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

Friday, 5 December 2014

Nazis, Nasties, & N?

Before beginning this review, it is necessary to make one fact clear. I have written and edited for Achtung! Cthulhu, so in coming to review World War Cthulhu – The Darkest Hour, I cannot be seen to favour one approach over the other, one series over another. This does not mean that I can avoid making comparisons, but it does mean that such comparisons will not consist of which one is better. Rather they will be as balanced as possible and focus on where the two settings differ.

To explain, both of these series of books are devoted to Lovecraftian investigative horror set during the Second World War. One is Achtung! Cthulhu, published by Modiphius Press, the other is World War Cthulhu – The Darkest Hour, published by Cubicle Seven Entertainment. The first of these is written for both Chaosium, Inc.’s Call of Cthulhu and Pinnacle Entertainment Group’s Savage Worlds, whilst the second is solely written for Call of Cthulhu. Where Achtung! Cthulhu covers much of the breadth of the conflict that is Second World War, World War Cthulhu – The Darkest Hour, much as its subtitle suggests, has a much narrower focus. This focus is upon the opening years of the Second World War, when Britain and the Commonwealth’s back was against the wall and with the forces of Nazi Germany having rolled across the continent, Winston Churchill ordered the men and women of the Special Operations Executive to set Europe ablaze. The SOE is only one recruiting ground for ‘N’, a spymaster whose interests lie primarily in preventing certain outre knowledge from falling into the hands of the Nazis. Wherever that knowledge might be found…

This sets up the precept at the core of World War Cthulhu, that the investigators are always fighting on two fronts. In Europe they face both the Nazi occupiers and the malignly uncaring forces of the Mythos, and on that rare occasion, the Nazi who has knowledge of the Mythos. Their missions will find them dealing with military and intelligence matters as well as the Mythos–they may even coincide! Then when facing the Mythos, the investigators also have to keep its existence a secret, whether from the Nazis or the Allied governments. Whilst on the home front, they must deal with rivalries between the various intelligence agencies and perhaps the wily ‘N’ himself! Who is ‘N’ and what does he want? That  question is left unanswered in  World War Cthulhu, but several suggestions are made–including one that will be very familiar to veteran players of Call of Cthulhu. For the moment, in this ‘Darkest Hour’, the wishes of ‘N’ and the prime minister seem to coincide…

Investigators in World War Cthulhu are created as per Call of Cthulhu, Sixth Edition. Then each investigator receives skill bonuses for his nationality (United Kingdom and the Commonwealth, Europe, and the USA), upbringing (rural or urban), military service (from Advisor, Agent, and Civilian Operative to Mobile Infantry, Pilot, and Radio Operative), personality (Bruiser, Expert, Thinker, and Leader), recruitment reason and initial Mythos encounter, and additional training. This grants a total bonus of some 550 points for each investigator and in some cases a small bonus to the Cthulhu Mythos skill. This has three effects. First, the personalities handily classify the investigators’ roles and make creating a group that little bit easier, and make replacement investigators easier to slot into a group. Second, they address the issue of investigators needing to be competent enough to go on missions as part of the war effort, that is, actually have at least passing knowledge of the military and espionage-related necessary–even an average investigator will be competent. That said, the third effect is to make the investigators more competent than is usual, pushing the tone of World War Cthulhu towards Pulp and away from the Purist.

To show how this works, Niamh Brewer is a typical Call of Cthulhu investigator, created using the standard Call of Cthulhu, Sixth Edition rules, plus a few extra skill points to reflect time spent as a nurse during the Great War. Prior to being recruited by ‘N’, she worked as a legal researcher, hunting down heirs to wills. Being a woman she was unable to obtain a degree and she would have remained a spinster–her fiancée having been killed during the Great War–had she not been recruited.

Niamh Brewer, Legal Researcher, aged 44
NATIONALITY: British
OCCUPATION: Legal Researcher

STR: 13 DEX: 16 INT: 15 IDEA: 75%
CON: 08 APP: 13 POW: 16 LUCK: 80%
SIZ: 15 SAN: 76 EDU: 18 KNOW: 90%
HP 12
Damage Bonus: +1d4

SKILLS: Accounting 50%, Archaeology 21%, Drive Auto 40%, First Aid 35%, History 50%, Law 55%, Library Use 75%, Listen 45%, Mechanical Repair 40%, Medicine 20%, Occult 25%, Persuade 65%, Psychoanalysis 11%, Psychology 35%, Spot Hidden 65%
LANGUAGES: English 75%, French 41%, German 16%, Italian 11%, Latin 41%, Spanish 11%
COMBAT SKILLS: Grapple 40%, Umbrella 40% damage 1d4+db

The following are the stats and skills for the investigator who has been adapted to World War Cthulhu

Niamh Brewer, Legal Researcher, aged 44
NATIONALITY: British
OCCUPATION: Legal Researcher
UPBRINGING: Urban PERSONALITY: Expert
MILITARY SERVICE: Civilian Operative
MYTHOS ENCOUNTER: Discovered a Mythos tome
REASON FOR JOINING: Forbidden Secrets

STR: 13 DEX: 16 INT: 15 IDEA: 75%
CON: 08 APP: 13 POW: 16 LUCK: 80%
SIZ: 15 SAN: 69 EDU: 18 KNOW: 90%
HP 12
Damage Bonus: +1d4

SKILLS: Accounting 50%, Archaeology 41%, Art (Painting) 45%, Bargain 15%, Conceal 25%, Craft (Gardening) 25%, Credit Rating 25%, Cryptography 30%, Cthulhu Mythos 08%, Dodge 52%, Drive Auto 70%, Electrical Repair 30%, Fast Talk 15%, First Aid 65%, Hide 30%, History 60%, Law 55%, Library Use 95%, Listen 65%, Mechanical Repair 60%, Medicine 20%, Natural History 20%, Occult 30%, Operate Radio 42%, Persuade 65%, Pharmacy 21%, Psychoanalysis 11%, Psychology 35%, Sneak 25%, Spot Hidden 85%, Survival 15%, Tradecraft 20%
LANGUAGES: English 95%, French 61%, German 16%, Italian 11%, Latin 51%, Spanish 11%
COMBAT SKILLS: Grapple 40%, Handgun 40%, SMG 25%, Umbrella 40% damage 1d4+db

‘N’ also indoctrinates his agents against the horrors they might encounter. By invoking his ideals or whatever he holds dear, an investigator may be given a roll against his POW×5 to reduce the effects of a Sanity loss following an encounter with the forces of the Mythos. Just like the additional skill points, this pushes World War Cthulhu towards the Pulp tone. In addition to providing extra skill points, World War Cthulhu also gives new occupations–Politician, Scientist, and Spy–as well as range of skills. These are mostly a mix of new military and new espionage related skills. The former include Command, Gunnery, and Military Science, whilst the latter include Cryptography and Tradecraft. Military Science also includes the tactics skill.

