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Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Sunday, 13 July 2025

Ecology & Exploration

The halls of each of the Mappa Mundi Institutes stand as a repository of memory and a cradle of curiosity. Each is an archive of what was before and an empty store of what is to be found and discovered. Their Chroniclers are ready and eager to explore the world anew, to travel to the next valley or the other side of the world, and return with tales of what they have seen and stories of how such places have changed. For the world of Ecumene is a world that has changed. People once willingly travelled, making the long and sometimes difficult journeys from their homes to the other three continents and returned as living libraries of all they had experienced and all that they had seen. People, places, and Monsters and Creatures were learned about and from, and the stories shared and remembered, again and again. Then the Flux came and the world changed. Storms rose so big and so furious that travel became impossible. Rivers burst their banks and mountains were lost to fog so thick, it was as their very existence was greyed out. The Monsters and Creatures too changed. Before they had been studied and known, their behaviours and patterns respected, and some had even lived alongside and been protectors of the people, now some retreated into the Wilds, whilst others became aggressive, even monstrous… The nature of the Flux has long been debated, but now change has come again to the world of Ecumene. It is receding and people can begin to travel again. The Chroniclers can not only recover the stories of old, before the coming of the Flux, but observe anew and record stories of the world of Ecumene as it is now.

This is the set-up to Mappa Mundi – An Exploration + Ecology RPG, a collaborative storytelling roleplaying game of exploration, discovery, and ecological change. Published by Three Sails Studios following a successful Kickstarter campaign, this is a roleplaying game with a firm emphasis on world building through play and a firm emphasis on non-violence to the extent that the roleplaying game does not actually have a combat system! Instead, the Chroniclers—as the Player Characters are known—having sworn an oath to ‘Do No Harm’, will explore new regions of the world, encounter new peoples, discover Monsters and Creatures, and interact with them, whilst their players are encouraged to ‘Shape’ the world around their Chroniclers, describing and adding detail to what they see, building upon what has been described before. The roleplaying game uses a deck of cards called the Journey Deck to create the story and the challenges the Chroniclers will need to overcome, all before coming face-to-face with the Monster or Creature they want to study and learn about. What they will not do, though, is discover what the Flux was—and perhaps still is—as that is not the point of the roleplaying game and the roleplaying game goes out of its way to not define it.

As a Chronicler, a Player Character will receive a Licence from the Mappa Mundi Institute, representing the training he has received. This is either Archivist, who specialises in recording folklore and separating it from the truth about Monsters and Creatures, and surveying new lands; Diviner, linked to Fate, who reads the signs in everything around him and the cards he draws and bones he rolls; Fixer, good at recognising social cues in both people and Monsters and Creatures, but also capable of jury-rigging tools, traps, and other helpful devices; and Guardian, who defends people from Monsters and Creatures, Monsters and Creatures from people, and also serves as a tracker and guide. A Chronicler has general Training in four Abilities— Traversal, Observation, Deduction, and Exploration—represented by ‘Bones’ or dice, the higher the better or more capable a Chronicler is. Mappa Mundi maps the Bone or die size to age and experience, the ‘Fate Bone’ or two-sided die represents childhood, the ‘Growth Bone’ or four-sided die represents young adulthood, the ‘Travel Bone’ or four-sided die represents the freedom of adulthood, the ‘Life Bone’ or eight-sided die represents experience and maturity, and the ‘Scholar’s Bone’ or twelve-sided die represents mastery and wisdom, but also deception. A Chronicler’s Licence determines where two of his Trainings are assigned, representing a strength and weakness, as well as the first Skills from the Licence’s Skill paths and then gives choices in terms of Interactions, how the Chronicler approaches the world.

In terms of development, all four Chronicler Licences can improve their Bones and possess extensive Skill trees that will see them be recognised for their Specialisations. For example, the Diviner can be recognised as a Cartomancer, Ossimancer, or an Augur, whilst a Guardian can be recognised as a Warden, Survivalist, or Trapper. It is also possible for a Chronicler to learn Skills from a Licence other than their own, and when a Chronicler gains two Specialisations or more, he will receive Endorsements. In general, it is faster to learn from failure than success.

Edmund
Licence: Archivist
ABILITIES
Traversal d4 Observation d6 Deduction d6 Exploration d4
SKILLS
Traversal:
Observation: Behaviourist, Politics
Deduction: Folk Tradition
Exploration: Geography
INTERACTIONS
Diagnose, Study, Study

Mechanically, Mappa Mundi is quite simple. Whenever the Narrator asks a player to make an Ability Check for his Chronicler, the player rolls the die appropriate to the Ability. If the roll is equal to or higher than the Target, the Chronicler succeeds. A player can choose to substitute an Ability with a Skill and if the Narrator agrees—and she does not have to—then she can allow the Chronicler to automatically succeed or the Target for the Ability roll be reduced. One oddity here is that Mappa Mundi does not list set Target values, which initially is going to leave the Narrator and players at a loss. However, Mappa Mundi does, a few pages later, explain that mechanically, Mappa Mundi is intended to be adaptive and proportional. The difficult Target value for each of the four Abilities is determined by the average of the dice values assigned to each Ability for all Chroniclers and then values are set above and below for more or less challenging Targets. For a group of beginning Chroniclers, the average would be five, so the challenging Target would be six, an impossible Target set at eight, a standard Target at four, and an easy Target at two. The actual difficulty of a task depends on the context and some tasks will remain challenging no matter what the Chroniclers do.

In addition, a Chronicler can earn Fate Points for good play and good roleplaying. These can be spent on Fate Checks, with more challenging situations requiring more than one Fate Point. A Fate Check requires both the expenditure of Fate Points and the roll of the Fate Die, so even if the Chronicler has the Fate Points and his player wants to use them, success is not guaranteed. Lastly, Fate Points can be saved and used to unlock new Interactions.

Lastly, although Mappa Mundi does not have a combat system and a Chronicler cannot die, he can still be hurt, whether that is from getting into a fight or getting too close to a Monster. In which case, he suffers one of four conditions—Minor, Major, Unconscious, or Transformative. Each of these will affect the Chronicler in some fashion, making it more difficult for him to succeed until he either recovers or adapts.

Whether played as a one-shot or a campaign—and it really is designed for long term play, The Mappa Mundi – An Exploration + Ecology RPG is played in three phases. These are the Research, Journey, and Encounter phases. During the Research phase, the Chroniclers will investigate a region, interact with its inhabitants, and learn about what they know about the region’s Monsters and Creatures. In the Journey phase, the Chroniclers will strike out into the wilderness in search of where the Monster or Creature they are looking for is located, and then, in the Encounter phase, they will confront the Monster or Creature. This is not to defeat it or tame it, perhaps as you would in another roleplaying game, but instead to observe it, learn about it, and discover its Behaviours. This requires the use of the Journey Deck. This consists of seventy-one Tarot deck-sized cards. These depict terrain such as a Summit, Stream, and Tor, and Monsters and Creatures such as the Afrit, Tiamat, and Shoroon Khutgagh. As well as being presented in full colour, each has a name at the top whose orientation in play will affect the challenges that the Chroniclers will face and work to overcome.

Prior to the start of play, the Narrator sets up the Journey Deck for the trip the Chroniclers want to make and the Creature or Monster that they want to encounter and learn about. This does not use all of the cards from the Journey Deck, but only the one representing the Creature or Monster and those that represent the terrain that the Chroniclers will traverse. This Monster or Creature and this terrain can be one of the Narrator’s own creation, or the Narrator can set it up based on the regions, Monsters, and Creatures detailed in Mappa Mundi. In response to the Chroniclers actions during the Research phase, the Narrator constructs the deck for the Journey phase. When added to this deck, a card can be placed ‘Rightwise’ or ‘Inverted’. ‘Rightwise’ if the Chroniclers encounter an NPC or learn a true fact during the Research phase, but ‘Inverted’ if they fail to find information, annoy an NPC, or so. During the Journey phase, reaching a location whose card is ‘Rightwise’ means that the travel is easier and more pleasant, and in game terms, the players have scope to ‘Shape’ the environment and narrative around their Chroniclers. Conversely, an ‘Inverted’ terrain card represents a challenge that the Chroniclers must overcome, but if they do, then they have the opportunity to again to ‘Shape’.

In the Encounter phase, the Chroniclers will come face-to-face with the Monster or Creature. Each Monster or Creature is defined by its Behaviours—eight for the Monster and four for the Creature—that are linked to and can be revealed by the Chroniclers’ Interactions, and Threads, which can either be Intact, Frayed, or Severed. These Threads require the Chroniclers to carefully handle them, and they can change according to the Chroniclers’ actions. Fail an Ability check and a Thread can go from Intact to Frayed and from Frayed to Severed, but where a Frayed Thread can be repaired to Intact, a Severed Thread cannot be repaired. Success means that a Chronicler can ultimately learn about a Behaviour and his player ‘Shape’ how it manifests. Overall success means learning about a Creature or Monster as much as the Chroniclers can and returning to the nearest Mappa Mundi Institute to share.

