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Showing posts with label Planescape. Show all posts
Showing posts with label Planescape. Show all posts

Sunday, 28 April 2024

1994: Planescape Campaign Setting

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.


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Published in April, 1994, the Planescape Campaign Setting was as a radical a setting for Advanced Dungeons & Dragons, Second Edition as could be imagined in the 1990s. Perhaps even more imaginative than the Spelljammer setting published five years before that Planescape would ultimately replace in terms of both tone and scope. Based on the earlier Manual of the Planes for Advanced Dungeons & Dragons, First Edition, it introduced a multiverse that was in part familiar to an audience from that supplement, but in way that was totally unfamiliar. Where perhaps the Manual of the Planes had been a means for the Player Characters—typically of a high Level—to traverse from one plane of existence to another, what Planescape provided was a base of operations, a city, rife with politics and factionalism, from which the Player Characters could leave to visit and come back from realms that before they could have only dreamed of visiting. Whether it is the Astral Plane or the Ethereal plane, the Inner or Elemental Planes of Air or Water or the Quasielemental Planes in between, for example, Paraelemental Plane of Smoke or Paraelemental Plane of Ooze, the Outer Planes divided between the Upper Planes of Good such as Arcadia or Mount Celestia, the Lower Planes of Evil, like the Abyss and Acheron, and the Boundary Planes of Neutrality, such as Bytopia and Elysium, or even whole other worlds on the Prime Material Plane, for example, Krynn of Dragonlance or Athas of Dark Sun, the Player Characters could come and go as they pleased. For the most part, that is. For they needed to know how, they need access to a portal or door, a gate key to pass through, and sometimes, they needed permission. For all of that, they needed to be in Sigil: The City of Doors.

Sigil: The City of Doors literally floats at the centre of the multiverse, spread around the inside of a torus turning atop a towering mountain spire with the surrounding Outlands radiating out below, a cramped city of spires, bureaucracy, and industry under greasy clouds that spit rain upon its streets. It is a neutral point in which all manner of creatures are likely to be seen living, working, visiting, and abiding on its streets. Angels, Avatars, Modrons, Baatezu, Tanar’ri, and Yugoloths—Baatezu, Tanar’ri, and Yugoloths because the Planescape Campaign Setting was published at the tail end of the Satanic panic of the eighties in which references to devils and demons were removed from Dungeons & Dragons to avoid ill-founded allegations that Dungeons & Dragons promoted Satanic worship—could all be found in Sigil. Normally adversarial, they were bound to keep the peace in Sigil because the city’s mistress, the Lady of Pain, caring of the city, callous of its citizens, wreathed in glittering, keen-edged blades, can simply deny them access to the doors to elsewhere in the multiverse. This does not mean that many do not covet possession of Sigil itself, but to move against the city and the Lady of Pain would be to raise her ire and perhaps even spark a war across the planes as the other factions try to prevent such a takeover. There is also the need for a neutral meeting place, especially with the ongoing Blood War between the denizens of the Nine Hells and the Abyss, which to date the Lady of Pain has prevented from spilling onto the streets of the city.

Below the city—far below the city—lies the Outlands, or the Plane of Concordant Opposition. Although the Plane of Neutrality, it is marked by a number of realms close to the Great Ring. These include Tir Na Og, ‘The Land of Youth’; the Palace of Judgement, ruled by Yen-Wang-Yeh, Judge of the Ten Law Courts and King of the Eighteen Hells; the Caverns of Thought, fizzing with the energy of brain waves and thought, whose cold and heartless tunnels always lead back to the court of the god-brain, Ilsenine, god of the Mind Flayers; and the Dwarven Mountain, a realm of merrymaking, belching smoke, and labour. Beyond lie the Inner Planes of the elements and quasielements, and the Outer Planes of morality or alignment. Also connected to Sigil and the Outlands via doors and portals and other means of planar transport are the worlds of the Prime Material Plane, and both Astral and Ethereal Space. From the start, the setting of Planescape is epic in scale.

