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. Not every fanzine is dedicated to particular roleplaying games.
Sunday, 25 December 2022
[Fanzine Focus XXX] The Electrum Archive Issue #01
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. Not every fanzine is dedicated to particular roleplaying games.
Saturday, 25 September 2021
A French Sword & Planet RPG
Thirty years ago, H.E.R.O. (Heuristical Exploration and Reconnaissance Operations), now known as the Free-Lancers’ Guild, was founded during the First Crater Council. It was established to undertake independent operations free of politic influence, to conduct expeditions to the ancient Astarite cities, and once there recover the surviving items and blueprints of Arcanotechnology that have survived, and also to research the Alteration, a strange, gangrenous fungus which was found to be spreading from the ruins. In the years since, the Free-Lancers’ Guild, operating out of Patera, the Crater City, has continued to undertake the same missions, but also provides guards, exterminate monsters, mediates conflicts between communities, and also acts against dragons. These creatures fall as seeds from the stars and when they hatch and grow, they can devastate whole communities. In return, members, known as Freelancers, receive lodging, support, training, and more.
This is the set-up for Lore & Legacy: Fantastic Adventures in a World of Science and Magic, a French science-fantasy role-playing game published by Empyreal Media Productions. It takes place on the fantastical world of Empyrea, a vast planet home to numerous species who have come from the stars and settled. In the long years since, they have forgotten their homeworlds, how they got to Empyrea, and how to operate much of the technology. Indeed that technology has come to be regarded as akin to magic and only a few have the skill to use what has become known as Arcanotechnology. Empyrea is also a world of many ruins, especially of the grandiose and sinister necropolis left behind by the mysterious Astarite civilization that came before anyone settled on the planet. They are said to contain lost treasures and forgotten technological wonders, but also many dangers—antediluvian biomechanical guardians and creatures corrupted by the poison of the Alteration, a mysterious fungal gangrene that spreads over the regions that once formed the heart of the Astarite kingdoms. In recent years, the Alteration has begun to spread again and Dragon Seeds have fallen from the sky, giving birth to Dragons, creatures of unrivalled destructive power. Where such threats occur, the Free-Lancers’ Guild steps forward to protect and investigate. Found throughout many nations, its members coming from many different species, the Free-Lancers’ Guild sends out those determined to unravel the mysteries of the past and to venture beyond the borders imposed by incomplete maps, to protect the population, lift the veil on ancient lore, and reclaim their lost legacies.
A character in Lore & Legacy is defined by his People (or species), seven Attributes representing his physical and mental prowess, various Abilities in which has either been trained or is gifted, and a number of Traits representing his personality quirks, special talents, obsessions, phobias, and the like. The Peoples of Empyrea—at least on the northern half of the continent of Enelysion, especially in and around the Great Crater and its neutral city of Patera, are the Ælfyns, Agamids, Dakti, Humans, and Orcs. In more recent times, they have been joined by the Disincarnated, sentient androids who once served the Astarite who have awoken devoid of personality and knowledge, but quickly grow to acquire both, as well as the traits of the other Peoples of Empyrea. The Attributes are Acumen, Fortune, Mastery, Presence, Robustness, Temper, and Vigour, and all bar Fortune are represented by a single six-sided die plus a modifier. Fortune is a straight value representing the number of Fortune dice which a player can roll each day. Now not all of the remaining six Attributes are not exactly clear as to what they are from their names. So, Acumen is the character’s ability to observe, reflect, and analyse; Mastery is agility, dexterity, and precision, and ability to think and react quickly; Temper is his willpower; and Vigour his raw physical strength. This runs counter to most naming conventions for attributes and may well be confusing for some players.
Abilities include Arcanotech, Charge, Investigation, Melee Combat, Passion (Painting), Wizardry, and more. They are always represented by a single ten-sided die plus a modifier. Traits tend to apply situational modifiers. For example, ‘Beast of Burden’ increases a Player Character’s Luggage Points by three; Healer which grants a Fortune die any non-magical healing action; Agoraphobic, which levies an Adversity die on all actions when the Player Character is in an open space; Ancestral Weapon, which grants the Player Character a weapon with the Ætheric, which reduces the Magic Resistance of a successfully struck opponent; and Remarkable, which marks the Player Character out in social interactions with members of other races, levying an Adversity die and adding a Fortune die. A Player Character also has a number of derived secondary characteristics, including Health Points, Magic Points, Physical, Magic and Mental Resistances, and so on.
To create a character, a player selects a race, which provides the base attributes and traits. He has six points to assign to his character’s attributes, eight to spend on traits and ten to spend on abilities. One of the latter points must be spent on a passion or a hobby. Lastly, a character receives some money and equipment, and if he has studied magic some spells. In general, characters tend to be fairly focused and specialised, backed up with more general skills.
Our sample character is Zuwena whose fascination with Arcanotech has never extended beyond the library. She has joined the Freelancers’ Guild in the hopes of joining an expedition, if not actually leading one. In the meantime, she has to undertake other tasks for the guild, perhaps to prove herself worthy, perhaps to gain a bit more experience of the world outside of her books.
Zuwena
Human
Temper 2 Acumen 4 Mastery 4 Presence 2
Robustness 1 Vigour 1 Fortune 2
Racial Traits: Noticeable, Technophile
Traits: Bookworm, Little Genius
Abilities: Archaeology 2, Investigation 2, Observation 1, Dodge 1, Melee Combat 1, Mysticism 1, Wilderness Survival 1, Wizardry 2
Passion Ability: Arcanotech 1
Wizardry Spells: Ætheric Echolocation (6), Ætheric Arrow (3), Healing (3)
Luggage: 9
Weight: 30
Health Points: 4
Magic Points: 8
Physical Resistance: 3
Mental Resistance: 16
Last Chance Pool: 3
Injury Threshold: 2
Speed: 5
Mechanically, Lore & Legacy uses the ‘3d’ engine, which uses three sizes of the dice and three types of dice. The three sizes are ten-sided or Ability dice, eight-sided or Damage dice, and six-sided or Attribute dice, and they are always used in specific situations. In general, when an Ability or Attribute is tested, or Damage is rolled, only one die, the Basic die is rolled, any modifier being added to the result to get a total. However, it can be as many as three. It cannot, though, be more than three. The extra dice can either be a Fortune die, an Adversity die, or even both! The result of the Fortune die is added to the result of the Basic die, whilst the result of the Adversity die is subtracted from the result of the Basic die. Adding both a Fortune die and an Adversity die to the dice to be rolled does not mean that they cancel each other out. Instead, their results are added and subtracted respectively.
