in his holdings. It should be noted that this is historical game, which means that there are many occupations that will not be available to female characters. Further whilst magic using characters are possible, it is rare that one will be rolled up during character creation.

The Beast of Ledsham is a short adventure in which the characters are tasked with visiting the village of Ledsham to the west of York—the default campaign location in the core rulebook—where it is reported that something evil lurks in the surrounding woods, preying on game and the villagers. This matter has to be addressed quickly as the Norman baron Ilbert de Lacy will move to do what the characters have been ordered to do, but he will do so employing harsh, direct methods as he thinks that the villagers have been poaching his deer.

Written for use with novice or experienced characters, The Beast of Ledsham consists of a twenty-eight page booklet which mostly consists of a description of the village and its inhabitants. In order to conduct the investigation, the characters will need to interview the villagers. In the doing so, they will be faced with a prejudice or two—Normans are not always well liked in Ledsham—and perhaps uncover one or two things going on in the village. This is necessary, since it aid in their final uncovering of what exactly is going on in Ledsham.

The problem is that The Beast of Ledsham focuses on building the suspicions of the player character and in so doing, pointing them towards the village’s other secrets. This is necessary after all, but in the process, it initially completely ignores clues about the adventure’s obvious plot and leaves the GM with the task of creating them himself. Essentially, what is going to happen is that the player characters are going to turn up in Ledsham, start asking questions about the beast that has been threatening the villagers and their livelihood, and the GM will be unable to give those answers because it is apparent that they knowing nothing! Which is a problem because the player characters are going to want those questions answered—after all, it is why they are in Ledsham in the first place.

Once the investigators get on track, then The Beast of Ledsham presents a decent enough scenario. The investigation itself involves lots interviews and interrogations and except for a minor optional encounter at the start and the confrontation with the creature at the end, it involves little in the way of combat. Indeed, none of the female characters are given stats because when it comes to combat, they will flee rather than fight. 

For the most part, The Beast of Ledsham is decently enough presented. The artwork feels a bit rough and the book could do with an edit. Ultimately, that is what The Beast of Ledsham needed—another edit, someone else’s eyes going over—to spot the fundamental omissions. The Beast of Ledsham is not unworkable or unplayable, but it needs work to get there...

Friday, 16 September 2016

Fenland Fears

The Colour Beyond Time: A Medieval Mythos Mystery is scenario written by John R. Davis, the author of The Jack Hack. It is a medieval mystery adventure with Lovecraftian flavour that describes itself as “An adventure for use with any eldritch horror & mystery roleplaying game.”, essentially a plot without a system. What this means is that the GM can use the system of his choice to run the scenario, be it Call of Cthulhu, Seventh Edition, Savage Worlds, Maelstrom Domesday, or Cryptworld, so long as the system has a means of handling mental shock and instability. Cthulhu Dark Ages would be an obvious fit, although at time of publication, details of this supplement are only hinted at in Cthulhu Through the Ages.

More specifically, The Colour Beyond Time is designed to be played by between three and five players—plus GM—and is set in an area of fenland, much like that of Cambridgeshire, Huntingdonshire, Lincolnshire, and Norfolk, in roughly the year 1100 AD. The player characters are in service of the recently appointed baron, Philip De Guiarme, sent out to assess the southern extent of his barony. This includes the village of Honningsby, an isolated place on the coast. As the scenario opens, they are on their way there, stopping first at the hamlet of Farabridge to stay overnight. Here the party first learns of the dark doings in the Honningsby and its surrounds over which 'greenfire' fell from the sky some months past… Once in Honningsby, the characters will find further strangeness. Villagers seemingly frozen, visions—of both the future and the past, and more.

The Colour Beyond Time is an odd little scenario. There is little combat involved and there is no real confrontation with the alien being that is the cause of the weirdness that has befallen Honningsby and its surrounds. Rather, this is an investigative and interpersonal scenario in which medieval men encounter the aftereffects of a Mythos event. Even the educated amongst them will have little understanding of what has gone on and perhaps never truly will.

Physically, The Colour Beyond Time is a 2.64 MB, five page, black and white PDF available from RPGnow.com. It is best described as decidedly rough and unsteadily ready. Although the artwork is excellent and the layout workmanlike, the scenario is begging for a proper edit. The cartography is also rather scrappy.

Overall, The Colour Beyond Time: A Medieval Mythos Mystery feels underwritten and underdeveloped. It is more of a Mythos vignette than a full scenario, but it is not without a sense of isolation and brutal ignorance that more than fits the setting. It could have been expanded in places and perhaps the inclusion of a set of pre-generated player character backgrounds might not have gone amiss. Nevertheless, there is potential for an session or two—at most—in The Colour Beyond Time: A Medieval Mythos Mystery and perhaps interest enough to examine the forthcoming sequel, After The Mountfall Madness. That is not really too bad for a scenario that costs $1.