A Narrator is free to create her own regions and Monsters and Creatures, but almost two thirds of Mappa Mundi – An Exploration + Ecology RPG is dedicated to ten regional guides and Monster and Creature descriptions found across Ecumene. These provide geographies, histories, cultures, and bestiaries to explore, examine, and enter into the records, backed up with ‘Tales of Interest’ that provide rumours and hooks that the Narrator can use to draw the players and Chroniclers in to investigate further. Every region’s bestiary includes three Monsters and a list of the more mundane Creatures complete Threads, Interaction, and ‘Shaping’ inspirations that the players can draw from to ‘Shape’ their Chroniclers’ interactions with them. Each Region is prefaced by a map that the Narrator can also draw from for inspiration in terms of the Terrain cards that she will use from the Journey Deck.

For the Narrator, there is advice and suggestions, not just on running the game, but also its tone and its key principles, to create a living world that will react to the actions of the Chroniclers. There is advice too on the Narrator creating her own Monsters and Creatures beyond those given in the book, and also a ‘Frequently Asked Questions’ which addresses some of the enquiries already raised by Narrators.

Where Mappa Mundi underwhelms is in terms of its reader friendliness and accessibility. For example, there is no mention of the use of the cards to drive a story until the Narrator’s section and the explanation of how Target difficulties are rolled by the player and how Target difficulties are rolled by the Narrator are separate. Similarly, there are terms mentioned, such as various aspects of a Chronicler, that the reader is left to wonder at until several pages later. Consequently, there is a slight sense of disconnection in reading the book. Some of this could have been addressed with the inclusion of an index or even just a glossary. Further, whilst the use of the cards to set-up a story through its three phases is far from poorly explained, an example of play, from set-up to the three phases, would have eased the reader into what the designers intended. To be clear, none of these problems are insurmountable or impede play, they just mean that Mappa Mundi is just slightly harder to learn to play and harder to teach to play.

Physically, Mappa Mundi – An Exploration + Ecology RPG comes in a sturdy box that also contains the cards of the Journey Deck. The art and cartography of the book and the art of the Journey Deck are lovely, the Monsters in particular, portraying new Monsters as well as new interpretations of old ones. The book itself is engagingly written, especially in the colour text. However, there are sections of italicised text after italicised text which is awkward on the eye.

Mappa Mundi – An Exploration + Ecology RPG is a storytelling game and so offers a different style of play in comparison to traditional roleplaying games. Its lack of combat rules in particular, force the players and Chroniclers to roleplay and interact with the world in a different way, searching for signs of recovery from the Flux and finding out what has changed and what has stayed the same, and sharing what they have learned. This will require some adjustment for players and Narrators more used to the traditional style of roleplaying games, whilst those with experience with storytelling games will require far less adjustment, if any. The lack of fuller explanations and examples of play is likely to mean that the roleplaying game is better suited to be run by a Narrator who has some experience of running storytelling games. Nevertheless, the absence of combat rules and the ecological theme, very much mark Mappa Mundi out as a non-traditional roleplaying game and may open it up to a different audience. Overall, Mappa Mundi – An Exploration + Ecology RPG is a beautiful game about hope, discovery, and telling the story of the world around the Chroniclers.

Friday, 9 May 2025

The Horror of the Hum

The Hum has been heard for weeks now, a near-constant source of pain that has been affecting the tribe’s hearing-sensitive mutants and manimals and impeding their ability to invoke their divine gifts. The leaders of the tribe sent out parties of its young Seekers to locate the source and whilst they failed to find it, what one Seeker learned revealed an even bigger threat to the tribe. Her party was ambushed by a gang of Ascended Ones—a violent sect of three-eyed mutants who believe that Pure strain humans were responsible for the destruction of the planet and bringing about Terra A.D. She learned from them that the Ascended Ones were on a quest of their own, to find The Temple of Mutant Alpha: the first known mutant on Terra A.D. or ‘Terra After Disaster’. Does The Temple of Mutant Alpha really exist? If so, if the Ascended Ones find it, there can be no doubt that they will turn it into a site of holy pilgrimage that will further their aims. In response, a stronger and more experienced party of Seekers is to follow up on the information. This is the set-up for Mutant Crawl Classics #15: The Mutant Menace of Lab 47, the fifteenth release for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, the spiritual successor to Gamma World published by Goodman Games. It is designed for Third Level Player Characters and will take deep into the history of Terra A.D. to reveal some of its secrets with a big dose of Area 51-style ufology thrown in.

Mutant Crawl Classics #15: The Mutant Menace of Lab 47 begins with Player Characters near the source of the Hum in the glow desert, an oasis of the Ancients. After some exploration of what are nearby tourist facilities a la Rachel, Nevada (the nearest settlement to Area 51), the Player Characters can break into the facility, which reveals itself through notices and announcements to be the Trevino Research Base. There is some knowing fun to be had here, since the adventure assumes that any Player Characters of the Shaman Class or of sufficient Intelligence will know the Ancient Tongue. This means that the players will quickly grasp what is going on at the facility, but their characters will not, effectively adding an element of metaplay as the players have their characters explore the facility in search of conformation of what they know and their characters can understand. The adventure also emphasises classic Gamma World-style play in which obtaining the correctly collared com-badges will allow the Player Characters access to different areas of the facility. Alternatively, the Player Characters can use brute force or Security Systems checks of various difficulties, but the simplest and easiest method of exploring the facilities is to find and use the com-badges.

What the Player Characters find in the Trevino Research Base are clear signs that the Ancients obtained—from a place called ‘Glossop’—alien technology and survivors that scientists were conducting research on, including gene research. Plus, the results of the research may well indeed, have led to the creation of the first Mutant. This research was kept well hidden from the outside world, although of course, conspiracy theorists and UFOlogists thought otherwise, hence the UFO-themed tourist facilities outside of the base. The Player Characters do have plenty of opportunity to learn about this research and even conduct a little of it themselves, but perhaps the most entertaining part of the scenario is the fact that they discover living results of that research begun long ago that will trigger their parental instincts. Consequently, the latter half of the scenario is likely to consist of the Player Characters exploring the rest of the Trevino Research Base whilst caring for squalling, wailing, defecating babies! Although their players will have been alerted much earlier in the scenario, eventually their characters will discover that the base’s self-destruct system has been triggered and they will need to find a way to deactivate it. The scenario ends in a genre classic showdown t the bottom of a missile silo!

In addition, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 suggests some possible sequels if the Player Characters survive the scenario and three appendices. One details the various artefacts that the Player Characters can find in the scenario and make use of, such as the Biomesh Com-Badge Jumpsuit—colour-coded, of course, Illuma-Drones for lighting, and NuEarz, jaunty, animal-shaped hearing devices with various modes, some of them useful. The others describe the new monsters in the scenario and the new Mutation, ‘Binary Voice’, similar to Achroma’s Artificial Intelligence Hack, but without the need to bond with the A.I.

Physically, behind a very suggestive cover, complete with a metallic logo, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is cleanly and tidily laid out, clearly written, and decently illustrated. The maps are decent too, although a little scratchy towards the end.

Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is a short adventure with an emphasis on exploration and combat. As with other scenarios for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, it is self-contained, but with plot strands to develop, and so is easy to add to a Judge’s campaign. Overall, Mutant Crawl Classics #15: The Mutant Menace of Lab 47 is solid and entertaining.

—oOo—


Goodman Games will be at UK Games Expo
from Friday 30th May to Sunday June 1st, 2025.

