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

Saturday, 1 February 2025

Web Watch

Webworld is a disc-shaped planet spinning through the cosmos tethered to the web of the great spider, An’Ansee. It is a world of fantasy and magic, of dragons and dungeons and trolls and tunnels and orcs and oubliettes, where all manner of creatures and peoples can be found, but there is no better place to the start than the heart of the realm, the city that welcomes all visitors from next door and the next universe, which dangles at the centre of the web spun by An’Ansee, who hangs below. This is Heq Moreveg, whose inhabitants can look up to the fantastic disc from which their home hangs and out into the night sky of the universe from they came. Just as the disc dwellers have the pleasure of looking down on the Heq Morevegians! It is a raucous city of dwellers from hither and thither, who rub along at the best of times, brawl with each at other times, and riot at the worst of times. Under the shadow of the disc above, it is the dubious duty of the Dusk Watch to keep the peace, whether through hard graft, honest graft, or dishonest graft—and if that fails, through serendipity and stupidity. And sometimes, if a dusk’s patrol goes very, very badly, the members of the Watch have to descend into the Underweb… Unfortunately, on their very watch, some new members of the Dusk Watch are not only going to find themselves voluntarily being led into the Underweb, but they are also going to find themselves very involuntarily being thrown into it! And with the future of Heq Moreveg at stake, they are going to have to find their way back out again. This is the set-up for Orcs & Oubliettes, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, where previous entries in the series have tended to be one-shot, film night specials, here the given scenario (or scenarios) is more expansive.

Orcs & Oubliettes is actually very slightly more than a scenario and mini-supplement for ACE! In fact, it is actually a roleplaying game all of its very own within the various worlds of ACE! There are numerous points within the adventures set in these worlds when the Player Characters can relax, take time out of their own adventures, to play out fantasy adventures with characters of their own. (Even to point as in thirties-set Montana Drones and the Raiders of the Cutty Sark where roleplaying games would have been an anachronism.) The genre for Orcs & Oubliettes is, of course, fantasy, and in particular, as its ‘noun-ampersand-noun’ name suggests, the roleplaying game fantasy of Dungeons & Dragons. Yet, Orcs & Oubliettes is not fully a parody of Dungeons & Dragons, for it is also by inspired by another fantasy, that of Terry Pratchett’s Discworld series of novels. It is not set on a disc-shaped world per se, but rather Heq Moreveg is suspended in the webs spun by An’Ansee below it.

Heq Moreveg is described in broad detail, noting that although ruled by a king, but that the role is not hereditary, chosen from the members of the ‘Brazen Yeopersons of the Elective Council of Keepers’—or ‘BY’ECK’, whose are themselves elected representatives from amongst the city’s many and varied trade bodies. The city is built on stone slabs suspended in the web and subject to the strange cycle of light and dark from a sun that loops around the disc above casting regular periods of day and night. The three main districts of the city swirl out from the city centre—the Monarch’s Spiral, which contains the government buildings, guild headquarters, and houses of the rich; the Residents’ Spiral where most Heq Morevegians live; and the Traders’ Spiral, where most of the city’s trade and business is conducted.

In terms of characters, Orcs & Oubliettes provides four pre-generated members of the Dusk Watch. One is an experienced Watch Captain, a silver-plated mechanoid with a heart, but the other three are totally inexperienced. They include a larcenous faerie Sprite, a teenage wizard, and an inattentive Troll, but details of the Sprite and the Troll are included for the players to create their own using the ACE! rules. There is also a list of equipment and gear to buy and find, all the way up to magical items like a Climbing Potion and a Riveted Rod that always stays in place, Bag of Storing and Lidded Eye lantern whose light reveals anything invisible, Bracers of Giant Strength and even a Lamp of Wishes!

