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Showing posts with label Swords & Wizardry. Show all posts
Showing posts with label Swords & Wizardry. Show all posts

Saturday, 30 March 2024

[Fanzine Focus XXXIV] Grogzilla #2

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, there are still fanzines being published which cover a variety of different roleplaying games, such as Grogzilla. This is published by D101 Games, best known for the OpenQuest roleplaying game and the Glorantha fanzine, Hearts in Glorantha. It is undeniably a showcase for what the publisher does and is full of ideas and bits and pieces, some of which are silly, some useful, and some interesting.

Grogzilla #2 – Son of Grogzilla! was published in October, 2021, as part of ZineQuest #3 and following a successful Kickstarter campaign. Its tone is distinctly less silly than Grogzilla #1, and its pages contain a good mix of the playable and the interesting. The issue opens with ‘A Slight Return’, a scenario for Monkey: The Role-Playing Game, the action-packed storytelling roleplaying game based upon the Chinese Classic, The Journey to the West, and of course, the television series, which tell of the heroic journey of the Monkey King and his companions, Pigsy, Sandy and Tripitaka through the vibrant world of Chinese folk religion. Monkey: The Role-Playing Game is a lot of fun and allows the players to both roleplay the Monkey King and his companions, or create characters of their own. ‘A Slight Return’ is designed to be run with the latter rather than the former. It is an introductory scenario, which can be used as a one-shot or a convention scenario. It opens with the Monkey King having made a mess across all of Creation in his rebellion against the Heavenly Authorities. It is the job of the Player Characters as disgraced minor Immortals and the appointed inter-Ministry clean-up crew, to tidy everything up and put it back as it was. The Player Characters will find themselves cleaning up the trickster’s poo left on the Register of the Dead, rescuing someone sent to Hell, fix a mountain whose top he lopped off, and more. It is a fun, picaresque little adventure and should be fun to both play and run.

Monkey: The Role-Playing Game is also the subject of the second entry in the fanzine. ‘The Ten-Minute Monkey Setup’ is designed to work with ‘A Slight Return’ or any time that a Game Master is running Monkey: The Role-Playing Game at a convention. It is written in response to a comment from the doyen of Games on Demand, Lloyd Gyan, that the designer’s explanation of the background to Monkey: The Role-Playing Game prior to running it at a convention was too long. It distils the background and set-up to just two pages as well as suggesting what to leave out. Clear and concise, it is the sort of thing that every roleplaying game should have.

‘Summerset: The Heart of Angland’ introduces a setting for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. The setting takes place in Summerset, between the Red Castle in the north and Glasteenbury in the south, the most magical area in all of the Kingdom of Angland. It combines Arthurian legend with elements of the War of the Roses and the dark Satanic mills of the North some six centuries after the Romanous Empire withdrew from the country, five centuries after King Arthur I united the peoples of Angland, and five years after the end of The Rose War between the Nobles of Lankshire and the Nobles of Yirkshire in the Grim North. It gives a short history of the setting, a guide to its leading notables—they are the Icons of Angland which the Player Characters will be associated with, for good or ill, and its various locations. There is actually quite a lot of detail here and this is a solidly decent introduction to the setting. All that is really missing is a page or so of hooks that the Game Master could develop into scenarios.

The second scenario in Grogzilla #2 is ‘More Metal Than You’ll Ever Live to Be!’. This is designed for use with three to six Player Characters of Second and Third Level, for use with either Crypts & Things or Swords Against the Shroud. However, it would work with any number of other retroclones. It describes a crypt that was once the metallic body of the dead insect god, Anack’doska, hollowed by his evil cultists, who then developed amazing arms and armour before turning on themselves and wiping out the cult. There is said to be a great still left within the complex. Located under a volcano means that the tunnels and caves have a sulphurous quality and scattered throughout the complex are a number of metallic statues and ‘constructs’. The dungeon is serviceable and playable, but nothing more than that. It is the least interesting entry in the fanzine.

‘Welcome to Slumberland’ is the first of three entries in Grogzilla #2 devoted to Slumberland, a proposed roleplaying game of ‘Sleepy Horror’ using the mechanics of Liminal. It has a roughly Elizabethan feel and distinct North of England tones combined with a rural distrust of outsiders and especially anyone from the South. In Slumberland, the Player Characters are Wanderers, rootless adventurers sent by a Merciful Monarch, Queen Nell, to the edge of her Queendom to help the residents of Slumberland. The mistrustful inhabitants refuse to accept the interloping Wanderers as ‘locals’, restricting where they can sleep or what residence they can own, until they have earned some ‘Respect’. This is done by carrying various tasks and jobs too dangerous for ordinary folk. In other words, doing the typical adventuring things. ‘Respect’ is included as a new stat in Slumberland, representing the Wanderers’ interaction with the locals, whilst ‘Rest’ replaces Will in Liminal. A Wanderer with a high Rest is calm and collected, but with a low Rest is irritable and unpredictable, yet is at an advantage when interacting with the Dreaming, the magical realm that pervades Slumberland.

‘Welcome to Slumberland’ includes a guide to the area, its places, including the River Slumber, which sends anyone who falls into it asleep and an Underworld of failed routes under the mountain now filled with monsters. Important things include Tea and Slow Gin, and horrors include undead horrors like the Barrow Wrongs and night horrors found under the bed and in the closet. There is also a lengthy guide to Slumberish, the dialect of the region. ‘Welcome to Slumberland’ has an intentionally odd bucolic feel, set in Tudor England, but it does veer into regional stereotypes at times.

‘The Slumberland Hack’, the middle article presents the changes to the Liminal rules to run Slumberland as a setting. This includes rules for Rest, weapon and armour as Slumberland is a fantasy setting, and new skills, concepts like the Royal Guard, Spy, Templar, and Field Magician, and Limitations such as ‘Servant of the Crown’ meaning that the Player Character has sworn an oath to serve Queen Nell and takes it very, very seriously. The new Limitation, ‘Royal College Field Magician’ grants access to a handful of spells, which cost Rest to cast, whilst ‘Order of the Solemn Temple Liturgist’ provides divine powers. Of note is the magic spell, Slumber. Which specifically affects a target’s Rest and can put a mob to sleep. Overall, the changes make sense, though there is no mechanical explanation for ‘Rest’.

‘The Tunnel to Slumberland’, the third article dedicated to Slumberland, is an introductory scenario designed to get the Player Characters there. Every thirty years the monarch of the Realm is obliged to send aid to the North, ‘Agents of Mercy. In this case, it is the Wanderers, or Player Characters, who are sent north from Crystal City by good Queen Nell. Their route will be via a tunnel to avoid Spider Wood which has been taken over by the Darkness. Built by Dwarves and managed in part by Master of Royal Works in the north, Bob Dibner, the southern tunnel entrance is in Cheese Gorge. The adventure is a series of linked encounters in the tunnel and will get the Wanderers to the North at the least. After that, the Game Master will need to develop her own adventures.