Saturday, 12 April 2025

The Eleventh Doctor

As with previous regenerations of ‘Nu-Who’, the Eleventh Doctor arrives with a bang! Building on the foundations laid down by his predecessors, the Eleventh Doctor continues his adventures throughout time and space, but in a great many ways, charts whole directions for the Time Lord. He is young, full of energy, ready to leap into action, especially when there is a mystery or a puzzle to be solved. And there are a great many mysteries and puzzles to be solved during his incarnation—who is River Song? Who is Clara? Who wants to imprison him and why? Who wants him dead and why? Yet his soul is old, at times weary of the things he has seen and done, of the number of times he has saved the universe, though not afraid to wield the reputation he has gained in doing so when confronting evil and bureaucracy. In his darker moments, he may even use force to resolve problems… Like all of the Doctors, he has his companions, but for the Eleventh Doctor, they are not only very special, but they are also family. None more so than Amy Pond, who the Doctor promised would take her with him when she is seven years old. Together with her partner, Rory, they will journey in the TARDIS far and wide, and when they are at home on Earth, the Doctor will make regular visits such that there is always room for Doctor and the TARDIS in their house. Then there is Clara Oswald, her curiosity about the universe as big as the Doctor’s about who she is. Amy, Rory, and Clara are not the only companions to join the Eleventh Doctor in his TARDIS, or indeed have adventures with him, but they are the most consistent and they have the biggest effect upon his incarnation. However, before the final mystery of ‘Doctor who?’ is revealed at Trenzalore, there is a look back with ‘The Day of the Doctor’ to not only the previous incarnation of the Tenth Doctor, but also an incarnation that they had all forgotten existed—and since the Ninth Doctor—whose actions they had all been running from. In the meantime, the ‘Magic Doctor’ has arrived and “The Pandorica will open. Silence will fall.”

The Eleventh Doctor Sourcebook is part of Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary—celebrated itself with the special episode, ‘The Day of the Doctor’— for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. As lengthy as the sourcebook devoted to the Tenth Doctor, it follows the same format of the previous ten entries in the series. Unlike The Tenth Doctor Sourcebook, it is only divided into four chapters rather than five, since it does not have to address the existence and nature of Torchwood. The four chapters are ‘The Eleventh Doctor And Companions’, ‘Playing in the Eleventh Doctor’s Era’, ‘The Eleventh Doctor’s Enemies’, and ‘The Eleventh Doctor’s Adventures’. The first chapter, ‘The Eleventh Doctor And Companions’, first looks at the character of the Doctor and then each of his Companions. Some of those included are whom you would expect—Amy Pond and her partner, Rory Williams, Clara Oswald, and River Song. Others are less expected, such as the members of the Paternoster Gang, Brian Williams—father of Rory. The inclusion of Sexy (or Idris)—from the episode, ‘The Doctor’s Wife’—makes sense, whilst Henry Avery from ‘The Curse Of The Black Spot’ less so. One interesting inclusion here is of the ‘War Doctor’, the incarnation of the Doctor between the Eighth Doctor and the Ninth Doctor. This makes sense in that he appears in the episode, ‘The Day of the Doctor’. Full stats are provided for all of these characters, though the War Doctor might warrant a higher Fighting skill than other generations of Doctors.

In terms of themes, it presents and examines concepts such as ‘Fairy Tales’, ‘Seeing is Powerful’, and ‘Switching Time Zones’ all backed up with suggestions as to how they might be used. The fairy tale quality of the Eleventh Doctor’s stories consist of making them dark and mysterious, adding a dash of magic, and relying upon solutions and outcomes that come from childlike qualities and faith, rather than maturity or science. The senses prove to be a boon and a bane, the infamous Weeping Angels—introduced during the incarnation of the Tenth Doctor—can only be curtailed by staring at them and not blinking, whilst the senses need to be adjusted to see The Silents. ‘Switching Time Zones’ emphasises time travel, often with the Doctor and his companions starting an adventure in one time zone and jumping to another in order to solve a problem or mystery. Numerous characters, including the Doctor and Amy meet alternate versions of themselves and messages pass back and forth across time between the characters, whether that is River Song leaving messages for the Doctor or the Ponds seeing the Doctor turn up in history books. The family feel that runs through this generation sees the Eleventh Doctor visiting the Ponds at home where they have a life away from the TARDIS, as does Clara Oswald, and of course, not only Amy and Rory, but also the Doctor and River Song, get married.

In terms of campaigns, The Eleventh Doctor Sourcebook gives good advice on handling secrets in a game. Whether or not to use them, have them open or closed, and whether or not to have the Game Master maintain secrets about a character without his player knowing. The advice, if including them, is to use them to involve the Player Characters in plotlines and to increase the pressure on all involved, whether they are trying to keep a secret or reveal a secret. There is more advice on building arcs, this time character arcs, rather than the story arcs of The Tenth Doctor Sourcebook. It is longer and better developed here than in the previous supplement. How time works and is played with during the Eleventh Doctor’s era is also different, with the Doctor often bending the laws of time and having it rebound on him, in an attempt to solve the conundrums he faced. There are suggestions on how to utilise foresight—for example, River Song’s TARDIS-themed notebook—can be handled, including ignoring or negating its possibility, to gain some insight from the future and benefit from it for the cost of a Story Point, and foreshadowing or asking a question about the future, again at the cost of a Story Point. None of these should be overused, of course. There is similar advice on having multiple versions of the same character in play at the same time, and the section comes to close with character options. This includes using Regeneration Energy, primarily to heal physical trauma, including right up to bringing someone from the brink of death, as River Song did for the Doctor, at the cost of her future Regenerations. New Traits range from ‘Another Lifetime’, ‘Caregiver’, and ‘Death Habit’ to ‘Scion of Gallifrey’, ‘Talk to Everything’, and ‘True Connection’, as well as New Gadget Traits like ‘Zap’ and new gadgets such as ‘Infrared Sunglasses’ and ‘Superphone’. All of these traits are for the first edition of Doctor Who: Adventures in Time and Space roleplaying game, rather than Doctor Who: The Roleplaying Game – Second Edition, where such traits are not used.

Monsters for the Eleventh Doctor see the return of old foes, often in new forms, along with the new. One of the most notable returning monsters is the Great Intelligence, not come to the Earth since its encounters with the Second Doctor. Whether it is The Church of the 51st century, and Madame Kovarian and her sect within it, and The Silents, originally genetically engineered to collect confessions, but have so much grown beyond that; the new controlling intelligence for the Cybermen, the Cyberiad; or the resurgence of The New Dalek Paradigm; all of the Eleventh Doctor’s foes are given meaty write ups. These include complete stats and adventure hooks too. Of course, they are not the only threats faced by the Eleventh Doctor, but they are the major ones.

The fourth and final chapter in The Eleventh Doctor Sourcebook is, as with the previous entries in the series, its longest. Again, it takes up some four fifths of the book, adding greatly to its length. ‘The Eleventh Doctor’s Adventures’ details all forty-four of the Eleventh Doctor’s stories, from ‘The Eleventh Hour’ to ‘The Time of the Doctor’. The format is simplified with the removal of the ‘Changing The Desktop Theme’ section—a reference to the changed look of the TARDIS interior after some thirty or so years—which suggested ways in which the story might be reskinned with another threat or enemy, and the like. Instead, all open with a synopsis, including notes on continuity—backwards and forwards to stories past and future, followed by advice on ‘Running the Adventure’. Rounding out the writeups are full details of the monsters and NPCs appearing in the episode. Thus, for the episode, ‘Victory of the Daleks, the synopsis describes how the Doctor and Amy arrive late in London at the height of the Blitz in response to a call for help from Winston Churchill, who unveils his new secret weapon, the Ironside Project. These are, of course, Daleks painted khaki and offering cups of tea! The Doctor confronts them and after they confirm his identity, he leaps into the TARDIS and materialises on their saucer ship behind the Moon. The Daleks reveal that they have the means to rebuild their race following their defeat in the Time War and the Doctor’s confirmation of who they are was the means to activate it. Despite the Doctor’s ruse to defeat the new Daleks with just a jammy dodger biscuit—its big gooey centre obviously a bright red button for something!—the New Dalek Paradigm is rolled out and they attempt to blackmail him. London will be destroyed if he does not leave. Using the technology given to the British by the Daleks, Churchill orders an attack on the Dalek saucer ship to stop the threat to London, but the Daleks escalate their threat to one against the whole world and the Doctor calls off the attack. Of course, the Daleks being the Daleks, trigger that threat anyway and by the time it has been neutralised, the New Dalek Paradigm has escaped.

The ‘Continuity’ lists links between the episode and ‘The Stolen Earth/Journey’s End’ episodes for the Tenth Doctor, that the Daleks can again identify the Doctor no matter his regeneration, that the Daleks escape via a time corridor, a technology they have used before, and more. Plus, they will appear again for the episode, ‘Asylum of the Daleks’, the first appearance of Oswin Oswald/Clara Oswin Oswald/Clara Oswald. The ’Running the Adventure’ section highlights how this episode is a trap, beginning with a threat that only the Doctor can see because no-one else has encountered the Daleks before. In calling out the trap, the Daleks get what they want and ultimately, defeat the Doctor here, because as the supplement points out, they get to regenerate—just as the Doctor does—and then escape! In between the springing of the trap and the escape, which sets up more stories for later on, there is plenty of action and bangs and pops. The advice suggests how traps can be used in a campaign, tying them to the Player Characters’ Bad Traits, and how to present impossible situations and difficult choices—being all alone against an army of Daleks and having to choose between eradicating the Daleks or destroying the Earth. Stats are included for Churchill and Professor Edwin Bracewell, the Spitfires modified for space combat, their pilots represented by Danny Boy, and the Progenitor Device containing the pure Dalek DNA.