As befitting a boxed setting for Advanced Dungeons & Dragons, Second Edition from the nineties, the Planescape Campaign Setting is richly appointed It includes four books, four posters, and a DM Screen. The books consist of ‘A Player’s Guide to the Planes’, designed to introduce the Planescape setting for player and Dungeon Master alike; ‘A DM’s Guide to the Planes’, containing detailed information about the setting for the Dungeon Master’s eyes only; ‘Sigil and Beyond’, a guide and more to the city that formed the heart of the setting; and the ‘Monstrous Supplement’, which provides the additions particular to the Monstrous Compendium—the equivalent of the Monster Manual for Advanced Dungeons & Dragons, Second Edition. The four posters in turn depict the heraldic-like icons for the setting’s sixteen factions, and maps of the Outlands surrounding the city of Sigil, the Outer Planes, and Sigil itself.

The starting point is the thirty-two page ‘A Player’s Guide to the Planes’ and right from the opening paragraph, it is clear that this is no ordinary boxed set and no ordinary setting. The reader is assailed by liberal doses of Cant, served up by berks, bashers, and barmies—fools, thugs, and crazies—who engage in chants, garnishes, and dark—gossip, bribes, and secrets. Drawn from a mixture of Elizabethan and Dickensian slang, it is jarringly in-game and jarringly informal, but it accentuates the differences between this and any other campaign setting for Dungeons & Dragons, before and since. It introduces the key concepts to Planescape, both in terms of play and design, and these are the idea of the ‘Centre of the Multiverse’ is both subjective and nonsensical; that the Multiverse consists of rings, such as the Outer and Inner Planes, and even the Outer Rings are ringed by a Great Road which lead on to the next infinite plane; the ‘Rule of Three’, that everything—good or bad—comes in threes, thus the Prime Material Plane, the Inner Planes, and the Outer Planes; Law, Chaos, and Neutrality; and so on. The denizens of the Planes also come in three types. These Primes, who were born on the Prime Material Plane, Planars, born on a plane, and Petitioners, the departed spirits of Primes and Planars, who seek to cement a union with the powers of their plane. Petitioners and other beings can be a Proxy, an agent of a Power bestowed with gifts in return for loyalty, whilst a Power is a deity who rules over a plane.

In terms of what the Planescape Campaign Setting offers the player, ‘A Player’s Guide to the Planes’ gives one broad choice, a number of new Races, and more importantly, Factions. A Player Character can either be a Prime, from the Prime Material Plane, which means that they are not subject to the effects of Monster Summoning spells or general planar magic, or a Planar, who can be subject to those effects and more—like Protection from Evil, but inherently has the power to see the gates between the Planes. The new Races are the Bariaurs, goat-like centaurs, whose males have a headbutt attack with their horns and females have stronger senses; the Githzerai, humourless ascetics with a loathing of the Githyanki and the Mindflayers; and Tielflings, halfbreed-orphans often reviled for their supposed ties to the darker powers. The Planescape Campaign Setting marked the introduction of the Tielfling.

The Planescape Campaign Setting does not include any new Classes, but does instead give cultural notes on all of the standard Classes. Instead, what it does introduce are factions. There are sixteen of these, complete with official faction title, faction philosophy, primary plane of influence, allies and enemies, eligibility for membership, and both benefits and restrictions. In general, there are no restrictions in terms of Race and Class for any one faction, though there are exceptions. For example, the Athar do not believe that there are such things as gods, so have a dislike of priests, but gain protection from certain divine spells; the Bleak Cabal believe that the multiverse does not make any sense and so are immune to any spell that causes madness; the Dustmen believe that everyone is dead, but some are dead than others, and benefit from a pact with the undead who will ignore any Dustmen member; the Free League cannot decide upon the exact nature of the Multiverse, so openly debate it and have an immunity to charm effects, since they each of their own mind; and the Mercykillers want to bring about the perfect world through justice, so allow only Lawful members and have the ability to detect a single lie per day. In general, these are relatively minor abilities, but alongside them, what each provides is an idea and a belief, which of course, roughly aligns with those of other factions, whilst bouncing off those of others. Plus, of course, they are a great set-up for scenarios, plots, and storytelling.