When a Player Character undertakes an action, his player makes an Action Roll, consisting of the appropriate Basic die—whether a ten-sided die because the Player Character has an appropriate Ability or a six-sided die because he does not and must rely upon an Attribute instead—and applies any modifier. The Difficulty Rating for the Action Roll ranges from six for ‘simple’ to eighteen for ‘superhuman’. The success result can vary. A result equal to, or greater than the Difficulty Rating is a Standard Success and indicates that the Player Character has achieved his intended aim. A result one-and-a-half times or greater than the Difficulty Rating is a Major Success, and indicates that the Player Character has achieved his intended aim with positive benefits. A result less than the Difficulty Rating and less than half of the Difficulty Rating is a Partial Success, and indicates that the Player Character has achieved his intended aim, but with unforeseen complications. A result less than the Difficulty Rating and more than half of the Difficulty Rating is a Failure, and indicates that the Player Character has not achieved his intended aim.
In addition, a Player Character can also roll a Spectacular Success or Disastrous Failure. A Spectacular Success is achieved when a Fortune die is included in the Action Roll and a maximum result is rolled on the Fortune die, when the result of the Action Roll is a Standard or Major Success. Similarly, a Disastrous Failure is achieved when an Adversity die is included in the Action Roll and a maximum result is rolled on the Adversity die, when the result of the Action Roll is a Partial Success or Failure. Although a Disastrous Failure cannot result in the death of a Player Character, the Game Master is free to be as creative as she wants, whether the result is a Spectacular Success or a Disastrous Failure.
For example, Zuwenna has been assigned an escort mission, and whilst she is not interested in the job itself, the route does take it near some ruins that are rumoured to be Astartite. Before she attempts to persuade her colleagues that they might be interesting, she decides to spend some time in the archives conducting research. She has the Investigation skill, so her player will be rolling a ten-sided die and adding Zuwenna’s Investigation of 2. In addition, the Little Genius Trait grants her a Fortune die with any Ability which uses the Acumen Attribute. However, she does not have long, so there is a time penalty to find any useful information. The Game Master sets the Difficulty Rating at twelve. Zuwenna’s player rolls the two ten-sided dice and rolls a six on the basic die and a maximum of ten on the Fortune die! Not only is the result a total of eighteen, but the ten on the Fortune die means it is a spectacular success! This means that she definitely has some information related to the ruins and it could contain arcanotech. That should be enough to persuade her companions on the road.Both combat and magic use the same mechanics. A combatant has a single gesture, move, and action each round, and if he attacks, his player’s Action Roll is against his opponent’s Physical Resistance as the Difficulty Rating or Magic Resistance if the weapon used involves arcanotech. A Fortune die can be added to an Action roll if the opponent is immobilised, paralysed, knocked down, unconscious, and so on, likewise an Adversity die can be added if the attacker is suffering from similar conditions. Damage is rolled on a single eight-sided die, plus the weapon’s damage bonus, and is halved if the outcome of the Action Roll is a Partial Success, but increased by a half if a Major Success. Damage inflicted equal or superior to an opponent’s Injury Threshold and an injury is inflicted.
Lore & Legacy includes several types of magic. Illusory magic deals with changing the perceptions of others about their environment, whilst Material magic being the scientific study of making real what was not, or transforming what is. Ritual magic consists of magic which takes several magicians to cast, whilst Spiritism deals with ‘nature spirits’, including possession and exorcism. Bar Spiritism, the other types of magic include lengthy lists of spells, which are all in their own way interesting and ones that a magic using character in the game would want to cast. As in combat, the outcome of a Partial or Superior Success on an Action Roll halves the effect of the spell, or increases it by half, respectively.
For example, Zuwenna has persuaded her colleagues to investigate the ruins in the hope of finding some Arcanotech or at least something interesting. She has already cast Ætheric Echolocation to determine the extent of the underground passages and rooms when the guards left behind to protect the caravan come looking for them. Not to check on their welfare though, but to steal what Zuwenna and her colleagues have found. However, their disappointment at the lack of discoveries leads them to threaten Zuwenna and her colleagues, and a fight breaks out. Zuweena is attacked by one of the guards, Hagor. Both Zuwenna and Hagor have a Speed of five, but he is wearing chainmail, which reduces it by one to four. However, surprised by the attack, Zuwenna decides to fully defend herself. This doubles her Physical Resistance from three to six, to which is added her Dodge skill of one and the bonus from her padded armour, for a total Physical Resistance of eight. The Game Master rolls a Basic die and adds Hagor’s Melee Combat skill of 3 to the total. She rolls a two and adds the three for a total of five. This is a Partial Success, which means that any damage inflicted by Hagor is halved. The Game Master rolls 1d6+1 for his shortsword, rolling a one, then adding one before halving the damage inflicted—one! Clearly Hagor was expecting to be more of a pushover, as he growls, “C’mere you little witch!”, but Zuwenna’s Health Points are reduced from four to three.The advancement mechanics in Lore & Legacy are nicely woven into the setting itself. Being a member of the the Free-Lancers’ Guild provides a Player Character with motivation and missions to undertake, but having completed a mission, the Freelancers are paid in Asters which can be used to gain training, access Arcanotech archives and magical libraries, and even undergo experimental therapy to effectively buy off the negative effectives of Traits. For example, Bookworm provides extra points to spend on Abilities during character creation, but at the cost of an Adversity die being rolled every time a character undertakes an action related to his Vigour. So a player could spend the Asters to pay off this negative effect, all of which provides a nice range of options when it comes to Player Character advancement.