The Eleventh Doctor Sourcebook adheres to this format throughout, for all of its forty-four episodes and specials. The write-ups are lengthy, and in the process the Game Master is given detailed background and advice on running an array of great episodes, including the return of River Song and the Weeping Angels in ‘The Time Of Angels/Flesh And Stone’, the sad, yet joyous ‘Vincent And The Doctor’, the mystery of ‘The Lodger’ with complete stats and write-up for 79B Aickman Road, the revelations of ‘The Doctor’s Wife’ and ‘Let’s Kill Hitler’, the ultimate sadness of ‘The Angels Take Manhattan’, all the way to the great celebration in ‘The Day Of The Doctor’ and the ending that the Doctor never wanted to face in ‘The Time Of The Doctor’. There are certainly too many stories to choose from in terms of good stories when it comes to the Eleventh Doctor and certainly one of the features throughout many of them are the long running threads, whether that is the connection between the Doctor, Amy Pond, and River Song, the plot to kill the Doctor, and the secret of who Clara Oswald is, the groundwork for which is laid before the Ponds have left the TARDIS forever. This adds both sophistication and complexity in terms of storytelling, but also richness, and in providing the episode synopsis, a lot for the book to keep track of in terms of continuity. Thankfully, The Eleventh Doctor Sourcebook manages this.

Physically, The Eleventh Doctor Sourcebook is well presented in what is very much a tried and tested format. The supplement is richly illustrated with lots of photographs from the series and decently written, all backed up with a good index.

The Eleventh Doctor brought family, big secrets and mysteries, and long running plots like never before to ‘Nu Who’ and The Eleventh Doctor Sourcebook enables the Game Master to bring these to her campaign for the Doctor Who: Adventures in Time and Space roleplaying game. This also brings complexity and sophistication, and in the process more challenge for the Game Master, but there is good advice and adventure hooks throughout the supplement to help and support the Game Master. The Eleventh Doctor Sourcebook is an excellent guide to the era of the Eleventh Doctor and how to bring its energy and mystery to a Game Master’s campaign.

Wednesday, 25 December 2024

Ten Saves Nine

A Stitch in Time is both a campaign for Doctor Who: The Roleplaying Game – Second Edition and not a campaign for Doctor Who: The Roleplaying Game – Second Edition. It is a campaign in the sense that there is a connected thread that runs through all ten of its episodes, but not a campaign in the sense that there is no overarching plot or threat that the Player Characters will be aware of and must find a way to deal with by the tenth episode. Instead, the series arc is a threat that the Player Characters must deal with in the tenth episode—just as there is in every episode—but they will not be aware of it until the tenth episode and they will not be aware that they have been preparing to face it for the previous nine episodes. So rather than a campaign, what A Stitch in Time actually is, is a complete series that the Game Master can run for her Doctor Who: The Roleplaying Game. Although written for use with Doctor Who: The Roleplaying Game – Second Edition and thus ostensibly for the Thirteenth Doctor, the ten episodes can easily be run using any of the other Doctors and their Companions, or indeed the Thirteenth Doctor and her companions. Or, of course, it can be run using the players’ own Time Lord and Companions. It could even be run with another team of time travellers, using a means other than a TARDIS to travel through time and space, but although A Stitch in Time does include some advice on the changes needed to make it run without a Time Lord and his TARDIS, it is written with the assumption that the Player Characters include a Time Lord and have a TARDIS. Alternatively, A Stitch in Time could be used as an anthology of scenarios which the Game Master can draw from for her own campaign rather than use as a whole.

A Stitch in Time is published by Cubicle 7 Entertainment and will take the travellers back and forth across time and space, from Earth to outer space, and back again. From an English holiday camp in the here and now, a disused prison complex in the far future, and an animation studio in Burbank, California, 1932 to the Battle of Hastings, a hospital out of time, and a threatened utopia in the twenty-sixth century. On the way, the Player Characters will meet a Dalek, a Silurian, the Nestene Consciousness, a lot of Sontarans and Ice Warriors, a Time Lord, and more. Every episode follows the same format. It has an Introduction, a Call To Adventure—what gets the Player Characters involved, an explanation of What’s Going On, the three Acts of the story, and the Epilogue. The What’s Going On section ends with the ‘Series Arc’ explaining how the episode ties in with the ongoing story. These ties all take the form of objects—objects which all together can be used to defeat the threat in the tenth episode of A Stitch in Time. Effectively, as the Player Characters will eventually learn, they have been on an intergalactic scavenger hunt to defeat a gigantic threat. If the Player Characters have not collected all of the items needed by the tenth episode, then there is a solution. Time travel. Doctor Who: The Roleplaying Game – Second Edition is a time travel roleplaying game, so there is scope for the Player Characters to go back and forth through time, although the does warn about the dangers of meeting themselves, which of course, is the Blinovitch Limitation Effect.

A Stitch in Time begins in slightly underwhelming fashion as the Player Characters protect some escaped political intergalactic prisoners who have crash-landed outside an English seaside holiday camp. There is some fun to be had to playing around with the traditional aspects of setting, but some of the nuances may be lost on a non-British audience, whilst a British audience is likely to want to shift the episode from the present day to the nineteen fifties. More so given that the episode is called, ‘Hi-De-Hide’. The action picks with ‘The Most Dangerous Monster’, which is set on a former prison complex, which has been refitted as a tourist destination in which the tourists come to hunt the galaxy’s most dangerous game. No guesses for what that is, but this a nice homage to the Ninth Doctor episode, ‘Dalek’. ‘Silver Screams’ takes place at an animation studio—that is very definitely not Disney—in 1932 in Burbank, California, where for some reason the film stock and the props take on a deadly life of their own. Cue fun with a giant Merry Mallard! In ‘Everything Most Go’, the time travellers find themselves at the biggest shopping complex in the universe and most find out why every customer is being evacuated except the Sontarans and the Ice Warriors. Just what they shopping for? None of them can come armed, so there is an amusing description of the Sontarans having armed themselves via the kitchenware department! In ‘Protect and Survive’, the timeline becomes imperilled when it is revealed what exactly lies beneath the Battle of Hastings and in ‘Emergency Ward 26’, the Player Characters find themselves in a tricky situation in time that makes it the hardest of the ten scenarios in the book for the Game Master to run. Later episodes include a classic museum heist in ‘The Great Sonic Caper’ and a Cyberpunk-style medical mystery in ‘Green for Danger’ before the series comes to a close with ‘Save Nhein’ which rounds off A Stitch in Time. (And yes, we know...)

There is a coda to A Stitch in Time which suggests directions in which the Game Master might take her campaign after completing the series it presents, whilst also wondering how the episodes are connected in ways more than the scavenger hunt it is. Is there someone or something manipulating the Player Characters? Are they being testing? The coda does not present any answers, so this is really prompts for the Game Master to think about where A Stitch in Time fits in her campaign and what it might link to. Perhaps though, Cubicle 7 Entertainment will answer these prompts in a future supplement?

Physically, A Stitch in Time is cleanly, tidily laid out, decently written, and illustrated with the Thirteenth Doctor and her Companions as well as the monsters that the Player Characters will meet in the course of the series. One of the issues with the ten scenarios in A Stitch in Time is that they are presented in narrative fashion. There are no maps or floor plans, and there are no illustrations of any of the NPCs in the scenarios. Which means that the Game Master has to work that much harder to visualise both locations and characters and impart that to her players.

A Stitch in Time is stronger as an anthology of episodes rather than as a traditional roleplaying campaign. It is also a decent series with many of its scenarios making for exciting episodes that you could imagine being made for the television screen rather than for playing around the table. Of the ten, ‘The Most Dangerous Monster’ and ‘Emergency Ward 26’ are classics, whilst there is room aplenty to lean into the comic potential of both ‘Hi-De-Hide’ and ‘Silver Screams’ with the Game Master and her players acknowledging the obvious inspirations for the pair. In whatever way the Game Master decides to use it, A Stitch in Time is solid support for her Doctor Who: The Roleplaying Game – Second Edition campaign.

Friday, 11 October 2024

Screen Shot XIV

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game’s screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition or Margaret Weis Productions’ Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games’ Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Perhaps scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack also published by Chaosium, Inc. In the past, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPG. That though is no longer the case and stronger and sturdier GM Screens are the norm today.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune as well as the RuneQuest Gamemaster Screen Pack. It is also why I like the The Doctor Who: The Roleplaying Game Second Edition, Gamemaster’s Screen published by Cubicle 7 Entertainment for use with The Doctor Who: The Roleplaying Game Second Edition,
the roleplaying game based on the world’s longest Science Fiction and adventure series made by the BBC.

