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Showing posts with label Miniatures Rules. Show all posts
Showing posts with label Miniatures Rules. Show all posts

Saturday, 26 October 2024

The Other OSR: Dungeons & Death

Dungeons & Death is supplement for Forbidden Psalm and Forbidden Psalm: End Times Edition is a miniatures game published by Space Penguin Ink. It is a 28 mm skirmish level miniatures game playable with just five miniatures per warband per player and as a systems-agnostic setting, those miniatures can be from any range and publisher. It is also notable for a number of things. First, its background means that it is compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. That means that Player Characters from the roleplaying game can be converted for use with Forbidden Psalm and with a bit of effort, content for Forbidden Psalm, could be adapted to Mörk Borg if a more physical, combative game is desired. Or the Game Master and her players want to scale their game up to handle skirmish encounters on a battlefield rather than in the theatre of the mind.

Dungeons & Death is itself notable for the fact that it contains three scenarios created from fantastic terrain created and painted by the members of the Forbidden Psalm Community. The supplement makes a point of including photographs taken of these three pieces of terrain and each of these is amazing! Not only do the photographs show off the skills of the contributors in terms of sculpting and painting, but they are great handouts should the Game Master want to show them to her players to give them an idea on what they are facing. Otherwise, Dungeons & Death is a short anthology that contains three scenarios and a new set of rules for creating random dungeons that players can take their warbands delving into their depths.

All three scenarios follow the standard format for Forbidden Psalm scenarios, which are presented on two-page spreads. On the left-hand side are entries for the scenario’s ‘Goal’, ‘Reward’, ‘Set-up and Treasure’, ‘Deployment’, and ‘Threats’, plus suggestions for ‘Solo Play’ and ‘Co-op’ play. A time limit is given last. On the right-hand side are mechanics and elements specific to the scenario, which typically includes the stats for monsters and the rules particular to the scenario, a basic map of the set-up, plus a piece of descriptive text to be read out when the players’ warband arriving at the objective for the scenario.

The first of the scenarios is ‘Skull Cave’. Based on a fantastic model and painting of a skull, partially overgrown with vines, its jaw lying separate, and its mouth, gaping wide open. It is claimed that this the skull of giant and it still contains the calcified remains of the giant’s brain. If the Player Characters can get inside the cave, then they can mine the brain fragments. These can be sold for gold or they can be consumed to remove all conditions and heal damage. However, neither the mining of the skull or consuming of the brain fragments is without its risks. The skull could collapse and consuming a brain fragment could transform the Player Character into a monster! A monster that he and his compatriots fought earlier at the mouth of the cave. ‘Skull Cave’ basically takes a classic fantasy roleplaying adventure, that of discovering a body, typically that of a god or a giant, which can then be explored and navigated as it were a dungeon, and turns it in a wargaming encounter.

‘Pies and Lies’ is the second scenario and starts with the Player Characters inside a pie shop. A very quaint pie shop with some utterly lovely pies on display. They have come to steal the pies, but unfortunately, the shop furniture has other ideas and is going to batter the Player Characters as they make a run for it with pies in hand. The treasure consists of the pies themselves and so the aim is to get out of the windows before the pie shop easts someone. Otherwise, ‘Pies and Lies’ is a bit silly.

‘The Statue’ is set in Dawnblight, where the Player Characters suddenly come across a square where a band of hooded people stand around a strange goat-headed statue, chanting for it to awaken. The Player Characters a limited amount of time before the hooded strangers complete their ritual and the statue comes alive! If the statue wakes up, the battle gets even more difficult, but if its is defeated, its skull can be worn as the Helm of the Goat, which has some fun magical effects.

‘Endless Dungeons’ is a set of tables for creating dungeons—networks of corridors and rooms below Dawnblight—which can be mapped out by hand or using dungeon tiles. The starting room is always a standard size, but once a Character opens a door, he can begin rolling dice on the various included tables. These include room size, contents, doors, conditions, monsters either from the Forbidden Psalm rulebook or the Footsteps supplement, NPCs, and so on. The NPCs are daft, including an ‘Intelligent Sock Stealing Goblin’ and a ‘Little Saucepan Man’, who will both join the Player Characters on their search of the dungeon. There is a table of special events that is more sensible. Essentially, a dungeon played using these rules can be played for a long as player wants and can still get the members of warband out of the dungeon. The environment, of course, is dangerous, but there is plenty of opportunity for reward too.

Physically, Dungeons & Death is decently presented, with only a hint of the artpunk styling of Mörk Borg. The wargaming scenarios are clearly laid out and easy to read, and the rules for creating dungeons are easy to use at the table. The illustrations are not too bad, but the photographs are good.

Dungeons & Death is a solid enough expansion for Forbidden Psalm. The scenarios are easy to set up and play and do not demand too much in the way of miniatures or terrain, which is what you expect of Forbidden Psalm. Plus, the dungeon rules are serviceable, but there is an element of silliness which runs counter to the tone of Mörk Borg and some may find to be out of place. Dungeons & Death is not as much use for Mörk Borg—since Mörk Borg and Forbidden Psalm are compatible—and the scenarios are more single encounters than proper adventures. That makes them easy to add to campaign though.

Saturday, 8 June 2024

The Other OSR: Forbidden Psalm

The end is nigh and there is no denying it. The seas rise. The forests spread. Crops fail. Wars continue without reason. The dead walk the land. Peasants suffer taxes, plague, and worse. As the world takes one more breath closer to dying, the arch-priestess Josilfa stands in the pulpit in the great cathedral to the god Nechrubel in the city of Galgenbeck in the land of Tveland, preaching that prophecies of the Two-Headed Basilisk are coming true. The apocalypse is pending and the inquisition of the Two-Headed Basilisks will see to it that no apostate or heretic turn their face away from the end or find salvation in other gods. Yet there are some who would deny all the signs around them and even say that there is another way. That the masses need heed to the pontification of arch-priestess Josilfa in her doom mongering prophecies of the Two-Headed Basilisk, that the darkness can be held back. Vriprix the Mad Wizard is one such voice. He believes that the Forbidden Psalm, a nameless scripture, contains the necessary knowledge to do so, and is located deep in the ruins of the city of Kergüs. He will not emerge from behind the doors of his castle home, but his pockets run deep, and he has gold aplenty to hire mercenaries and freebooters to undertake tasks for him. This is the set-up for Forbidden Psalm: The End Times Edition.

Forbidden Psalm: End Times Edition is a miniatures game published by
Space Penguin Ink. It is notable for a number of things. First—as the background suggests—it is compatible with Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. That means that Player Characters can be converted to use with Forbidden Psalm and with a bit of effort, the campaign that comes in Forbidden Psalm, could be adapted to Mörk Borg if a more physical, combative game is desired. Like Mörk Borg, a set of polyhedral dice is required to play Forbidden Psalm.

Second, it is a 28 mm skirmish level miniatures game playable with just five miniatures per warband per player and as a systems-agnostic setting, those miniatures can be from any range and publisher, meaning that a player can easily tailor his band to his choice. It is played on two-foot square board and Forbidden Psalm does include rules for the co-operative play, solo play, versus mode, and multiplayer play with three or four participants. The scale and numbers of Forbidden Psalm puts it roughly on a par with a Frostgrave: Fantasy Wargames in the Frozen City and Mordheim.