Sunday, 24 August 2014

A Norman Whirl

Originally published in 1984, Maelstrom is probably the first British RPG to receive critical acclaim and be successful. It helped that it was published at the height of the Fighting Fantasy craze and that it was released by the same publisher—Puffin Books, an imprint of Penguin Books. The slim paperback offered a semi-historical RPG set in the late Elizabethan Age, one in which nobles, professionals, craftsmen and artisans, tradesmen and labourers, as well as mercenaries, priests, mages, and rogues investigated the supernatural and had other adventures. Although the book went out of print, it was welcome news when it was announced in 2008 that Arion Games would not only be republishing the game, but would be supporting it with supplements such as The Maelstrom Companion and Beggars Companion. In 2013, Arion Games released the second edition of the game.

Maelstrom Domesday is that second edition, but it not a simple reprint of the Elizabethan-era set Maelstrom, but rather a prequel, still set in England, but the eleventh century rather than the sixteenth. Set in 1086, just twenty years after the Norman invasion, it presents a country still recovering repeated invasions—by the Scots and the Danes; from repeated rebellions and suppressions within; and finally from the ‘Harrying of the North’, the violent suppression of not just a series of Anglo-Saxon uprisings, but of the Anglo-Saxon peoples in the region, resulting in the death of tens of thousands. This is the year in which the Domesday Book, a great survey of the men and lands of the King William the Conqueror is completed, even as the king’s attention continues to be divided between consolidating his rule over England and holding off the French king’s designs upon Normandy. Thus the king’s men cannot be everywhere and when his peace is disrupted, the taxes cannot be collected,, there are further signs of rebellion, or things that cannot truly be explained, other powerful men of the kingdom are prepared to step in to support both king and church. Often they cannot act directly and arrange to have their agents act for them—agents such as the player characters, who each have had some kind of encounter with the supernatural that is the Maelstrom…!

Characters in Maelstrom Domesday are ordinary men and women—they can be archers, beggars, craftsmen, huntsmen, knights, ladies, men-at-arms, outlaws, peasants, priests, squires, and wisemen/wisewomen. It should be noted that this is historical game, which means that there are many occupations that will not be available to female characters. Further whilst magic using characters are possible, it is rare that one will be rolled up during character creation and if a player wants to specifically play one, then it should be by design rather than roll of the dice.

The creation of characters—a process which owes much to Traveller via Warhammer Fantasy Roleplay—starts with Attributes such as Attack Skill, Will, and Perception. These start out at the base level bar some minor adjustments for each character’s adolescence. Each player will then roll for his character’s Racial Origins—Norman, Anglo-Saxon, Irish, Welsh, or Dane, and his Social Class—Outcast, Peasant, Townsman, or Lesser Nobility. A character also has three characteristics, such as Education, Strong Grip, or Wise, also rolled for, with most of them being advantages. Then, at the age of thirteen, the character begins his first Career, again rolled for.

The Careers available to a character are dependent on his Social Class. Outcasts have a high chance of being Rogues, Outlaws, or Beggars; Peasants of being Peasants; Townsmen of being Craftsmen or Traders; and the Lesser Nobility of being Squires. Each Career lasts between three and five years, grants bonus points to a character’s Attributes, gives a Rank in two Abilities, the chance of receiving certain resources, some monies, and a table of Career Exits. At the end of each Career, unless the character rolls under his age and brings the creation process to an end, this table is checked to determine what Career the character will take next. Lastly, the Career indicates the table on which the character should roll for a Random Event. For the most part, a character will remain in the same Career for some time.

For example, each term in the Priest Career lasts five years. The character receives dice rolls to add to his Persuasion and Will Attributes, plus a die roll of points to assign to any Attributes; a rank in each of Religion and Literacy Abilities; and a few silver pennies and the chance of being given a Latin Bible. On the Career Exit table, the Priest will probably remain as a Priest, but might be promoted to a Deacon or Chaplain, or become a Monk, Wiseman, Clerk, or even an Outlaw. A slim chance allows a random roll on the First Career table or a player to choose. For that term, the Priest should roll on the Sedentary table for his Random Event, which might give the result that he falls madly in love, finds an ancient tome of knowledge—and improves his Knowledge Attribute, or his house is burnt down and he loses his accumulated possessions.

At the end of the character creation process, a player can freely select a Rank in any Ability for each of the two terms served. The character also ages if over thirty years of age, and can roll his name if so desired. Lastly, he needs to roll for a supernatural encounter that will bring him to the attention of his Patron, which must also be rolled for. Lastly, the player should work his character’s history using the game’s timeline along with the Random Events that have occurred to the character. Lastly, each character two further statistics; one is Favour, a measure of his Patron’s regard for him, the other is Imbalance, a measure of mental well-being.