The Doctor Who: The Roleplaying Game Second Edition, Gamemaster’s Screen comes with a three-panel screen and a ‘Gamemaster’s Guide’ for use with Doctor Who: The Roleplaying Game – Second Edition. The three-panel screen is in landscape format and boasts a handsome collage on the front, player-facing side of the screen, the eight—bar the most recent Doctor, the Fifteenth Doctor—most recent Doctors, including the last of Doctor of Classic Who, the Eighth Doctor, last to appear in The Night of the Doctor, and also the War Doctor and the Fugitive Doctor, all bookended by flying Daleks! On the back, or inside of the screen there are various tables taken for the rules to help the Game Master run her game. The left-hand panel covers journeys and adventures with ‘Adventures on the Fly!’ enabling the Game Master to create encounters on the go, whilst the ‘Random Journeys’, ‘Vortex Hazards’, and ‘System Damage’ tables all throw the Player Characters—the Time Lord and his Companions—into the dangers of travelling the Vortex through time. At the top of the middle panel is the ‘Chase Tracker’, for which the Game Master will need to provide some clips to keep track of where the chased the chasers are relatively to each other, plus the ‘Difficulty Levels’ and ‘Success Levels’ tables for handling skills. This is the right place to have them as they probably going to be the most used tables in the game. There are also tables for ‘Improving Your Character’ and ‘Technology Levels’. The right-hand panel is devoted to combat, including the ‘Weapon Damage Table’, ‘Where Does It Hurt?’, ‘Armour’, ‘Cover’, and also ‘Conditions’. Necessary, of course, but also to some extent not as important, as The Doctor Who: The Roleplaying Game Second Edition is very much a roleplaying game—as in the television series it is based upon—in which violence is always the last answer to any situation.

To be fair, Doctor Who: The Roleplaying Game – Second Edition is not a mechanically complex game and tends to be fast-playing and light in its play. So, in some ways, not all of the tables on The Doctor Who: The Roleplaying GameSecond Edition, Gamemaster’s Screen are going to be useful, or at least, constantly useful. Certainly, the ‘Improving Your Character’ is not going to be used very often, and similarly, the combat tables on the right-hand panel are not going to be used regularly. This does not mean that they are not useful tables, but rather that they useful to have when the Game master needs them, rather than needing them all of the time. However, one issue is that the none of the tables have page references to their relevant rules and use in the core rulebook. This is an annoying omission. Otherwise, a solid, sturdy screen with all of the tables that the Game Master is going to need.

The ‘Gamemaster’s Guide’ is a short three-guide to being a Gamemaster for Doctor Who: The Roleplaying Game – Second Edition. It opens with ‘What Makes a Doctor Who adventure?’. This is a guide to creating adventures and examining the elements typical to a Doctor Who adventure. This includes their episodic nature, the variety of genres from light-hearted romps to dark horror stories and much in between, iconic monsters, and so on. Some of the fundamentals of a Doctor Who episode includes a sense of wonder at the universe, confusion and understanding upon arrival in the TARDIS at any location, multiple factions, the looming threat, and more. It is a solid overview, though ripe for expansion on any one of its various pointers were Cubicle 7 Entertainment to publish a companion volume for the Game Master.

What ‘What Makes a Doctor Who adventure?’ does nicely complement is the ‘Random Adventure Generator’ that follows, which would also work well with the content and tables to be found in Doctor Who: Adventures in Space. Essentially, the set of tables here are designed to inspire the Game Master or help her create a setting, a threat and plot, and an adversary. Beginning with the ‘Setting Table’, the Game Master determines if the adventure is set on Earth, in Space, both, or somewhere special. Subsequent tables expand on each of these options, whilst the ‘Threat/Plot Table’ suggests themes such as Invasion, Societal Disaster, and Caper. The ‘Old Adversary Table’ lists lots of classics, such as Cybermen, Daleks, Sea Devils, Weeping Angels, and more, whilst the there is a set of tables for creating new aliens. It is all very useful and the Game Master can quickly create lots of adventure ideas and elements that she can thread together into something that she can run for her group.

‘Adventure Hooks’ includes four fun adventure hooks, the first of which, ‘Swine and the Rani’, is not only a great play on words, but also developed from the example worked through at the end of the ‘Random Adventure Generator’. The Rani is a fun villainess and here she is in the Classical Greek era up to no good. It opens with the Player Characters landing on a Greek ship in a storm and getting shipwrecked on an island guarded by pig-faced men who serve the Rani in her classical Greek temple which happens to be bigger on the inside. If ‘Swine and the Rani’ feels a little like H. G. Wells’ The Island of Doctor Moreau, then ‘Capture and Release’ feels a bit like The Time Machine with the Eloi and the Morlocks. However, it nicely subverts that relationship and the plot has a very pleasing twist to it. In ‘The Visitors’, the Player Characters get to runaround early sixties London, get caught up in pop mania, and chase down some nasty aliens—including a creepy man in a bowler hat and some popstars! Lastly, in ‘It Takes a Village’, the Player Characters arrive at a seventeenth century tavern to discover the locals discussing the very latest in galactic events! It is a great set-up and dies involve a witchfinder, but the epilogue does leave the Game Master without any suggestions as to how to resolve it, which is disappointing. All four scenario hooks are good and though some require a little more development than others, it is not difficult to imagine them being portrayed on screen.

Physically, The Doctor Who: The Roleplaying Game – Second Edition, Gamemaster’s Screen is well presented. The screen itself is sturdy and easy to use, whilst the ‘Gamemaster’s Guide’ is clean and tidy and easy to read. If there is an issue, it is that the Game Master will need a bag in which to store its various parts and not lose them!

The Doctor Who: The Roleplaying Game – Second Edition, Gamemaster’s Screen is useful, but not necessarily all of it and not necessarily all of the time. Primarily this is due to the fact that the roleplaying game demphasises combat, so those tables are not always going to be needed. This does not mean that they not useful, just useful when needed. The advice in the Gamemaster’s Guide’ is broad, but nevertheless, also useful, whilst the ‘Random Adventure Generator’ is a very handy tool, and of course, adventure hooks are always useful, and the four adventures in the Gamemaster’s Guide’ are fun. Overall, The Doctor Who: The Roleplaying Game – Second Edition, Gamemaster’s Screen is a useful access for Doctor Who: The Roleplaying Game – Second Edition.

Saturday, 7 September 2024

Spatial Situations

Doctor Who: Adventures in Space is a supplement for the Doctor Who: The Roleplaying Game – Second Edition published by Cubicle 7 Entertainment. Doctor Who is all about ‘Adventures in Time and Space’ and as the title suggests, Doctor Who: Adventures in Space, is all about the ‘Space’ of Adventures in Time and Space’. This is a guide to the new worlds, new life, and the ways to get there and what might found there once the travellers do, along with the rules to create all four for the Game Master (or Game Missy) creating his or her own content. That is not all though, for Doctor Who: Adventures in Space includes a traveller’s guide to some of the most interesting planets that the Doctor has visited in the course of thirteen generations, drawn from both Classic Who and NuWho, and all given the same attention to detail. Lastly, there is a complete adventure which is easy to drop into an easy into an ongoing campaign. As with other supplements for Doctor Who: The Roleplaying Game – Second Edition, this one is compatible with the first edition, Doctor Who: Adventures in Time and Space – The Roleplaying Game.

Doctor Who: Adventures in Space begins with a discussion of the whys and wherefores of the Doctor’s travels in time and space, looking at some of the types of stories that have been told in Doctor Who on various types of planets. There is the satire on pollution and traffic congestion on New earth in Gridlock, the fears of joining a Galactic Federation in The Curse of Peladon at a time when Britain was joining the European Common Market, and of bureaucracy and taxation in The Sun Makers. The Doctor is often cast as rebel such as in The Happiness Patrol against a totalitarian regime or a solver of mysteries as in The Ark in Space, the very pointedly titled, Mummy on the Orient Express, or Earth that is actually not Earth, as in The Android Invasion. What is being suggested here is that Game Master look to the real world for themes, they are contemporary or not, but another source of inspiration is fiction. Examples given include The Brain of Morbius and Mary Shelly’s Frankenstein and Paradise Towers and J.G. Ballard’s High Rise. Planets are not the only places to adventure, of course, Doctor Who: Adventures in Space providing a briefer look at space as a location before providing an overview of humanity’s ventures into space from the British Army on Mars in 1881 in Empress of Mars all way to the end of the Earth in The End of the World. Overall, the advice is solid rather than spectacular, along with a good set of pointers and episodes to take inspirations from as classics of their various types.