Third, Forbidden Psalm: End Times Edition is not one book, but two. It compiles two volumes. The core rules, Forbidden Psalm, and the campaign, Footsteps of the Mad Wizard. This is a twenty-six-part campaign and if Footsteps of the Mad Wizard is run using Mörk Borg, it would actually make it the first campaign for Mörk Borg.

A warband in Forbidden Psalm consists of five miniatures. Each has four stats—Agility, Presence, Strength, and Toughness, Hit Points based on his Toughness, a randomly determined Flaw and Feat, and then some equipment. The latter comes out of a starting budget of fifty gold for all of the Warband. If a player wants his warband to include a Spellcaster, this must be paid for, who is then generated as a standard figure complete with stats, Feat and Flaw, and so on, plus two scrolls—one clean and one unclean—that he will begin play with. Pets—including a pet rock, which is good for throwing—and a Slug Wizard can also be purchased and mercenaries be hired. These are more expensive options than hiring the spellcaster. Forbidden Psalm provides examples of both pets and mercenaries.

Råtta Strejkbrytare
Agility +3 Presence +1 Strength -3 Toughness +0
Hit Points: 8
Flaw: Loner (-1 to tests within two inches of an ally)
Feat: Rat Catcher (free Bag o’ Rats)
Equipment: Short sword, light armour, backpack, lantern, bandages

Set-up and game play in Forbidden Psalm is simple. Pick a scenario to play and set up the board, determine weather and conditions, roll for initiative, and deploy according to the scenario. Then from one round to the next, the participants determine initiative, take it in turns to activate a figure, then monsters, and that is it. Play proceeds like this until the objective for the scenario has either been achieved or it proves impossible to do so. Movement is based on a figure’s Agility stat, and each figure can act and move once when activated. An action can be to make an attack, use an item of equipment or a feat, read a scroll, interact with treasure or scenario objects, drag a down figure a short distance, and so on. If a Test has to be made, it is rolled on a twenty-sided die, the aim being to roll twelve or more. A roll of one is a fumble and a roll of twenty is a critical. Combat is equally as simple, though in melee combat, the defender has a chance to strike back, though with a penalty. A figure reduced to zero Hit Points is ‘Downed’, but is killed if reduced to negative Hit Points. A ‘Downed’ can still die at the end of the scenario or he might simply have a wound or even a wound and a new Feat he has learned!

Both players begin a scenario with each possessing access to six Omens. These grant fantastic, one-off benefits such as dealing maximum damage, forcing the reroll of any dice, cancelling out one critical or fumble.

Magic takes the form of reading scrolls. This simply requires a test versus the figure’s Presence stat. This does not consume the scroll and the figure can read a scroll again and again over the course of a scenario. On a failure or a Critical, the figure gains a Tragedy. Tragedies are accrued and carried over from one game to the next. They are then used and expunged as modifiers to rolls on the Calamity Table, such as when a player rolls a Fumble when reading a scroll. A Calamity, such as everything feeling fine, but on roll of seven on the twenty-sided die whenever the figure is activated, his head explodes and he dies, or the figure’s arm becomes permanently hostile to the figure and punches him every round until the limb is amputated, lasts for a whole scenario.

The rules for Forbidden Psalm run to some forty pages, but that covers everything—warband creation, magic, movement, action, combat, and so on. They are clear and easy to read and grasp, and anyone who has played another set of miniatures wargame rules will be able to adjust with ease, as to be fair, will anyone who has played Mörk Borg. The remainder of Forbidden Psalm is divided between some twenty-five or so monsters and the campaign. The monsters include ‘The Blind Spider Queen’, ‘Blood Rage Vampire’, the ‘Corpse Collector’ of the front cover to Forbidden Psalm, both ‘Dismembered Ghouls’ and ‘Faecal Ghouls’, the ‘Mutant Chicken of Kalkoroth’ (complete with laser eyes), and lastly, the scythe-armed ‘The Editors’ which stuff the mouths of Downed figures with paper covered in mad ramblings and so kill them, rising the next round as Disciples of the Editors! If a monster is killed, its organs can be harvested as ‘Sweet Meats’ and sold. However, this requires a successful Presence Test otherwise the figure realises that his actions are so disgusting he must make a Morale Test! Overall, this is a solid selection of suitably vile monsters and it would be easy to add more from Mörk Borg.

The campaign in Forbidden Psalm: End Times Edition combines the shorter campaign from the original rulebook for Forbidden Psalm and In the Footsteps of the Mad Wizard, and together they take up half of the book. In this, the extremely reclusive Vriprix the Mad Wizard hires the Player Characters to undertake various tasks, such as exploring a nearby house for Black-Spotted Fungus, killing a rival wizard, finding the culprit who has stolen his socks(!), and more… Each clearly states the goal for the Player Characters, rewards, set-up and deployment, threats, and then how to run it in solo and co-operative play, plus some colour text to read out, especially if it is being run as part of a Mörk Borg game. After Vriprix disappears at the end of the part of the campaign, the rest concerns the Player Characters’ attempts to track him down in the city of Dawnblight in the Kergüs region. Here they will find one of their number imprisoned and have to rescue him from Ice Prisons, scavenge for food to keep the Hogs Head Inn running, kill the innkeeper’s ex-lover-now Faecal Ghoul and return with proof, hunt ravenous monsters and try to survive when they turn on them, and so on. It is a fun campaign in whatever format it is being run. There are notes too on what the Player Characters can do between missions and improve themselves. In general, the scenarios are sufficiently complex for Forbidden Psalm, but they may need a little fleshing out here and there to work as anything other than very straightforward scenarios.

Physically, Forbidden Psalm: End Times Edition is decently done and keeps everything clear and simple, and so it is very easy to read. In terms of art style, Forbidden Psalm: End Times Edition avoids the illegibility of the Artpunk style of the standard Mörk Borg title.

Although not written as one, Forbidden Psalm: End Times Edition has the simplicity and ease of use of an introductory wargame, made all the easier by its low demands in terms of miniatures and terrain pieces required. The compatibility between Forbidden Psalm: End Times Edition and Mörk Borg also highlights the simplicity and adaptability of the Old School Renaissance-style roleplaying game, not just to another setting or genre, but an entirely different type of game—the miniatures wargame—and then back again. All of which is supported by over twenty scenarios which can be played in solo, co-operative, and player-versus mode or run as straightforward roleplaying scenarios. Forbidden Psalm: End Times Edition is a solid set of skirmish miniatures combat rules, perfect for the Mörk Borg devotee, suitable for the wargames enthusiastic wanting a straightforward set of rules, and good for the Game Master who wants an undemanding campaign.

Friday, 8 December 2023

1978: Reaper: Fantasy Wargame Rules

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

The origins of roleplaying, of course, lie in wargames and the development of both would weave back and forth between the two over the first decade or so of the history of the roleplaying game. They had begun, of course, with Chainmail out of which would come Dungeons & Dragons. In the United Kingdom, the interaction between the two would arguably culminate in the publication of the Warhammer: The Mass Combat Fantasy Roleplaying Game in 1983 by Games Workshop. This hybrid between the wargames rules and the roleplaying game would form the basis for the future of Games Workshop, and both a hobby and an industry in their own right. Its origins lie in Reaper: Fantasy Wargame Rules, which like Chainmail and Dungeons & Dragons, combined mediaeval warfare with the fantasy genre. Designed by Richard Halliwell and Rick Priestley, who would go on to design numerous games and supplements for Games Workshop, the first edition of
Reaper: Fantasy Wargame Rules was published by Tabletop Games in 1978 with a second edition that followed in 1981. It is the latter, second edition of the rules that is being reviewed here.