Thus character creation is quite a lengthy process, with the results ranging from a teenage peasant to a forty year old veteran. Our sample character is Eirik Thorgestson, the son of merchant, a cousin of Sweyn Forkbeard, the first Danish king of England. He grew up strong and arrogant, ugly and ill-liked were it not for his father’s wealth and his willingness to use his fists. Apprenticed to his father’s trading house, a mentor took the young under his wing and managed to smooth some of the rougher edges of his character as well as allowing him to make some interesting contacts. He signed on with one of these contacts, a merchant who made journeys down to London and then beyond to Paris. Not though just as a merchant, for he had to help defend the merchant’s caravans and so he trained as a soldier, first as a mercenary before becoming a sergeant-at-arms. A fall from a horse, caused by the appearance of a fireball in the sky, resulted in his fracturing his right leg. The long months necessary to his recovery led to his being discharged from service.

Eirik Thorgestson is not a good looking man, but he has learned not only to overcome his ugliness, but to use to his advantage. This he can back up with his martial prowess if necessary. Currently he hopes to make more money trading, or at the least gain a better income for his sword skill. If necessary, he can survive off the land. 

Name: Eirik Thorgestson Age: 40 Gender: Male
Race: Dane Social Class: Townsman
Imbalance: 0 Favour: 10

Attack Skill 62
Missile Skill 41
Defence Skill 67
Knowledge 46
Will 44
Endurance 57
Persuasion 61
Perception 50
Speed 46
Agility 51

Characteristics
Hale (+20% to Endurance tests for disease, starvation, & poison), Hog-Head (-10% persuade, +20% intimidate), Well-Born 

Abilities
Barter II, Combat Training IV, Gossip II, Intimidation II, Riding III, Survival II

Living
Trader (8 years), Mercenary (4 years), Sergeant-at-Arms (15 years)

Resources: Mail Byrnie, Sword, 
Cash: 246 d

Events
Superlative teacher, good contact, physical training, garrison duty, fractured leg

Supernatural Event
Fireball in the sky

Unlike the majority of other RPGs, Maelstrom Domesday is not a skill-orientated game. For the most, to do anything, all a character has to do is make a Saving Throw against one of his Attributes. To swing a sword at a bandit, a character would roll against his Attack Skill, to recall a quote from the Bible would require a Saving Throw against the Knowledge Attribute, and so on. Nevertheless, from one term to the next, a character will acquire Ranks in Abilities, each Ability representing professional expertise and knowledge. For most Abilities, such as Gossip or Stealth, each Rank grants a bonus to a relevant Saving Throw. Initially, most grant the simple permission to use the Ability, for example, Woodlore at Rank I enables a character to perform basic tasks, before granting simple bonuses at greater Ranks. Others grant permissions at each and every Rank. Thus at Rank I, Religion lets a character lead common services, at Rank II have him know specific services and be able to preach, and so on. Combat Training improves a character’s expertise at inflicting damage and withstanding it, whilst Strong Draw increases damage done with the Missile Skill Attribute.

Combat itself maintains the simplicity of rules in Maelstrom Domesday, with characters making opposed Saving Throws of their Attack Skill and Defence Skill Abilities, or alternatively, their Missile Skill. Weapons are quite deadly, with both wounds and blood loss tracked separately—accumulated damage in excess of a character’s Endurance causes unconsciousness and death occurs at twenty points above that. It is possible for a character to inflict Serious and Critical Wounds, their effects being determined by weapon type. It takes time though, for a character to recover from any damage taken and the RPG’s advice is that combat be used sparingly. What combat in Maelstrom Domesday does model is that training will invariably triumph over the unskilled, character creation not allowing easy access to the Combat Training Ability.

Similarly, Magick is treated in a light fashion in Maelstrom Domesday. It is first based first around a Characteristic—either Hedge, Low, or High Magick. This indicates the degree to which a character has a natural link to the Maelstrom and limits the Rank in his Magick Ability. Unlike other Abilities, the Ranks run only from I through V rather than VI, as do the Grades of the desired spell effects, for it should be noted that Maelstrom Domesday foregoes the spell lists of other RPGs. Instead, the Referee determines the Grade of the effect that the mage or wisewoman desires, the Grade depending on its likelihood of occurring. So getting a guard dog to bark would be very likely and thus Grade I, whilst trying to run across a river would be highly improbable and so be Grade V. To cast the ‘spell’, the mage would need to make a Will test to see if he knows the spell and then a Will test for each Grade of the spell. So one Will test for Grade I spell and three for the Grade III spell.