In terms of new mechanics, Doctor Who: Adventures in Space begins with spaceships. Spaceship design is matter of deciding a concept and focus, and then assigning Attributes and Distinctions—much like Player Character generation. Concept and focus, such as a scout, freighter, command, or ark, will influence the choice of Attributes and Distinctions. Particular ship types favour particular Attributes, like Co-ordination for a scout or racing ship, Presence for luxury liner and command ship. When operating a spaceship, any roll will a combination of the ship’s Attribute and the character’s Skill. Doctor Who: The Roleplaying Game – Second Edition is a not a roleplaying game which focuses on combat, favouring ‘Talkers’ followed by ‘Movers’ and ‘Doers’ before it gets to ‘Fighters’. This applies space combat as much as it does personal combat. Distinctions, such as Advanced Sensors or having a Fate, all reduce the spaceship’s own pool of Story Points, whilst the Game Master answers questions such as “Who built the ship?”, “Are there any other ships like it?”, and so on, as finishing touches. The ‘Spaceship Recognition Guide’ in gives the details of various vessels from Doctor Who, including the Cyberships of the Cybermen, the Saucers of the Daleks, a Judoon Enforcer, Sontaran Scout Spheres, and more, all the way up to Ark Ships and Space Stations.

Doctor Who: Adventures in Space then does the same for worlds, starting with a concept and focus, and then assigning an Attribute and Distinctions. The options for focus—meeting place, battlefield, contested ground, place of beauty, and more—provide interesting starting points, and unlike spaceships or alien races, they only have the one attribute. This is a favoured Attribute on the world itself, for example awareness where there are lots of traps or deception, or Ingenuity for a world with lots of puzzles. Planets have few Distinctions, for example, Seasonal Shift or Renowned Structure, essentially to make them stand out, but not overwhelm the setting. Finishing touches include deciding upon many suns or planets there is in the system, what the planetary environment is, and more. There is also a discussion of deadly environments, accompanied by a surprisingly lengthy section on poisons!

Where there are no examples of planets per se, there are several given for various plants and creatures, prior to creating various forms of life—monsters, constructs, aliens, and celestials. Again, this starts with the Focus before moving onto Favoured Attributes—positive and negative, Favoured Skilled, Society, and Distinctions. The Focus, like Informant, Fighter, Mystery, Villain, and Foil, is primarily an individual alien’s role in the story. Overall, the options given for creating aliens of all types are excellent and when combined with the questions asked should spur the Game Master to create some interesting species.

Instead of giving sample planets created using the given rules and guidelines, Doctor Who: Adventures in Space presents ‘A Guide to Known Worlds’. This details twenty-four worlds visited by the Doctor over the course of his adventures, some of them more than once. From Akhaten, Androzani Major and minor, and Argolis to Skaro, Telos, and Trenzalore, these are all given two-page spreads, and list its location, environment, inhabitants, and background. They also include a scenario hook or three as well, so that the Game Master can take her group back to any one of these familiar worlds. There are some great choices included here, such as The Library, Metebellis III, and Karn. There are also some classics such as the aforementioned Skaro, Telos, and Mondas, so that the Player Characters can go back to the home worlds of the Daleks and the Cybermen.

Doctor Who: Adventures in Space comes to close with ‘The Terror of Elbonia-2’. This opens with the Doctor—or Player Characters—receiving a distress signal. A nearby, newly settled colony has suffered a number of disasters and is in danger of failing. Coming to the colony’s aid sets up the traditional scenes of distrust between the Player Characters and the colonists, but once trust is established and the situation begun to be fixed, the scenario shifts to investigating the cause of the accidents and the mysteries of the world. This brings the attention of outside interests and tensions between the colonists and the outside authorities who are surprisingly militaristic for archaeologists! The scenario is nicely detailed and fairly open-ended. It should provide the Game Master and her players with several sessions’ worth of game play. Lastly, Doctor Who: Adventures in Space ends with some fifteen or so adventure hooks that the Game Master can develop into full scenarios.

Physically, Doctor Who: Adventures in Space is another decent book from Cubicle 7 Entertainment. The cover is good, though not necessarily representative of the book’s contents, suggesting its focus is particular characters or species from Doctor Who when it very much not that. That said, the book is well written, pleasing to read, and decently illustrated with images from throughout the series’ sixty-year history.

Doctor Who: Adventures in Space keeps its mechanics simple and easy to use, meaning that they better serve the story rather than getting in the way of it. The descriptions of the various alien planets and spaceships are excellent, adding to the wider setting of Doctor Who: The Roleplaying Game – Second Edition, as does the history of mankind’s progress into space. Combine this with good advice on creating planetary or spaceship set adventures, and Doctor Who: Adventures in Space is a solid guide to creating planets, spaceships, and aliens and using them in adventures.

Friday, 2 August 2024

Hordes & Haven

Road to Haven
is a campaign for
Zombicide Chronicles: The Roleplaying Game, which is based upon the collaborative board game, Zombicide: 2nd Edition. Published by CoolMiniOrNot and Guillotine Games, this introduces a new mode of play for the roleplaying game—‘Campaign Mode’. This introduces the concept of missions connected by a one or more plots and by recurring NPS—‘Non-Player Survivors’. In the case of Road to Haven, the number of missions is short, just ten, and the plots are not complex. Ultimately, what Road to Haven does is provide a continuing motivation for the Survivors—as the Player Characters are called in Zombicide Chronicles—to do more than roam the city in search of food and supplies to scavenge. The main plot concerns the location of a secret military base called ‘Haven 3’, which might be located somewhere in the city. If the Survivors can deduce its location, they can hopefully find it, open it up, and once inside determine if is safe from the zombie hordes outside. That truly would be a haven! However, discovering this information will not be easy. A secret military base is secret for a reason and even before the apocalypse, very few people knew of its existence. Of course, since the apocalypse and the rise of the corpse cortège, even fewer people know! Can the Survivors get lucky and find the one person surviving who does know? This is not the only problem that the Survivor will have to deal with in their quest for answers. There is also something causing the zombies to mutate weirdly and if it spreads, it is going to make life for everyone still alive in the city—let alone anywhere else—a whole lot harder. Plus, there are other Survivors, and Survivors being Survivors, they often come with their issues, some of them left over from before the apocalypse.

The Road to Haven: Campaign Book actually does a bit more than just present a campaign. It introduces a total of eight new Survivor Archetypes. Of these, four are ready to play, meaning that the players can pick from these or those from the core rulebook and that they also serve as replacement Survivors or NPS. These four are the School Teacher, the Mortician, the Surfer, and the Firefighter. The other four are first encountered as NPS in the course of the campaign and once the scenarios where they first appear have been resolved, they are ‘unlocked’ and can be played as Survivors. These four are the Conspiracy Theorist, the Urban Climber Girl, the Social Worker, and the Exotic Dancer. The other thing aspect about the campaign that is ‘unlockable’ is knowledge about the Zombies. Early on in the campaign, the Survivors will discover a dossier of notes about the zombies called, ‘Anatomical Guide to Zombies’. This depicts the various types of zombies and their potential weak points. As a Shelter Action carried out between missions, a Survivor can attempt a new training action, ‘Compile the Anatomical Guide’. This requires a Survivor to consider the zombies fought by the group in the previous mission. His player then rolls an Education Check and for every success, the Survivor identifies a ‘weakness point’ in particular type of zombies. Once all of the weakness points have been identified, the Survivors can replace ordinary dice with Mastery dice they attack that type of zombie.

The campaign will also have the Survivors facing off against some nasty zombified monsters in addition to those found in Zombicide Chronicles: The Roleplaying Game. They include several twisted animals and a zombie centipede that splits apart! Many of the new zombie threats are connected to the campaign’s secondary plot about the
mutant zombies. In addition, the campaign can also be modified by ‘Campaign Events’. These can be used by the Game Master to modify individual missions with seemingly random events. Some are helpful, such as an unexpected cargo drop by a military aeroplane, or weird, such as an eclipse, but others are also tied to the main plot of the campaign itself. All of them are optional, but a lot of them are fun—the idea of fighting zombie hordes in the middle of an eclipse is never going to be less than memorable.