More than half of Orcs & Oubliettes consists of the eponymous scenario. On their very first shift, the Dusk Watch’s newest patrol is caught up in a diplomatic incident. An emissary from a warlike and carnivorous plant species has been kidnapped and dragged into the Underweb, so they have to rescue the diplomat before war breaks out! Despite their efforts, the newest members of the Dusk Watch find themselves ex-members after the rescue attempt goes awry, the emissary turns on them in a murderous rage, and they are not only blamed for his death, but put on trial and found guilty too! Their sentence is to be thrown into the Orphic Oubliette, an interdimensional pocket where the city’s most notorious criminals and darkest secrets are dumped and forgotten. The Orphic Oubliette actually turns out not be quite as dangerous as its reputation suggests, and the Player Characters will find some help coming from unexpected quarters—at least in traditional fantasy roleplaying terms—a tribe of helpful Orcs, and be able to get back out with relative ease. They will also have found the means to clear their names, but that still leaves the question as to what is actually going on and who is responsible.

‘Orcs & Oubliettes’ clips along at a handy pace, a classic fantasy tale, slightly tongue in cheek in tone, of despicable plans and unbridled ambition. Along the way, the Player Characters will bargain with a demon, gain a mighty forgotten weapon, and uncover a grand conspiracy hidden within a grand conspiracy, all before facing a dragon, stopping the city from going up in flames, and so saving the day! The scenario itself should take a secession or two, to play through, three at most.

Physically, Orcs & Oubliettes is well presented with decent, if dark artwork.

Although Orcs & Oubliettes does indeed involve orcs and oubliettes, and does descend into dungeons—or oubliettes—not once, but twice, this supplement for ACE! is not the parody of Dungeons & Dragons that the title suggests it to be. Instead, this is more about the weird mélange of a city hung in strange circumstances above the oubliettes and the schemes and shenanigans going on there. The obvious inspiration and its familiarity may result in some players finding it too familiar and some finding that it is not familiar enough, so Orcs & Oubliettes is not going to sit—or like Heq Moreveg, hangin everyone’s sweet spot. Nevertheless, Orcs & Oubliettes is an entertaining scenario that will provide a couple of fun sessions’ worth of play.

Saturday, 9 November 2024

Star Trekkin’

These are the voyages of the starship FSS Brazen. Under the command of Captain Wayjane, the ship has been directed by the Federated League of Planets, to undertake a mission of exploration beyond the frontier to discover strange new worlds, weird never before encountered species, and promote the benefits of life in Federated League of Planets (a.k.a. FloP). With the engines primed and ready, the crew buzzing with exciting, the FSS Brazen is ready to set out from Near Space 9 and begin her five-year mission. However, this mission will not be without its difficulties. The crew will have to learn to get along as it discovers mysteries and uncover strange stellar phenomena and faces numerous enemies. These may be mighty starships from the martial Kulkan Empire or the devious infiltrators from the Boredian Dominion, but they could be old enemies too, such as Duchess Ali Cann, a super soldier who served FLoP until a truce was signed with the Kulkan Empire. Now she feels abandoned and has sworn her revenge, so guess which FLoP vessel she has in her sights? Then there is ‘R’, a super being incensed that the members of FLoP even exist and could even go so far as to put them on trial to prove that they have the right to continue living in the same universe! This is the continuing mission of the FSS Brazen: to recklessly go where plenty of people have probably been before… and hope that nobody gets too upset to start major interstellar war! This is the set-up for Beam Me Up, a scenario and mini-supplement for ACE!—or the Awfully Cheerful Engine!—the roleplaying game of fast, cinematic, action comedy. Published by EN Publishing, best known for the W.O.I.N. or What’s Old is New roleplaying System, as used in Judge Dredd and the Worlds of 2000 AD and Level Up: Advanced 5th Edition, where previous entries in the series have tended to be one-shot, film night specials, here the given scenario (or scenarios) is more expansive.