Investigators and their players also receive two solid sections of advice, one covering ‘Intelligence Operating Procedures’ and the other ‘Small Unit Tactics’. As solid as the advice is, it is incomplete. The problem is that all of this advice is for handling missions against the Nazis in occupied Europe and North Africa. It ignores the other strand of World War Cthulhu, that of investigating the Mythos and preventing it from falling into the hands of the Nazis. So where is the advice for doing this? Surely ‘N’ would give out such advice since he actually goes so far as to indoctrinate the investigators? It is not as even as the investigators in the default set-up are unaware of the Mythos.

The advice for Keeper is kept short and to the point, and unlike the advice for the players, it covers the Mythos aspects of the investigators’ missions as well as the military and intelligence ones. One of the pieces of advice highlights the primary difference between Achtung! Cthulhu and World War Cthulhu. This is that the militarisation of the Mythos should be avoided–or in the form of a mad scientist or SS sorcerer, at least rarely encountered. This is not something that Achtung! Cthulhu does and is one reason why its tone is Pulp whereas that of World War Cthulhu is mostly not… To support the advice on running missions, the Keeper has a gazetteer giving thumbnail snapshots of various Intelligence Theatres, from Vichy France and German  occupied North West Europe to North Africa and the Middle East. Besides a description, each country or region comes with a mission, both a military one and ‘N’s secret mission. There is plenty of variety in the twenty-five or so given, but they will need some development upon the part of the Keeper.

World War Cthulhu does not add anything new to the Mythos. Instead it updates it and brings it into the 1940s, examining the effect of the war–if any, upon the forces of the Mythos. Nor is it a comprehensive update. Understandable since the Call of Cthulhu canon is rather large and diverse, but the major entities, creatures, and forces of the Mythos are covered along with their human cults. It does adjust, or at least quantify, the Sanity rules though. First by granting a bonus if a player roleplays his investigator to his Personality and second by how successful he and the rest of the squad have been on a mission.

World War Cthulhu offers two major rules, one of which is optional. The first major rule addition handles a fundamental aspect of intelligence operations–going undercover. Essentially it is a percentile value that if a roll is failed against, it at least arouses the suspicions of the authorities, perhaps causes covers to be blown and identities to be revealed. It does involve some bookkeeping upon the part of the Keeper, but not much. It can even be used as means to push a scenario along too as not every cover identity is perfect. The second and optional rule covers ‘Dramatic Action’ in which the Keeper offers a player the chance for his investigator to do something dramatic and successful, but at the cost of placing him in extreme danger. It feels very similar to the ‘Push’ mechanic presented in the new Call of Cthulhu Seventh Edition, but probably will not be used as often. It also pushes the tone of the game towards Pulp.

The equipment section covers not just arms and armour, but also ordinary goods and things that the agents might buy at home, or anywhere in Europe and North Africa. The weaponry section is oddly diverse given that the focus of World War Cthulhu is on the early to middle years of the war in the European and North African theatres. The inclusion of Japanese weapons feels totally out of place as many of the American arms and vehicles. Overall the selection feels pitched towards the ‘Small Unit Tactics’ section of advice than it does the ‘Intelligence Operating Procedures’. 

Rounding out World War Cthulhu is ‘The God in the Woods’, a scenario set in Vichy France. The investigators are sent in by SOE to make contact with the French Partisans, but ‘N’ also wants them to look for a colleague of his. It is more of a mini-campaign, with a fully realised location and multiple plot threads. It is challenging like any Call of Cthulhu scenario, but showcases how much difficult it is to conduct an investigation totally surreptitiously. It is an excellent scenario and perhaps the highlight of the book.

Physically, World War Cthulhu is well written and decently presented. The artwork is also decent. If there is an issue, it is that the book needs an edit in places.

World War Cthulhu – The Darkest Hour strives for a Purist tone and style of play. It does not quite achieve that, primarily because it pushes investigator creation towards a Pulp tone, as does the Dramatic Action option. Balanced against is a good mini-campaign, some solid advice on running the game, its tight focus and campaign structure, and the fact that it does not militarise the Mythos. Yet despite this unevenness in tone, World War Cthulhu – The Darkest Hour is still a good Purist approach to Call of Cthulhu and World War Two.

Friday, 4 April 2014

Cogs in the Sky

As delightful a little game as Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam is, one of the issues with it is that it is a little too polite, lacking shall we say, any sense of menace, of threat, and of perfidy. Pleasingly, such concerns with this roleplaying game of Steampunk pulp are addressed in Atlantis City in the Clouds: A Supplement for Cogs, Cakes, & Swordsticks. Published by Modiphius Entertainment, it details a complete setting—one mentioned in the core rules, an adventure involving a threat to this setting, and supporting materials.

Her Majesty’s Flying Steam City Atlantis is the wonder of the age. Designed by the combined talents of Isambard Kingdom Brunel and George Stephenson and completed by Brunel’s son, Henri Marc, as the late Prince Albert’s last wish, it floats in mid-Atlantic, chained to the artificial island of Monturiol. This second jewel in Her Majesty’s Empire—as opposed to the Jewel in her Crown that is the Indian subcontinent—has become a noted tourist destination, a port of call for transatlantic dirigible flights, and of course, a target for England’s enemies, as well as the Balloon City Sky Pirates!