Reaper: Fantasy Wargame Rules are not mass combat rules, but a set of skirmish rules designed to handle thirty figures per side. There is no setting as such, but there are descriptions of a mini-pantheon of gods and army lists of goblins, Wood Elves, High Elves, Dragon men, and more. Notably, it is advised that battles be conducted with an umpire—or Game Master—present to not only handle results difficulties, but also set up plots, games, work out the abilities of the troops on each side, and arrange the terrain and any hidden features. This is optional, but as an option, it removes the involvement of the players from any battle until they arrive at the table and begin writing orders. What it suggests, especially with the inclusion of single hero and magic user figures, is that Reaper: Fantasy Wargame Rules could be used as ‘Braunstein’ style of wargame, although it is not explored in its pages. Really, the role of the single Hero figure is undertake great feats of martial prowess and the role of the single Magic User figure is to employ great spells, both on the battlefield.

Once a battle has been set up, play progresses in a manner similar to many other wargames rules. Players write their orders, and then from one round to the next, players take in turns to move their troops, missile fire is conducted, morale tests are conducted for troops who have suffered missile fire, mêlée engagements are fought, morale is tested again for any remaining troops who have been fighting, and the round ends. This is simple and straightforward, and will be recognised by most wargamers today.
Reaper: Fantasy Wargame Rules, though, wastes very little time in getting to the rules. Troops, of all types, are primarily classified by their Strength Value. This is where the rules—and we are only on page three—begin to get a bit fiddly. A figure has a Strength Value ranging between three and thirty, but this can go higher. Halflings have a Strength Value of three, Humans have six, Medium Giants have eighteen, and Large Giants have Thirty. Mythical creatures given stats in Reaper: Fantasy Wargame Rules include classics such as Wyverns, Centaurs, Harpies, and Gargoyles, whilst the inclusion of the Tree Men shows the influence of The Lord of the Rings and of Owl Bears the influence of Dungeons & Dragons. These are joined by sillier options like the incredibly lethal Fat Corgies—one of which could win a battle on its own, if you could find a suitable miniature, that is—and Stampeding Cattle. Of course, in the second edition of the rules there are a handful of suggested codes for various figures from the then fledgling Citadel Miniatures. The listed Strength Value though, is only a base. Armour increases Strength Value piece by piece, the value depending on the size of the wearer. It takes a bit of arithmetic to work what the final Strength Value is for a figure. The figure’s Ability Factor, ranging from -10% for peasant and slave troops to +1-% for household troops and guards, modifies this further. Morale Value ranges from ‘A’ for staunch household troops to ‘E’ for disgruntled or starving troops. Most troops are rated at ‘C’. A unit of troops can be ‘Drilled’, ‘Organised’, ‘Tribal’, or ‘Levy’, a categorisation which dictates the speed at which its troops can replace (or elect) a leader lost in combat. Every unit will have leader who can be targeted. The categorisation also helps determine whether a unit is routed, force to retire, or simply okay when it is forced to make a morale check, whether due to suffering high casualties, being attacked by a superior force or foe, or even a nearby allied unit suffering a loss of morale and breaking. Non-intelligent creatures suffer a panic test instead of a morale test.

Movement allows for Walk, Trot, and Run speeds, and flying too. Both mêlée and missile attacks have a base percentage chance of striking, varying by weapon type, and a Killing Power value according to the size of the wielder. Modified by range and size of the target, the final percentage chance of striking is multiplied by the number of figures in a unit. This results in a total equal to hundreds of percentile points. A single hit is scored for each full one hundred percent and then percentile dice are rolled for the remainder to see if another hit is scored. For example, a unit of ten peasant levy troops has a base chance of hitting with their billhooks of 35%. This is multiplied by ten to give a total of 350%, to give three guaranteed hits and a 50% chance of a fourth. To work out the effectiveness of an attack, the defendant’s Strength Value is divided by the attacker’s Killing Power. This is multiplied by the number of hits to determine the percentage chance of the defendant being killing. For example, a unit of ten peasant levy troops with a Killing Power of seven attacks a single, fully armoured knight with a Strength Value of sixteen. Dividing the Strength Value by the Killing Power and then multiplying it by the number of peasant levies (16/7×10) gives a 22% chance of them killing the knight. To quote the rules, “This may sound complex but it isn’t.” In fact, it actually is because of the way in which it is worded. Thankfully, two handy charts, Chart A for determining the percentage chance of hitting and Chart B for working out the percentage chance of hitting a killing blow, both handle all of this heavy lifting for the player or the Umpire.

As you would expect,
Reaper: Fantasy Wargame Rules provides rules for unit organisation, using bases, the observational awareness of units, and much more, but a third of the book is devoted to magic and spells. A Magic User is treated as a standard figure on the battlefield, but his use of magic adds a lot of extra detail. A Magic User is graded according to the type of spells he can cast, from ‘A’ to ‘Z’, with ‘A’ being the worst grade and ‘Z’ the best, so that he can be good at all spells, better at some, and worse at others. He also has a Constitution which indicates how many spells he can cast before he gets tired, sixteen or seventeen being the expected average. (It is suggested that this actually be rolled on three six-sided dice as in a roleplaying game.) The type and number of spells known by a Magic User is determined by the Campaign Organiser, otherwise known as the ‘Tin God’, by which of course, the writer means the Umpire. They are allotted randomly, but other methods are suggested to, though not in any great detail. If the rules are being used as a roleplaying game, only the one spell should be known to the novice Magic User, another nod to Dungeons & Dragons.

There are spells listed in
Reaper: Fantasy Wargame Rules, as well as some good examples, such as ‘Swords into flowers’, which turns any non-magical weapon within 10” into a bunch of flowers, the rules are not just a simple listing system of spells, but by design, a costing system. They allow for the creation of spells with specific battlefield effects. Each spell takes into account nineteen factors. These start with range, and then take into account whether the effect of the spell is to kill, is on an area or individual targets, creates an object, raise the dead, inflict general or specific destruction, movement, immobilise, transmute, mind control, change the senses, illusionary, shrink or enlarge, protect against ordinary weapons or magic, raise a magic barrier, and lastly, its length of time. Each factor that the design of the spell takes into account increases the Difficulty Points value of the spell. For example, a Mind Control spell with a range of 5-15” (1 DP), affects a single target (1 DP), and influences the minds of sapient creatures (3 DP), for two throw periods (2 DP), has a total Difficulty Point value of 7. To successfully cast the spell, the Magic User’s player cross references the Magic User’s Grade, either in the specific type of magic or in general magic, with the Difficulty Point value of the spell. This gives a percentage vale that the player must roll under to succeed. Casting a spell, whether successfully or unsuccessfully, will temporarily tire a Magic User, preventing him form casting a spell again for a few rounds as well as reducing his Constitution, again, also temporarily. The lower his Constitution, the more difficult it becomes for the Magic User to at first cast spells, then move, and even speak. If a Magic User’s Constitution falls to zero, he is dead.