Beam Me Up is very obviously and unsubtly inspired by the Science Fiction franchise, Star Trek. Which has the advantage of making everything in Beam Me Up more than a little familiar to most people. As with other supplements for ACE!, it very much wears its inspirations on its sleeve—or in this case is that on its spandex one-size too small, but still fits all, jumpsuits? Whilst a player may find it just a little too familiar, he will also find the genre and setting very easy to grasp. Similarly, as with other supplements for ACE!, a set of pre-generated characters is available to download to use with Beam Me Up, but the players can create their own. Several new roles are suggested. These include Captain, Chief Engineer, Comms Engineer, Hologram, Gunner, Ship Counsellor, and Pilot. The simplicity of the ACE! system means that whilst Beam Me Up defaults a mish-mash of elements drawn from across multiple different iterations of the Star Trek franchise, the Game Master and her players could easily adjust their game to fit whichever era of the setting that they want to game in.

Given that this is a Science Fiction roleplaying game involving starships and high technology, there are some details on its role in the game. The setting is post-scarcity, starship crews can replicate almost everything bar weapons of mass destruction, and are usually armed with blazers, which they should mostly use with the stun setting. Also, translocators enable crews to beam up and down from planets and even move instantly within a ship. Beam Me Up also defines its starships and provides rules for starship combat. A starship has four stats—Science, Shields, Size, and Warp—typically rated between one and ten—plus ratings for Health, Defence, and weapons and damage. Where a ship’s stats are higher than those of a Player Character for a particular action, then they can be used for a skill check instead. For example, the Chief of Security might want to use the ship’s scanners, but his Smarts is lower the ship’s Science, so his player can roll using that it instead. It is a nicely little levelling effect and it highlights the fact that the Player Characters are aboard an advance starship. Combat is handled in a narrative fashion and each Player Character have a particular role when it comes to combat. Thus, the Chief Pilot will fly the ship, the Gunner will fire weapons, the Chief Science Officer will operate the scanners, and so on. Here Beam Me Up is underwritten, really relying on the skill of the Game Master to adjudicate the different roles and how they affect combat. Some pointers as to what the roles might do would have been helpful. Should an attack hit a starship, it will reduce the shields and then health, and once the latter has gone, the ship will suffer critical hits.

The scenario in Beam Me Up is in line with its inspiration, episodic in nature. Effectively, its three acts are separate and the first two can be run in any order (though they are written and presented in a simple and playable order). In the listed first act, ‘Shotgun Ali’, the FSS Brazen sets out on its maiden voyage and is sent to check up on a missing vessel, the FSS Independent. When the crew find her, they are suddenly attacked by the ship and then boarded! After driving off the super tough boarding party, the Player Characters need to return the favour and beam aboard the FSS Independent to find out what is going on. The second act is ‘Incident at Boredia I’ when on a trip visit the world, the crew’s weekly report time is interrupted by the appearance of ‘R’, an alien super being who puts the crew and the FLoP as a whole on trial. To do this, he drags a ship from the Kulkan Empire to Boredia I and the Kulkan Empire vessel has the manpower to invade and conquer the planet below. Effectively this is a test to see how the Player Characters and the crew of the FSS Brazen will react to the Kulkan interference. Lastly, in act three, ‘Gunfight at the Brazen Corral’ in which the Player Characters get trapped in the holosuite and themselves cast as members of the Clanton-McLaury gang an hour before they face Virgil, Wyatt, and Morgan Earp, and Doc Holliday on October 26, 1881. Events occur again and again until the Player Characters can spot and break the pattern and find out who or what is responsible.

None of the three acts are connected except for the FSS Brazen and the obvious inspiration. For example, ‘Shotgun Ali’ is drawn from Star Trek II: The Wrath of Khan; ‘Incident at Boredia I’ is inspired by ‘Encounter at Farpoint’, the pilot for Star Trek: The Next Generation; and ‘Gunfight at the Brazen Corral’ is based on ‘Spectre of the Gun’ from the original Star Trek. These are not the only Science Fiction references in Beam Me Up, but they are, of course, the big ones. Both the Game Master and her players will have fun spotting the rest, likely groaning at them, as they appear.

Physically, Beam Me Up is a bright and breezy affair. The artwork is decent and the supplement is well written.