The second of the four books in the Planescape Campaign Setting is the sixty-four page ‘A DM’s Guide to the Planes’. In addition to describing the numerous planes of the Inner Planes and Outer Planes, and their cosmology, this book explains how magic and magic items work across that cosmology. Naturally, everyone has a view on why magic and magic items work differently from one plane to the next, but again, unsurprising, the ‘Rule of Three’ applies. The caster needs to be aware of the effect of the spell on the target’s home plane, the position of other planes involved in the spell, and the availability of extradimensional space, but beyond that it does a bit complicated as which spell or magical item works where, and knowing that becomes a bit of hassle for the prospective arcane spellcaster. In fact, mechanically, this is the most complex part of the Planescape Campaign Setting. However, the setting provides an easy way around it—Spell Keys. Which are like the Door Keys that enable the Player Characters to access portals and thus other planes, but they allow a Wizard to cast spells freely on a particular plane, whilst a Power key does the same thing, but for a Priest’s spells. Magical items tend to be less effective the further they are taken from the plane where they were crafted. The combination of keys—Door Keys, Power Keys, and Spell Keys—are a toolkit for the Dungeon Master who can use them to craft and push the direction of her game by choosing when they become available and how they become available.

The ninety-six page ‘Sigil and Beyond’ is the third and longest book in the Planescape Campaign Setting. It begins with advice for the Dungeon Master on how and why she should run a Planescape campaign. ‘A Player’s Guide to the Planes’ suggests campaigns involving all Prime or all Planar Player Characters, or a mixed group, whilst the ‘A DM’s Guide to the Planes’ emphasised the fact that the tone of a Planescape campaign is about ideas and philosophies, and that those can lead to terror and treachery as well as mercy and goodness, most obviously through the factions, but also across the planes, tied as they are, to Alignment. In fact, it could be argued that Alignment plays a role in the Planescape Campaign Setting like no other setting for Dungeons & Dragons ever before. The differences continued to be highlighted throughout the advice, that Planescape is not about straight dungeoneering and plunder, but quests and objectives, exploration and experiencing a sense of wonder, interesting with and against the factions, not about being bullies and beating everything in sight including gods and taking their powers. The advice also covers possible adventures written for low, medium, and high-Level Player Characters.

The bulk of ‘Sigil and Beyond’ is devoted to describing both the various Realms and Towns of the Outland and the City of Doors itself. There are some extra notes on the factions too, but the main focus is on Sigil, which is given enough detail for the Dungeon Master to use and bring to life. Rounding out ‘Sigil and Beyond’ are a pair of campaign quick-starts. ‘For the Price of a Rose’ is designed for low Level Player Characters and is intended to get them from the Prime Material Plane to Sigil, chasing a gang which has been stealing from the world and thus annoying the gang enough to want revenge, whilst ‘Misplaced Spirit’ can be used as a follow on to ‘For the Price of a Rose’ or used to start a campaign with all Planar Player Characters. This has the Player Characters chasing after a petitioner who has escaped the Palace of Judgement, so it gives them the opportunity to run round the city. There are also a pair of new spells and a list of the Cant, which the Dungeon Master can annoy her players and their characters with by learning and using!

The fourth and last book in the Planescape Campaign Setting is the thirty-two page ‘Monstrous Supplement’ presents twelve new monsters for the setting. Some of the entries are tough, like the Aleax, the physical manifestation of the vengeance enacted by a Power, or the Spirit of the Air, a winged monkey-minion of a Power of air and wind, so not necessarily immediately useful. Whereas, the Cranium Rat, vermin whose intelligence is boosted the greater its numbers, including spellcasting, and the Dabus, odd, berobed humanoids who speak in speech bubbles and iconography and are tasked with repairing the City of Doors, are likely to be encountered in Sigil. The longest entry is dedicated to the Modron, the polyhedral creatures of absolute order from the plane of Mechanus. It is more an interesting mix than a useful mix, and is the core set’s biggest omission and disappointment.

The extras in the Planescape Campaign Setting are not perhaps as useful as they could have been. The four-panel ‘DM Screen’ is serviceable, containing a mix of standard tables from the Player’s Handbook and Dungeon Master’s Guide for Advanced Dungeons & Dragons, Second Edition, along with the few tables from the Planescape Campaign Setting, so more of the former than the latter. This consists of the ‘Faction Reactions’, ‘Wizard School Alterations by Plane’, and ‘Magical Items in the Planes’. So not necessarily all that useful over the standard screen for the roleplaying game. Similarly, the poster showing the heraldic icons of the factions is nice, but not useful, whereas the poster maps of The Outlands, the Outer Planes, and Sigil, are much better and more useful, including extra content on their reverse side.