Alongside the rules for spell design, there are rules for variable magic and then spell specialities, including charms, necromancy, summoning, and elementalism. There is a lot of fully worked out detail in both the rules and effects of these, including imnformation about the types of creatures and elementals summoned by the summoner and the elementalist, respectively. This is followed by a set of sixteen pre-designed spells that the Umpire can pull of the shelf quickly as part of his preparation. To support the summoner,
Reaper: Fantasy Wargame Rules includes a sample mini-pantheon and summoning circle of deities. The chief deity, Aarlum, sits in a circle of neutrality, but the two houses to his right, Ashra and Oona and Aleel are inclined towards law and good, whilst the two houses to his left, Calyn and Tanith, are inclined to chaos and evil. Only a true neutral summoner can summon Aarlum or his forces, and similarly, the summoner must be aligned with the other gods to summon their forces. When they are summoned, they will enter into a pact with the summoner for a number of rounds. Full details of their manifestations are given in each case. Lastly, a handful of magic items are briefly described.

The
Reaper: Fantasy Wargame Rules are rounded out with a set of five appendices. These in turn covers the use of buildings and the laying of sieges, setting things on fire and its effects, several army lists and assorted monsters, some play hints, and rules for wounds and kills as well as creating heroes. A Hero has a random Strength Value and Ability Factor, with a high Strength Value also increasing his Killing Power. In general, a Hero fights in hand-to-hand combat, but there is an option for a missile specialist too. The hints in the fourth appendix are really more a collection of random ideas, such as the anachronistic inclusion of  Science Fiction weapons, the use of the scenery to set the battlefield, converting miniatures, preparing games, and so on.

Physically, the
Reaper: Fantasy Wargame Rules are well presented. Much of it is also well written and the artwork, mostly hewing to a Swords & Sorcery style, is serviceable enough. As befitting that genre, there is some nudity, but it feels out of place in the book itself. However, there are points where the writing is unclear, such as in the way in which kills are worked out.

—oOo—
Ken Rolston reviewed the Reaper: Fantasy Wargame Rules in ‘Advanced hack-and-slash – Combat plays a big role in four fantasy games’ in Dragon #85 (May 1984) along with Warhammer: The Mass Combat Fantasy role-playing game. His evaluation was that, “Reaper is not a state-of-the-art fantasy wargame. The best thing that can be said about the vague and incomplete rules is that they are flexible and open to local customized variants. The real value will be for established fantasy miniatures gamers who already have satisfactory wargame rules (like Wargames Research Group’s War Game Rules, the standard rules for ancient, classical, and medieval historical miniatures warfare) but are looking for a good magic system. With the basic principles of Reaper’s magic system and a lot of work, the spells and magic items of a local campaign can be worked into large-scale fantasy engagements. At $8, Reaper’s price is a value for the experienced fantasy miniatures gamer. For a beginner unfamiliar with miniatures wargaming, it will not be a good introduction to the hobby; Warhammer would be far preferable.
—oOo—

The
Reaper: Fantasy Wargame Rules are over forty years old, but they could be brought to the table and a battle fought with them and it would provide an exciting game experience. It might not be as slick or as smooth as more modern designs, but the rules do work as intended. Whilst not necessarily complex in play, they are complex in terms of set-up, in designing units with the determination of the Strength Value of each figure and in the designing of individual spells. Nor is there any real advice on setting up a battle or specifically for the Umpire, on designing one. Yet the complexity—which has been eased between the two editions of the rules—has its benefits. The determination of the Strength Value means that a figure can be accurately represented on the battlefield according to the armour worn and the weapon wielded. Similarly, the spell design system allows the creation of individual spells to both great effect and variation, and this system really is the highlight of the Reaper: Fantasy Wargame Rules. The system was highly innovative at the time and were it to have been incorporated into a roleplaying game it would have been recognised as a great piece of design. There are hints that the Reaper: Fantasy Wargame Rules could handle roleplaying, though more likely on the battlefield in a ‘Braunstein’ style rather in the traditional fantasy roleplaying style of dungeon delving. This though, is an aspect that the rules do not explore.

The
Reaper: Fantasy Wargame Rules combine classic fantasy with both complexity and choice. The magic rules and spell design system stand out and could have been a supplement all of their very own. As the precursor to the Warhammer: The Mass Combat Fantasy Roleplaying Game of 1983, the Reaper: Fantasy Wargame Rules foreshadow what was to come, but remain a playable and demanding—especially in terms of set-up—set of rules.

Friday, 7 October 2022

[Free RPG Day 2022] How to Raise the Dead

Now in its fifteenth year, Free RPG Day in 2022, was celebrated not once, but twice. First on Saturday, 25th June in the USA, and then on Saturday, 23rd July internationally. This was to prevent problem with past events when certain books did not arrive in time to be shipped internationally and so were not available outside of the USA. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Thanks to the generosity of David Salisbury of Fan Boy 3, Reviews from R’lyeh was get hold of many of the titles released for Free RPG Day, both in the USA and elsewhere.

—oOo—

How to Raise the Dead
is perhaps the most different—or at least most singular—of the releases for Free RPG Day in 2022. It is not a quick-start or a scenario for a roleplaying game, but a set of instructions booklet on how to build and paint a piece of terrain which can be added to a game 
and provide space in which the brave heroes can confront some undead in their natural environment—or is that their unnatural environment? This is at the doors of a necropolis, surely the tomb of some dark master or the entrance to a crypt network below a cemetery, but however it is used and brought to the table, the necropolis is sure to be the site for a confrontation between some brave adventurers and a band of armed and armoured skeletons or zombies before the adventurers dare to open to open the door to the necropolis and enter... Designed and written by Dave Taylor Miniatures, it shows a Game Master—or of course, a Dungeon Master—how to use a combination of Speedpaints Set from The Army Painter and miniatures and terrain pieces from Mantic Games’ Terrain Crate and Dungeon Essentials ranges.

In comparison to How to Build a Boss-Fight Final Chamber, the release for Free RPG 2021, How to Raise the Dead is relatively short and focused. It starts off by stating that many a Game Master wants to present her players with an immersive experience and one way of doing that is not only to use the appropriate terrain and miniatures, but also make it look good. It acknowledges that this can be daunting prospect in terms of the preparation and painting required, and so the aim of How to Raise the Dead to help break down the barriers that might stand in the Game Master’s way. How to Raise the Dead does this by taking the reader through a step-by-step process, not once, not twice, but three times, each with a different set of miniatures or pieces of terrain, in order to show the prospective painter how it can be done in as uncomplicated a fashion possible—and of course, using the Speedpaint Set. The latter is not included in the release for Free RPG Day 2022, but ‘The Necropolis’ along with the How to Raise the Dead booklet is. To follow completely the guide included in its pages, the Game Master will also need the ‘DUNGEON DEAD’ from the Mantic Games Dungeon Essentials Range and the bare trees found in Mantic Games’ Gothic Grounds set. Of course, the Dungeon Master is free to use these or similar terrain and miniatures from other manufacturers, and the likelihood is that the guidelines in How to Raise the Dead would still apply.

The two piece of terrain which come up with How to Raise the Dead—the necropolis and sturdy iron gate—are chunky pieces. How to Raise the Dead addresses these two pieces first, showing the Game Master how to prepare, prime, and then apply a ‘zenithal prime’ the model. The latter involves priming a layer of black first, and then a layer of white from above so that the black remains uncovered in the shadows. Then the model is painted using the Speedpaint Set. This includes going over it with grey for the base stonework, adding colour to the roof to represent an oxidised copper roof, and then adding highlights to pick particular details. It is really is simple, showing how this can be done in just eight steps. If there is an issue here, it does not quite focus in on the details in the latter stages, but with some experimentation, the Game Master should be able to pick out these details.