The effect of multiple Will tests is not just that it makes spells of a higher Grade more difficult to cast, it also increases the chances of the caster rolling a ‘0’ on the roll. Each ‘0’ increases the chance of a breach in the Maelstrom, perhaps a foul miasma is released or some horrid creature is able to enter the mortal world. Will is also used to withstand mental shocks such as witnessing a violent death, starving to death, or seeing certain creatures that have from the Maelstrom. Fail these Will Saving Throws and a character acquires Imbalance, which if exceeds his Will Attribute causes him to go insane. Unlike Endurance, Imbalance is particularly difficult to recover from.

In terms of support, Maelstrom Domesday provides a short bestiary that includes a mix of ordinary and outré beasts, appendices devoted to diseases and herbs—the latter in particular a nod to the original Maelstrom, and a complete setting. This is the city of York and its surrounds, the heart of the Harrying of the North, the population still not quite accepting of their new Norman overlords and still subject to the occasional cross-border raid by the Scottish king. Over thirty manors are described, as well as the town of Selby and the city of York itself. York in particular is accompanied by numerous NPCs, 

Physically, Maelstrom Domesday is a simple black and white book, cleanly and tidily presented. Although it needs another edit here and there, the writing is solid and the game is supported with well-done examples of the rules. The sometimes poor handling of the period art is fortunately offset by the new artwork, especially that of the figure work done to illustrate each of the game’s careers and the thumbnail portraits done of the many NPCs in the game’s setting of York. The descriptions of the villages, the town, and the city are accompanied by sections devoted to local folklore as well as an adventure hook. Although there are plenty of these throughout Domesday Maelstrom, they are each quite slight and do not give the Referee all that much to work with.

As simple as the rules are in Domesday Maelstrom, the RPG is neither a simple game nor a game suited to beginners—particularly for players. The background information necessary to play is not as upfront and as accessible as it could be, the result being that some of the nuances of, and the tensions within the setting are not as immediately obvious. Further, although the advice for the GM on the game’s mechanics and on running the game is decent enough, it could have been stronger in terms of handling and running investigations, let alone creating them. Certainly the inclusion of a good scenario as an example would have gone some to alleviate this issue. In the long term, a timeline beyond 1086 would have useful, as would a more extensive and prominent bibliography than the one included.

These all are, it should be noted, relatively minor issues, ones that should impede the creation and running of a good game in the hands of a competent Referee. In presenting a second edition of the original Maelstrom rules, Domesday Maelstrom benefits from a cleaner and tidier ruleset, an engaging means of character generation, and a setting that possesses more depth than the game might suggest at first sight.

-oOo-

The publisher recently made available a Quickstart version of the rules. The Maelstrom Domesday Quickstart can be downloaded for free from RPGnow.

Friday, 8 November 2013

A Beggarly Affair

One of the delights of Maelstrom, the Tudor set RPG published in the United Kingdom by Puffin Books back in 1984 and then more recently by Arion Games in 2007 is its Livings the equivalent of its Classes in other RPGs. From Architects, Doctors, and Scriveners to Beggars, Blacksmiths, and Traders via Mages, Mercenaries, Priests, and Rogues, each of the game’s numerous Livings is presented in plenty of detail. Every Living is interesting and capable, though often only in some small way. The more recent Maelstrom Companion added yet further Livings, expanding especially with a number of legal professions. Now there is a supplement that focusses entirely upon one type of Living with the eponymously titled Beggars Companion.

This slim one-hundred-and-twenty-two page paperback expands greatly upon the beggar and his place in the Tudor England portrayed in Maelstrom. For the player it covers how beggars rose in numbers during the late Tudor period; how they were treated by the state, the church, and society in general; the numerous types of beggars and their ‘tricks’; and the basics of the secretive language of Beggars’ Cant. For the Referee, it covers the beggars’ campaign; a set of beggars and rogues that can be player characters or NPCs; and a septet of adventure seeds as well as a full adventure.

For the player there are a total of twenty-eight new Livings, all of them beggarly professions. They range from the ‘Abraham Man’, who fakes lunacy, and the ‘Bawdy Basket’, who trades in lewd lechery and loathsome falsehoods, to the ‘Whipjack’, who fakes service as a shipwrecked mariner, and the ‘Wild Rogue’, who has known no other profession except that of beggar. Most of these can be taken by a character of either gender, but several are gender specific, such as the female only ‘Bawdy Basket’ or the ‘Father of Families’, a male only Living for which the beggar entreats his audience with tales of the loss of his wife and children. Each is accorded bonuses and penalties to his attributes as well as a ‘Nefarious Knack’, a special ability that is particular to that type of beggar. Thus, the ‘Counterfeit Crank’ is capable of ‘Loose Fall’, so that when replicating the effects of epilepsy, he is capable of falling to the ground without injuring himself.