Now Zuweena can act. She has a dagger, but attempts a desperate blast of magic by unleashing an Ætheric Arrow at Hagor. Having already cast Ætheric Echolocation, Zuwenna has two Magic Points left, but Ætheric Arrow costs three to cast. This means that the power must come from somewhere and that is from her Health Points, which will be reduced by a further single point, leaving her with two. To cast the spell, Zuwenna’s player will be rolling a ten-sided die and adding Zuwenna’s Wizardry of 2. As before, the Little Genius Trait grants her a Fortune die with any Ability which uses the Acumen Attribute, which includes the Wizardry Ability. The Difficulty Rating is determined by Hagor’s Mental Resistance, which is fourteen. Zuwenna’s player rolls eight on both dice for a total of sixteen and adding her Wizardry gives a final result of eighteen. This is a Standard Success and inflicts 1d8+1 damage. Zuwenna’s player rolls a total of eight, enough to beat Hagor’s Injury Threshold of eight. This can trigger a Condition, which will vary depending upon where the Ætheric Arrow. Zuwenna’s player rolls ten on a ten-sided die, indicating the head. Hagor screams as his head is burned by Ætheric energy. Until healed, the Game Master must roll all of his actions with an Adversity die.
Although Lore & Legacy employs magic and wizardry, it is very much a Science Fiction game and this shows in the range of equipment available. So not just swords and shields, but firearms, technologically enhanced weapons such as gravitic bolas or phase kukri, and Arcanotech. The latter are lost devices from all of the peoples on Empyrea whose manufacture is no longer possible, and they need to be found and deciphered. They can be weapons such as Adamantine Claws and Disphasers which paralyses targets, and artefacts such as Anti-Grav Boots, Assessor collars which estimate the value of items, Khading Wings carried in a backpack and allow wearer’s to fly. Vehicles exist also, such as the Agamid aerial junks, gunboats that have survived wars, but are fielded during emergencies, such as dragon attacks. Full stats for dragons are provided in the bestiary along with a host of other threats and dangers.
Lore & Legacy includes a decent amount of background about the Free-Lancers’ Guild, what it does and what the Player Characters do. Patera, the Crater City, is also detailed as is the Greater Crater Region, along with various NPCs which can be found throughout the region. There is plenty here to support an ongoing campaign, and both the Game Master and her players are provided with a starting point. For the latter, it is set of six pre-generated characters, but for the former, it is not one, but three adventures. They begin with an investigative adventure in Patera itself following an attack on the Free-Lancers’ Guild headquarters, whilst the second is more traditional, being an expedition to investigate a meteor strike which at worst could be the arrival of another Dragon Seed. Lastly, the third scenario follows on from the second, to further investigate what was found at the site of the meteor strike. Together the three scenarios nicely showcase aspects of the setting—the Player Characters’ base of operations, what expeditions are like, and a little bit of some of the mysteries of the Empyrea. In addition, suggestions are given as to how to include the ‘Froglins in the Mist’ adventure from Lore & Legacy – Quick-Start Guide in between the three adventures in the core book. Each of the three should provide at least two sessions’ worth of play, if not more.
Physically, Lore & Legacy is well presented. Much of the artwork is excellent and much of it reminiscent of FASA’s Earthdawn roleplaying game—which should be no surprise given that artist Jeff Laubenstein worked on both. The writing is also good, and the translation is more than reasonable. It feels a little overwritten in places, the rules, though simple, often feel as if they have more terms than they really need. If the book lacks anything, it is an index. The table of contents is good, but an index would have helped.
Lore & Legacy: Fantastic Adventures in a World of Science and Magic could be described as Earthdawn meets SkyRealms of Jorune, but the former is primarily due to Jeff Laubenstein’s artwork. Nevertheless, it firmly falls into the ‘Sword & Planet’ genre, combined with post-apocalyptic elements, whilst adhering to Clarke’s Third Law which states that, “Any sufficiently advanced technology is indistinguishable from magic.” Its inspirations—the French science fantasy comics series, Valérian, the works of Moebius, Philippe Caza, and Philippe Druillet in Heavy Metal, C.L. Moore’s Northwest Smith and Jirel of Joiry, the computer game, Might & Magic, and even She-Ra and the Princess of Power—all combine to give Lore & Legacy a different feel, a stronger sense of the other and the alien than might be found in similar roleplaying games.
Lore & Legacy is an adroit combination of a simple rules system, intriguing setting, a set-up that provides the Player Characters with motivations and missions, and a sense of mystery and wonder in the secrets of the Astarites. Although it leaves both wanting to know more about the world of Empyrea and its mysteries, Lore & Legacy: Fantastic Adventures in a World of Science and Magic provides Game Master and players alike with an impressive introduction and start.
Friday, 9 July 2021
A French Science Fantasy Starter
Lore & Legacy – Quick-Start Guide provides this background and more. Published by Empyreal Media Productions, it introduces the setting and the mechanics, plus an adventure designed for four players and their quartet of pre-generated Player Characters. A character in Lore & Legacy is defined by his People (or species), seven Attributes representing his physical and mental prowess, various Abilities in which has either been trained or is gifted, and a number of Traits representing his personality quirks, special talents, obsessions, phobias, and the like. The Attributes are Acumen, Fortune, Mastery, Presence, Robustness, Temper, and Vigour, and all bar Fortune are represented by a single six-sided die plus a modifier. Fortune is a straight value representing the number of Fortune dice can roll each day. Now not all of the remaining six Attributes are not exactly clear as to what they are from their names. So, Acumen is the character’s ability to observe, reflect, and analyse; Mastery is agility, dexterity, and precision, and ability to think and react quickly; Temper is his willpower; and Vigour his raw physical strength. This runs counter to most naming conventions for attributes and may well be confusing for some players.
Abilities include Arcanotech, Charge, Investigation, Melee Combat, Passion (Painting), Wizardry, and more. They are always represented by a single ten-sided die plus a modifier. Traits tend to apply situational modifiers. For example, ‘Beast of Burden’ increases a Player Character’s Luggage Points by three; Healer which grants a Fortune die any non-magical healing action; Agoraphobic, which levies an Adversity die on all actions when the Player Character is in an open space; Ancestral Weapon, which grants the Player Character a weapon with the aetheric, which reduces the Magic Resistance of a successfully struck opponent; and Remarkable, which marks the Player Character out in social interactions with members of other races, levying an Adversity die and adding a Fortune die. A Player Character also has a number of derived secondary characteristics, including Health Points, Magic Points, Physical, Magic and Mental Resistances, and so on.