How to Raise the Dead then proceeds to show how to paint a cadre of undead and a set of trees and trunks using the Speedpaint Set. In comparison to the earlier guide to painting the Necropolis and Gate, these two actually better illustrated and consequently, more clearly explained. In comparison to the advice given in How to Build a Boss-Fight Final Chamber from last year, the advice in How to Raise the Dead is clearer and easier to understand, and it is better aimed at the Game Master new to this aspect of the hobby. If there is an issue with the instructions, it is that How to Raise the Dead does not state what items the Game Master will need before setting out to work on the project.

The last two pages in How to Raise the Dead before a raft of adverts are devoted to quartet of scenario hooks written with the Necropolis model and the band of undead guarding it in mind. The four are divided between three fantasy ideas and one modern one.

In ‘The Tomb of Varan Tor’, the resting place of a paladin has been desecrated by the black dragon Rotslug and it is rumoured that he has risen as a Death Knight, whilst in the ‘Lost Mines of Draul’, the necropolis is actually an entrance to a mine where Dwarves in search of mithril found a metal so malign that it corrupted them and turned them into the undead. In both cases, the threat is rumoured to be on the rise, ready to step out of the Necropolis and spread their dread to the wider world. The Necropolis stands at the heart of ‘The Dark Depths of Forlakk Forest’ in the third hook, thought by some to be connected to the Feywild, but by others to the Shadowfell. There is certainly some corruptive force at the forest’s heart, but what? And does it represent a greater threat? The modern hook is ‘The Freaks Come Out at Night’ in which a would-be reality television star and his friends search the sprawling tunnels of hospital in search for the results of horrific experiments said to have been conducted by a renowned medical expert. It is not quite clear how the latter uses the Necropolis and that is disappointing.

Physically, How to Raise the Dead is decently presented with lots of photographs as illustrations. It is underwritten in places, both the instructions and the hooks, and it does need an edit in others.

Of all the releases on Free RPG Day 2022, How to Raise the Dead is the least useful—at least in the short term. It will take time for the Game Master to bring any of the contents to the table. Most obviously because she will need to have access to the
Terrain Crate and Dungeon Essentials ranges, as well as the Speedpaints Set. Then prepare and paint the terrain following by developing and writing a scenario, perhaps one of the story hooks in How to Raise the Dead, perhaps one of her own. In comparison, most of the other titles released for Free RPG Day 2022 are quick-starts and scenarios and so can be brought to the table much more immediately. And of course, because How to Raise the Dead is designed to make use of the Terrain Crate and Dungeon Essentials ranges, plus the Speedpaints Set, it is also very much obviously designed to sell both them and other terrain sets. The other releases are similarly designed to do that too, so that is no criticism, but with How to Raise the Dead, it is more obvious.

—oOo—

An Unboxing in the Nook of How to Raise the Dead appears here.

Friday, 5 November 2021

[Free RPG Day 2021] How to Build a Boss-Fight Final Chamber

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—

How to Build a Boss-Fight Final Chamber
is perhaps the most different—or at least most singular—of the releases for Free RPG Day in 2021. It is not a quick-start or a scenario for a roleplaying game, but a set of instructions booklet on how to build and paint a piece of terrain which can be added to a dungeon and provide space in which the brave heroes can confront its big boss. This is the final chamber in a dungeon, the site for a showdown between the adventurers the villain and his acolytes, filled with treasure, loots, and possibly secrets. Designed and written by Dave Taylor Miniatures, it shows a Game Master—or of course, a Dungeon Master—how to use a combination of using the Gamemaster Dungeons and Caverns Set from The Army Painter and Mantic Games’ Dungeon Treasure Terrain Crate.

Although it is clear that you get a lot in the Gamemaster Dungeons and Caverns Set—lots of XPS Foam with which to build the terrain and the tools to prepare it, including knife, glue, hot wire cutter, and so on—How to Build a Boss-Fight Final Chamber does not show this. There are lots of photographs though, which illustrates the various steps that the author takes in building the scene. This includes preparing it, such as scoring the floor with a one-inch grid to mark out stone flagstones and even adding a little variation to floor by using a metal ruler to press down in the corners of some of the squares. The walls of the chamber look to be more complex to build, but the instructions are clear enough and there is plenty of detail in the photographs. Then how to paint the terrain and the treasure piles and the other treasure pieces are all given a similar treatment.

However, all of this advice and guidance is not quite written from a beginner’s point of view. As much as it says that it introduces the prospective builder to “[S]ome basic building painting approaches – including techniques like washing and drybrushing…” it really does not quite do that. Rather, it explains that the author used them, but does not explain what they are. So it is not quite introductory enough, which means that the reader will need to do a little research beyond the pages of How to Build a Boss-Fight Final Chamber. Fortunately, finding this information out should not be difficult, whether on a website or on YouTube. The prospective builder should be aware that she needs to do so though.

The penultimate two pages are devoted to ideas as to how to use the end result of following the instructions in How to Build a Boss-Fight Final Chamber and bring it into a campaign. There are three hooks suggested. In the first, ‘Lair of the Minotaur’, the brave adventurers must confront Gharus Vilehoof, a canny Minotaur who has been luring adventurers into his lair in the service of his master, Baphomet and keeping their treasure, whilst in the second, ‘The Summoning’, the chamber is home to a great portal that the sorcerer Illikar is attempting to open and so bring his long-banished people back from their exile. This would result in a new era of darkness and so the adventurers must rush to thwart the ritual. The third, ‘Eternal Slumber’, is the longest of the three and sees the adventurers rush into the depths of a former Dwarven stronghold which has been long been occupied by hordes of Goblins and their Fomorian masters. The stronghold has a secret though, the Rune Chamber of Vaul contains the former Dwarven Runelords and their artefacts held in stasis—and the magic behind is weakening. Can the adventurers hold off the Goblin hordes long enough to save the Dwarves from the past?

These hooks get better as you read along. ‘Lair of the Minotaur’ amounts to no more than a room description and encounter rather than a hook, and whilst there is a hook in ‘The Summoning’, it is adequate at best. Fortunately, ‘Eternal Slumber’ makes up for the underwhelming nature of the first and there is plenty here for the prospective Game Master to get her teeth into. In fact, there is a whole dungeon, or rather a former Dwarven stronghold, for her to design to fit this final boss chamber. Perhaps if the illustration at the top of the page containing ‘Lair of the Minotaur’ and ‘The Summoning’ the author would have had more room to give them the development they so need.

The hooks are followed by descriptions the treasures to be found in the various versions of the final boss-fight chamber. These include the Axe of Gharus, wielded by the Minotaur Gharus Vilehoof, possessed by a demon servant of Baphomet that whispers to its wielder to fulfils its master’s goals and drips blood that infects wounds and the Seven Stones of Cinderac, ioun stones created by an ancient wyrm that contain the secrets of the universe… So a little like Stormbringer in the case of the first and Marvel Universe’s Infinity Stones in the case of the latter, but of course, the Game Master to free to design the items however she wants to fit her game.

Physically, How to Build a Boss-Fight Final Chamber is decently presented with lots of photographs as illustrations. It is perhaps a little underwritten in places, both the instructions and the hooks.