Of course, the other major difference between Planescape and other campaign settings for Dungeons & Dragons is the physical design. The palette of green, Verdigris, and brown, the use of Exocet typeface which replaced the letter ‘t’ with ‘+’, and the stunning artwork of Tony DiTerlizzi which wraps sinuously around the text and echoes the administrativia and grotesquery of Mervyn Peake’s Gormanghast novels. This is in addition to the iconography of Dana Knutson, who created the symbols for the factions and most notably, that of the Lady of Pain, which adorns the front of the box and each book.

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The Planescape Campaign Setting would win the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement, but the reviews were limited in number. The Planescape Campaign Setting was reviewed by Rick Swan in ‘Role-playing Reviews’ in Dragon Magazine Issue #207 (July, 1994), giving it a rating of six out of six, or ‘The Best’ as well as describing it as “…[A] spectacular boxed set and TSR’s most ambitious campaign world to date.” and “…[D]esigner Zeb Cook’s finest effort since 1985’s Oriental Adventures and may be his masterwork.” He praised the boxed throughout, before ultimately concluding with a warning: “By covering so much ground and hinting at so many possibilities, the PLANESCAPE set raises expectations that may be tough to meet. Despite five books of material, there’s only enough room to give a taste of what’s in store, hence the tantalizing asides about dungeons made of giant skulls, a link between Toril and Krynn, and cities that change planes when their populations change alignments. This set is a box of promises, and if subsequent supplements fail to deliver, there’s going to be an awful lot of disappointed berks.”

Scott Haring, reviewing the Planescape Campaign Setting in ‘Pyramid Picks!’ in Pyramid Vol. 1 #8 (July/August, 1994) opened with, “I’ll cut to the chase — Planescape is the finest game world ever produced for Advanced Dungeons & Dragons. Period.” He described it as being, “…[E]verything us cool, jaded, disaffected gamers always complained that AD&D was not — sophisticated, almost adult roleplaying.” Praising the Planescape Campaign Setting throughout—best especially the artwork of Tony DiTerlizzi—Haring concluded with, “Planescape is a revolutionary product, a breakthrough for TSR. If you think you’ve “graduated” from AD&D, that you’ve evolved past it, go back and take a look at Planescape. This is the game world that will get you playing AD&D again.”
—oOo—

The Planescape Campaign Setting could have been written by White Wolf in the nineties. After all, its emphasis on the presence and role of factions in the setting do make it feel like a World of Darkness roleplaying game, enabling the telling of stories around politics and beliefs as well as the exploration of the planes and more. The Planescape Campaign Setting includes a wealth of material to support such a campaign, but it is a wealth that does not feel quite enough, especially when it comes to the factions and the planes. The Dungeon Master is definitely going to want to know more to help her bring Sigil: The City of Doors and the Outlands to life. Of course, TSR, Inc. would follow up the Planescape Campaign Setting core box set with numerable supplements, including multiple boxed sets that would add depth and detail to the Multiverse of Planescape. Of these, the Dungeon Master is going to want In the Cage: A Guide to Sigil for a better guide to Sigil: The City of Doors, The Factol’s Manifesto for more detailed descriptions of the factions, and the MC8 Monstrous Compendium Outer Planes Appendix for more foes. The Planescape Campaign Setting is a superb start though, an amazing introduction to the setting and means of getting berks and bashers to Sigil: The City of Doors.

The Planescape Campaign Setting is the most interesting, the most innovative, and the most individual of all the worlds created for any iteration of Dungeons & Dragons. It is a fantasy utterly non-traditional, taking the Player Characters from the Dickensian grubbiness of the alleys of Sigil: The City of Doors all the way out to the infinite splendour of the Outer Planes and back again in time for bub and kip, a setting and a game line whose look and feel, let alone that setting, is genuinely unique and can truly be described as iconic.

Sunday, 28 August 2022

[Fanzine Focus XXIX] Planar Compass #2

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent retroclone of choice to support has been Old School Essentials.