Overall, Slumberland is fun if slightly silly, British readers of a certain age being able to spot the jokes and references. There is a lot more to be revealed about Slumberland—if it ever appears—but this trio of articles is an enjoyable, if slightly messy introduction. Were it not for the use of the Liminal rules, Slumberland feels as if it could be slotted into the Midderlands setting from Monkey Blond design.

The last article in Grogzilla #2 is one last bit of silliness. ‘The Secret of the Grogdice’ is inspired by Grogmeet, the annual convention organised by The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties. Specifically, it is what the author uses his ‘Grogdie’—a six-sided die given to Game Masters for the event, which has The Grognard Files icon on the number six face of the die—for in play. Essentially, it provides a quick and dirty table to roll on for spicing up play. It does not actually require a Grogdie and would work with any die with a different face to the usual six.

Physically, Grogzilla #2 is clean and simple. It is easy to read and the illustrations are decent. It is a little rough around the edges in places and it does need an edit in others.

Grogzilla #2 has a lot of playable content. The scenario for Monkey: The Role-Playing Game is excellent and a lot of fun, whilst with ‘Summerset: The Heart of Angland’ and ‘Welcome to Slumberland’ the fanzine introduces a pair of interesting settings that do leave the reader wanting more. However, it is disappointing to see neither of them yet fully developed, so the Game Master is on her own until they are. Nevertheless, Grogzilla #2 is an entertaining read that captures a certain Englishness.

Friday, 17 November 2023

Friday Fantasy: The Dragon’s Secret

Deep in the forest stands a grand cathedral. A grand cathedral dedicated to ‘Aulde Dawne’, a Gold Dragon who answered the call to protect the peoples of the nearby village and give them her blessing. In return the villagers gave tribute to her and a temple was built, then upgraded, and more tribute was made. Yet this was never enough, for eventually ‘Aulde Dawne’ went mad and rampaged across the countryside, and it took heroes a great effort to be put a stop to her predations. Yet as successful as those heroes were, they never found the treasure hoard that had been given to ‘Aulde Dawne’ over the years and neither has anyone else since. For a great many years, the Cathedral of the Golden Dragon has been sealed up, but rumours abound of not just the great treasure to be found in its vaults, surely hidden where none has been able to find it to date, but also great secrets. This is the set-up for The Dragon’s Secret, a dungeon adventure published by Fifth Wall Games & Miniatures for use with Swords & Wizardry that requires a party of six to eight Player Characters of Fifth to Seventh Level. Notably, it is designed by Jennell Jaquays, best known as the designer of one of the greatest Dungeons & Dragons scenarios ever published, Dark Tower, and certainly the best scenario that Judges Guild ever published. If The Dragon’s Secret is half as good as Dark Tower, or even Caverns of Thracia, then this is definitely a dungeon worth looking at.

The Dragon’s Secret is based on maps that Jaquays drew as a teenager and the adventure that she subsequently developed for both the 2017 North Texas RPG Con and the Dungeons of Doom IV Kickstarter campaign. The current and completed version consists of some thirty-four locations across three levels, homebrew rules, a few factions, two new Player Character species, several new monsters, and a potential means to access the author’s own The Thousands Worlds campaign setting. All packaged in an easy-to-use fashion. The ease of use extends to adapting to the Game Master’s own campaign, since the Cathedral of the Golden Dragon is located in a relatively isolated forest. Consequently, it would work in settings such as The Midderlands or Dolmenwood without any problems, just as it would in the Game Master’s own campaign setting. The scenario includes several ‘Dragon Tales’ or reasons why the Player Characters might want to get involved, including helping would be villagers resettle an abandoned village called Dragon’s Gold; going for the bounty on a pair of wizard’s apprentices; collecting a spider venom which could induce a zombie-like effect; and so on. These can be used to involve the Player Characters and tie the scenario into the Game Master’s campaign.

The Dragon’s Secret begins with the author giving some engaging context and history to the dungeon before she settles down and provides the backstory to the scenario and explains how the book works. The backstory is genuinely original and clever, leaving you to wonder why you never thought of it. Essentially, the presence of ‘Aulde Dawne’ and the construction of the Cathedral of the Golden Dragon was one big confidence trick. A good one, which is one reason why the Game Master should take a look at The Dragon’s Secret rather than the reviewer unnecessarily giving too much away. Then the scenario’s format for its room features—Snapshots, Backstory, Remarkables, Secrets, Curios, Traps, Treasure, and Denizens—is explained. Of these, ‘Snapshots’ represents what a Player Character would be aware of upon first glance; ‘Backstory’ adds further details, sometimes for the benefit of the Player Characters rather than the Game Master; ‘Remarkables’ are the standout features of the location; ‘Curios’ are often exotic, out of place, or out of context objects randomly found (and rolled for on a table at the back of the book); and Denizens covers everything that might be encountered in the location. Denizen descriptions then have their own features—Tactics/Roleplay, Encounters, Snapshots, Insight, Profiles, Lore, and Tales. ‘Encounters’ is where a denizen may be encountered; ‘Insights’ the Player Characters’ first impressions of him; ‘Lore’ gives any rumours or gossip associated with him; ‘Profile; a more detailed description of the denizen; and ‘Tales’ are ideas for further adventures which might involve the denizen and the Player Characters. Not every denizen or group has all of these features, but they all do provide a structured means of providing detail about them.

Besides random encounters, The Dragon’s Secret includes several factions. These include a band of Fowl Folk Adventurers and a group of merchants. All of whom have full stats and guides on their tactics in a fight and on how to roleplay them. Their presence, as well as that of Erebox the Aardvark, can drive the adventure forward or can impede the Player Characters’ progress depending on how they interact with them. There is also a table of random encounters for outside of the dungeon, though in the main, The Dragon’s Secret is not a wilderness and dungeon adventure. There is scope here for the Game Master to expand this aspect of the adventure if she wants to.

There are some decent encounters to found across the dungeon, supported with some terrific NPCs. For example, there is a Giant Clockwork Automaton, which will clank and bash about with the Player Characters in its chamber, but search further and they find the operators of the device, who were having ‘fun’ with them. Both are very well described and the Game Master will have a lot of fun herself in portraying them. Then there is a Black Onyx Skull, a cursed magical item that wakes up nearby undead, but a cost of draining a Player Character’s Levels. The finale itself takes place in a giant cavern against a trio of ghoulish-dragons and their ghoul minions, each of the undead dragons slightly different in design and personality. It is a grand fight around a towered spiral staircase and in and out of the nearby tunnels, and definitely deserves to be played on the table with miniatures.