Of all the releases on Free RPG Day 2021, How to Build a Boss-Fight Final Chamber is the least useful—at least in the short term. It will take time for the Game Master to bring any of the contents to the table. Most obviously because she will need to have access to the Gamemaster Dungeons and Caverns Set and the Dungeon Treasure Terrain Crate, and then build the terrain, and then prepare the scenario in which to set the final boss-fight. In comparison, most of the other titles released are quick-starts and scenarios and so can be brought to the much more immediately. And of course, because How to Build a Boss-Fight Final Chamber is designed to make use of the Gamemaster Dungeons and Caverns Set and the Dungeon Treasure Terrain Crate, it is also very much obviously designed to sell both them and other terrain sets. The other releases are similarly designed to do that too, so that is no criticism, but with How to Build a Boss-Fight Final Chamber, it is more obvious.


—oOo—

An Unboxing in the Nook of How to Build a Boss-Fight Final Chamber appears here.

Monday, 28 September 2020

1980: Odysseus – Role Play for the Homeric Age

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Odysseus – Role Play for the Homeric Age was published by Fantasy Games Unlimited in 1980 and has the distinction of being the first roleplaying game set in the Ancient World. It is a roleplaying game in which heroes of the age adventure, travel the known world and sail the Aegean Sea and beyond, battle heroes from other lands, and maybe face the monsters that lurk in the seas and caves far from civilisation. It is also a man-to-man combat system, a trireme-to-trireme combat system, a guide to a combination of Greece in the Bronze Age and the Iron Age, and all that packed into thirty-two pages. However, it is very much a roleplaying of its time and vintage—and what that means is there is at best a brevity to game, a focus on combat over other activities, and a lack of background to the setting. Now of course, many of the gamers who would have played Odysseus – Role Play for the Homeric Age in the early nineteen eighties—just as they are today—would have been knowledgeable about the Greek Myths and so been able to flesh out some of the background. However, Odysseus – Role Play for the Homeric Age still leaves the Moderator—as the Game Master is known in Odysseus—with a lot of work to do.

A hero in Odysseus – Role Play for the Homeric Age—and it is very much a case of it being a hero rather than a hero or a heroine, is a young warrior ready to set out on a life of adventure and myth building. Aged between seventeen and twenty-three, he is defined by his home province, which also determines his patron god, his lineage, which determines his primary profession—which he shares with father, and his other skills. Rolls are also made for his family and the armour he begins play with. Notably, a hero has the one skill or ability—his Fighting Skill Number or FSN, initially rated between eleven and twenty, and can go higher. As well as Fighting Skill Number, a player also rolls for his hero’s armour—type, what it covers, and its composition. Heroes with a high FSN are likely to have better, even iron, armour.

Alastair
Age: 23
Home Province: Messenia
Patron God: Hephaestus

FSN: 20

Skills: Accountant (Major), Barber, Architect
Family: Only son, father deceased
Armour: Type II Body Armour (bronze torso and shoulders, greaves, and aspis)
Arms: Shortsword, spear, bow & twenty arrows

So character generation out of the way—although as we shall see, it is not completeOdysseus – Role Play for the Homeric Age dives not into the mechanics of a skill system (there is none) or the man-to-man ‘combats’ system (as it is described), but the rules for ship-to-ship combat. They describe Greek naval warfare as complex and are essentially a miniatures combat system, for which it is suggested that a large floor space and miniatures are needed. The rules cover movement—by sail and by oars, as well as the effect of the wind, maneuvering, missile fire—from both arrows and spears, collisions and ramming, plus grappling and boarding, taking on water, mast damage, and more. All of this is done in the captain’s orders, which are written down at the beginning of every combat round. The rules cover everything in just three pages.

Man-to-man combat or ‘Combats’ as Odysseus – Role Play for the Homeric Age describes it, is actually more complex than ship-to-ship combat. Initiative is generally handled by weapon range—weapons with longer range or reach indicating that a warrior attacks first. Then each combatant selects two cards, one an Attack Position Card, the other a Defence Position Card. The Attack Position Card indicates where the attacking warrior intends to strike, for example Head, Abdomen, or Calf, whilst the  Defence Position indicates where the defending warrior wants to protect, for example, ‘Parry Middle Without Shield’ or ‘Punch with Shield High’. The chosen Attack Position Card and Defence Position Card are cross referenced on the ‘ATK POS/DEF POS’ table. This can generate an ’NE’ or ‘No Effect’ result, in which case the attack is blocked or the attacker missed, or it can generate a modifier which is applied to the chance to hit number. This is determined by cross referencing the weapon used in the attack against the protection value of the armour on the location struck. This is a percentage value under which the attacking player must roll to succeed. Conversely, the player needs to roll high on the percentage dice to determine how much damage is inflicted, which determined by the Attack Position—as determined by the Attack Position Card cross referenced with the roll, the result varying from ‘No Effect’, ‘Stun’, and one or more Wounds to ‘Kneeling’, ‘Unconscious’, and ‘Kill’.

So the question is, where does a warrior’s Fighting Skill Number come into this if it is not being used to determine whether or not he successfully attacks or defends? Well, it does two things. First, it acts as a warrior’s Hit Points, with points being deducted equal to the number of Wounds suffered. Second, for each five points or part of, a warrior’s Fighting Skill Number is ten or above, he gains an extra attack each round. So between ten and fourteen points, a warrior has two attacks, three attacks for between fifteen and nineteen, and four attacks for twenty and above. When a warrior suffers Wounds and his Fighting Skill Number is reduced, if drops past the threshold, so does his number of attacks per round. Although a Warrior’s Fighting Skill Number can rise above twenty by being a successful combatant, the maximum number of attacks he can make is four. Thus points in Fighting Skill Number above twenty four represent just his Hit Points.

Beyond the mechanics for ship-to-ship combat and man-to-man combats, Odysseus – Role Play for the Homeric Age includes some campaign notes for the Moderator, primarily movement and encounters—by land and by sea, and done daily. The encounter table includes some classic mythic creatures like Gorgons and Centaurs, but essentially, they have no more stats than Player Character. All of the encounters are accorded thumbnail descriptions, as are the gods. The only major piece of advice for the Moderator is how to handle warrior versus god combat, that comes down to allowing it, but inflicting a high degree of bad luck upon the warrior for being so presumptuous!

There are two other mechanics in Odysseus – Role Play for the Homeric Age and both concern the Player Characters, but both are secret. In fact, they are so secret that the Moderator rolls them and never reveals them to his players. Both are straight percentage values. One is the Deity Empathy Score, which reflects how much a warrior’s patron likes or dislikes him, whilst the other is the warrior’s Luck Number. The only suggested use for this is determining how well other people react to the warrior.

In terms of background, Odysseus – Role Play for the Homeric Age is very lightly written, its treatment of the Homeric Age very broad. Oddly, warriors cannot be from Crete or Troy, the choice of weapons is limited, and there is very little historicity to the whole affair. There are also some oddities in Odysseus – Role Play for the Homeric Age. The first is that the example of play appears on the book’s last page. The second is that in the middle of rules there is a quiz about the rules. Which is very probably unique in the history of the hobby. The third is that given its vintage, it is surprising that Odysseus – Role Play for the Homeric Age does not explain what roleplaying is, but that it does not explain what a Moderator really does either.

Physically, Odysseus – Role Play for the Homeric Age is a slim book with rather underwhelming production values. Although the pen and ink illustrations are really quite good, the maps are bland and lack detail. It needs another edit and it is not quite sure what the title is—Odysseus – Role Play for the Homeric Age, Odysseus the Wanderer, or Odysseus Legendry & Mythology (sic). The main issue perhaps is the odd organisation which dives in ship-to-ship combat before personal combat, in the inclusion of a pop quiz about the rules rather than more examples of play, and so on. The game includes a card insert which is intended to be removed and used in play, and includes the Attack Position Cards and Defence Position Cards, and two ship’s deckplans.