Mechanically, Lore & Legacy uses the ‘3d’ engine, which uses three sizes of the dice and three types of dice. The three sizes are ten-sided or Ability dice, eight-sided or Damage dice, and six-sided or Attribute dice, and they are always used in specific situations. In general, when an Ability or Attribute is tested, or Damage is rolled, only one die, the Basic die is rolled, any modifier being added to the result to get a total. However, it can be as many as three. It cannot, though, be more than three. The extra dice can either be a Fortune die, an Adversity die, or even both! The result of the Fortune die is added to the result of the Basic die, whilst the result of the Adversity die is subtracted from the result of the Basic die. Adding both a Fortune die and an Adversity die to the dice to be rolled does not mean that they cancel each other out. Instead, their results are added and subtracted respectively.
When a Player Character undertakes an action, his player makes an Action Roll, consisting of the appropriate Basic die—whether a ten-sided die because the Player Character has an appropriate Ability or a six-sided die because he does not and must rely upon an Attribute instead—and applies any modifier. The Difficulty Rating for the Action Roll ranges from six for ‘simple’ to eighteen for ‘superhuman’. The success result can vary. A result equal to, or greater than the Difficulty Rating is a Standard Success and indicates that the Player Character has achieved his intended aim. A result one-and-a-half times or greater than the Difficulty Rating is a Major Success, and indicates that the Player Character has achieved his intended aim with positive benefits. A result less than the Difficulty Rating and less than half of the Difficulty Rating is a Partial Success, and indicates that the Player Character has achieved his intended aim, but with unforeseen complications. A result less than the Difficulty Rating and more than half of the Difficulty Rating is a Failure, and indicates that the Player Character has not achieved his intended aim.
In addition, a Player Character can also roll a Spectacular Success or Disastrous Failure. A Spectacular Success is achieved when a Fortune die is included in the Action Roll and a maximum result is rolled on the Fortune die, when the result of the Action Roll is a Standard or Major Success. Similarly, a Disastrous Failure is achieved when an Adversity die is included in the Action Roll and a maximum result is rolled on the Adversity die, when the result of the Action Roll is a Partial Success or Failure. Although a Disastrous Failure cannot result in the death of a Player-Character, the Game Master is free to be as creative as she wants, whether the result is a Spectacular Success or a Disastrous Failure.
Both combat and magic use the same mechanics. A combatant has a single gesture, move, and action each round, and if he attacks, his player’s Action Roll is against his opponent’s Physical Resistance as the Difficulty Rating or Magic Resistance if the weapon used involves arcanotech. A Fortune die can be added to an Action roll if the opponent is immobilised, paralysed, knocked down, unconscious, and so on, likewise an Adversity die can be added if the attacker is suffering from similar conditions. Damage is rolled on a single eight-sided die, plus the weapon’s damage bonus, and is halved if the outcome of the Action Roll is a Partial Success, but increased by a half if a Major Success. Damage inflicted equal or superior to an opponent’s Injury Threshold and an injury is inflicted.
The Lore & Legacy – Quick-Start Guide only presents two types of magic, more being available in the core rules. These are Illusory and Material magic. The former deals with changing the perceptions of others about their environment, the latter being the scientific study of making real what was not, or transforming what is. As in combat, the outcome of a Partial or Superior Success on an Action Roll halves the effect of the spell, or increases it by half, respectively. Just a handful of spells are included in the Lore & Legacy – Quick-Start Guide.
The Lore & Legacy – Quick-Start Guide includes four pre-generated Player Characters, which come four of the species available. The Disincarnated are humanoid synthetic life forms left behind by the Astarites, but discovered and reactivated by Free-Lancers, who gather experiences until they reach maturity and individuality; Dakti are short and muscular, good engineers and builders with great physical strength, and nicknamed ‘Dwarves’; Ælfyn, or ‘Elves’ are graceful forest-dwellers deriving most of their energy from photosynthesis; and of course, Humans. Two other species, the reptilian, four-armed Agamids, and the hardy and muscular, felinoid Orcs, who originated from the same world as the Ælfyn, are mentioned, but do not appear. The four pre-generated Player Characters consist of a Disincarnated Healer, Dakti Wizard, Ælfyn Marksman, and a Human Warrior. Theya re of course, members of the Free-Lancers’ Guild, essentially the in-built reason for the Player Characters to explore and adventure on Empyrea.
The adventure in the Lore & Legacy – Quick-Start Guide is ‘Froglins in the Mist’. Divided into five acts, it is a fairly linear and straightforward affair. It begins in the port of Brasto, a successful trading city-state in the Contested territories. The local branch of the Free-Lancers’ Guild has posted a mission—a celestial barge in distress was spotted over a mangrove swamp two days’ walk south and it wants someone to check for survivors. The adventure provides the players and their Player Characters the chance to test out the mechanics with some shopping and bargaining, followed by travelling, before getting into the meat of the scenario. The Player Characters easily locate the crash of the celestial barge and discover that it was attacked after it crashed, and both crew and passengers are missing. Very quickly, the Player Characters will themselves be under attack, but will ultimately discover what is going on and hopefully rescue both passengers and crew. To be fair, ‘Froglins in the Mist’ is a bit simplistic and too combat orientated, so there is not much in the way of plot to its story. As a one-shot or a starting point for a campaign, it is fine though, providing a reasonable showcase for the mechanics and a little of the world of Empyrea, which can be played through in a session or two.
Physically, the Lore & Legacy – Quick-Start Guide is well presented. Much of the artwork is excellent and much of it reminiscent of FASA’s Earthdawn roleplaying game—which should be no surprise given that artist Jeff Laubenstein worked on both. The writing is also good, and the translation is more than reasonable. It feels a little overwritten in places, the rules, though simple, often feel as if they have more terms than they really need.
If there is a downside to the Lore & Legacy – Quick-Start Guide, it is that both it and the ‘Froglins in the Mist’ adventure could have done with a little more mystery and a little more wonder to really hook both Game Master and her players into setting of the Empyrea. Perhaps the adventure could have been slightly longer and maybe gone into some ruins that might have delivered that needed mystery and wonder? It is a serviceable adventure though and perhaps a separate adventure which would work as a sequel—whether using the quartet of Player Characters included in the Lore & Legacy – Quick-Start Guide or created using the core rules, might deliver that? Nevertheless, the rules themselves are actually fairly simple and easy to understand, being on par in terms of complexity with something like Savage Worlds or Numenera. The setting of Empyrea itself has a post-apocalyptic set-up combined with Science Fantasy and Planetary Romance a la Skyrealms of Jorune or again, Numenera. Overall, the Lore & Legacy – Quick-Start Guide is a decently done little quick-start that can be played and enjoyed as is, but would really benefit from just a little more of its mystery.