Our sample character is Eleanor Mathews, a widow who was forced upon the road with the death of her husband, Nicholas. She uses her knowledge of herbs, and more recently spices, to work as a ‘saffroner’, a sell of fake herbs and spices to the unwary. Despite her being a woman, the Brotherhood has accepted Eleanor as she is a skilled healer.

Eleanor Mathewson
Herbalist/Trickster-Saffroner, Age 38
Attack Skill 30
Defence Skill 30
Endurance 30
Speed 30
Agility 30
Will 30
Persuasion 41
Knowledge 45
Perception 40
Equipment: Sample herbs, filler materials, clothes, pouch with 14 pennies, a day’s food, knife
Abilities: Herb Lore, Diagnosis, Assess

What comes across clearly from reading the Beggars Companion is how much of a challenge roleplaying a beggar character will be in Maelstrom. Tudor society looks upon the beggar poorly, seeing him as lazy and greedy and ill prepared to work for a living as every proper, upright, and industrious Christian ought. The state has legislated against the beggar many times, but beggars can obtain licenses to practise their ‘trade’. Such licenses can also be counterfeited. Even so, the law will often drive beggars out of a parish, or worse, punish them by placing them in the stocks, branding them, or have the gristle from their upper ears cut away as indication of their vagrancy. Further, as outsiders, beggars are rarely trusted and as strangers, can be blamed for the cause of manner of ills – diseases, thefts, and so on. That said, beggars can at times call upon the charity of the church, though the degree of help available will wax and wane… Another source of help is the Brotherhood, a fraternal organisation that provides shelter and support to beggars in good stead, but will call upon its brethren to aid in its criminal activities. What this means is that beggars must live by their wiles as well as by their ‘tricks’ of the trade in order to earn them a crust and they need to succeed without being obvious about it. 

Essentially, what this addresses is the issue at the heart of the Beggars Companion – why would the players should choose to play in campaign involving beggars. Besides the detail provided with each Living, the Knack assigned to each Living serves as a ‘roleplaying’ hook, not only something that the character can do and do well, but something that needs to be roleplayed. Not just roleplayed by the player as part of the game, but actually roleplayed by the character in the game in order to do well. Thus the challenge of playing a beggar this historical setting is only extended. Further challenges of increasing difficulty are presented in the Styles of Play, beginning with the Theatrical style that is much lighter in tone and better suited to one-off scenarios and short campaigns. This is followed by the default Historical setting, replete with filth, decay, depravity, and distrust, and then the Dark style, in which the lives of the beggar characters are under constant threat.

In addition to the Rogues Gallery, the Referee’s Section also includes a further Living. The Upright Man is a manipulator of both the beggar and the respectable, hiding behind his own façade of respectability that creates by being seen to work. Where most characters in Maelstrom have no more than two Livings, the Upright Man is a third Living, one to be taken after a previous profession and then life as a beggar. It can also be used as something for beggar characters to aspire to. ‘The Long Road’ is a full scenario, much in the style of the adventure from the core rulebook for Maelstrom. Here the beggar characters follow not just a road, but also another beggar, Old Ted. Once an Upright Man, it is believed that Old Ted amassed a small fortune so as members of the Brotherhood, the characters have been tasked to keep their eye on him. Suddenly he wanders off. Where could he be going, and why? Understandably, this is a linear affair, although given the subject matter of this supplement, it is a pity that the adventure only really allows the player characters the opportunity to practise their knacks at the beginning. Rounding out the supplement are a set of appendices that cover the physical hardships of being a beggar, more herbs, and a bibliography.

The Beggars Companion is a reasonably well presented book. It is lightly illustrated and although it is an easy read, it could have done with a closer edit in places. Overall, this is an interesting little book that nicely expands upon an aspect of Tudor England and Maelstrom. It would be nice to see it supported with more adventures and even a campaign, but in the meantime, there is plenty of detail and background material for the Referee to bring to his game.

Friday, 29 June 2012

An Elizabethan Whirl's Companion

The classics are not always perfect, and so it is with Maelstrom, the Tudor set RPG published in the United Kingdom by Puffin Books back in 1984. There is much to love about the game, including its period attention to detail, its simplicity, and its two scenarios, one for solo play and the other to be run by the GM. Unfortunately the RPG was lacking in terms of certain rules, for example, those for firearms and for two-weapon fighting, and background and setting detail. None of these issues were addressed when Arion Games released a new edition of the game, but fortunately now they have with the game’s very first supplement, The Maelstrom Companion.