A slim volume—much like its core rules, Atlantis City in the Clouds is divided into just two chapters, plus a pair of appendices. The first chapter details Atlantis itself, the second presents a full adventure, whilst the first appendix, ‘Dramatis Personae’, provides a full set of pre-generated adventurers that can be used as player characters or NPCs and the second, ‘New Attributes’, lists and explains all of the Cogs, Cakes, and Swordsticks attributes that appear with the NPCs in Atlantis City in the Clouds.

Her Majesty’s Flying Steam City Atlantis consists of an upper and a lower ring. The latter is home to the six Directional Steam Assemblages, the mighty, ever thrusting engines that keep the city, itself known as ‘The Cog’, aloft. Each is fed a steady supply of coal—dug from the mines that run from underneath sea surrounding Monturiol below—around the clock. Their engineers and stokers work shifts, the stokers receiving one shift off a week to spend at their leisure on Monturiol, officially the only place where they can purchase alcohol. Monturiol primarily consists of the mine, surface docks, and an army and navy base.

In comparison to the shadowed enshrouded works below, the upper ring has all the conveniences and attractions of a genteel small town—hotels and boarding houses, covered markets, shops and arcades, police boxes (sadly green and octagonal rather than square and blue), parks and teahouses, and even a museum, though that is housed in the Pinnacle, the residence of Atlantis’ governor. Overall, it has the feel of a small English seaside town, perhaps Bournemouth or Scarborough, though only if either such towns could be reached by dirigible and had their own diplomatic attaches posted there by Canada, France, Prussia, and the USA. Accompanying the descriptions of the various locations and establishments are numerous NPCs, from businessmen and proprietors to pirates and members of the military via workers, diplomats, and engineers.

The adventure, titled ‘Adventure in the Clouds’ is a three act affair which begins with the adventurers receiving tickets to travel to Her Majesty’s Flying Steam City Atlantis as tourists. There is plenty of time for the adventurers to interact with their fellow travellers before they arrive and even explore Atlantis a little. Yet when a murder victim dies with the name of a player character on his lips, their trip takes a dark turn. Was this a simple case of robbery gone wrong or a murder with a deeper motive. Uncovering both the motive and the culprit reveals dark plans are afoot…

Atlantis City in the Clouds is neatly presented with an array of illustrations done in a slightly cartoonish style. It even comes with an index, a surprising inclusion for a book of its length. As much as the book’s description will suggest adventure ideas to the GM, what the book lacks is more story hooks. The five included under the heading, ‘Not What It Seems’, do feel underwritten, though this is the supplement’s only real weakness. In keeping with the Steampunk genre, the setting of Atlantis City in the Sky is a slightly more of a cosmopolitan, politically correct place, such that positions of power and influence are not wholly dominated by Caucasian men.

Atlantis City in the Clouds provides Cogs, Cakes, & Swordsticks with much needed support. The book as a whole is a quick, but quite detailed read. Hopefully Modiphius Entertainment will follow this up with further supplements as there must be numerous places to visit in the world of Cogs, Cakes, & Swordsticks and take tea. In meantime, Atlantis City in the Clouds: A Supplement for Cogs, Cakes, & Swordsticks brings peril and perfidy to Cogs, Cakes, & Swordsticks, perfect for an assignation’s game over tea.

Thursday, 5 December 2013

Nasties & Nazis Primer

Osprey Publishing is best known for its military history books, each diligently researched and meticulously illustrated with period photographs and fully painted colour plates. Over the years, its books have proved useful to historians and gamers alike, primarily wargamers, but on occasion to roleplayers too. It is to the latter that a new series from the publisher is likely to appeal. Where in the past, Osprey Publishing’s books have presented facts and analysis, each entry in the ‘Dark Osprey’ series goes beyond the facts to meld it with fiction. One of the first entries in the series delves into as ‘dark’ subject as you can imagine and the publisher got the right man to write it.

2013 has been a great year if you want Nazis in your games. Both Achtung! Cthulhu: Investigator’s Guide to the Secret War from Modiphius Press and World War Cthulhu: The Darkest Hour from Cubicle Seven Entertainment put the knowledge of the Cthulhu Mythos within the grasp of the Nazis, whilst in the recently released Band of Zombies, Eden Studios, Inc. let the Nazis unleash zombies on the Allies, and that is not forgetting Hite’s own GURPS WW2-Weird War Two supplement. Which just goes to show how we love mixing up the weird with our Nazis when it comes to our games and have done so ever since E. Gary Gygax sent his wizards and warriors to fight a German patrol and Indiana Jones uncovered the Nazi’s plans for the Ark of the Covenant in the 1981 movie, Raiders of the Lost Ark. What is so fascinating about this frothy mix of the utterly evil and the weird is it has some basis in truth – the Nazis had an interest in the occult and much of what they were grew out of occult interests following the foundation of Germany in 1871. This is the basis for The Nazi Occult, the first in the Dark Osprey series written by Kenneth Hite, the author of two great RPGs in the form of Trail of Cthulhu and Night’s Black Agents.

Hite does not so much chart the history and origins of the Nazis’ interest in the occult as race through it. Within a few pages, the reader is swept through the völkisch movement and its Aryan ideologies into the volatile politics of post-Great War Germany that saw the rise of the Nazis. Once the Nazis are in power, the founding of the Ahnenerbe is detailed as well as its occult equivalent to the Grand Tour. This takes in Finland, Brazil, Sweden, Bolivia, Iceland, Greece, Iraq, and Afghanistan, but most famously visits Tibet – indeed, a whole chapter is devoted to that expedition and its search for Agartha, the other secret kingdom. Similarly, another chapter devotes itself to the Nazi hunt for the great artefacts – the Ark of the Covenant, the Holy Grail, and the Spear of Destiny, while others examines the application of the Nazis’ acquired occult knowledge, primarily in the form of the vril-powered vaguely bell-shaped flying saucers and the post-defeat, last stand, Werwolf program. Of course, with the fall of the Third Reich, the Fourth Reich could be founded, and the last chapter is devoted to its refuge, Point 211, in Antarctica, where it manages to withstand an American response…

Rounding out The Nazi Occult is a short bibliography of books and films as well as an equally short ludography of suitable games. It is followed by a short glossary. Both are necessary, the bibliography if only to aid the reader in expanding upon the book’s contents and confirming fact from fiction; in providing further visual stimulus; and in helping a GM put numbers to the book’s contents. The glossary of course is a handy point of reference for the numerous ‘technical’ terms used throughout The Nazi Occult.