Sunday, 14 July 2019
Bringing Barsoom to your table
Yet, despite the John Carter movie of 2012, neither the stories of John Carter nor the world of Barsoom are as familiar to the gaming hobby or the readers of Science Fiction as they once were. After all, the John Carter stories never got turned in comic strips, radio series, Saturday morning serials, or movies the way that Edgar Rice Burroughs’ own Tarzan, Alex Raymond’s Flash Gordon, and Philip Francis Nowlan’s Buck Rogers all did. So, it is as if the core rulebook for Edgar Rice Burroughs’ John Carter of Mars: Adventures on the Dying World of Barsoom has to actually introduce the licensed property almost as if it was something wholly new. Thus, having been published following a successful Kickstarter campaign, John Carter of Mars: Adventures on the Dying World of Barsoom begins with an explanation of both who Edgar Rice Burroughs and John Cater are, what Barsoom is, and perhaps, most importantly, how its “Rationalism, Romanticism, and Pulp Roleplaying” mark it as different from other roleplaying games. Here is a world where, “Heroes fight enemies born of lust, ignorance, and tyranny to save their friends, loved ones, and those places and cultures they call home. False gods, lying priests, deceitful nobles, treacherous assassins, and many other cruel adversaries are the biggest threats.” Notably, “There are no “evil” races on Mars.” Thus, villains need to be drawn of a richer cloth, with motives more than mere vileness. Although the practices and attitudes of the natives of Barsoom may be callously pragmatic and emotionally muted, there is room for sentiment and for firm action, perhaps upon the part of man or woman of Earth, or even one of the several species that make Mars their home, to overcome the native reticence and thus make friendships, dispel falsehoods, forge alliances, and so on, much like John Carter did in uniting Barsoom.
What all of this will involve, will depend on when the Narrator is setting her John Carter of Mars: Adventures on the Dying World of Barsoom campaign. Three eras of play are suggested—‘Dotar Sojat’, when Carter arrives on Mars and has his earliest adventures; ‘Prince of Helium’, when John Carter has married Dejah Thoris, become a Prince of Helium, and has most of his adventures and discovers many of the planet’s secrets; and ‘Jeddak of Jeddaks’, when John Carter has unified much of Mars and brought about a fragile peace which has pushed conflict and adventure to the planet’s furthest locales. The latter is the default period for playing in John Carter of Mars: Adventures on the Dying World of Barsoom, a time when the player characters have the opportunity to make a name for themselves and perhaps bring about the greater era of peace that John Carter’s unification has promised. The other eras provide plenty of scope for adventure, especially if the player characters take the roles of characters from the books, one of the Champions of Barsoom—the legendary John Carter, the inspiring Princess Dejah Thoris, the daring Kantos Kan, the loyal and mighty Tars Tarkas, and so on—one of the given options in the roleplaying game, either by creating them themselves or using the more powerful versions included in the book.
John Carter of Mars: Adventures on the Dying World of Barsoom employs the same 2d20 System as Modiphius Entertainment’s other roleplaying games, like Star Trek: Adventure Gaming in the Final Frontier and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, but in a stripped down version designed to be played using experienced and talented pulp-style characters in a planetary romance. This is will be reflected throughout John Carter of Mars: Adventures on the Dying World of Barsoom and its iteration of the 2d20 System.
Characters in John Carter of Mars: Adventures on the Dying World of Barsoom are defined by their attributes and their Talents. There are six attributes—Daring, Cunning, Empathy, Might, Passion, and Reason—which range in value between four and twelve for player characters. Talents are unique or developed abilities which make a character special, such as a skill, a natural aptitude, an arcane power, or a psychic power. They typically require a player to expend Momentum, or allow a character to undertake actions which Momentum would not normally allow him to do. Now what is missing here is skills. Unlike most other 2d20 System roleplaying games, characters are automatically deemed to be competent from the start.
Character creation in John Carter of Mars: Adventures on the Dying World of Barsoom involves a player coming up with a concept, selecting a Race, archetype, descriptor, before setting starting Renown and equipment. Lastly a character needs a flaw. The given concepts include Wandering Princess, Reformed Assassin, Airship Raider, Adventuring Scientist, Panthan Warrior (Martian sword-for hire), or Lost Explorer, which although has no mechanical benefit, will influence a player’s further decisions in creating the character. A player’s choice of Race—Earthborn, First Born, Green Martian, Okar, and Red Martian—provide some attribute modifications and may give a character a Talent, but primarily tell a character what he knows, what he does not know, and what he can do. So, the copper skinned and athletic Red Martians can speak and read Barsoomian, has knowledge of his home kingdom and its neighbours, plus their customs, politics, and threats, knows of Barsoom’s great cities, and the basics of airship operation and Red Martian science. He knows little of people and places far away or hidden, but can defend himself in hand-to-hand, melee, and ranged combat, operate the basic machinery and use medicine common to Red Martian culture, and can fly most vehicles and ride trained mounts. A Red Martian receives a +2 bonus to Daring, Cunning, Empathy, Passion, or Reason, and two +1 bonuses to any other attributes.
Of the five races open to the players, the Red Martians with their great airship navies and the tall, six-limbed, betusked, and aggressive Green Martians are the most numerous. The yellow-skinned Okar from the polar regions, and the arrogant onyx-skinned First Born who serve Issus, the living goddess-tyrant, are rarer, whilst Earthborn are all but unique. It is possible to create mixed heritage characters, but features common to all Martians include limited telepathy and egg laying instead of giving birth to live young.
Some fifteen Archetypes are given, including Airship Officer, Assassin, Beastmaster, Duelist, Envoy, Explorer, Fugitive, Gladiator, Guide, Healer, Panthan, Rogue, Scientist, Soldier, and Spy. Again, these provide a character with more of what he knows and what he can do, but give attribute bonuses and a suggested Talent. A Descriptor—again from a choice of fifteen—adds further attribute bonuses, whilst a player has five points to invest in Talents, which come in grades. So for example, Expert Aim (Grade 2) grants a player two extra twenty-sided dice when shooting, but not moving, and Witty Repartee (Grade 2) enables a player character to take an additional Spoken action as part of an attack, defence, or other action. Of the given Talents, most are combat or action orientated to reflect the pulp action nature of John Carter of Mars: Adventures on the Dying World of Barsoom, with only a few reflecting knowledge or a social skill, and none being of an arcane or psychic nature, their being saved for NPCs later in the core rulebook. All characters bar Earthborn receive ten Renown with which to invest in allies, contacts, titles, and so on, reflecting status in their kingdoms or tribes. All characters receive the standard equipment for their archetype. This is their Core Equipment and something that they always have or can easily replace. Only a few Flaws are given, but all enforce a character to lose Momentum points when they do not roleplay that flaw.