The Maelstrom Companion comes as a slim, oversized paperback that contains an array of additions to the game and setting. In terms of rules, the most obvious and simple additions are the new rules for firearms and two-weapon fighting, which are both so simple and easy that the reader is left wondering why anyone had to wait for so long to get them. The obvious answer is that the original RPG had been out of print for over two decades before The Maelstrom Companion was even considered… That said, none of the firearms are named, being merely listed as having differing Attack Skill modifiers, damage ratings, ranges, and so on according to their size, whether a pistol or a musket. This was an omission when it came to weapons in the Maelstrom RPG, and it is one that is continued here.

One of the best aspects of Maelstrom is its Livings, the equivalent of its Classes in other RPGs. From Architects, Doctors, and Scriveners to Beggars, Blacksmiths, and Traders via Mages, Mercenaries, Priests, and Rogues, each of the game’s numerous Livings was presented in plenty of detail. The Maelstrom Companion adds several new Livings, including the Agent, who serves a political patron and works a network of contacts and informants in his master’s service; Alchemists, capable researching certain recipes, such as that for Aqua Vitae, Blackpowder, and Fireproof Cloth; Barber-Surgeons, capable of treating wounds – unlike Physicians!; law enforcement in the form of Beadles, Constables, and Watchmen; Farmers, who can raise crops and stock, handle and treat animals, and tell the weather; Friars, who are monks that actively spend time amongst the laity, often relying upon them for charity; Hunters, excellent shots and trappers who use their stealth as either game keeper or poacher; Sailors, who not only know how to sail and swim, but climb too; the Tavern Keeper, who in the course maintaining his establishment, gains a nose for food and drink as well as for trouble; and the Witch, who understands herbalism and medicines, but also knows curses.

Many of these are supported with new rules and expanded rules. For example, the Alchemist is supported with rules for Alchemy along with numerous recipes. Likewise, the Witch’s new rules for Witchcraft detail the nature of the Contracts that a practitioner enters with certain intelligences from the Maelstrom, be they “Demons” or “Devils” or not; her healing skills, or rather her “country wisdom;” her ability to make Curses and Charms; and her loyal Familiar. A Witch who pursues a knowledge of Herbalism cannot make Contracts or Curses and vice versa. The expanded rules cover magic, allowing a Mage to specialise as an Astrologer, an Elementalist, or a Skryer (a Mage that specialises in contacting and speaking to spirits and more). They expand and divide healing between the three Livings that become available with the advent of The Maelstrom Companion. Wounds are bandaged, internal bleeding is staunched, limbs splinted, and teeth pulled by a Barber-Surgeon, whereas the superior – in attitude, at least – Physician do not, and instead primarily treats diseases and infections. Overlapping between the skills of both is the Herbalist, who can treat minor wounds and diseases. Similarly, the Weaponsmith Living can now be a Gunsmith rather than a Bladesmith, and thus specialise in the manufacture of the firearms whose rules appear elsewhere in the book. Lastly, the Labourer Living is actually given a full benefit in that he can work for a full day and gain bed and board if not wages. Character generation overall is supported with a list of period Christian names, along with a table of distinguishing features, such as Alcoholic, Disconcerting Gaze, and Tall, that can be used to individualise a character.

Much of the contents of The Maelstrom Companion is for GM and player alike, but the GM is not ignored. He receives a supernatural bestiary, covering an array of unnatural creatures from Black Dogs to Robin Goodfellow; a short, if pertinent history that details the Tudor church and the Dissolution of the Monasteries – useful in particular if the setting provided in The Maelstrom Companion is used; and some actual campaign advice. This explores various campaign styles possible in the Tudor period – political, military, trade, business, criminal, and so on. Some of the descriptions of these styles are longer than others, but they are at least ideas and they are accompanied by sample campaign ideas. The reader though, will be left wanting more, and perhaps they could be expanded upon in future supplements.

Where Maelstrom provided information on the places along the road between St. Albans and London, The Maelstrom Companion gives a whole setting to explore and interact with. This is the Suffolk market town of Bury St. Edmunds in the year 1540 during the reign of Henry VIII. Once the county seat, the life of the town revolved around its powerful abbey, but with the break from Rome, the King’s establishment of the Church of England, and the dissolution of the monasteries, Bury St. Edmunds has lost much of its status. Into this power vacuum have moved various nobles, merchants, and guilds, each vying for influence and prestige, and each perhaps looking for a few good men (and women) who might be able to work behind the scenes to further their employer’s ends. The environs and personalities of the town are described in some detail, that latter organised by Living, and a timeline of events are given for the whole of 1540. Some adventure hooks are also given, though no scenario is included. It would be pleasing to see this further supported with actual scenarios set in the town. The Maelstrom Companion is rounded out with various useful game references, such as the Master Living list and quick guides to running both Basic and Advanced Combat.