However, the design of The Dragon’s Secret is split in two. One half is dedicated to its backstory, with the Player Characters attempting to find their way to Aulde Dawne’s hoard and possibly learning about the Cult of the Gold Dragon. The former is more likely than the latter, with it unlikely that the Player Characters will ever learn the back story to the scenario. The half of the dungeon is dedicated to a series of rooms that are only tangentially connected to each and not to the back story. These locations draw from the funhouse style of dungeons, with rooms full of random ideas and concepts. The Player Characters will have to investigate these in order to find the keys to puzzle to get to the end, but they do not anything more than a weird randomness to the whole thing.

As good as the back story is to The Dragon’s Secret and as fun and as entertaining as some of its encounters are, problems abound with the scenario, the majority of which extend from it not quite being a completed book and it not being fully edited. There are design issues with the format of room descriptions and adherence to that format, which can often lead to minor elements being mentioned before the more important elements that the Game Master will definitely need to know. For example, the fact that there might be a curio at the bottom of a pit before mentioning the fact that the room does actually contain a pit trap or waiting until the description of the denizens in the Denizen section that there are actually zombies in the room. It is often unclear how one room connects to another or how aspects of a room interact with another, or where the important pieces of a puzzle are in the rest of the dungeon, let alone the fact that there is tunnel going nowhere. The dungeon maps are almost, but not quite decent, being numbered in an odd order and there being one location mentioned in the text, but which is not on the map. It turns out that this location is actually outside the dungeon, on the plateau behind the cathedral. Obviously, the description should have been in the wilderness section where the Player Characters could have encountered it there!

The writing also veers between humour and annoyingly pointless text. Examples of the former include, “What’s worse than zombies or spiders? Zombie spiders!!” and a room called ‘The Unpopular Dead’. Examples of the latter include the Backstory for the ‘The Pot O’ Silver’ location, which reads, “There’s obviously a story here, but now is not the time for its telling.” and the Backstory for ‘She’s Got Legs …’, which reads, “This was a room that originally just had centipedes in it. I made it more interesting in the update. Oh? You were expecting backstory about the centipede goddess? That’s yet another story.” And? Exactly when is a good time to tell that story? If so much attention is paid to providing the Game Master with detail and information throughout the rest of the scenario, why not here?

All of these problems are not insurmountable. All it takes to overcome them is good preparation upon the part of Game Master. However, it is not just ‘good’ preparation required by the Game Master, but extra preparation, in order have the necessary and often wayward information at her fingertips.

In addition, there are also two further problems, both idiosyncratic in nature. These are the addition of the two new Player Character species—also given as monsters—from the author’s campaign. These are the Fowl Folk and Earth Pigs, or rather Ducks (and other waterfowl) and Aardvarks. The latter are clearly drawn from the long-running comic book series, Cerebos the Aardvark, whilst the former are heavily influenced by the Durulz, or Ducks of Glorantha and RuneQuest. In fact, one major NPC, Erebox the Aardvark is more or less Cerebos the Aardvark renamed and given stats for the adventure. Both species tend to be played for their inherent humour, let alone their oddness, both of which may feel out of place in the Game Master’s own campaign. As a one shot, their inclusion is fine, but as part of a campaign, they will probably require adding in earlier lest their inclusion feel unnecessarily odd or out of place.

Physically, The Dragon’s Secret looks great. The artwork is excellent and the maps good bar the missing and the extra locations. The text itself needs a good edit and the scenario as a whole a little more development that would come with a good editor asking the author questions.

The Dragon’s Secret is playable as written, but requires more preparation time than it ordinarily should. In general, the funhouse aspects of the dungeon outweigh its theme and the plot of its backstory, and anyone coming to the adventure expecting something like Dark Tower or The Caverns of Thracia will be disappointed. Nevertheless, with some extra effort upon the part of the designer, let alone the Game Master when she comes to run it, and The Dragon’s Secret will be an enjoyably detailed funhouse dungeon. Unfortunately, The Dragon’s Secret is not a Jaquays classic.

Saturday, 28 August 2021

[Fanzine Focus XXVI] Grogzilla #1

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support. Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.

Once per year, The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties, in particular, RuneQuest, hosts Grogmeet a one-day convention in Manchester, again in the North of England. As The Armchair Adventurers, the podcast also publishes its fanzine, just once a year, and typically timed for release at Grogmeet. The first issue, The Grognard Files – Annual 2017, is available as a ‘Pay What You Want’ PDF available to download with the proceeds of the sale of the fanzine will donated to continue the running of Yog-sothoth.com, the best site dedicated to Lovecraft and Lovecraftian investigative horror. More recent issues, The Grognard Files – Annual 2018 and The Grognard Files – Annual 2019 have sadly not followed suit, but for members of the ‘Grog Squad’ and attendees of Grogmeet, both issues continue to serve up thick, syrupy wodges of nostalgia and gaming inspired by their youths in the nineteen eighties. Of course, worldwide circumstances means that there has been no Grogmeet since 2019 and thus no issue of The Grognard Files, but The Grognard Files – Annual 2019 was not the only fanzine to be released at Grogmeet in 2019. Further, that fanzine has gone on to be expanded following a Kickstarter campaign and unlike The Grognard Files – Annual 2019, is still available.

Grogzilla #1 is published by D101 Games, best known for the OpenQuest roleplaying game and the Glorantha fanzine, Hearts in Glorantha. It is undeniably a showcase for what the publisher does and is full of ideas and bits and pieces, some of which are silly, some useful, and some interesting. The issue starts with the silly—‘A Question of Ducks’, which is a poll of Twitter and the Grog Squad—as fans of The Grognard Files podcast are known—and their feelings about Ducks in gaming. The questions are mostly related to Glorantha, the answers varying from series to silly, depending upon how the respondent feels about Ducks. ‘Four Faces of Grogzilla’ is almost as silly, presenting four versions of the not-kaiju for D101 Games’ different roleplaying games—OpenQuest, Crypts and Things, Monkey the RPG, and River of Heaven: Science-Fiction Roleplaying in the 28th Century. Thus, Grogzilla for OpenQuest is a half-dragon, half demonic reptile thing which slumbers deep under the earth, but which cult priests can summon him to rampage across the land once again, whilst hysterical mobs sacrifice to him in order to avoid such a fate! Then for River of Heaven, Robozilla is a giant robot originally intended to be used to help terraform the world of Terrosa, but since stolen by terrorists! More fun perhaps is Monkeyzilla, for Monkey the RPG, the ten-storey high, fire breathing lizard which the Monkey King transformed into to fight the Pagoda Throwing General, which nobody talks about because of all the destruction wrought in the ensuing battle!