Our sample character is Jane Miller, a young lady from Yorkshire who family was wealthy enough for her to study chemistry at university. Yet before she had a chance to complete her degree, the war against Germany broke out and she volunteered to train as a nurse. An ardent romantic, she never managed to find and keep a young man for herself, ultimately finding solace in books. The last thing she remembers was rushing to get the men recovering under care into the shelter during an artillery bombardment. Now she is on a dry, dusty world with red sands and sky and no idea quite where she is.
Name: Jane Miller
Concept: Romantic Lost Explorer
Race: Earthborn
Archetype: Healer
Renown: 0
Flaw: Softhearted
Daring 4 Cunning 3 Empathy 6
Might 7 Passion 7 Reason 7
Talents
Leaps and Bounds (Racial) (Grade 2)
Show Me Where It Hurts (Grade 1)
Perceptive Scientist (Grade 2)
Skilled Physician (Grade 2)
Empathic Rider (Grade 2)
The process is relatively quick, but throughout, there is advice on how a player can create his own Archetypes, Talents, and Flaws as well as modify existing Talents. The latter is probably easier than creating new Talents, which comes with the danger of being too similar to existing ones or being too powerful.
In most 2d20 System roleplaying games, such as Robert E. Howard’s Conan: Adventures in an Age Undreamed Of and Star Trek: Adventure Gaming in the Final Frontier, a player rolls two twenty-sided dice and get successes by rolling against the value of an Attribute or against an Attribute plus the Expertise value of a skill in Attribute Test. A success is achieved by rolling under this combined value, but two successes if the player rolls under the Expertise value of the skill. Of course, John Carter of Mars: Adventures on the Dying World of Barsoom does not use skills. Instead combining the total of an Attribute and a Skill, it combines two appropriate Attributes, a player rolling two twenty-sided dice to get successes by rolling under the combined total, or two successes by rolling under the value of the lower Attribute. If a player rolls a twenty, it does not necessarily mean that the character fails, but rather that he suffers a Complication to his action, though as an alternative, it can add to the Narrator’s Threat pool.
For example, not long after she has been stranded on Barsoom, Jane Miller has been captured by the Red Martian bandit, Tavsark On. She has managed to get him drunk and slipped out to the edge of his camp where the bandits have their thoats penned. These riding animals are not used to Earthmen, so she is strange to them, but Jane wants to steal one and ride it away. The Narrator asks Jane’s player for a roll, telling him that since the task is Challenging, he will need two Successes in order for her to be able to calm and ride the strange beast. He suggests that Jane’s player will be rolling against a total of her Daring and Empathy, since she needs to calm the thoat quickly. This gives the player a target of ten to roll against, but if he rolls four or less—equal to Jane’s Daring—her player will generate extra Successes. He rolls 1 and 6. The 6 generates one Success, but the 1, which is under her Daring in this situation, generates another two for a total of three Success. The two Successes mean that Jane sneaks past the guard, calms a thoat, and manages to ride away from the camp. Further, she has an extra Success left over, which can be kept as Momentum.Most of the time, a player will need to generate no more than a single Success to do whatever his character wants to do, but it can be as high as five or Epic Successes needed, depending upon the action. Any Successes generated above the difficulty generate Momentum and Momentum can be saved or spent. Typical uses for Momentum are to add another twenty-sided die to an attribute test, make an opponent’s test more challenging, increase quality or scope of a success, to obtain information, or reduce the time a task takes. In another change from other 2d20 System roleplaying games, Momentum in John Carter of Mars: Adventures on the Dying World of Barsoom is not saved into a communal pool to be used by all of the players, but into individual pools. Although each player’s pool maximum Momentum is equal to their character’s lowest Attribute, it means that there is more Momentum in play overall. Another aspect to having individual pools is that players can transfer Momentum between each other’s pools and so help each facilitate the action.
So for example, Jane Miller has managed to escape the camp of the famed Red Martian bandit, Tavsark On, but the guards quickly realise that she is gone, and with Tavsark On at their head, they give chase. Since she is trying to get away, Jane’s player will roll against Daring and Passion, but Tavsark On will lose face if he does not catch the stranger, so the Narrator will roll against his Might of 5 and Passion of 4. Jane also has the Empathic Ride Talent which not only allows her to always use her Empathy when riding or controlling a living mount, but also allows her player to reroll a failed roll. To ensure that Jane outrides her former captor, her player decides to spend the Momentum from the earlier success to add another die. This means that Jane’s player will be rolling three dice versus the Narrator’s two. The Narrator rolls 1 and 8, which is enough for three successes. This sets a high bar for Jane’s player as Tavsark On gains on her. Jane’s player rolls 1, 10, and 14, which also gives her three success, but that is not enough. Fortunately, her player can reroll a die because of her Talent and chooses the 14 to reroll. This time it rolls a two and generates another two success. This is two more than Tavsark On and so not only does Jane get away, but there is more Momentum to save or spend.In addition to Momentum, characters also have Luck, but where Momentum needs to be generated and the amount a player holds in his pool degrades from one scene to the next, a player always begins a session with his Luck refreshed to the value of his character’s lowest Attribute. Luck can be spent to add more dice to a roll—but such dice are always set at 1 and thus always generate two successes, to perform an extra action in combat, gain a second wind and recover from stress suffered in combat, inflict more damage in combat, overcome an affliction, and to influence the story. Luck points can also be earned for noteworthy actions and roleplaying, and so on. Another way to gain Luck is by accepting voluntary failure—it also adds to the Threat pool for the Narrator’s use, as does purchasing extra Momentum should a player run out. The size of the Threat pool is equal to the number of Luck points the player characters start a session with and Threat is used in a similar fashion to Momentum, but for the Narrator’s NPCs rather than the player characters. Another use for Threat is to seize the initiative in a conflict from the player characters and let an NPC act next.