Physically, once you get past the front cover, The Maelstrom Companion is disappointing. The layout is unsophisticated, even pedestrian. Where much of the artwork in the Maelstrom core rules conveyed much of the game’s feel, here it is murky and disappointing. For the most part, the book is decently written, but it does need another edit in places. It could also do with a reorganisation, so that the sections for the GM are clearly kept separated from those that the players can read.

The production values are this supplement’s Achilles Heel. They give the book a disparate and unfocused feel, which whilst unfair is not wholly unwarranted. For the most part, the new material is decent, especially that which builds upon the game’s primary highlight – its detailed Livings, whether that be the additional rules or the expanded ones. The supplement though points to the need for further development, whether that is in the form of expanded advice for the GM or scenarios, including those that could be set in Bury St. Edmund. Ultimately, whilst there is a goodly amount of useful and interesting information in The Maelstrom Companion, both the information presented and the book itself is let very much let down by its underwhelming production values.

Saturday, 15 October 2011

An Elizabethan Whirl

On occasion I want to delve into the extensive library/ludography upstairs and pull out a classic or an item of interest and review it. If all I did was review games, then it would happen, but the truth is that there is never quite enough time to review games from the here and now, let alone review those from the past. Yet the reflective nature of the twenty-first century and our yearning for late twentieth century nostalgia has led to the games of our yester years actually being made available once again just as if they were appearing on the shelves all that time ago. Such is the case with Maelstrom.

Originally published in 1984, Maelstrom was something of an oddity. It was a full RPG, but not one that was released not by a hobby publisher, but by Puffin Books, the imprint of Penguin Books that was, and remains a major publisher of children’s books. This meant that an actual RPG appeared not just on the shelves of your local games shop, but also on the shelves of your local, and thus any, book shop. Now this sounds strange, but in 1984, the hobby in the United Kingdom was at the height of the Fighting Fantasy craze. Titles in the solo game book series were selling very well, but Maelstrom was a very different beast, a semi-historical RPG set in the late Elizabethan Age, that came not only with a magic system and potentially, a treatment of the supernatural, but also a solo adventure and an adventure written for multiple characters. Further, its characters were not the traditional warriors and wizards, but nobles, professionals, craftsmen and artisans, tradesmen and labourers, as well as mercenaries, priests, mages, and rogues.

Now Arion Games have brought it back. It still comes as a thick, slightly over-sized paperback with the terrific snow scene of a man defending a cart and his companions from members of the soldiery. Inside the book is still split between two parts, one for the players and one for the referee, with a solo adventure in the players’ part, and an adventure to run in the referee’s. The book still has the heavy ink illustrations that do so much to give it a heavy atmosphere and a historical feel. Everything looks about the same as my now somewhat shelf worn copy that I bought back in 1984. The question is, how do the game’s rules and the game itself stand up to scrutiny with the benefit of twenty-five years’ gaming experience?

Maelstrom uses a percentile system, with characters having to make rolls or Saving Throws against one of nine attributes that define each character. So for example, to parry a sword thrust, a character must roll against his Defence Skill, whereas to work out the state of a noble’s household accounts, a clerk would roll against his Knowledge Skill. If this sounds simple, then it is. Even the complications only add just a little more to account for critical results, combat, and magic.

So in a fight, the blows of the combatants go back and forth with rolls on their Attack and Defence Skills with damage from successful hits rolled according to the weapon type, which often requires the use of six-sided as well as ten-sided dice. One interesting aspect of combat is that whilst all damage is recorded against a character’s Endurance – who will fall unconscious if he suffers damage equal to his Endurance – each wound is recorded individually. So for example, Alfred, waylaid by thugs, is beaten several times with their cudgels for a total of sixteen points of damage, which is recorded blow-by-blow as 5/5/2/4 (16). Wounds are recorded this way because each heals individually, at a rate of one point per week if resting or one point per month if pursuing a normal life, so that in our example, after a week’s bed rest, Alfred’s wounds are reduced to 4/4/1/3 (12). This makes for a dangerous combat system, but the issue of a character falling unconscious after receiving damage equal to his Endurance is problematic in that it is not necessarily deadly. Delivering a mortal blow is technically not possible, at least in the basic rules.

The rules for magic continue Maelstrom’s simplicity, requiring a Knowledge Skill roll by a mage to recall the correct incantation and a number of Will rolls equal to the desired effect’s difficulty. The game does not come with dedicated spell lists and the referee is expected to determine the rolls needed for the effect that the player mage wants. Again, critical successes and failures are possible, and their effects also need to be determined by the referee. In casting a spell, a mage taps into the “Maelstrom,” a dangerous and chaotic force that can, at the referee’s option, act independently for or against the mage, or even serve as a strange dimension that the mage and his fellow player characters can be cast into and out of, perhaps to end in some strange place or time.