The scenario in Grogzilla #1 is ‘Wigan Pigs’. Written for use with Swords & Wizardry, but therefore adaptable to the retroclone of the Game Master’s choice, the scenario is a sequel to The Road to Hell, which is also set during Elizabethan times. It is a mixture of Tudor fantasy and horror, the Player Characters sent by Doctor John Dee to England’s northwest to locate a consignment of missing pigs which should have been delivered to the Irish butcher and purveyor of fine sausages, Mrs Figgins. Such a mundane task hides a nasty secret and a moral quandary for the Player Characters and for Game Master a moment to reflect wonder if the scenario should not have been called ‘The Road to Wigan Pig’ instead. The scenario is also easy to adapt to other systems, but perhaps the most obvious in the two years since the fanzine’s publication is The Dee Sanction.

There are multiple Lovecraftian investigative horror roleplaying games, but Grogzilla #1 offers one more with ‘Outsiders’. This is a game design document, suggesting how the author might design his own Lovecraftian investigative horror roleplaying game were he to do so. First to avoid what Call of Cthulhu does and use those elements of H.P. Lovecraft’s fiction which are in the public domain and then… The result is a scaled down concept, using a simple mechanic with just two six-sided dice, skills which can damage and are therefore harder to use. The Player Characters are actual outsiders, punks and rockers, radical scientists, drifters, hackers, and more, with talents such as Athletics, Science, Gobsite(!), and the like. The opposition consists of Horrors, similarly scaled down, Deep Ones, cultists, and the like, whilst deities—or alien intelligences—are ineffable, unknowable, working their way through their proxies. It would be fascinating to see this developed further by the author, but with access to the fanzine, there is nothing to stop the reader from developing it further.

‘The Six Traveller’s Culture – Magical Questing Gypsies for Mythras’ presents a Culture and its faith for use with The Design Mechanism’s Mythras. A preview of a forthcoming supplement from D101 Games, there is a danger here in presenting gaming content based on other cultures, but this very much appears to have been sensitively done. It provides for their skills—standard, combat styles, and professional, cultural passions, and more. The Six Travellers constantly journey in wagons following routes long established by their heroes and gods, many in the footsteps of the Six, searching for the magical Way Stones, long lost, but capable of fostering trade and safe passage. In their way are the agents of a malevolence known as the Ignorance. Accompanied by notes on the social castes amongst the Six Travellers this culture would make an interesting addition to a fantasy campaign.

Further previews follow. ‘Lost Fools of Atlantis’ is a preview of a roleplaying game about conspiracies and the ridiculousness of conspiracy theories, more a black comedy than a serious game. Again, the game is yet to appear, but the fiction is sufficiently intriguing to wonder what it might be like and actually be about. Lastly ‘The Barbarian at the Gate’ is a preview of Swords Against the Shroud, a rewrite of the Barbarian Class from Crypts and Things for use with The Black Hack, Second Edition. With a high Constitution, a certain fearlessness, initial ferocity in a fight, outdoor survival skills, it is exactly what you would expect in a classic fantasy treatment of the Barbarian. It is well done, with plenty of mechanical flavour and would certainly be fun to play. Between the two, is ‘Pitbull’, a sample NPC, a street ronin, for the Cyberpunk roleplaying game, Reboot. It seems decent enough, but not having seen the roleplaying game, it is difficult to comment further.

Physically, Grogzilla #1 is a ‘rough cut’ affair (note, the version available on Drivethrurpg.com will be different), not quite the ‘deckle edge’ feel, but definitely something with a ‘put together by hand’ feel. Black and white throughout, the cover has pleasing linen finish and the roughness continues throughout the fanzine. Not necessarily to its detriment, but it gives it the amateurish feel of fanzines of old.

Grogzilla #1 is a medley of ideas and previews, not necessarily useful, but nevertheless interesting. The scenario though, ‘Wigan Pigs’, is the exception and easily adaptable.

Friday, 13 September 2019

A Sweet Mission

Operation Peardrop is a scenario for use with WWII: Operation Whitebox, Small Niche Games’ adaptation of Mythmere Games’ Swords & Wizardry for special forces missions during World War II. Designed for three to six characters of First to Third Level, it is based on Operation Acid Drop, a pair of hit and run missions in the Pas-de-Calais of occupied France by members of No. 5 Commando which ultimately failed to achieve their objectives. In Operation Peardrop a squad of commandos is sent across the English Channel and put ashore on the French coast where it is to conduct activities overnight in and around the town of Allmont-sur-Mer. The commandos’ orders are assess the enemy’s strength and presence in the town of Allmont-sur-Mer, provide Intelligence on key locations in the town, and potentially capture an enemy soldier for interrogation; identify antiaircraft artillery sites around the town on behalf of the RAF; attempt to make contact with the French Resistance in the area; and lastly, fly the flag, by which is meant, conduct useful acts of sabotage.

The set-up for Operation Peardrop quickly gets the players in making decisions for their commandos. This includes equipping them—it is advised that they travel light—and choosing their landing spot on the French coast. The closer the landing site is to the town, the more likely it is to be guarded or patrolled, but the further away from the town, the greater the number of patrols that might be encountered. There is capacity here for one or more of the Commandos operate undercover if they are wearing civilian rather than military and perhaps be able to slip past the notice of the German occupying forces and make contact with the local inhabitants.

As a scenario, Operation Peardrop is essentially a small sandbox, the Commandos being free to conduct the mission however they want. There are though several sites of interest outside of Allmont-sur-Mer that have been marked for their attention, and one ashore, the Commandos will find clues and mysteries which will pull them further into the sandbox. The primary focus is the town itself though, as the scenario’s plots run into and out of Allmont-sur-Mer.

The tone of Operation Peardrop is fairly positive, matching that of the British black and white war movies of the period. There is a determined grimness to whole affair though, perfectly in keeping with the tone and the deeds that every stalwart Englishman (and Welshman and Scotsman and Irishman) has to carry out as part of his duty to King and country.

Technically, the Game Master has everything that she needs to run Operation Peardrop. So there are stats for all of the NPCs—both civilian and military, as well as dogs and various military—mostly utility—vehicles operated by the occupying forces. The Game Master might want to add a scientist or engineer NPC for certain scenes in the scenario, but they should be easy to create. A couple of probable encounters are detailed as well, which again will drive the mission forward. One important aspect missing from the major NPCs are physical descriptions and roleplaying notes on how to portray them. To offset this, the Game Master may need to make some roleplaying notes on most of them, lest she fall back on cliches. Another thing that is missing from Operation Peardrop which would have increased its utility is a set of pre-generated Commandos. Had they been included, then Operation Peardrop as a whole, would have made for a good convention scenario, which is how it has been playtested.