—oOo—

Odysseus – Role Play for the Homeric Age was reviewed by Elisabeth Barrington in Space Gamer Number 31 (September, 1980), who commented that, “The character generation rules are a little skimpy at times, and some of the numerous tables are difficult to figure out.” before concluding that, “As new RP systems go, this one is above average. Only one book, and it is well-designed. Historical gamers specialising  in the classic period, this is for you.” However, Donald Dupont, writing in Different Worlds Issue 11 (Feb/Mar 1981) was far less positive, opening with the comment, “Odysseus is apparently an attempt at a roleplaying system for the Homeric Age of Greece, the Heroic Age of which Homer sings in his epics Iliad and Odyssey. As a mise en scene for the Bronze Age in the Aegean Basin it fails miserably. As a role-playing system it is disorganized, clumsy, and incomplete. The game lacks color, both of the Homeric Age, which it claims in its title, and of the later Classical Age which, in fact, it more closely approximates.” He finished the review by saying that, “Odysseus is a disappointment. The roleplaying world could use a good Heroic Age game system. With a great deal of interpretation and interpolation, Odysseus is perhaps usable by players familiar with role-playing systems, but the confused nature of its rules, and the lack of color in its world hardly make it worthwhile.”

—oOo—

It is debatable whether Odysseus – Role Play for the Homeric Age is a roleplaying game, its wargaming origins being so evidently on show, its focus being mainly on combat, and there being very little in terms of character to either roleplay or develop. This is not to say that the game cannot be played as either a wargame or a roleplaying game, but it would require a great deal of input from both player and Moderator—especially the Moderator, and whatever roleplaying experience might ensue, would definitely come from their efforts rather than be supported by the game itself. Of course, there are many roleplaying games like this, and this is with the benefit of hindsight, but even then, there really is very little to recommend Odysseus – Role Play for the Homeric Age. It simply does not have the right sort of rules to be a roleplaying game and it does not have the background to really do what the author intended. Odysseus – Role Play for the Homeric Age is very much a collector’s curio, a design from the beginning years of the hobby when not every publisher quite knew what a roleplaying game should be or what it should do, a design still influenced too much by the wargaming hobby before it.

Saturday, 6 July 2019

1978: John Carter: Warlord of Mars – Adventure Gaming Handbook

For over a century, fans of Science Fiction and planetary romance have been thrilling to the adventures of John Carter, American Civil War veteran and prospector on the alternate Mars known as Barsoom as he won himself a place as a warlord—or Jeddak—and won the hand of a Martian princess, Dejah Thoris of Helium, as well as delving into the mysteries of the dying planet. This is a world at war, between the city states of the Red Martians, each of which stands guard against attacks by the barbarous, four-armed Green Martians, whose great tribes fight amongst themselves. It is also a world of mysteries, much of it dating back into Barsoom’s long past and ancient civilisations. The eleven books in the series, penned by Edgar Rice Burroughs and starting with A Princess of Mars, have long had an influence upon gaming, most notably its inclusion in E. Gary Gygax’s ‘Appendix N’ of the Dungeon Master’s Guide for Advanced Dungeons & Dragons, but also upon roleplaying games set on Mars such as Game Designer’s Workshop’s Space 1889, Adamant Entertainment’s MARS: The Roleplaying Game of Planetary Romance, and Onyx Path Publishing’s Cavaliers of Mars. Plus of course, it serves as the direct inspiration for Modiphius Entertainment’s John Carter of Mars - The Roleplaying Game, the recent roleplaying game to be based directly on Edgar Rice Burroughs’ stories. It was though, not the first.

The influence of A Princess of Mars on E. Gary Gygax cannot only be seen in its inclusion in the famous ‘Appendix N’, but also five years earlier with TSR, Inc.’s The Warfare of Barsoom in Miniature, Rules for individual and large-scale land and aerial conflict, co-written with Brian Blume. This though, was an unlicensed game, and as much as the book has become a collector’s piece, it was always an unofficial set of rules and it would be another publisher who released the first set of official rules for gaming on Barsoom. Two years later, in 1976, Grenadier Models, Inc. also released a line of ‘John Carter Warlord Of Mars’ miniatures, but they too were unlicensed. It would be Heritage Models, Inc. in 1978 which published the actual first, official gaming product based on the John Carter of Mars series of books. A year later, SPI (Simulations Publications, Inc.) would publish its highly regarded John Carter: Warlord of Mars board game.

Now better known for publishing Star Trek: Adventure Gaming in the Final Frontier, the first Star Trek roleplaying game—also in 1978, and later the fantasy roleplaying game, Swordbearer, in 1982, Heritage Models, Inc. was primarily a publisher of wargames and miniatures. Indeed, it would also release a line of miniatures to support not the one new set of rules, but two. One was the Barsoomian Battle Manual: Wargame Rules For Edgar Rice Burroughs’ Classic Science-Fiction Series, which provided rules for mass combat on Barsoom and aerial combat between the flyers used on the planet by all nations. The other was the John Carter, Warlord of Mars: Adventure Gaming Handbook.

The John Carter, Warlord of Mars: Adventure Gaming Handbook offers ‘Miniature Man-to-Man Adventure Gaming’ stating that, “Here is action with a single man or small group of men pitting their abilities, skills, and courage against other men or fearsome Beasts in settings from dank, poorly lighted underground dungeons to the swirling, desperate hand-to-hand battle raging on the deck of the flyer a thousand feet above the ground. The clash of naked steel. . .the test of manhood and courage. . .this is the essence of a life on Barsoom!” Certainly this sums up life on Barsoom for its brave men and women, the planet being filled with dread creatures like the Great White Apes, the Apts, and the Banths, let alone attacks by the barbarous Green Men, whilst the dungeons mentioned are the little known mazes of tunnels and rooms beneath the planet’s many cities—inhabited and abandoned—built long ago by the ancients. It also provides help with ‘Painting and Organizing Your Miniatures’. What you have here then is not a roleplaying game per se, but more of a set of wargames rules with rules for single figure or character action, whether that is combat, exploration, or roleplaying. In this, it echoes roleplaying’s first steps with the original Dungeons & Dragons from 1974.

The sixty-four page John Carter, Warlord of Mars: Adventure Gaming Handbook begins though with a guide to the inhabitants and creatures of Barsoom. In turn, the Red Men, First Born, Therns, Yellow Men. Assassins, Green Men, and more are described in detail, as are many of the planet’s dangerous wildlife. The descriptions vary wildly in length and depth, for example, the Red Men and Green Men of Mars have three and four pages devoted to them, whereas the Yellow Men and Toonolian Marsupials barely two paragraphs each. This though, reflects their prominence in Edgar Rice Burroughs’ stories rather than lack of diligence upon the part of the author. What is noticeable about each of the entries is that they are all prefaced by listing describing their appearance. So for the Red Men this includes the colour of their skin, hair, and clothing, their boots and harnesses (from which they hang their awards and medals), and what weapons they carry. These details are not just included for colour, but serve as the painting guide for each of the different races and creatures upon Barsoom. Along with a guide to the Barsoomian environment, weapons of Barsoom, flyers—the main form of transport on the planet, and its cities, this all takes up roughly half of the John Carter, Warlord of Mars: Adventure Gaming Handbook.