Creating a character in Maelstrom involves assigning fifty points between nine attributes, each of which starts at a base of thirty. After that each character requires a Living, representing his past prior to going adventuring. Each Living determines a character’s age, appropriate skills, and possessions. The given selection of Livings is diverse, from Noble to Labourer, and includes Professionals (Architects, Clerks, Doctors, and Scriveners – lawyers), Craftsmen and Artisans (Armourers, Blacksmiths, Bladesmiths, Masons, Tailors, Tanners, and Wood-carvers), Traders (in everything from fish and fruit to wine and groceries), Travelling Players (musicians, minstrels, and players), and Herbalists. The latter are usually pacifists that collect and prepare herbs for medicinal purposes, knowing in which seasons herbs are available. The Herbalist Living is supported with excellent appendix detailing the herbs its practitioners work with.

Our sample character is Henyre Powlett, an architect who has been studying and working under a master architect in Bristol for almost half of his life. He wishes to travel to gain further work and experience. He is a gentleman whose family owns land in the county of Somerset.

Henyre Powlett
Architect, Age 26
Attack Skill 30
Defence Skill 30
Endurance 35
Speed 35
Agility 30
Will 35
Persuasion 40
Knowledge 45
Perception 40
Equipment: horse, dagger, good clothes, pouch with 49 shillings, a week’s food, skin of wine, and architect’s tools

Of the Livings available, the closest in terms to classic types in other RPGs are the Mage, the Mercenary, the Priest, and the Rogue. Mages are generally older as they need to take up a second Living in order to provide a cover for their sorcerous activities and likely membership of a cult. Mercenaries are excellent fighters and know how to use their armour to lessen blows taken and to use their weapons to inflict more injurious wounds. A Priest can exalt those around him through Preaching, and has limited powers – Detection, Warding, Casting Out, and Exorcism – over spirits. Rogues though, are further divided into Beggars, Thieves, Assassins, Tricksters, Burglars, and non-specialists, each with their own particular skills in addition to those general to the Living.

The Player’s Section is rounded out with a solo adventure and some advanced rules. The adventure is relatively short, but still atmospherically grim. It is designed to be played with an Assassin character who is given a target to kill. The advanced rules add encumbrance, attribute modifiers for Livings, rules for making a living out of a character’s Living, more detailed weapons and wounds, and the effects of critical rolls in combat. For the most part, the Referee’s Rules gives even more details on each of the Livings as well as a scenario. The latter describes a road trip from St. Albans to London in which various events occur and comes full of colourful detail. The adventure is well done and serves as a good introduction to the setting.

So far, Maelstrom is an immensely likeable RPG. It is full of period detail, never more so than with the character types which get more coverage in Maelstrom than any other subject, though this information is split between the book’s two parts for the player and the referee. It is also easy to play and run, the rules being simple and easy, but although the game can be run as is, it is not without its problems.

The rules themselves are too simple, especially the basic rules. The advanced rules are necessary to avoid the game being too simplistic, especially for combat, which needs the rules for serious and critical wounds for it to be more than straight fight to a knockout. For an RPG set during the late sixteenth and early seventeenth centuries, it seems a curious omission that no rules are given for the use of firearms. Another problem with the RPG’s list of weaponry is that whilst multiple damage listings are given for each weapon type – for example, “1-10, 2-12, 3-18, 2-20, 4-24, 3-30, and 5-30” all under sword – the listings do not actually assign an actual sword type to each damage value. Suggestions are given separately, which is anything other than helpful.

Perhaps, the biggest problem with Maelstrom is the lack of adequate background. A little over two pages is devoted to “Background: The Lie of Land,” discussing the period in the broadest of terms. The truth of it is that it not enough. Without more background, the referee is forced to look elsewhere if he wants to write adventures as beyond the wealth of detail accorded the various Livings, Maelstrom is sorely lacking. The Elizabethan Age is a period of religious strife, exploration, treason, and more, all of which is ignored in Maelstrom. The result is that the referee will need to come up with a background and a focus for his game, for Maelstrom lacks a sense of conflict that would provide that focus.

Further, perhaps too much information is paid to the characters and their Livings. You can of course, have too much information, but at the same time, there is the matter of whether a player would chose to play a Fruiterer or an Engraver versus a Mage or a Mercenary?

Physically, this edition of Maelstrom does need an edit and perhaps its layout could be a bit more open and easier to read. Worse, much of the artwork has a slightly faded, washed out look that renders the road map in the adventure very hard to read.

There is much to like about Maelstrom. Its rules are easy, and even with the use of the advanced rules included, the game is still quite light. The magic system is simple, but also flexible, and what is included in the book, is supported with two good adventures. The historical detail is excellent, but it is too focused. It needs more historical background rather the detail about the Livings and perhaps, it even needs a second edition. As it is, Maelstrom is not without charm, but it is without focus.