So the question is, how do you use The Nazi Occult? At its most base use, the book is a primer, an introduction to its subject matter, the bibliography providing further pointers as to suggested reading. Its most obvious use is as background to a game of the GM's devising, whether that is in the heyday of the Nazi's occult world tour of the 1930s, during fraught years of World War Two, or in the desperate years following the end of the war. The GM need not use the background wholesale, but instead cherry pick the elements that he wants to use, either as scenario seeds or just simple details. The book is rich in such detail and potential ideas.

What The Nazi Occult is not, is a gaming supplement in the strictest sense. It contains no gaming stats or write-ups – for any gaming system. Such information is for the GM to devise, though certain supplements will no doubt have such information already prepared. What The Nazi Occult is, is an overview and an introduction to the weirder, not to say bonkers, ideology of the Nazis and how they applied it. It also manages to be a history of the Nazi Occult whilst also not being a history of the Nazi Occult. The point being that Hite speculates beyond the actual history, not only filling in the blanks, but going so far as to describe the culmination of the Nazi occultists’ wish fulfilment – the Werwolf program and its actual lycanthropes; the vehicles of Projekt Saucer; and so on. The problem is that whilst such operations and creations are not only fanciful and fictional – and obviously so – it is not so easy to spot the divide between the fact and the fiction elsewhere in the book. 

How much of an issue that will be, will vary from one reader to the next, but it is an issue that needs to be highlighted. Osprey Publishing’s books are history books, and as much history as there is in The Nazi Occult, it diverges from the history and does not say where it does. Still it does at least state in the introduction that in places the act of writing history is by necessity an act of the imagination. Arguably though, a disclaimer of some kind could have been displayed somewhere.

Physically, The Nazi Occult is up to the usual standards of Osprey Books’ layout and presentation. It is superbly illustrated, both the full paintings by Darren Tan and the numerous period book covers and photographs ably supporting the text. The paintings in particular do much to support the more fantastic elements of Hite’s amplified history – the deadly effect of casting spells, the protection of the City of the Birds from the SS by a djinn guardian, a street battle between US Army soldiers and Wolfen resistance, and so on. At just eighty pages, Hite does throw name after name and weirdness after weirdness at the reader at a tumultuous pace, and whilst he does have a lot to cram into those eighty pages, it does leave the reader with a lot to take in…

The Nazi Occult is either a primer on its subject matter or a full roleplaying game background yet to be written up with game stats or a history thick with plot ideas and details ready to be developed and added to an existing roleplaying campaign. It depends upon the reader and the GM of course, but either way, The Nazi Occult is a richly detailed introduction to a fascinating if quite bonkers aspect of history.

Sunday, 29 September 2013

An Afternoon Tea Game

Lords, ladies, gentlemen, and other yet to be enlightened folks, there is an Empire – an Empire of Steam! – to be upheld and protected. Founded on Her Majesty’s faith in the computational advancements of Charles Babbage and Ada Lovelace, in the engineering developments of Isambard Kingdom Brunel and Robert Stephenson, and in the technological travel possibilities of Henri Giffard’s steam powered dirigibles, all culminating in the creation of Her Majesty’s Flying Steam City Atlantis in the midst of the Atlantic, this Empire of Steam is a wonder of the age! It is an age that the Ministry of Computational wish to uphold – and who knows to what ends its Ministry Men will go? Whilst Great Britain enjoys her ‘Steam Age’, Europe is undergoing La Belle Époque, France recovering in the wake of Bismark’s unification of the German States and the Americas has entered a Gilded Age that see the USA’s North American Space Exploration Board in a race for the Moon with Canada’s Hudson’s Space Company – as advised by Jules Verne! This is the setting for Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam, a roleplaying game of Steampunk pulp published by Modiphius Entertainment through Chronicle City.

This is a polite little game intended to be played and run with the minimum of fuss and the maximum of manners, preferably in the comfort of the sitting room with tea served in bone china, a neatly filled cake stand, and the company of like-minded friends. The game is light enough that in the absence of character sheets – sadly something that the game does indeed lack – and dice, a gaming group could use as something as simple as napkins and a suitably marked sugar cube! Alternatively, simple paper, a pen, and a single six-sided die per person are sufficient.

As much as Cogs, Cakes & Swordsticks is the game title, each element is an Attribute integral to a character in the game. ‘Cogs’ covers a character’s technical, mental, and knowledge skills; ‘Cakes’ his personality and social skills as well as your social standing; and ‘Swordsticks’ his physical and combative skills. For each Attribute a character possesses a single descriptive trait as well as a value at +2 or +3. Two are set at +2, the other at +3. A character also has a Foible, not a flaw in game terms, but certainly something that might get the character in trouble or provide a plot hook for the GM to use. 