Beam Me Up veers widely between being cringeworthy in the broad parodying of its inspiration to actually being amusing. Part of the issue is not just the familiarity of the source material, but also with the parodying of it, so both feel over done and not really all that funny. What saves Beam Me Up are the three different episodes which dig deeper into the source material and play around with it to elevate the humour a little. In some ways, Beam Me Up is the most accessible and the least accessible of the supplements for ACE!, being too familiar, too on the nose, its humour underwhelming as a consequence.

Friday, 29 October 2021

Dungeons & Jinkies!

Zoinks!! Someone has gone and turned Scooby-Doo, Where Are You! into an adventure for Dungeons & Dragons, Fifth Edition. In fact, that someone has gone and turned it into two adventures for Dungeons & Dragons, Fifth Edition—of which A Night of Fright! is the first. However, this is not a straight adaptation of the long running cartoon, so not a modern-set adventure. Rather, it is a parody adventure, ‘A haunting adventure of meddling heroes and their talking gnoll’! And since you get a talking Gnoll, it can only be Dungeons & Dragons fantasy, but that is Dungeons & Dragons fantasy with the aforementioned talking Gnoll, The Clue Cruiser,* five pre-generated Player Characters, four Subclasses, ghosts, a mystery, and of course, an opportunity for the Dungeon Master to utter the classic line, “And I'd have gotten away with it, too, if it weren't for those meddling kids!!”

* Sorry, no Mystery Machine, this is a parody, remember?

A Night of Fright! casts the not-Scooby gang—or rather the S’koobi gang—as members as Mystery LLC, the area’s leading mystery solving meddlers. Together, many years ago, Sha-Gi, Sir Frederick, Dafni, S’koobi, and Vell’mah, helped a man named Uldryn Beauregard who believed his vineyard to be haunted, until the team that there were no ghosts, but rather a rival winemaker attempting to drive him from his property. Now they have received a mysterious invitation from Uldryn Beauregard—if they can spend a full night in a haunted house, they will receive one million gold pieces!

Thus we have a classic set-up—and of course, it only gets worse. For not only do the team have to spend the night in a haunted house, it also has to do it with some thoroughly unpleasant members of the Beauregard family! Then it only gets worse, for the team find itself trapped in the haunted house, of course, still with some thoroughly unpleasant members of the Beauregard family! With nothing else to do, the team begins do what it does best, and that is, investigate the greatly dilapidated house, dusty, grimy, strewn with cobwebs, and worse… All the classic elements of a haunted house are here—secret doors, paintings in which the eyes move, ghostly moans and arms reaching out of mirrors, faces in mirrors, books that float in the air, and more. Plus, there are traps and puzzles to discover and deal with, clues to find (because this is a mystery after all), and this being a S’koobi mystery, villains to run away from and ultimately unmask.

However, as much as A Night of Fright! is a parody of Scooby-Doo, Where Are You!, it is no straight parody of Scooby-Doo, Where Are You! Being written for use with Dungeons & Dragons, Fifth Edition means that the Player Characters are a lot more powerful than the members of the actual Scooby gang, but equally they are not up against ghoulies and ghosties as those that appear in A Night of Fright! In addition, the Dungeon Master gets to fling encounters at her players. These come in three flavours—Scary, Very Scary, and Important. These scale up, so that Scary encounters are simple parlour tricks intended to scare the members of Mystery LLC out of the Beauregard mansion; Very Scary encounters are actually real, definitely sinister, and potentially deadly; and Important events are story events, important plot points upon which the story turns.