Physically, Operation Peardrop is well presented. The twenty-four page, 4.5 MB full-colour PDF is well written, neatly laid out, and has some decent maps, though the Game Master may want to add a few interior floor plans herself.

Operation Peardrop is a nicely contained, low Level mini-sandbox. The various plot strands are simple enough to adapt to the roleplaying game of the Game Master’s choice, but it brings a grim if determined tone to WWII: Operation Whitebox, one that deserves to be portrayed in black and white rather than colour. John Mills optional...

Sunday, 25 August 2019

[Fanzine Focus XVII] Midderzine Issue 3

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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

Midderzine, which promises ‘More green for your game’, is a fanzine devoted to The Midderlands, the horror infused, green tinged interpretation of the medieval British Isles flavoured with Pythonesque humour and an Old School White Dwarf sensibility, published by Monkey Blood Design and first detailed in The Midderlands - An OSR Setting & Bestiary. Also published by Monkey Blood Design and like The Midderlands line, this fanzine is written for use with Swords & Wizardry and adds new flora and fauna, locations, oddities, and more. This is much more of a house publication and so is cleaner, tidier, and more consistent in style than the average fanzine. This includes the artwork and cartography of designer Glynn Seal as well as the artwork of Jim Magnusson.

Midderzine Issue 1 set the format with a pleasingly cohesive first issue. Midderzine Issue 3 follows that format opening with ‘Meet the Midderlander’, an interview with one of the creators of The Midderlands as a setting. Now this time the interview is with me, because I am the editor on The Midderlands - An OSR Setting & Bestiary and its two sequel supplements. Now the interesting aspect of the interview is not the fact that it is with me, but rather it is the role which warrants the interview and thus it is an editor being reviewed.

Actual content for The Midderlands begins with ‘The Haven Gazette’, a collection of five rumours and news pieces, like reports of the ‘Brigands of the Scaled Skin’ terrorising travellers in the borderlands or how an argument between two friends in the village of Weeshaw escalated into a brawl that split the village and had to be broken up by the local militia. These are really quick thumbnail snippets that the Game Master can use as bits of background colour, rumours, or adventure hooks to develop. It is followed by ‘Hexes & Unique Locations’, a description one hex on The Haven Isles map, this time on the Thames Estuary where a strange obsidian obelisk has been found and there is an old beacon to warn ships of the Swine’s Teeth Rocks below. Again, it is up to the Game Master to really develop these as adventure locations, but the descriptions are good.

The bulk of  Midderzine Issue 3 details the one town—Sixoaks in Kentshire, in the Southeast of the Haven Isles. There is a lovely moment for geographers everywhere with the inclusion of Polg’s Pond, an oxbow lake, said to be home to a wart goblin who once saved the townsfolk from a sudden flood, an event celebrated with the annual Polg’s Flood Festival. Sixoaks is noted for its one inn, for which privilege the owners are heavily taxed by the local lord; the particularly good carrots grown by Boris Picker and brought by a customer from Great Lunden; and Thistle, the prized mudcow bull who is protected against rustlers and the hungry. There is also the Tithe Barn where the local lord, Lord Krust, stores the heavy taxes levied on the townsfolk, and who suspects that one of the guards stationed there is pilfering from. This is the major hook in Sixoaks, an investigation that the player characters will be asked to conduct in order to confirm their employer’s suspicions. The investigation is a slight affair, with really very little in the way of plot, but should provide a session or two’s worth of play.

‘New Monsters’ details the Elemental Gloomium and the Eyeballer. The first is a corrupted Earth Elemental which searches out veins of gloominum to feed its addiction in the deep and the dark, and whose fists are known to inflict a Gloom Punch and a gloom-touched deformity. The second is a scavenger which comes out at night in search of detritus to search through and which has multiple eyeballs giving it amazing, almost magical eyesight. It eyes are prized by collectors, but exactly for what is left up to the Game Master to decide.

Lastly, Richard Marpole writes up another Scottish Class, leading on from his ‘Woad Rager’ in Midderzine Issue 2. The new Class is the Phantom Piper, who carve and play Scrotland’s national musical instrument to guide the souls of the dead into the afterlife, to lay angry spirits to rest, and even play Scrotland’s clan warriors into battle. The pipes are part of a Phantom Piper, supernaturally linked and granting him spells and the ability to turn and destroy the undead. In turn though, as he grows in piping power, the Phantom Piper grows closer to the Other Side and receives a  Mark of Death, like translucent skin or the sound of bones clicking when he walks… This though may bring him to the attention of Witchfinders and Inquisitors and may even end up with him being burned at the stake! The New Oddities are all Phantom Piper spells, like McDonal, Where’s Yer Trousers, which transports the target’s trousers miles and miles away, and Flower of Scrotland, which summons a wrath-filled army of ghostly warriors to fight for the Phantom Warrior. This is another fun, thematic Class, and perhaps the author will return with other Classes for the other regions of the Haven Isles in future issues.

Physically, Midderzine Issue 3 is up to the same standard as the previous editions. This means reasonable artwork and excellent cartography, though it does feel a little rushed in places and could have done with a tighter edit.

If there is anything missing from Midderzine Issue 3, it is perhaps a good adventure with a good plot, but hopefully that will change with future releases from Monkey Blood Design. Overall, Midderzine Issue 3 feels a little broader in its application in that its contents could be used in other settings should the Game Master be prepared to adapt the material. Really though, as with the other issues, the content of Midderzine Issue 3 is very much written for use with The Midderlands, providing further solid support that the Game Master can easily add to or develop for her campaign.

Saturday, 25 May 2019

[Fanzine Focus XVI] Midderzine Issue 2

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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.

Midderzine, which promises ‘More green for your game’, is a fanzine devoted to The Midderlands, the horror infused, green tinged interpretation of the medieval British Isles flavoured with Pythonesque humour and an Old School White Dwarf sensibility, published by Monkey Blood Design and first detailed in The Midderlands - An OSR Setting & Bestiary. Also published by Monkey Blood Design and like The Midderlands, this fanzine is written for use with Swords & Wizardry and adds new flora and fauna, locations, oddities, and more. This is much more of a house publication and so is cleaner, tidier, and more consistent in style than the average fanzine. This includes the artwork and cartography of designer Glynn Seal as well as the artwork of Jim Magnusson.