As with other 2d20 System roleplaying games, what the Threat and Momentum mechanics do is set up a pair of parallel economies with Threat being fed in part by Momentum, but Momentum in the main being used to overcome the complications and circumstances which the expenditure of Threat can bring into play. The primary use of Threat though, is to ratchet up the tension and the challenge, whereas the primary use of Momentum is to enable the player characters to overcome this challenge and in action, be larger than life. In other 2d20 System roleplaying games, these parallel economies are more balanced because there is only one of each, but in John Carter of Mars: Adventures on the Dying World of Barsoom, because they generally have access to more Momentum, the economy favours the players and their characters. It also means that the Narrator will want to be slightly conservative in expending Threat from her Threat pool, saving them for her story’s villains rather than rather expending them necessarily on Mooks and minor incoveniences.
Rather than combat scenes, John Carter of Mars: Adventures on the Dying World of Barsoom has Action scenes, which can involve speech, movement, conflict, and free actions—the latter never requiring an Attribute test, whereas the others probably will. Action scenes also vary in length, depending upon the situation, from a single clash of swords to the great flying ships spending minutes to maneuvering for position. Combat itself consists of opposed rolls, but the attacker will roll and the defender will roll varies. For example, to make an attack with a sword, Cunning and Daring are typically used, whilst Daring and Reason are used for ranged attacks. To defend against the sword blow, Daring and Passion would be used if the blow was bravely defended against, or even Daring and Empathy if the defender was trying to read the attacker’s movements. These combinations define how a character undertakes an action, and they work as well with movement actions and spoken actions as much as they conflict actions.
If the attacker rolls more successes than the defender, then action succeeds. Momentum here can be spent to increase the number of damage dice rolled, to disarm an opponent, get rid of a minion, to move closer or further away, and so on. Depending upon the type of action, damage is inflicted upon a character’s Confusion, Fear, or Injury stress tracks. Take too much damage to a stress track and a character can suffer from an affliction—Madness from Confusion damage, Trauma from Fear damage, and Wounds from Injury stress. Each type of affliction increases the difficulty of Attribute tests, but suffer too much of one affliction and a character will black out.
In addition to the standard twenty-sided dice, John Carter of Mars: Adventures on the Dying World of Barsoom uses Combat dice. These are six-sided dice where only the rolls of one, two, five or six count with rolls of five and six also inflicting an Effect, such the Sharp quality of a sword, which inflicts extra damage.
For example, prior to her successful flight from his camp, Jane Miller found a way to sneak out of Tavsark On’s tent. The bandit has been drinking, trying to find out more about his strange captive, whilst she has been demurring. At the right moment, Jane snatches up his dagger and despite him laughing at her that she is not going to do anything, stabs him! Her player will roll her Daring of 4 and Cunning of 3 against an Average difficulty, whilst the Narrator will roll against Tavsark On’s Might of 4 and Reason of 6, but since the bandit has been drinking, it will be against a Challenging difficulty. Jane desperately wants to get away, so her player spends a point of Luck to give her two Successes. This is enough, but her player still needs to roll, but needing more of an advantage opts to purchase a point of Momentum in return for adding a point of Threat to the Threat pool. Jane’s player rolls three dice and gets 10, 7, and 2—three success, which with the two from the Luck point, gives her five. This is enough to succeed and generate four Momentum. The Narrator rolls two dice for Tavsark On, but rolls 14 and 20, so not only a failure, but with a Complication too! Jane’s player elects to turn all of the extra Momentum into Combat dice, which gives him four extra to roll with the single Combat die for the wine jug! Jane’s player rolls 2, 4, 5, 5, and 6. All but the 4 inflicts a point of damage on Tavsark On’s Injury, plus the 5, 5, and 6 all have an effect, which for the dagger is Sharp! So for each effect rolled, another point of damage is inflicted, for a total of seven. This fills Tavsark On’s Injury stress track, inflicting a wound and it is more than five points of damage, inflicting another Wound! Tavsark On roars in pain and anger, attempting to grab his assailant, but the Narrator describes—and here the Complication comes into play—how the bandit staggers back, gets caught up in a tapestry and trips up, banging his head and knocking himself out. Now Jane can make her escape...One notable fact about combat is that John Carter of Mars: Adventures on the Dying World of Barsoom does not differentiate between weapons. So all daggers do one die’s worth of damage, swords do two, and so on. Firearms and bows are similar. This reflects the lack of variety of weapon design—or the efficiency of weapon design—on Barsoom over thousands of years. Barsoomians know what works, and are also honourable enough to always face each other with equal weapons, so if a Red Martian armed with a radium pistol is faced by an opponent with a sword, the former will holster his pistol and draw his sword. What this means mechanically is that John Carter of Mars: Adventures on the Dying World of Barsoom eschews the need for an extensive equipment list and that in John Carter of Mars: Adventures on the Dying World of Barsoom, it is a character’s skill which matters rather than the weapon. Another aspect of John Carter of Mars: Adventures on the Dying World of Barsoom’ genre is that the player characters are powerful, with only a few NPCs approaching or equalling their power and skill. Such NPCs will be challenging, especially when supported by the Narrator’s Threat pool, but many other NPCs, especially minions do not represent such a challenge.
The technology section in John Carter of Mars: Adventures on the Dying World of Barsoom highlights the differences between the advances made by Barsoom and by Earth. Barsoom is more advanced than Earth, but has lost much understanding and access of the scientific and technology their ancient forebears once had. So whilst the Red Martian kingdoms field navies of fliers of all sizes, kept aloft by anti-gravity, and pneumatic trains run between the twin cities of Helium, and are widely understood, how exactly the planet maintains a breathable atmosphere is a secret known to a very few…
In terms of background, John Carter of Mars: Adventures on the Dying World of Barsoom provides information on the history of Barsoom; the culture, traditions, laws, languages, and more on the tribes of the Green Hordes and the kingdoms of the Red Martians. Each of Red Martian nations is given roughly two thirds of a page, which includes notable personages and places as well as suggestions on how to use each in a Narrator’s campaign. The far northern kingdom of Okar is given a similar treatment, whilst the other planets in the Solar System are accorded a varying amount of detail, all depending to what degree they figure in Edgar Rice Burough’s stories. Further background—specifically for the Narrator’s eyes only—explore the mysteries and secrets of Barsoom, all of them drawn from the books. This includes the secrets of Barsoomian religion, such as where the Barsoomians go to die should they survive long enough to reach a thousand years old, hidden locations, strange powers, and lost technology. It is interesting to note that the relative obscurity of Edgar Rice Burroughs’ John Carter of Mars: Adventures on the Dying World of Barsoom stories actually means that they are likely to be fresh and unknown to many gaming groups.