‘Derby’ Ned Billingsgate
Cogs: Fast Hands (Can empty a pocket in a thrice; open a lock just like that; and fan the Aces!) +3
Cakes: East End Urchin (Knows his way around the rougher parts of London; sometimes mistaken for other urchins; knows how to charm the charitable) +2
Swordsticks: Slippery as an Eel (Can get out of trouble if he has to and avoid blows; slips easily into buildings) +2
Background: Ned Billingsgate is an orphan, abandoned on the steps of Mrs. Miggins’ College for Wayward Foundlings, a baby farm and orphanage. Eventually it turned out that the education in the orphanage was less about books and more about thievery and burglary. Ned became adept at both, yet like his brothers and sisters, he would be beaten by  Mrs. Miggins if he did not bring enough home. So he ran away to make his own life. He acquired the nickname ‘Derby’ from the hat he wears.
Foible: Cares for his brothers and sisters at Mrs. Miggins’ College for Wayward Foundlings

Cogs, Cakes & Swordsticks is mechanically very simple. To undertake an action the player and the GM agree as to the appropriate Attribute and applies its modifier to the result of a single six-sided die. If the result beats a given target, two for Very Easy, three for Easy, four for Medium, and so on, then the character will have succeeded. A roll of one is an automatic failure, a roll of six is an extraordinary success. If a character lacks an appropriate Attribute, then he always has a +1 modifier. The system is simple and fast as is combat which uses opposed rolls for most situations, the loser has to reduce one of his Attributes by one.

As written, Cogs, Cakes & Swordsticks is designed to be picked up and played with the minimum of fuss. Within a page or three, the game has explained the basics to the rules, and within five pages has presented three ready-to-play characters and a scenario to run for them in a single afternoon’s tea. In ‘Time Flies By’ the staff of the Bedfordshire Gentleman’s Parcel & Post must deliver a package to St. Pancras Station via the Midland Railway. It would appear to be a simple enough task were it not for the dread Steam Train Pirates! The book also includes several scenario seeds as well as a lengthier scenario, ‘Devices & Designs’, in which the adventurers must track whoever broke into the British Museum.

Physically, Cogs, Cakes & Swordsticks is a slim black and white volume illustrated in an engagingly mannered style by Geof Banyard. The book is solidly written and has a certain homespun quality to it. There is good advice for the GM, the background is nicely thematically presented, and there are lots of examples in terms of characters and actually Cogs, Cakes, and Swordsticks Attributes. Yet, as a game, Cogs, Cakes & Swordsticks is lacking something, and that something is a menace, a threat, and perfidy even… It is perhaps a little too polite.

Politeness counts for a great deal though and Cogs, Cakes & Swordsticks: Cracking Adventures in the Empire of Steam is delightfully easy to pick up and play possessing manners and elegance in its lack of complexity. Above all, it is a charming and proper little game that deserves a little more background and a lot more danger!

Monday, 26 August 2013

Triple Ripple Yellow

Since 2003, the Miskatonic University Library Association series of monographs has been Chaosium, Inc.’s way of making other works available to players of both Call of Cthulhu and Basic RolePlay. Bar the printing, each monograph’s author is responsible for the writing, the editing, and the layout, so far the quality of entries in the series have varied widely and has led to some dreadful releases. Fortunately, Ripples from Carcosa: Confronting Hastur Across Time and Space is far from dreadful in terms of both editing and layout, or indeed storytelling and writing.

Ripples from Carcosa dates from 2005 and is Oscar Rios’ first campaign. As its title and subtitle suggests it presents a campaign against a single threat not in single era, but several. More specifically three eras, each of which at the time of publication were supported by Chaosium’s Call of Cthulhu, though not so currently. They include the Ancient Rome of CthulhuInvictus, then a fellow Monograph; the Dark Ages of Cthulhu Dark Ages, only recently translated from the German version; and End Time: Call of Cthulhu Roleplaying At The World's End, a Monograph that detailed a near future in which mankind has fled the Earth as the stars have come right. As of 2013, Cthulhu Invictus is in print as a full book available at your local friendly, gaming store and indeed would be the setting for Rios’ well-received campaign from Miskatonic River Press, The Legacy of Arrius Lurco. Of the other two supplements, Cthulhu Dark Ages remains out of print and End Time is still only available as a Monograph. Fortunately, none of these three supplements are absolutely necessary to running any of the scenarios in Ripples from Carcosa.

The trilogy opens with ‘Adventus Regis’ or “Arrival of the King” in which various Roman citizens have come to Vestalanium to undertake a vacation, some with their children. Treated to every luxury, the highlight of their week’s stay is sure to be the performance of a new play, the first in five years by the famed playwright, Livius Carbo. The town is rife with rumours about the play, which will be staged at the town’s arena the following night and the characters will see the following night. Worse everyone seems on edge, but perhaps once the play has been performed, tensions will lessen? The scenario consists of relatively little investigation, initially there is little for the characters to discover and little for them to put together. Instead, everything is revealed in a bloody climax of madness, mayhem, and murder that interestingly sees the characters coming to the aftermath of a Mythos summoning.

It continues with ‘Herald to the Yellow King’, which is set in the kingdom of Shereborne in Wessex during the Dark Ages. Ten years ago, Lord Boniface made a promise to Wessex’s oldest man not to cut down an ancient oak, but now that has happened and as part of his household, Lord Boniface tasks the characters to ride out to Derek’s Holding and offer an apology upon his behalf. Setting out in the last few days before the Yule festival, what the characters find is a village in disarray, a scene of madness. As the weather draws in, they are sent out again and again in search of answers to what happened in Derek’s Holding, but what they find is more madness, more mayhem, and more murder. As the season draws in, they must return to Lord Boniface’s castle where they find that the answers they seek have arrived before them.

The last scenario in Ripples in Carcosa is ‘Heir to Carcosa’ which takes place in The United Colonial Coalition Asteroid Colonies in 2147. There, four asteroids are home to a secret alliance between humans, Elder Things, and the Great Race of Yith, trying to remain hidden from both an Earth abandoned following the rise of R’lyeh in 2045 and the remnants of mankind on Mars. The characters are the crew of the UCC Gladius, an armed vessel tasked undertaking various missions and with keeping the existence of the colonies a secret. Via a trade with the Mi-go, they learn of another vessel operating near the colonies. The crew is ordered to intercept the ship, disable and board it in order to learn what the crew knows and then repair the ship for UCC use. Repairing the ship and determining the crew’s objective involves an interesting trip into the past.