Midderzine Issue 1 set the format with a pleasingly cohesive first issue. Midderzine Issue 2 follows that format opening with ‘Meet the Midderlander’, an interview with one of the creators of the Midderlands as a setting. This time it is Edwin Nagy, a New England author who has is currently adapting the City of Brass scenario for Dungeons & Dragons to Dungeons & Dragons, Fifth Edition for Frog God Games. Again, short, but nicely highlighting members of the team who work on The Midderlands. Actual content for The Midderlands begins with ‘The Haven Gazette’, three pages of expanded rumours and news sheets entries which the Referee can expand upon for her campaign. For example, ‘The Lucky Bazaar’s Golden Lionman’ details a great gold statue with a lion’s body and a man’s head which looks around on the hour. Located at an indoor bazaar, this entry ties in with the third book for The Midderlands, which details the city of Great Lunden, Havenland’s capital. Other entries detail the blood being drawn from the well in the hamlet of Fetterstone or the fact that Lord Beron Mung has lost a valued, supposedly magical tankard and is willing to reward the person who returns it with turnips! These are of course hooks which the Game Master can develop for her game, but look closely at the front of the article and there is a joyously grim list of all the ways in which people have died over the last month and how many. 

‘The Vile Sign’, a new cult which is growing in influence in Staffleford as it tries to return a long-banished demi-god, Froggathoth, to the mortal realms once again. Again, this is really more of a hook which the Game Master will need to develop, but unlike the entries in ‘The Haven Gazette’, there is more detail here from which she can work from. There is some potential here for crossover between the existence of the cult and Lord Beron Mung’s missing tankard, since they take place in the same county, but again that is something for the Game Master will need to connect. Next there are three similarly themed tables. One is ‘Slightly Less Shit +1 weapons’, the second is ‘Slightly Less Shit +1 Armours’, and the third is ‘Slightly Less Shit Containers of Liquid’. With entries like the spear which summons a block of cheese at the wielder’s feet with every successful hit and the suit of leather armour decorated with skull iconography and with a skull shaped helmet, but when worn, makes the user like a skeleton, all of these are really fun and bring a degree of weirdness to any Dungeons & Dragons-style fantasy game. The Game Master though, does need a thirty-sided die for these three tables.

The issue’s ‘Hexes & Unique Locations’ presents Port Mulhollow, a refuge for thieves, smugglers, brigands, and more, located beneath the ground. It is also an illicit trading post known also for its surprisingly good tavern and as a jumping off point for expeditions which want to delve further into the Middergloom below. It is accompanied by a good street plan, but nothing in the way of hooks or reasons to engage the player characters here. Now of course, there is nothing to stop the Game Master from creating her own and ideally any party of player characters will help generate that.

Three entries are given in ‘New Monsters’ and one in the ‘New Flora & Fauna’. The later is the Gloak Tree, which is native to the Upper Middergloom and sways in a fashion which is known to beguile those who watch them. Then unfortunately for the beguiled, the Gloak Tree eats them! The first of the monsters is the Pigseer, a debased pig-man form which of late has been seen in Norfolkshire slaughtering sheep. They are armed and they do seem to have some kind of magic. The Pigseer nicely ties back to a new story in ‘The Haven Gazette’. The Biledog is a large malevolent black dog which often vomits luminous, acidic vomit on its victim and the Dungling an impish creature that operates in packs and which has long fingers which it uses to steal things out of the bags of its victim. It is more of a nuisance than the threat that the other monsters are.

Pride of place in Midderzine Issue 2 goes to Richard Marpole’s ‘Woad Rager’. This new Class is a Scrottish warrior who takes the Woad Path and thus becomes increasingly immune to fear, charges into battle for extra damage and scariness, and paints himself with Woad patterns that are extra scary, make him extra vigilant, protects him against all magic. It takes time for a Woad Rager to learn his first pattern and he learns more as he gains more Levels. The ‘New Oddities’ are also of a Scrottish nature, like Laird MacCrae’s Prime Haggis, a delicacy which not everyone can stomach, but which does seem to grant miraculous protective powers, and Iron-Beer, which might give the imbiber a cast iron stomach or it might do something else. All of these items are fun too and will be desired by just about anyone playing a Scrottish character in The Midderlands.

Physically, Midderzine Issue 2 is very nicely produced with excellent artwork and cartography. In terms of its production values, it feels a bit tight in its binding and so is not quite as easy to reference.

Again, there are some nice connections throughout the pages of Midderzine Issue 2, though not quite as many as in the first issue. Also, this is issue is a little lacking in hooks to help the Game Master get her players and their characters involved in a situation or place, so it does leave her with a little more than it really should. That said, there is a much that is actually quite good within this issue, much of if which would work as well outside of The Midderlands as much as in it. Overall, not quite as good an issue as Midderzine Issue 1, but Midderzine Issue 2 still adds to The Midderlands.

Friday, 19 April 2019

[Fanzine Focus XIV] Midderzine Issue 1

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

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will 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.

Midderzine, which promises ‘More green for your game’, is a fanzine devoted to The Midderlands, the horror infused, green tinged interpretation of the medieval British Isles flavoured with Pythonesque humour and an Old School White Dwarf sensibility, published by Monkey Blood Design and first detailed in The Midderlands - An OSR Setting & Bestiary. Also published by Monkey Blood Design and like The Midderlands, this fanzine is written for use with Swords & Wizardry and adds new flora and fauna, locations, oddities, and more. This is much more of a house publication and so is cleaner, tidier, and more consistent in style than the average fanzine. This includes the artwork and cartography of designer Glynn Seal as well as the artwork of Jim Magnusson.

Midderzine Issue 1 opens with ‘Meet the Midderlander’, an interview with one of the contributors to The Midderlands, in this case, Swedish artist, Jim Magnusson. This is nice and short, but to the point, doing something that a house organ should do, that is, highlight those involved in the creative process. Actual content for The Midderlands begins with ‘The Haven Gazette’, three pages of expanded rumours and news sheets entries which the Referee can expand upon for her campaign. For example, ‘The Leper Knights of Saint Corrobin in Helm’s Ford’ were recently granted the right to establish a monastery in Helm’s Ford despite local objections; Edmund Fester won the deeds to an old keep near Darlow as told in ‘Gambler Priest ‘Wins’ Keep’; and Mulch Fertwiddle gives his best tips on growing turnips slug free in ‘Garden Goblin’s Corner’. There lots of these and if perhaps the gardening tips are really filler, they do add colour and flavour, whereas the rest work as good hooks for the Referee to develop and help draw her players further into the setting.

‘Hexes & Unique Locations’ detailed several new places. They include the ‘Plinth of Dullen Fields’, a strange set of grave markers at the site of a battle six hundred years ago; ‘The Ruins of The Cock & Pocket Inn’, now a sinkhole and the last known sighting of a missing tax inspector as mentioned in ‘The Haven Gazette’; and ‘Ratdog Tor’, a monster-infested rock outcropping previously mentioned in The Midderlands. More detailed is a new village, ‘Stonecastle’, which is surprisingly quiet, but of course hides a secret or two. Interestingly, neither the local lord—Sir Uriah Fellchurch—nor the villagers are aware of them, so it will be down to the player characters to become aware of them. ‘The Eyeless Harrowers’ details a New Cult of monastic brewers, all blind and eyeless, whose beers and ales are brewed in secret, but sold across the Midderlands. Again, this is something for the Referee to develop from the description given here.