In addition, the mansion is laced with traps, some of which are designed to separate the members of the Mystery LLC. Of course, this runs counter to the play of Dungeons & Dragons, Fifth Edition in which you never split the party, but it is perfectly in keeping with a Scooby-Doo, Where Are You! mystery. However, this means that the duties of the Dungeon Master are doubled up as she has to keep track of where each group of Player Characters is and which of the three flavours of encounters—Scary, Very Scary, and Important—apply to which group. It also means that the Dungeon Master will need to give the scenario a very careful read through so as to understand how they work and when they apply, especially as once the Player Characters are separated, the advice for the Dungeon Master is to switch back and forth between the various group so that neither focus nor tension is lost. Ideally, the Dungeon Master should prepare some floor plans of the Beauregard mansion and plot the movement of the Player Characters as they move about the house or suddenly shifted from one part of the house to another. Fortunately, A Night of Fright! comes with several maps of the mansion, including plain and squared, as well as a set of tokens for all the Player Characters and the NPCs in the scenario. Which means that with a little bit of effect, the scenario is ready to be set up and run online.

Included with the scenario are five, ready-to-play pregenerated Player Characters. These are the five members of Mystery LLC or S’koobi gang, all of Fifth Level. It is possible to play the scenario using other characters, in which case, they also should be Fifth Level. The provided Player Characters come as ready-to-play character sheets or in plain text, although the latter will need some adjustment in terms of their layout. All five use the standard character Classes from the Player’s Handbook, although S’koobi is designed as a talking Gnoll, and all have their own Subclasses. The four new Subclasses are ‘The Way of the Coward’ for the Monk, the ‘Oath of Traps’ for the Paladin, ‘The Damsel’ Otherworldly Patron for the Warlock, the ‘College of Snacks’ for the Bard, and the Bespectacled Sleuth for the Rogue. Which correspond to Shaggy Rogers, Fred Jones, Daphne Blake, Scooby, and Velma Dinkley, or rather in A Night of Fright! to Sha-Gi, Sir Frederick, Dafni, S’koobi, and Vell’mah. Thus, ‘The Way of the Coward’ is all about running away, including being able to run away so fast that you temporarily leave an Afterimage behind you; the ‘Oath of Traps’ favours nets and snares and spells such as alarm and ensnaring strike; ‘The Damsel’ Otherworldly Patron receives Distress Points whenever she activates a trap or is restrained or grappled, which can then be spent to increase damage from the spells she casts; the ‘College of Snacks’ specialises in magical cooking such as Courage Crunch treats that grant allies Advantage on the next attack or end particular Conditions they are suffering from; and the Bespectacled Sleuth has to wear glasses that there is chance of being knocked off, has a keen ear for catching lies, can use insight to gain a tactical advantage over an opponent and make a Sneak Attack from any angle, and of course, has Advantage on Investigation and Perception checks. Now because A Night of Fright! is designed for Player Characters of Fifth Level, none of the pregenerated characters—Sha-Gi, Sir Frederick, Dafni, S’koobi, or Vell’mah—have all of their Subclasses’ abilities, but in A Night of Fright! campaign?

Physically, A Night of Fright! is decently presented. The cover is very nicely done, but the rest of the scenario uses publicly available artwork, which though all appropriate to a haunted house is a little disappointing after the tone set by the cover. The floor plans are decent too, though the Dungeon Master will find herself flipping back to them a lot. The layout is busy and that does make finding things and quite grasping what is going on a little more challenging.

A Night of Fright! does have something of a split personality, that of Dungeons & Dragons versus the Scooby-Doo, Where Are You! Or in other words, the not really being scared of Dungeons & Dragons versus the ‘Zoinks!!’ and you are definitely going to be scared of Scooby-Doo, Where Are You! The designers of A Night of Fright! push the latter rather than the former, with lots and lots of fear checks, the failed outcome being that the Player Characters will flee—if only for a little while. This may become a little tiresome in play, the advice is that the players should lean into them as much as they should be leaning into their characters and genre, and anyway, the scenario very quickly turns up the scares all the way up to the climax.

A Night of Fright! is a fun, silly parody of its source material that goes not just one step further in turning up the scares and the horror, but several. Doing so means that the Player Characters have to be lot tougher to face the blood and the monsters that the scenario also throws at them, and the nicely done members of Mystery LLC are exactly what is needed. Players and Dungeon Master alike should enjoy the knowing mix of horror and Scooby-Doo, Where Are You! coventions in A Night of Fright! before the Dungeon Master really turns up the genre!