Characters in the John Carter, Warlord of Mars: Adventure Gaming Handbook are defined by seven attributes: Swordsmanship (Attack and Defense), Strength, Finesse, Luck, Accuracy, Constitution, Morale, and Quickness. Swordsmanship is rolled on three six-sided dice—both Attack and Defense, as Constitution, but everything else is rolled on two six-sided dice. Modifiers from Strength, Finesse, and Luck adjust a character’s Swordsmanship values. There is little acknowledgement of race in the process except for adjustment of the Accuracy value for Red Men and Green Men. Indeed, selecting a race is not actually part of the process. 

Parthlan of Manatos
Swordsmanship: Attack 20/Defense 20
Strength: 9 (+2)
Finesse: 9 (+2)
Luck: 9 (+2)
Accuracy: 7
Constitution: 14
Morale: 10
Quickness: 6 (-1)

In terms of rules, the John Carter, Warlord of Mars: Adventure Gaming Handbook does not provide a skills system or a resolution mechanic, instead focusing on combat. This includes movement with a surprisingly high chance of tripping over and the use of a Combat Results Table to determine attacks. This requires Swordsmanship ratings to be compared, the values modified by the combatants’ stance, position when attacking, wounds suffered, and so on, the difference determining which column is rolled on using just two six-sided dice. If successful, this generates a modifier which is added to the result of two ten-sided dice (or percentage dice as the John Carter, Warlord of Mars: Adventure Gaming Handbook puts it) and the outcome determines how many Wound Points and what type of wound is inflicted. If Wounds are inflicted, then the defender rolls on the Swoon Chart to see if he is incapacitated, the chance determined by how many Wounds he has lost.
For example, Parthlan of Manatos is aboard a flyer which has been successfully boarded by pirates. So far he has cut down several pirates, but as the battle on the deck swirls around him, the lead pirate raider steps forth and singles him out. Fighting stalls as this duel plays out. The raider leader has a Swordsmanship of 16, so comparing that to Parthlan’s Swordsmanship gives him a difference of +4 and rolling a 9 on that column on the Critical Results Table gives a modifier of +1. A roll of 6 and 6 plus the modifier for a total of 13 and the raid leader has suffered a moderate wound to the head and five Wounds.
The raid leader has a Constitution of 13 and so can suffer 13 Wounds before definitely being knocked unconscious and potentially dying. So far, he has suffered 5 wounds, or 38% of his Constitution. The Judge rolls a ten-sided die and the result of 2 indicates that the raid leader is stunned and at a -1 penalty to attack and defence on the next turn. This means that the raid leader is at a disadvantage when it comes to his attack and may need to be more aggressive to counter the effects of the wound he has suffered. Either that, or retreat…
Some tactical options are provided, such as stance—Attack, Defence, Normal or Web of Steel—and position when attacking, enabling combatants to counter better opponents or the effects of wounds. Missile combat uses similar mechanics, as does mounted combat, the latter allowing for loss of control of the notoriously surly Thoats in combat, whilst the rules for flyer allow for simple aerial engagements but still focussing upon the characters.

The objective in John Carter, Warlord of Mars: Adventure Gaming Handbook for the player characters is two-fold. One is to get better, primarily by accruing Adventure Points which can be spent to improve a character’s attributes. The other is to achieve status. This is done by achieving military rank, rising from nothing up to Jeddak’s Chamber Guard, by achieving social status as a prince, and then by further adventuring, by improving his appearance with jewels and medals, and so, he can accrue ‘Princess Points’. The aim here is to make a good impression, but the random events when meeting her, such as dancing with her and repeatedly stepping on her foot, singing her a sweet love song, staring and drooling at her, belching loudly, or getting to dance with her repeatedly, will temporarily modify a character’s total Princess Points. Then of course, a roll is made on the ‘Princess Response’ table, the results ranging from “Who are you, have we met before?” to the eye-opening “MY PRINCE, FIREWORKS, THE BIG TIME, HUBBA HUBBA!!”.

By modern standards, these mechanics are both clumsy and misogynist. Yet they are both a product of their time—after all, the John Carter, Warlord of Mars: Adventure Gaming Handbook was published forty years ago, and based on a source of its time, A Princess of Mars having been published sixty years earlier. So romancing, even wooing a princess would be perfectly in keeping with the planetary romance genre of the books. Yet just as in the four decades since the publication of the John Carter, Warlord of Mars: Adventure Gaming Handbook, sensibilities towards the genre and how it should be approached have changed, so has game design, with roleplaying games like Chaosium, Inc.’s King Arthur Pendragon handling both the male and female roles within its genre with subtlety and consideration. Here the approach feels immature, at least in some of the writing.

For the Judge—as the John Carter, Warlord of Mars: Adventure Gaming Handbook terms the Game Master—there is advice on the types of scenario which can be run, such as protecting a cultivated area, going on a Banth hunt, or looking for an assassin in Jeddak’s palace, but there is an emphasis on interacting with the Princess. Whether that is rescuing the Princess from the villain who has kidnapped her, rescuing the Princess from Green Men who have captured her, rescuing the Princess from the villain who has kidnapped her and plans to marry her, and— None of which should be seen as the Princess’ fault, but of course, it is up to the player characters to rush after her in order to rescue her. So that she can get kidnapped again. Then rescued again. Then kidnapped again. Then wooed. Kidnapped and rescued again. Wooed again, and so on, until her fair, red hand is won. Which will still not prevent her from being kidnapped and needing rescuing again.

One option not covered in all of this is playing men of Earth. Now stats are given for the eponymous character of the John Carter, Warlord of Mars: Adventure Gaming Handbook—John Carter, but is here presented as the only NPC in the book. He is also invincible in that he cannot be killed. Nevertheless, no means are provided for playing characters from Earth, and really, there is all but no advice on playing any of the different races in this game.

Physically, the John Carter, Warlord of Mars: Adventure Gaming Handbook is a book of two halves. The first half, the source material and the painting guide is reasonably written and in general a good guide to Barsoom. The second half is a muddle, the rules written with little, if any clarity, and little in the way of proper organisation. The need to flip back and forth to access both rules and tables can only hamper play. Beyond the book’s vibrant colour cover, the John Carter, Warlord of Mars: Adventure Gaming Handbook is completely unillustrated.

At the time of its publication, John J. Nutter reviewed the John Carter, Warlord of Mars: Adventure Gaming Handbook in ‘Barsoomian Options: System Additions & A Review of John Carter, Warlord of Mars’ in The Space Gamer No. 24 (September-October, 1979), stating that, “Mr. Matheny has built a sound combat system and role-playing game which captures much of the flavor of the novels.” Hindsight was less kind though, Lawrence Schick in his Heroic Worlds: A History and Guide to Role-Playing Games (Prometheus Books, 1991) describing the rules as “poorly organized”, adding that “Players unfamiliar with the concepts of role-playing games would probably be unable to use them”.

By the standards of the day, the John Carter, Warlord of Mars: Adventure Gaming Handbook was unsophisticated, one note, and clumsy. Today, it feels too grounded in its wargaming roots and undeveloped even in comparison to the Dungeons & Dragons of 1974 with the constant focus on rescuing the princess never less than jarring. Ultimately, the John Carter, Warlord of Mars: Adventure Gaming Handbook is a gaming curio, an attempt to create a hybrid between roleplaying and wargaming, but one that fails to succeed at either.