Fully written up are the two entries in ‘New Non-Player Characters’. The first of these ties back to the rumours and news given in ‘The Haven Gazette’, being a write-up of the gambling priest, Edmund Fester, whilst the second links to the setting of Stonechurch and the issue’s ‘New Class’, the Crowmaster. ‘Corlin Lackcraw’ is a Crowmaster who quietly serves Sir Uriah Fellchurch by collecting the news brought by the crows across the Midderlands and beyond. The Crowmaster is even quieter about the fact that he serves more than the one master… ‘New Monsters’ describes three new creatures, the Gloomrat, a dog-sized, three-eyed creature with a poisonous bite and possibly a nasty sting/mace/claw in the tale; the Catvile, a hairless, black cat whose skin can be cured to make light absorbing cloaks; and Devil’s Goat, a vile goat’s head thing with tentacles that spreads nasty rumours!

The Crowmaster is a new Class which is based on Druid, but which specialises in communications and dealings with corvidae of all types out on the moors and in the forests. They can understand and speak with crows and will come to build a network of corvidae spies, fly like a crow, and even take one as a steed. This is a nicely avian-themed variation of the Druid Class which lends itself to fun roleplaying. The two entries in ‘New Spells’ are self explanatory, Cover in Shit doing that to a Magic-User’s target, whilst Bag of Crap summons a bag containing ‘Crap You Find on Folk’ as detailed in The Midderlands - An OSR Setting & Bestiary, which the caster can pull things from. Hopefully the caster might something useful, but this does feel like a slightly silly, slightly useless spell. Rounding out Midderzine Issue 1 are ‘New Oddities’ and ‘New Flora & Fauna’. So the former includes a ‘Catvile Cloak’, which as the description of the creature details earlier, improves the wearer’s ability to Hide in Shadows, whilst the latter gives a range of minor creatures and plants.

Physically, Midderzine Issue 1 is very nicely produced with excellent artwork and cartography. In terms of its production values, it feels a bit tight in its binding and so is not quite as easy to reference.

Initially, it feels as if Midderzine Issue 1 spreads its focus far and wide, but delving into the fanzine and there is a pleasing number of connections between the articles and the content so that the Referee does not need to refer to other supplements to make use of its contents. This gives the issue a sense of cohesiveness that enforces the sense of Midderlands as a place even if the Referee was to take that content out of the setting and use it in her own. In fact, extracting this content would be quite easy. Overall, Midderzine Issue 1 is a solid first issue with gaming content that any Referee running a campaign set in The Midderlands will want to add and develop for her game.

Friday, 12 April 2019

Friday Fantasy: Behind the Walls

Behind The Walls is a short scenario set within The Midderlands, the horror infused, green tinged interpretation of the medieval British Isles flavoured with Pythonesque humour and an Old School White Dwarf sensibility, published by Monkey Blood Design. Designed for play by four characters of low Level using Mythmere Games’ Swords & Wizardry, it can easily be run using other Old School Renaissance retroclones and even other fantasy roleplaying games. It offers a short, investigative scenario strong on atmosphere and mood with an emphasis on mud, blight, and greed.

In The Midderlands, this scenario takes in the north of Havenland, near to the Scrottish border and the Great Wall of Hadreen by the Kelderwater Lake in and around the village of Otterdale, an isolated settlement located in a damp, mist-filled valley through which the Little Kelder stream runs and finally dribbles into the lake. Local farmer, Ebeneezer Garbett, has recently come into some gold and been quite generous in spreading his wealth around, much to the delight of the Otterdale’s inhabitants. The player characters may have been hired by an archaeologist who wants to investigate local Goman ruins—the Goman Empire having conquered Havenland in centuries long past, are looking for a particular fungus which grows in the region which will cure an illness that one of their number is suffering from, or are simply attracted by the sound of new found wealth to be found in the valley and nearby. Certainly this has been motive enough for another adventuring party—the Eagle’s Talon Adventuring Company—to come to Otterdale in search of treasure.

Making their way to Otterdale through the shifting mists of the fungi-infested soggy valley, the player characters discover the villagers caught up in the preparations to celebrate the new wealth that has come to Otterdale. They are cautious, unused to seeing strangers, but friendly and welcoming, though both they and the adventurers are in danger of being subsumed into a force which could grow and grow until it threatens the whole of Havenland.

Physically, Behind the Walls is very nicely presented. The cartography is unsurprisingly excellent given the publisher, the illustrations all following the fungoid theme of the scenario. The scenario is also well written and easy to grasp, as well as being easy to adapt. This is not only to other retroclones, but also whole other roleplaying games. Both plot and setting are readily suited to be relocated in the settings for both Symbaroum and Forbidden Lands, Warhammer Fantasy Roleplay, and even the post-apocalypse of Mutant: Year Zero – Roleplaying at the End of Days, among many others. Which serves to highlight the simplicity and versatility of both set-up and plot in Behind the Walls.

With relatively few locations and a handful of NPCs, what holds Behind the Walls together is its strong atmosphere, a sense of melancholy blight, and a number of flavoursome random encounters out in the fog which swirls around Otterdale. At its heart, Behind the Walls is essentially a fog-shrouded zombie-style outbreak, but one mired in muck and mucus as well as Havenland’s ancient history.

Sunday, 24 February 2019

OSR & The Big One

Although the publication of Behind Enemy Lines by FASA in 1982 was the first roleplaying set during World War II, it would not be until the year 2001, the sixtieth anniversary of the United States of America’s entry into that conflict, that the hobby industry really became interested in the period with Pinnacle Entertainment Group, Inc.’s Weird War II: Blood on the Rhine and Godlike: Superhero Roleplaying in a World on Fire, 1936-1946 from Arc Dream Publishing. Both though added an extra genre to World War II, horror and superheroes respectively, whereas Steve Jackson Games’ GURPS World War II line kept it purely historical for the most part… Once piqued, in the fifteen or so years since interest in the period as a setting for gaming has never really gone away, so it should be no surprise that the Old School Renaissance has turned its attention to it as well.