The Planar Compass series takes Dungeons & Dragons and the Old School Renaissance on a journey that out where it rarely goes—onto the Astral Realm and out between the planes. Of course, the option for travel in this liminal space has always been there in Dungeons & Dragons, most notably from Manual of the Planes all the way up to Spelljammer: Adventures in Space and the Planescape Campaign Setting. Whilst those supplements were for Advanced Dungeons & Dragons, First Edition and Advanced Dungeons & Dragons, Second Edition, the Planar Compass series is written for use with Old School Essentials, and it not only introduces the Astral Realm, but adds new Classes and rules for one very contentious aspect of Advanced Dungeons & Dragons—psionics! Planar Compass #1 introduced both the setting of the Astral Realm, presented Dreamhaven, a first calling point for the Player Characters to visit and explore, and provided details of several new Races found across the Astral Realm as well as the rules for psionics. Which turned to be easy to use and did not break the game. Planar Compass #2 takes the Player Characters further out onto the Astral Realms, or rather prevents everything that the Referee will need to take her campaign further out into the Astral Realms.

Planar Compass #2 was published in November 2021. Following on from Planar Compass #1, it promises strange sights, ever changing environmental dangers, and monsters the likes of which the Player Characters will never seen. Opening with a quick table listing all of the planes and explaining that the contents of issue are designed for mid-level play, Fourth Level and higher, and what titles are required to use it contents. It notes that the waters of the Astral Realms are the thoughts, hopes and dreams, and nightmares of all sentient beings of the multiverse, physical matter alien to it and are always either an intrusion or a traveller. Such waters are endless and there are many places that a good crew with a solid ship will be able to sail far and away to strange places—if both survive the dangers of the Astral Plane, many of which are intrusions and breakthroughs from other planes.

The dangers begin with the monsters—oddly placed before the sections on astral ships, astral sailing, and so on. These are all native to the Astral Realm and include Bubonic Barnacles which feeds on the wood ships and can grow into humanoid forms or algae blooms; the Astral Amphiptere, a semi-translucent dragon which dwells in island caves, and whose can cause planar tears which it can escape through or even others to use; Psychic Dugong, capable of telepathy, whose Psionic Milk restores psionic energy; and the Kear Imago. This last is a much-feared astral predator which scoops up ships and feeds on the psionic energy of their crews, leaving them husks ready for their larvae to occupy and grow in… A table of ‘Pirate Encounters’ is ready for the Referee to flesh out.

The rules for Astral Ships use the rules for water vehicles found in Old School Essentials, but adds five classes of Saving Throw similar to those for Player Characters and monsters. These are Storm, Collison, Fire, Water, and Plane Shift. These are rolled when a ship is subject to wind and gale forces, strikes an object or is struck by an object, is subject to flames or extreme heat, is subject to facing huge waves and torrential rains, and when transitioning between planes or suffering planar stress respectively. Two pieces of artillery are given to outfit ships on the Astral Plane—ballista and the Onauki fire thrower. Stats are given for ten types of astral ship, which include pirate ships and trading ships and warships, more or less what a Referee will need to run an Astral Sea campaign. They range from the Aldhelsi Drakkar and the Aldhelsi Knarr to the Tortuga and the Psionic Ship! Some of these, like the Human Catamaran, lie within the scope of a group of Player Characters purchasing the, rather than travelling on ships belonging to others. There are pirate ships and trading ships and warships

A handful of magical items are detailed too. The nastiest is the Sword of Astral Tether Cutting, a cruel, thin blade made from the remains of a meteor which can cut the tether between the physical and Astral bodies of the target, killing them instantly! The most interesting is the Sand from the Shores of Dreams, which can be sprinkled on someone so that the next time he sleeps, everyone nearby experiences his dreams. This presents interesting story possibilities, potentially another realm to explore and more.

The rules for astral sailing uses what it calls a ‘hex-flower’ or rosette to determine prevailing conditions around an astral ship, the direction of nearby encounters, and the direction of movement. Effectively, it sits under the astral ship as it sails from one hex to the next. Each turn of movement is handled through the same sequence of play in which the players roll for navigation, weather, and nearby planes, which the Referee uses to determine hazards and create encounters, and rolls to see if a Kear Imago has detected the vessel. The Referee and her players work together to describe the region the ship is sailing through.

Notably, the direction of movement is randomly determined, though the Onauk and Astral Sailors—both detailed in Planar Compass #1—have the ability to nudge the roll so that it is in the right direction. If the Kear Imago detects the ship, then the leviathan-sized creature will come hunting for it. Options for the encounters, weather, and planes near and far, are detailed separately along with a lovely set of hexes illustrated with icons that the Referee is going to want to be able to pull out and slip under the appropriate hex on the hex-flower. Large and small icons are used to represent everything from sighted vessel or signs of land, instruction of a plane, and more, with the size indicating distance away. Large are of course hear, small are faraway.