As well as the section detailing the secrets of Barsoom, the Narrator is given some solid advice on running John Carter of Mars: Adventures on the Dying World of Barsoom, as well as handling the mechanics and setting both tone and theme for a campaign. This includes how to create suitable villains for a campaign, adhere to the conventions of the genre, and expanding Barsoom beyond Edgar Rice Burroughs’ novels, giving new kingdoms and cities for the player characters to visit. Numerous sources of inspiration are discussed, surprisingly more than just the novels—which are even more surprisingly, not actually listed in the Edgar Rice Burroughs’ John Carter of Mars: Adventures on the Dying World of Barsoom—including classic myths, other works of fiction, and more. Stats and write-ups are provided for almost twenty of Barsoom’s creatures, most notably the iconic White Ape, along with a guide for the Narrator to create her own, followed by stats and write-ups for all of the major characters from the novels—including John Carter, Dejah Thoris, and their family, as well as some archetypal ones too.
Rounding out John Carter of Mars: Adventures on the Dying World of Barsoom is ‘The Mind Merchants of Mars’, a short action-packed adventure. It begins with the characters being thrown into an arena and forced to fight experienced gladiators. Whatever the outcome, they end up being sold into slavery, escape, and more. This is a decent introductory scenario, throwing the player characters straight into the action and get them involved immediately. It is supported not only by a cast of villains which deserve to make further appearances, but also some nine quite detailed adventure hooks, each with variations.
Physically—and this is the very first thing which will strike anybody about it—Edgar Rice Burroughs’ John Carter of Mars: Adventures on the Dying World of Barsoom comes not in the traditional portrait format as almost every other roleplaying game and supplement does, but landscape format. This gives it a singular appearance and provides a wider space for the roleplaying game’s artwork. Vistas here, really can be vistas. Much of that artwork is excellent, the cover in particular is spectacular, but some of the internal illustrations feel a little murky. The writing is good throughout, though an edit is required in places. Where the game and rules are lacking is in having more and fuller examples of both the rules and play, as more would make it easier for new players and Narrators to learn. Another issue is the organisation, which could have been better, in particular, the Talents could have been all listed and explained in one place, rather than placed throughout the book where they appear with NPCs. This would have been useful as a reference for the Narrator. It would have been nice if there had been a few maps than the one given of Barsoom, perhaps of a city or a flier, basically to help the Narrator visualise places if not support the roleplaying game’s use of miniatures, which is an option. If there is a real issue though with the core rule book for John Carter of Mars: Adventures on the Dying World of Barsoom, it is actually the format. As lovely as it is, the landscape format is a little unwieldy for easy use.
Edgar Rice Burroughs’ John Carter of Mars: Adventures on the Dying World of Barsoom is the lightest and easiest of Modiphius Entertainment’s 2d20 System. It plays fast and easy, the Momentum mechanics supporting an action-oriented Pulp style of play in an old fashioned setting. Indeed, were Modiphius Entertainment to find a Pulp style property it wanted to develop into a roleplaying game, then the version of the 2d20 System used in this roleplaying game would serve as a very solid basis for it. In the meantime, Edgar Rice Burroughs’ John Carter of Mars: Adventures on the Dying World of Barsoom provides everything necessary for a gaming group to visit Barsoom for the first and gives Edgar Rice Burroughs’ stories the roleplaying they deserve.
Saturday, 6 July 2019
1978: John Carter: Warlord of Mars – Adventure Gaming Handbook
The John Carter, Warlord of Mars: Adventure Gaming Handbook offers ‘Miniature Man-to-Man Adventure Gaming’ stating that, “Here is action with a single man or small group of men pitting their abilities, skills, and courage against other men or fearsome Beasts in settings from dank, poorly lighted underground dungeons to the swirling, desperate hand-to-hand battle raging on the deck of the flyer a thousand feet above the ground. The clash of naked steel. . .the test of manhood and courage. . .this is the essence of a life on Barsoom!” Certainly this sums up life on Barsoom for its brave men and women, the planet being filled with dread creatures like the Great White Apes, the Apts, and the Banths, let alone attacks by the barbarous Green Men, whilst the dungeons mentioned are the little known mazes of tunnels and rooms beneath the planet’s many cities—inhabited and abandoned—built long ago by the ancients. It also provides help with ‘Painting and Organizing Your Miniatures’. What you have here then is not a roleplaying game per se, but more of a set of wargames rules with rules for single figure or character action, whether that is combat, exploration, or roleplaying. In this, it echoes roleplaying’s first steps with the original Dungeons & Dragons from 1974.For example, Parthlan of Manatos is aboard a flyer which has been successfully boarded by pirates. So far he has cut down several pirates, but as the battle on the deck swirls around him, the lead pirate raider steps forth and singles him out. Fighting stalls as this duel plays out. The raider leader has a Swordsmanship of 16, so comparing that to Parthlan’s Swordsmanship gives him a difference of +4 and rolling a 9 on that column on the Critical Results Table gives a modifier of +1. A roll of 6 and 6 plus the modifier for a total of 13 and the raid leader has suffered a moderate wound to the head and five Wounds.
The raid leader has a Constitution of 13 and so can suffer 13 Wounds before definitely being knocked unconscious and potentially dying. So far, he has suffered 5 wounds, or 38% of his Constitution. The Judge rolls a ten-sided die and the result of 2 indicates that the raid leader is stunned and at a -1 penalty to attack and defence on the next turn. This means that the raid leader is at a disadvantage when it comes to his attack and may need to be more aggressive to counter the effects of the wound he has suffered. Either that, or retreat…
Physically, the John Carter, Warlord of Mars: Adventure Gaming Handbook is a book of two halves. The first half, the source material and the painting guide is reasonably written and in general a good guide to Barsoom. The second half is a muddle, the rules written with little, if any clarity, and little in the way of proper organisation. The need to flip back and forth to access both rules and tables can only hamper play. Beyond the book’s vibrant colour cover, the John Carter, Warlord of Mars: Adventure Gaming Handbook is completely unillustrated.