The campaign opens with a standard Supply Run-style mission. When the Survivors rescue an NPS called ‘Tinfoil’, he tells them about a secret he has discovered—a radio broadcast! This, he thinks, is coming from a secret bunker and if it is still intact, it means it will have supplies and it will be safe. However, he does not know where it is, and since there is no Internet anymore, there is no easy way of finding out! Confirming the existence of the bunker and determining its location form the main strand of the campaign. It will take the Survivors to various locations across the city, including a library, the old city zoo, and an ‘exotic’ nightclub… In the process, the Survivors will also encounter some oddly mutated and much deadlier zombies. The question is, is there something affecting the zombies and twisting them into much nastier versions? Of course there is, and investigating this forms the basis of the second of the three plot strands in Road to Haven. Both this and the third strand are much, much shorter than the campaign’s main plot to find the hidden bunker. When the Survivors do find the hidden bunker, they will also discover secrets so dangerous that they could destroy the world and the campaign with it...

All ten missions in Road to Haven are presented in the same format. This begins with an introduction and a detailed description of the locations, a set of floorplans, details of the events that will be triggered during the mission, and descriptions of the adversaries and NPS who will be encountered during the mission. Objectives are also outlined and what happens next is discussed in the in the aftermath. The event descriptions can be quite detailed, but it does feel slightly out of order to have them after the location descriptions rather than before.

In terms of setting, the city in Road to Haven can be a generic city as in the core rulebook for Zombicide Chronicles: The Roleplaying Game or it can be set in the city of the Game Master’s choice. With its preponderance of guns, it is not as easy to adapt to anywhere outside of the USA.

Physically, Road to Haven is big, bold, and in your face. It is heavily illustrated with lots and lots of cartoon style artwork, decent maps and floorplans, and fully painted shots of the city. The book is well written and easy to read.

As a campaign, Road to Haven is short and uncomplicated, the latter meaning that it is relatively easy to run for the Game Master and the former that it can played through in as little as ten sessions (though it will probably take a few more). As the first campaign for Zombicide Chronicles: The Roleplaying Game, it completely suits the big, bold cartoon world of the roleplaying game and the board game it is based on.

Friday, 19 July 2024

[Free RPG Day 2024] Death Out of the Stars

Now in its seventeenth year, Free RPG Day for 2024 took place on Saturday, June 22nd. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Thanks to the generosity of Waylands Forge in Birmingham, Reviews from R’lyeh was able to get hold of many of the titles released for Free RPG Day.

—oOo—

Death Out of the Stars
is a scenario for Plague Bearer: Dark Fantasy Roleplaying. This is the fantasy version of Zombicide Chronicles: The Roleplaying Game. Published by CoolMiniOrNot and Guillotine Games, Plague Bearer: Dark Fantasy Roleplaying is the roleplaying adaptation of Zombicide: Black Plague, the medieval adaptation of the board game of Zombicide, 2nd Edition, which of course, is given its own roleplaying game with Zombicide Chronicles: The Roleplaying Game. The scenario is short, playable in a single session, and can be played using the Plague Bearer Quickstart Rules, which also has the six pre-generated adventurers needed to play. Death Out of the Stars can also be run as a sequel to ‘Blood and Wine’, the scenario in the Plague Bearer Quickstart Rules or simply be inserted into the Game Master’s campaign.

Death Out of the Stars begins en media res. The Player Characters—or Survivors—are on the run, being chased by a large horde of the undead, their only route forward being to cross a wooden bridge to Nahum Island. Fortunately, the wood of the bridge is rotten and collapses under the weight of the charging corpses, dashing them onto the rocks below. Unfortunately, the wood of the bridge is rotten and collapses under the weight of the charging corpses, trapping the Survivors on the island. The island is heavily wooded and with its steep cliffs and rocky shores, would be to be ideal holdout against the cadaver cavalcade which has arisen elsewhere in Wulfsburg. Unfortunately, the island too seems bereft of the living, although its undead strangely bloodless when compared to those of the mainland—grey of pallor as if drained of colour and wasting away to dust. Similarly, buildings are rapidly deteriorating and collapsing into piles of dust. Consequently, it looks like Nahum Island is not the refuge that the Player Characters might have hoped that it would be. They must face more zombies—even if they are different to the ones across the water—and discover what is happening on Nahum Island before making their escape, ideally after having dealt with the problem.

Horror fans may well recognise the reference in the scenario’s title and Death Out of the Stars certainly has a Lovecraftian feel to it. If one half of the scenario is the cosmic horror of H.P. Lovecraft, the other half is the corruptive influence of Warhammer Fantasy Roleplay, as if a lump of Warpstone had fallen from the sky. This gives the scenario an unsurprisingly grim tone, far less cartoonish than that of Zombicide Chronicles: The Roleplaying Game. Still, as befits a scenario set within a Zombicide setting, there is still scope for bloody—or in this case, dusty—action.

Physically, Death Out of the Stars is very well presented. The scenario is decently written and both the artwork and the maps are excellent.

Death Out of the Stars is a weird and creepy scenario in between the blasts of sword swinging, mace bashing action as the Survivors hold back the members of the cadaver cavalcade and try and work out what is going on on Nahum Island. It is a pleasing shift of tone from the often-cartoonish style of Zombicide Chronicles: The Roleplaying Game and is a solid addition to any Plague Bearer: Dark Fantasy Roleplaying campaign.

Saturday, 11 May 2024

Diamond Doctor II

In 2013, Cubicle 7 Entertainment celebrated the fiftieth anniversary of the world’s longest running Science Fiction television series, Doctor Who, with the ambitious launch of a series of sourcebooks for its Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. Beginning with The First Doctor Sourcebook, each of these would detail the complete era of one individual Doctor, his adventures, his companions, his character and outlook, the monsters he faced, and the themes of his incarnation, all supported with content that the Game Master can bring into her own campaign. The result has been a very well done series of sourcebooks that in turn has enabled the Game Master and her players to explore the different eras—all twelve of them to date, though there are more to come—and run adventures set during this period and encounter monsters and threats from this period. Ten years on and in 2023, the sixtieth anniversary of Doctor Who was celebrated. What would the publisher release to celebrate the world’s longest running Science Fiction television series this time around? The answer is Doctor Who: Sixty Years of Adventure.

Doctor Who: Sixty Years of Adventure is a two volume set which together provides an overview of Doctor Who, his Companions and adventures, themes and adversaries, from the First Doctor to the Thirteenth Doctor—and not only that, but the Fugitive Doctor too! Plus, the two volumes include a complete campaign between them, ‘A Lustre of Starlight’, which encompasses every Doctor and more. The two volumes of Doctor Who: Sixty Years of Adventure are divided into Doctor Who: Sixty Years of Adventure Book One and Doctor Who: Sixty Years of Adventure Book Two. Both are, of course, written for use with with Doctor Who: The Roleplaying Game – Second Edition, but easily compatible with the first edition. Doctor Who: Adventures in Time and Space roleplaying game. Each book details a different era of the television series. Thus Doctor Who: Sixty Years of Adventure Book One examines the First Doctor all the way up to the Eighth Doctor, essentially ‘Classic Who’, whilst Doctor Who: Sixty Years of Adventure Book Two details the period of the Ninth Doctor to the Thirteenth Doctor (and the Fugitive Doctor) before acknowledging at least visually, the Fourteenth Doctor, which of course, is all ‘Nu Who’.

Doctor Who: Sixty Years of Adventure Book One introduced both the pair of volumes in the series and to Doctor Who, explaining its origins and history from its inception in 1963 to the beginning of its interregnum following the Doctor Who film in 1996, before explore the eras, companions, and adventures of the First Doctor through to the Eighth Doctor as well presenting the first eight parts of ‘A Lustre of Starlight’, a campaign that ultimately all of the Doctors detailed in the two volumes. Doctor Who: Sixty Years of Adventure Book Two picks up where Doctor Who: Sixty Years of Adventure Book One left off with another introduction. This though, is not of Doctor Who in general as with the first volume, but of what it calls ‘The Revival Era’. This gives an overview of the last—almost—two decades and thirteen series of Doctor Who, including the Fiftieth Anniversary, as well highlighting the differences between the old the new. Not just the budget, of course, and the single story episodes, but with the arrival of the Ninth Doctor and his encounter with Rose Tyler in ‘Rose’, how the stories of Doctor Who were not just about the adventures of man—and with era, woman as well—in a blue box that could travel in time and space, but about his companions too and how they reacted to and were changed by those adventures and their time with the Doctor. In roleplaying terms, what this sets up is a greater role for the Companions. They cannot be the Doctor or even his equal—except under very special circumstances, because there are always circumstances—but they can run alongside him, be the best that they can hope to be, and see the universe and the future and the past all at the same time.

The format for each volume in the
Doctor Who: Sixty Years of Adventure set is the same for each Doctor. Every Doctor’s era opens with an introduction, asks who each Doctor is and who his Companions are, what the themes of the era are, gives an overview of his adventures, and details both the Doctor and each of his campions, complete with stats for use with Doctor Who: The Roleplaying Game – Second Edition. Each of these sections is given a couple of pages each, with the section dedicated to the adventures typically being double that, though there are exceptions and for very good reason. Rounding out chapter is the next part of ‘A Lustre of Starlight’, the campaign which runs throughout both books.