What is not made clear until the Referee gets to the adventure, ‘The Hunter Beneath the Waves’ is that the crew of ship needs to mask its ‘psychic load’ lest it be detected by a Kear Imago. This can be done by Astral Sailors or by consuming Psychic Ambergris, one of the magic items given earlier. If detected though, the Kear Imago will hunt the ship until either the ship and her crew get away or the leviathan swallows it whole. This lands the ship in its gut and the crew—that is, the Player Characters—have to navigate their way out of the beast. This is simulated using the hex-flower again, but here the crew are navigating the corporeal body of a beast rather than the Astral Sea, hoping to find the brain and engineer an escape. As you would expect it is nasty environment, the various descriptions of rooms such as the stomach, intestines, and waste chamber accompanied by optional tables for traps, NPCs, and location details. The rules are more or less the same for navigating the Astral Sea using the hex-flower, but instead of being able to nudge the direction roll through abilities innate to certain Classes, the Player Characters acquire ‘Travelling Points’ for encountering denizens of this ‘Kear Dungeon’, discovering and disarming traps, gaining information from friendly NPCs, and so on. The adventure is intentionally odd, surprisingly non-linear given its origins, and it does include some tough encounters. Plus although the players are unlikely to replay the ‘Kear Dungeon’ again, there is the possibility of their encountering a Kear Imago again. The fanzine does leave the Referee wondering what to do in that instance. Of course, there are always to get the Player Characters needing to climb back into a Kear Imago again, such as having to find a Wizard who has not been seen for years or go after a criminal. Lastly, the issue includes a table for ‘Astral Fishing’ and a set of adventure hooks waiting to be developed by the Referee as well a decent little comic strip which follows on from Planar Compass #1.

Physically, Planar Compass #2 is hit and miss. It is well written and it is gorgeous-looking. In places, individual hexes are are too dark and too murky, whilst the layout feels a bit tight in places and odd in others. Plus the organisation is odd with the monster descriptions placed up front. Nevertheless, it is engagingly written, the artwork is excellent, and all together, it is a lovely little book.

Planar Compass #2 is a solid set of rules taking Old School Essentials and almost any Old School Renaissance retroclone in an expected direction, out into the beyond of the Astral Sea. It does feel like a transition, going from the Dreamhaven of Planar Compass #1 to the somewhere else, but not telling you where necessarily. Ideally that will be revealed in Planar Compass #3. In the meantime, Planar Compass #2 has all the rules to enjoy boat trip or sail away to location of the Referee’s own devising across the Astral Sea and back again, effectively, ‘Astral-jammer’ for Old School Essentials.

Monday, 18 April 2022

[Fanzine Focus XXVIII] Planar Compass #1

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. A more recent retroclone of choice to support has been Old School Essentials.

Published in Autumn 2020, Planar Compass Issue One begins a journey that takes Dungeons & Dragons and the Old School Renaissance out where it rarely goes—onto the Astral Realm and out between the planes. Of course, the option for travel in this liminal space has always been there in Dungeons & Dragons, most notably from Manual of the Planes all the way up to Spelljammer: Adventures in Space and the Planescape Campaign Setting. Whilst those supplements were for Advanced Dungeons & Dragons, First Edition and Advanced Dungeons & Dragons, Second Edition, the Planar Compass series is written for use with Old School Essentials, and it not only introduces the Astral Realm, but adds new Classes and rules for one very contentious aspect of Advanced Dungeons & Dragons—psionics! Planar Compass Issue One can be divided into two halves. In the first half, it explores a place of refuge and calm amidst the Astra Sea and provides a number of adventures on and below that location, whilst in the second half, it details both the four new races and their  Classes, as well as the new rules for psionics for Old School Essentials. The second half has been collected into a booklet of its own. The Planar Compass Player’s Booklet and thus the four new Classes and the rules for psionics are reviewed here.