In addition to the three scenarios, Ripples from Carcosa includes an examination of Hastur, the King in Yellow, and the play of the same name. Initially it only compiles what has been seen before, bearing in mind that this Monograph was published in 2005 and the Great Old, his avatar, and The King in Yellow have been revisited several times since. It expands upon this in supplementary chapters by examining the worship of Hastur in both the Roman Empire and the Dark Ages, including several adventure seeds also. Instead of presenting the worship of Hastur in the period of the End Time, the supplement instead presents enough background to run ‘Heir to Carcosa’ without recourse to owning the End Time Monograph. That said, all three scenarios could be run without reference being made to their setting sourcebooks.

Each scenario in Ripples from Carcosa comes with a set of six pre-generated investigators, and whilst they can be used to play each of the scenarios as a one-shot, they are fundamental to playing the trilogy as a campaign. Variations upon each of the six characters appear in three scenarios and exposure to the Mythos of Hastur allows an investigator to recall dimly the events of a previous scenario to gain insight as to his current predicament. Whilst it would be possible for the Keeper to add further scenarios, these three – and it has to be three with Hastur! Hastur! Hastur! – do intentionally take place a millennium apart and the Keeper would have to develop the characters in each case.

Physically, Ripples from Carcosa is well produced. If the artwork is perhaps a little scrappy, there is at least some effort made to give the book a little style, and there is evidence of some editing. It feels cramped in places, especially the investigator sheets for each scenario.

Campaigns through time and using the reincarnation concept to provide continuity between eras have been done since the release of Ripples from Carcosa, most notably the Dungeons & Dragons influenced Red Eye of Azathoth from Open Design, but arguably Ripples from Carcosa was the first. The three scenarios here show a progressive spiral into madness that are the hallmarks of Hastur’s influences as well as what has become the author’s trademark avoidance of Call of Cthulhu’s traditional investigative methods. As a campaign, Ripples from Carcosa is far from a traditional Call of Cthulhu campaign – it dispenses with the onionskin format and there is no climax to the campaign, instead has the characters face the same threat, or rather variations upon it, again and again. In a sense this is unsatisfying for both the players and the Keeper because of this, but each scenario in Ripples from Carcosa is satisfying enough to stand on its own. Together though, they impart a sense of continuing despair across the ages as Ripples from Carcosa: Confronting Hastur Across Time and Space.

Monday, 12 August 2013

Four for War

Since 2003, the Miskatonic University Library Association series of monographs has been Chaosium’s way of making other works available to players of both Call of Cthulhu and Basic RolePlay. Bar the printing, each monograph’s author is responsible for the writing, the editing, and the layout, so far the quality of entries in the series have varied widely and has led to some dreadful releases. Fortunately, Shadows of War: Four Scenarios Set In and Around the Second World War is far from dreadful in terms of both editing and layout, or indeed storytelling and writing.

World War Two would seem to be ripe ground upon which to roleplay games of Lovecraftian investigative horror so it is surprising that no publisher has released either scenarios or a campaign during that period. Yet despite there being three supplements forthcoming that support for Call of Cthulhu campaigns during World War Two – Achtung! Cthulhu from Modiphius Press, World War Cthulhu: The Darkest Hour from Cubicle Seven Entertainment, and Pagan Publishing's Our Darkest Hour, it is oft forgot that the premier RPG of Lovecraftian investigative horror actually has already visited the world's biggest conflict – five times. Not though in the form of something that could be purchased via your local friendly gaming store, but in Monograph format. One is in the obvious ‘Where Byakhees Dare’ from Toying with Humans, the other is in the form of Shadows of War, a quartet of scenarios that comprise the longest Monograph to date.

The anthology opens with a crisis before quickly coming, quite literally down to earth. ‘Goodnight Vienna’ begins aboard a B24 Liberator, its crew being forced to bail out over North Africa after getting lost and running out of fuel on the return leg of a mission to bomb Italy. Initially the crew’s focus will be on their survival in the harsh desert environment and on their drive to get to somewhere safe. Along the way though, evidence begins to mount that they are following in another group’s footsteps and that at least one member of that group suspected that something was amiss. Are the downed airmen destined for the same fate?

Once past the heavily scripted opening, care needs to be taken that the characters do not wander off and die in the desert – that would make for a dull game. Designed to be played by as many as eight participants, a smaller group is catered for with a smaller bomber and a set of British characters. If the characters can be kept on track, then ‘Goodnight Vienna’ is a pleasing slow burn survival horror one-shot.

‘No Pasaran!’ turns the clock to 1938 and the later stages of the Spanish Civil War. The characters are radicals and idealists serving with the International Brigades against the Fascists. They are stationed in Barcelona, members of the Friederich Engels Brigade, ill-equipped, but welcomed and saluted by the local populace, the characters get to experience life in the barracks, in a city under war time, and on check point duty. The city is rife with rumours about the war, about the political situation, and about the recent murder of a much respected bookseller. Eventually, the characters get what they want – a posting to active duty!

Sadly the posting is not to the front, but to a backwater region known as the Sierra Verde. The journey up country begins a descent into hell that intensifies and mirrors the horrors of war that have been visited upon the region in the past, leading to a confrontation with both the natives and those who have gone native! That this has a cinematic feel to it is no surprise given its primary sources of inspiration – Joseph Conrad’s Heart of Darkness and Francis Ford Coppola’s Apocalypse Now. ‘No Pasaran!’ suffers from the lack of a map or two and some will decry that it is all too obvious in its inspiration, but is otherwise an effective homage adapted to a usually ignored period of history.

‘Thracian Gold’, the third scenario, turns the clock forward towards the end of the war. It is 1944 and news has come to Allied intelligence of an incredible archaeological find in Bulgaria, a country which though nominally allied with the Axis powers, is likely to tip into anarchy as partisans, monarchists, and the invading Soviet army vie for power. Were any one of these factions to gain possession of these artefacts, the possibility that they might never be seen again represents a terrible cultural and scientific loss to both the world and Bulgaria. Fortunately, the Area Head of Intelligence for Allied Command is an archaeologist and expert on the region so wants to lead a mission to snatch the artefacts before anyone else can. 