Thus, for the Tenth Doctor, he is unlike the initially callous and slightly arrogant Ninth Doctor, who carries the burden of his predecessor’s actions and his belief that he destroyed Galifrey to prevent the Daleks from winning the Time War, and so is direct and forceful in manner. He would retain many of these characteristics throughout his Generation, but the presence and influence of Rose enables him to heal and his manner to soften. The Tenth Doctor retains the smile of his predecessor, but otherwise is younger, more energetic, and always, always running. His combination of compassion and pride will see him confront danger after danger, attempt to reason with the madness and the madmen of the universe, but ultimately be his undoing. The themes of the Tenth Doctor revolve around change. There is the change in the place of the Earth in the universe in the twenty-first century, because this is the era when humanity is confronted by the fact that they are not alone in that universe, and there is change in terms of how the earth is protected. First with the founding the Torchwood Institute following the werewolf attack on Queen Victoria in 1879 and then its destruction and collapse following the Battle of Canary Wharf.

The Tenth Doctor’s companions begin with Rose Tyler, who like so many before her must adjust to the radical change in manner and appearance in the Time Lord she had come to know, but they quickly joined by her boyfriend, Mickey Smith, followed by the brave Martha Jones who would go on to work for UNIT, and lastly the brilliantly brash and curious Donna Noble and her reliable grandfather, Wilfred Mott. The run through of all the Tenth Doctor’s adventures has a lot to cover, so does feel slightly underwritten and all too brief, which is an issue the pervades the supplement for all of its Doctors and those of the first volumes. Thankfully, nearly all of the Doctors in this volume have their own supplement which details their adventures, adversaries, and so on in much more detail, beginning with The Tenth Doctor Sourcebook. The chapter comes to a close with the next part of the campaign which runs through both volumes of Doctor Who: Sixty Years of Adventure. This format and level of examination is repeated over and over throughout the book.

There are two chapters that are notable exceptions to this format. This is because of the paucity of information upon which to base a chapter as fulsome as those devoted to the Ninth, Tenth, Eleventh, Twelfth, and Thirteenth Doctors, either because the Doctor made only the single extended appearance or a series of quite fleeting appearances. These are chapters devoted to the War Doctor, the unacknowledged Doctor between the Eighth Doctor and the Ninth Doctor and the Fugitive Doctor who appeared very late in the adventures of the Thirteenth Doctor. The inclusion of the War Doctor and the Fugitive Doctor top and tail the chapters in the book, and where the other Doctors have their adventures and companions detailed, neither of them have their adventures so described. After all, there is a dearth of adventures upon which they can draw upon and it is the exact same problem that beset The Eighth Doctor Sourcebook. Where the War Doctor has no companions (though one os suggested for his adventure), the Fugitive Doctor does have one in the form of Karvanista, the Lupari Warrior, who is bound to Dan Lewis, but adventured with the Fugitive Doctor long in the past. Here at both the beginning and the end of the sourcebook is where Doctor Who: Sixty Years of Adventure Book Two is at its most interesting, examining the unexplored possibilities of Doctors whose stories have yet to be, and indeed, may never, be told.

The campaign, ‘A Lustre of Starlight’, begun in Doctor Who: Sixty Years of Adventure Book One, continues exploring the fate of the Taaron Ka, a mysterious diamond—perfect then for what is a treatment of the sixtieth anniversary of Doctor Who—over the course of thousands of years of history. Each part runs to three pages and three acts and is a complete story in itself, the connective thread being the diamond itself. As written, each part is designed to be played using the Doctor and his Companions of that era. For example, in ‘The Dalek Death Diamond’ for The War Doctor must team up with the Rani in a charge up the tower of a Gallifreyan time station in order to prevent the daleks getting hold of a Time Lord weapon of war, whilst for Ninth Doctor, ‘The Diamond Heist’ takes both him and Rose to south-east France towards the end of World War 2 where they team up with photographer Lee Miller to investigate an abandoned town where the Nazis have teamed up with aliens! The Tenth Doctor attends an auction on the dark side of the Moon in ‘Green with Envy’, whilst in ‘Search for the Stars’, the Eleventh Doctor comes to the aid of an Indian Space Agency mission on Mars that tumbles into the Ice Warriors. ‘Debt Repaid’ is set in twenty-first century India which is where Kate Stewart of UNIT sends the Twelfth Doctor where the Taaron Ka diamond was almost stolen and is likely to be stolen again, as is ‘Reparations’ for the Thirteenth Doctor, but in 1950, where the Taaron Ka diamond is being returned to its rightful place despite the objection of outside criminal interests.

Lastly, the secrets of the Taaron Ka diamond begin to be hinted at in ‘Division of Angels’ as the Fugitive Doctor and Karvanista, on the run from the Division and attempting to find something which will give them an advantage when dealing with the Division. This takes them deep into the Earth’s past and deep underground for a much more physical and combative encounter with the Weeping Angels. In general and as written, the episodes that make up the ‘A Lustre of Starlight’ campaign suggest three Player Characters—the Doctor and two Companions—but this does not strictly have to be adhered to. Each part should take no more than one or two sessions play through. Of course, a group is also free to create their own Timelord and set of Companions to play through the campaign, but if played as written, the players should swap roles from episode to episode based on preferences or bring in different Companions as needed.

This though changes with
‘An Unearthly Power’, the last part of the campaign, given in the first of the supplement’s two appendices. The Doctors—at least two, if not more, potentially all fifteen (not counting the Fifteenth, because he is not detailed in this supplement)—arrive, one by one, on a ‘Mystery Murder Cruise’ with a sixties theme on a steamship in the North Sea. This allows the players to go full Doctor, to each play one of the incarnations of the Doctor, their favourites bouncing off each other as personalities and quirks clash. Or possibly to dive deeper into troupe style play so that not only the players roleplaying their favourite Doctors, but their companions too! Where the previous adventures felt all too brief, this is a much more developed affair and so feels more realised and playable as a result. Consequently, this is the best adventure in the whole campaign, and it is a pity that others are each like a précis than fully rounded affairs.

Lastly, the second of the appendices in Doctor Who: Sixty Years of Adventure Book Two looks at an aspect integral to the Doctor and Doctor Who over its sixty years‘Regeneration’. This is a solid guide to the process and what it involves, drawing from the multiple times that the Doctor has regenerated.

Physically, Doctor Who: Sixty Years of Adventure Book Two is superbly done. The cover is eye-catching and has a lovely tactile feel to it with the combination of lightly embossed text and the contrast between gloss and mat. The book is well written and laid out, but does need a slight edit here and there. There is, though, a nice use of colour and tone throughout. The paintings of each Doctor at the start of their respective chapters are excellent.

One thing that each volume does acknowledge is that the amount of information on the various Doctors is limited and that more information—in fact, much more information of each Doctor can be found in his or her respective sourcebook. This is also aided by the compatibility between the two editions of the roleplaying game. It is also a limitation for each volume, since there is going to be information in those sourcebooks which is not included in either of this set. Of course, neither volume of Doctor Who: Sixty Years of Adventure is intended to be the definitive guide to a particular Doctor, but rather an overview of each era. For that, the reader and the Game Master will need access to the thirteen or so sourcebooks. Instead, each volume of Doctor Who: Sixty Years of Adventure is something else.

As we reach—and pass—the sixtieth anniversary of Doctor Who, both
Doctor Who: Sixty Years of Adventure Book One and Doctor Who: Sixty Years of Adventure Book Two are a chance for the Game Master and her players to look back as the series moves forward with first the Fourteenth Doctor and second the Fifteenth Doctor, now newly arrived with his first series. It provides an overview of what has gone before and gives them a chance to visit that past and decide whether they want to explore it in more depth with the other sourcebooks. Doctor Who: Sixty Years of Adventure Book Two continues the examination of what has gone before begun in Doctor Who: Sixty Years of Adventure Book One by looking back at the first two decades (or so) of Doctor Who’s revival in an entertaining and engaging fashion. Doctor Who: Sixty Years of Adventure Book Two completes the pair, giving a solid introduction to roleplaying in the era of ‘Nu Who’ with the knowledge that there is more available.

Of the two, Doctor Who: Sixty Years of Adventure Book One is the more interesting overall, because it is all in the past, and less familiar, but the Doctor Who: Sixty Years of Adventure Book Two has the most interesting content because it does encompass both the War Doctor and the Fugitive Doctor, both incarnations with untapped potential and scope for different stories.

—oOo—

Cubicle 7 Entertainment will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.