Planar Compass Issue One starts with a quick introduction, explaining how old Palio One Eye, once a fearsome and notorious pirate on the Astral Seas, accidentally discovered the location of what was to become Dreamhaven by wrecking his ship upon it. Then when another ship anchored off its coast, instead of capturing the ship and resuming his career of piracy, he instead started selling his cargo of Aldhelsi mead to the other ship’s crew and thus he had a bar. Soon others were coming to Dreamhaven—the Onauk, behorned barbarian pirates, the Aldhelsi, short fey psionicists, the short and furry Belsorriso known for their charming smile (very Rocket Raccoon-like!), the Skullga, goblinoids with deer-like heads who are excellent shipbuilders and tinkerers, Chanicoids, clockwork beings serving a higher master, and of course, Humans. (The Onauk and the Aldhelsi, along with the Psion and the Astral Sailor are detailed as Classes later in Planar Compass Issue One and also in the Planar Compass Player’s Booklet.) Dreamhaven is actually quite small, but has extensive docks, adheres to Central Ordo Time or the time of Ordo, the plane of Law as marked by a series of clocks around the island, and although there is no night and day, no sun which sets and rises on Dreamhaven, the island keep to a day and night cycle of Central Ordo Time.

‘Beach Psiombies’ is the first of two short adventures in which Palio, still short of supplies, takes the Player Characters out on his clockwork, glass-bottomed boat, to go fishing for dinner. Unfortunately, they reel in something much worse—Psiombies! This is primarily a combat encounter, but again there are some moments for levity. The second shorter adventure is ‘All That Glitters’. Leonid, extravagantly wealthy high-Level Wizard and patron of The Slipstream Bar, covets an item of jewelry, currently in possession of his rivel, the Half-Ogre, Otis. Leonid will pay handsomely, or provide a significant discount to his magical services—including the casting of Teleport if the Player Characters are eager to get off Dreamhaven, if they can retrieve the necklace from aboard Otis’ ship, the Rude Awakening. As written, this is an assault upon the docked ship amidst a Psychic Storm which makes it all very challenging, but it is only the Psychic Storm which makes this encounter interesting. In fact, ‘All That Glitters’ is decidedly underwhelming in comparison to the other three scenarios in the Planar Compass Issue One.

The fourth and longest scenario in Planar Compass Issue One is ‘Deepwarren’. Various inhabits of Dreamhaven have an interest in what might be found in the Deepwarren, so by the time the Player Characters decide to explore it (they have an opportunity to do so earlier, but advised not to), they may have several motivations or at least several employers willing to pay for what they discover. The Deepwarren is a short, but detailed dungeon, which hides several secrets, including Dreamhaven’s  true nature. Revealing that nature has disastrous consequences for Dreamhaven, which will bring the mini-campaign to an exciting conclusion. However, these secrets need not be revealed all at once and if the Game Master hands out the offers of employment in a more piecemeal fashion, the Player Characters can explore the Deepwarren more than once and have the consequences of their exploration play out at a less tumultuous pace. One location in the Deepwarren does consist of a maze and it really does not serve any purpose in the dungeon except to get the Player Characters lost. It is nicely done, but really the Player Characters could just wander around to no real effect. Otherwise, ‘Deepwarren’ is a nicely detailed and flavoursome dungeon whose contents will bring the campaign in Dreamhaven to an end.

Physically, Planar Compass Issue One is very nicely done. It is engagingly written, the artwork is excellent, and all together, it is a lovely little book.

Where Planar Compass Issue One does feel lacking is suggestions on how to get the Player Characters there given the far off and  very strange location of Dreamhaven. Where it disappoints—in a way—is in probably bringing a campaign on Dreamhaven to an end. There is no doubt that it does so in a satisfying and appropriate fashion, but Dreamhaven is such a fun little place to adventure that more scenarios on the island would be more than welcome! After all, pirate coves and haven are not exactly uncommon in roleplaying fantasy, but the combination of its location on the Astral Sea and psionics serve to make Dreamhaven genuinely unique. It would be lovely to have a further anthology of adventures which would get the Player Characters there and give them the opportunity to explore the island a little more before the campaign proper in Planar Compass Issue One begins.

Whether it is the rules for psionics, which are as simple and straightforward as they can be, or the description of Dreamhaven, its inhabitants, and its adventures, Planar Compass Issue One is an impressively fantastic and self-contained first issue of a very well-done fanzine. If Planar Compass Issue Two is going to be as good as Planar Compass Issue One, then fine. If it is better, then Planar Compass Issue Two is going to be very good indeed.