The resulting scenario has some parallels with the Balkan section of Horror on the Orient Express in that it concerns eyes, multi-angular viewing, and caves, but here the characters find themselves chasing a Great Old One’s thralls out of Bulgaria in order to prevent its summoning – and that in the midst of a war zone. Initially, the scenario feels vague, but this is in part intentional and it takes a shock or two to pull events and the investigators together.

The last scenario in the book is set after the war and has the most traditional Call of Cthulhu feel of all of the scenarios in the book. ‘Isle of Lost Souls’ is set in 1952 and casts the investigators as a relief team sent by the University of Bristol to determine both the fate of, and continue the work of, an archaeological expedition it sent to a Greek island. Although much of the investigators’ efforts will be spent in continuing the dig, the scenario also presents them with a greater freedom than in the preceding three scenarios. The scenario is also the most complex of the four, requiring careful staging upon the part of the Keeper as he places one strange incident after another, often repeating and building on those that occur before. The latter serve to build a strange almost ghostly atmosphere towards the scenario’s potentially bloody climax.

Although events in World War Two have a bearing on ‘Isle of Lost Souls’, its post-war setting mean that it feels a little out of place as part of the Shadows of War. Its inclusion is in keeping with the other three scenarios in the anthology in that they all have a Mediterranean setting, but the truth is that ‘Isle of Lost Souls’ could have been included in any ‘general’ anthology and not felt out of place. 

Physically, all four scenarios are well presented, well written, and come with reasonable hand-outs and pre-generated investigators. That is, for a Monograph. Some of the artwork has not been reproduced as clearly as it could have been and the maps are muddy in places. Like nearly every Monograph, Shadows of War does need an edit in places.

One criticism of this anthology is that the first three – ‘Goodnight Vienna’, ‘No Pasaran!’, and ‘Thracian Gold’ all suffer from being too linear, but in their defence, the situations they describe do limit the actions of the characters. Another would be the lack of investigation involved in the first three – hence the use of ‘character’ over ‘investigator’ in this review, but again the situations do not allow for much in the way of investigation in the classic Call of Cthulhu sense. Of the four, ‘Goodnight Vienna’ provides a short, sharp effective shock, but ‘Isle of Lost Souls’ is probably the best of the four, which being the most traditional scenario in terms of play and setting is at odds with the war settings of the previous three. Otherwise, Shadows of War is a solid anthology of one-shots for Call of Cthulhu.

Saturday, 26 January 2013

Nazis & Nasties II


By the time that Heroes of the Sea opens, the hostilities have begun, the Phoney War is over, and World War Two is in full swing. It is the summer of 1940, and in an unprecedented and daring series of manoeuvres, the Wehrmacht has driven through the Low Countries and deep into France, isolating the British Expeditionary Force, the French 1st Army, and the Belgian Army in a pocket around the port of Dunkirk. The British high command already knows that the game is up in France and the Admiralty has already announced OPERATION DYNAMO, the complete evacuation of the British Expeditionary Force and whatever Allied forces can be accommodated by sea to south-east England. As news of this comes, so does word from Agent WOTAN, a British agent deep behind enemy lines – the Nazis have another plan in addition to the mere conquest of France – and if the British Secret Intelligence Service is determine what this plan is, identified as FALL NADEL, its needs to make contact with this agent before OPERATION DYNAMO is concluded.

This is the set up for Heroes of the Sea, the second part of Zero Point, the first campaign published by Modiphius Press for its Achtung! Cthulhu line. Where Three Kings took place before the outbreak of war with Germany and British intelligence knew nothing of the outré ambitions of some parts of the Nazi organisation, the experiences of its agents in occupied Czechoslovakia gave it more than an inkling of, if not Heinrich Himmler’s intentions, then at least those of his subordinates. So as the adventure begins, the heroes have been ferried to Dunkirk and from there are making their across the bridgehead, dodging German attacks and the holdout defences of the British Expeditionary Force, all the while hampered by Allied soldiery desperate to make their way to the beaches and columns of civilian refugees desperate to find a place of safety.

When the investigators do finally locate Agent WOTAN, they will find not the answers that they seek, but a mystery. Unravelling this mystery and then stopping it forms the focus of Heroes of the Sea. In doing so, the investigators uncover the plans of a distinctly ugly Nazi and her cohorts that if brought to fruition will not only stop the Allied forces from being evacuated from the beaches, but will also see the geological clock turned back many millennia and an alliance formed between the Nazis and a race ancient before the first men walked the earth.

To say anything more would be to divulge the details of both Agent WOTAN’s fate and the Nazi’s Operation FALL NADEL. What can be said about the latter is that it draws heavily on an interesting historical fact which the author then gives a batrachian twist to infuse the scenario with its Mythos menace. This is in addition to the perilous situation in which the investigators find themselves – a warzone that is slowly shrinking around them…

Throughout the scenario the investigators will be threatened by menaces both man and Mythos, both of which are given in pleasing detail. This includes the arms and armour of the Wehrmacht, so that the investigators will often find themselves facing tanks and half-tracks, as well as the terror inducing scream of being dive bombed by Stukas. The inclusion of both German and Allied armour allows for the possibility of the investigators commandeering a vehicle of their own and careering across northern France in pursuit of their goals. This may well be necessary as the scenario does involve a certain amount of toing and froing across the Dunkirk bridgehead, all of which will require the Keeper to make use of the scenario’s extensive random encounter tables.

The staged encounters do require careful handling upon the part of the Keeper, more so because what they require upon the part of the investigators is not represented by their skill set. At least not in the pre-generated investigators provided in the adventure, which are carried over from Three Kings. This is less of an issue in other versions of the scenario that use Savage Worlds or the PDQ system for their mechanics, as these rules allow for much more give when player characters lack the necessary skills for a certain situation.

In comparison with the earlier Three Kings, this scenario is not as structurally straightforward and makes more demands upon the Keeper. In particular, he will need to make extensive use of the random encounter tables and find a way to effectively handle the scenario’s almost heist-like scenes towards its end. If the final scenes of the Complete Masks of Nyarlathotep echo those of the James Bond film, You Only Live Twice, then those in Heroes of the Sea echo Thunderball. Unfortunately, the scenario disappoints when it comes to advice for the Keeper on the handling of these scenes and what results from them. This is not to say that they cannot be exciting, just that they are not as well supported as they could have been in terms of advice.

Mechanically, Heroes of the Sea is well supported, with new rules including skills, spells, and occupations. Given the opportunities for battle in the scenario, it is no surprise that various armoured vehicles are described and rules are provided for running skirmish level combat. These are useful additions and will doubtless find their way into other scenarios and situations.

Physically, Heroes of the Sea is equally as well supported and well done. The layout has been done as a secret operation file complete with sections taped and photographs and maps held in place with paper clips. The handouts have the feel of in-period documents, as do the maps, which have a pleasingly vibrant feel, again suitable to the period and many a war map. The scenario is illustrated in a photographic style, feeling all aptly grim – and that is just the ordinary rather the outré war!

Where Achtung! Cthulhu - Zero Point Part 1 – Three Kings was a pulpy affair much in the mode of Where Eagles Dare, although with a Grand Guignol finale, Heroes of the Sea feels much more like a traditional Call of Cthulhu scenario though still one with a Pulp rather than Purist tone. It has a more interesting mystery behind it and it is more sophisticated affair all round. Despite the underwhelming advice for the Keeper in places and containing scenes that the investigators will probably be underskilled to deal with, Achtung! Cthulhu - Zero Point Part 2 - Heroes of the Sea is a well written, exciting, and engaging affair.

Thursday, 31 May 2012

Nazis & Nasties

It is curious to note that even after thirty years of being in print and having innumerable supplements published for it by multiple publishers, Call of Cthulhu has received neither support for it in full colour nor any support that took the RPG into World War II. You might quibble at my assertion, but whilst they are in colour, neither S. Petersen's Field Guide to Cthulhu Monsters: A Field Observer's Handbook of Preternatural Entities nor S. Petersen's Field Guide to Creatures of the Dreamlands can be really called a roleplaying supplement. You might quibble at my assertion because the beautiful Les éditions Sans Détour of Call of Cthulhu is in colour, but that though is in French. You might quibble because there is the scenario “Where Byakhees Dare” from Toying with Humans and another four scenarios in Shadows of War, which are all set during World War II, but all are only available in Monographs and thus only available direct from Chaosium rather than at your local friendly gaming shop. So no, and despite hints from both Cubicle Seven Entertainment and Pagan Publishing, no publisher has gone as far as exploring the place of the Mythos during World War II.

So anyone wanting to see such support will be pleased with Achtung! Cthulhu - Zero Point Part 1 - Three Kings, the first release from new publisher, Modiphius Press. The Achtung! Cthulhu line promises two-fisted, tommy gun toting action against the Nazis in a “Secret War” that will uncover terrifying ancient mysteries, legendary war machines, and ghastly dealings with creatures and entities from beyond. Several campaigns are promised, with Three Kings being the first part of the globe-spanning Zero Point campaign. It is currently only available as a PDF and only for Call of Cthulhu, but versions will be for Savage Worlds, Trail of Cthulhu, and eventually, Modiphius Press’ own new RPG, Expeditions.

Technically, Achtung! Cthulhu - Zero Point Part 1 - Three Kings is not set during World War II, but in the months prior to its outbreak. The British government knows that war with Germany is coming and has not only given sanctuary to the Czechoslovakian government in exile, but begun forging links with the Resistance that has sprung up in the wake of the German occupation of the country and its split into the Protectorate of Bohemia and Moravia and the near-independent Slovak Republic. Led by the “Three Kings” of the title, the resistance has informed London that the Nazis are conducting some kind of experiments at Castle Karlstein, south west of Prague. A four member team has been assembled by “Section D” of the British Secret Intelligence Service and will be parachuted into occupied territory where they will make contact with the Resistance in order to determine what is going on inside Castle Karlstein.

The structure of the scenario is such that between the briefing in London and the dénouement within the walls of Castle Karlstein, the investigators to act as they wish. The Keeper is provided with enough information to cover whatever course of action that the players might take. This includes plenty of supporting material that details the area around Castle Karlstein, the opposition in and around the castle, and the members of the Resistance. The latter includes the Three Kings of the title, each actually being an actual historical person. Further support comes in the form of the maps and the briefing handouts, both done as beautiful period pieces, as well as a four pre-generated investigators. Additional information details new skills, such as Jury Rig and Scrounging; new occupations, such as the Intelligence Officer (Research) and Intelligence Officer (Field); and new rules which cover the use of torture and interrogation. Lastly, suggestions are given as to how to run the scenario with characters who are not affiliated with British Intelligence.

Available as a forty-four page PDF, either as an 11.69 MB printer-friendly file or a 22 MB full colour file, Achtung! Cthulhu - Zero Point Part 1 - Three Kings is a nicely done document. The artwork though is pleasingly atmospheric, but the handouts and the maps are perfect. If anyone physical aspect of the scenario captures the feel of its setting, then it is those.

Unfortunately, Achtung! Cthulhu - Zero Point Part 1 - Three Kings is not perfect. The plot itself is far from being wholly original, but arguably, the setting and the feeling of the scenario does much to offset this unoriginality. Plus, this is campaign’s introductory scenario and it is designed to get the players and Keeper involved and interested in the next part, and it does that certainly. The real problem with the scenario is that its tone does not fit its rules. As written, it is Pulpy, but the rules for Call of Cthulhu do not match either this tone and are in all likelihood too deadly for the type of action that the scenario’s dénouement calls for. Arguably, Savage Worlds, used in co-operation with Reality Blurs’ Realms of Cthulhu will be a more suitable fit.

Achtung! Cthulhu - Zero Point Part 1 - Three Kings brings together perfect bedfellows – the Nazis and the Mythos. In doing so, it lays promising groundwork that the rest of the campaign will have to work hard to fulfil whilst delivering an exciting thriller of an adventure in the vein of Where Eagles Dare or The Guns of Navarone. Achtung! Cthulhu - Zero Point Part 1 - Three Kings is an impressive first release from Modiphius Press.