Mark Hunt has already published The Front, a quick and dirty treatment of the conflict based on The Black Hack, but for a more traditional take on the conflict, using more traditional mechanics, there is WWII: Operation Whitebox. Published by Small Niche Games, it uses Mythmere Games’ Swords & Wizardry as its core mechanics, but adjusts them to fit the modern era and to take into account the dangers of modern, firearms combat. The rules cover character creation, both small arms and mass combat, vehicles, and so on, and come with advice for both player and Referee, an extensive example of play, and a scenario. Its focus is on small small campaigns, with characters starting at First Level and able to advance only as far as Fifth Level, participating in special forces operations by the Allies in Nazi-occupied Europe and North Africa against an enemy that you can definitely hate.

Characters in WWII: Operation Whitebox look like characters from other Old School Renaissance retroclones, with the usual attributes, Armour Class, Hit Points, character Classes, and so on. Instead of Race, a character has a Nationality and a Profession, which are rolled for, as well as a Class, which is not. The six nationalities are American, British, Canadian, German, French, or Russian. There are a number of issues inherent in this list and they all stem from the inclusion of the German Nationality as an option. These represent Germans who have decided to fight for the Allies and whilst that would have happened, it takes away from all of the other possible Nationalities which fled occupied Europe to fight against the Nazis or came from around the world to fight against them. Instead, perhaps this option should have been given as ‘Other’ and another table been given which included all of those other Nationalities. Primarily though, a character’s Nationality will determine the languages that he knows.

Professions are either Blue Collar or White Collar and will provide a character with a simple bonus for any roll related to the Profession. In terms of Rank, most characters will be Enlisted with one or two Officers amongst their number, but general, rank will not come into play a great deal, missions intended to be co-operative in nature, just as in any other roleplaying situation. In terms of Classes, WWII: Operation Whitebox gives eight. These are Charmer, Combat Engineer, Grunt, Maquis, Sniper, Tactician, Wheelman, and Überläufer. Essentially, there is nothing that a character of one Class cannot do of another, but a Class represents dedicated training, a Military Occupation Speciality. The Charmer is charismatic, can charm others, and detect deception; the Combat Engineer are excellent mechanics and at blowing things up; and Grunts are good at fighting. Maquis fighters can cobble technology together on the go, conceal items, and have plenty of contacts; Snipers master one weapon and are good at hiding and spotting ambushes; Tacticians are good at planning—the Referee can give hints or highlight flaws when the team is planning a mission—and rallying the troops; and the Wheelman is good at driving almost any vehicle. Lastly, the Überläufer has knowledge of the Wehrmacht, hates the Nazis, and knows how to survive in the wilderness. Of the six Nationality options and the six Classes, the German Nationality seems specifically linked to the Überläufer Class.

One aspect that WWII: Operation Whitebox does highlight is the role of women in the conflict. In most cases women did not fight as frontline troops, but many served as spies or fought in the resistance in Europe or helped with planning or served in some capacity. The Classes given here could all be male or female characters. So famously, there were excellent Russian Snipers who were women, a driver could actually turn out to be a dab hand behind the wheel and so be a Wheelman (Wheelwoman?), a member of the SOE could be a Combat Engineer and good at sabotage, and a member of the resistance need not be a Maquis, but could be a Charmer. So there is a pleasing mix of possibilities here without having to break historical verisimilitude.

Our sample character is Larissa Tosca, a Brooklyn, New York native who has charmed her way into the OSS and serves as a liaison with SOE. In fact, she is a Russian plant, working for Moscow to monitor the activities of both. Of course, if she can facilitate the Nazis getting a good kicking along the way, all the better. (The character is taken from a series of books by John Lawton.)

Name: Larissa Tosca
Nationality: American (Russian) Age: 28
Rank: Corporal
Class: Charmer Level: 1
Profession: Criminal/Military 
Languages: English, Russian, French (Basic), German (Basic)

Strength 10 Dexterity 12 Constitution 12
Intelligence 15 (+1) Wisdom 10 Charisma 17 (+1)

Saving Throw: 15 Armor Class 12 Hit Points 5

Class Abilities
Friendly Demeanour, Smooth Operator

At its core, WWII: Operation Whitebox will mechanically still play like a retroclone, with rolls of the twenty-sided die being made for attack rolls and saving throws and weapons inflicting damage with rolls of six-sided dice. Options are included for both ascending and descending Armour Class, which better to reflect the player characters’ training is never going to be amazing. Since small arms typically inflict 1d6-1, 1d6, or 1d6+1, and characters have similar ranges in terms of their Hit Points, even small arms fire is going to be deadly. Especially when taking into account the low level of healing available. Things get even worse when grenades start getting chucked about, combatants are sprayed with automatic fire, strafing and suppressive fire comes blazing the characters’ direction, tanks roll onto the battlefield, and so on. Combat and damage though, does not represent a character being shot every time an attack succeeds and he takes damage, but rather reflect effect of avoiding taking deadly damage. It is only when a character’s Hit Points are reduced to zero, that he suffers a mortal blow.

Although the players should be encouraged to have their characters use stealth, ambushes, and other tactics to avoid direct confrontations, as well as being ready to dive for cover, the Referee is provided numerous optional rules which push WWII: Operation Whitebox towards a cinematic style of play. These include Advanced Attribute Bonuses; ‘Heroic’ and ‘Inglorious’ levels of play which increase the characters’ Hit Points; a ‘Gut Check’ for when a character needs to succeed by sheer force of will; and criticals and fumbles. There is even an optional ‘Trial by Fire’ set-up for teaching the rules that drops the player characters into the middle of a larger scale battle.

Besides equipment lists that include vehicles and covert gear, WWII: Operation Whitebox comes with rules for both vehicle and mass combat. Neither though are the focus of the game. Certainly the player characters will be encountering and battling vehicles, but they are not going to be driving them into battle on a regular basis, and really, the somewhat abstract mass combat rules are there to determine the results of events that are going on around the player characters rather than ones they are directly controlling.

In terms of background, WWII: Operation Whitebox provides both player and Referee with a good overview and introduction to the conflict without getting mired into too much detail. For a history buff it will probably be a bit basic, but it is a good start, and anyway, not everyone is necessarily going to know this. It does cover the the darker aspects of World War II too, the Holocaust, on the dehumanising effect of the war, Hitler’s commando order, though the latter is the more likely to come into play. Two timelines are provided. One covers the length of the war, the other special forces operations, from Operation Collar in June, 1940 to Operation Varsity in March, 1945. This accompanies the descriptions of the special forces and the resistance forces fighting in the European theatre of operations. This is a good list and includes German special forces should the Referee want his player characters to face similar opposition. There is also a suggestion that a game could be played with the player characters as members of the German special forces. It suggests that such an option may not be to everyone’s taste which is undoubtedly true. Although it is a possibility, as a suggestion it would have better if it had been bumped to a sidebar where the author could have better denounced as an option he would not condone. Especially as he states that there are no greater villains than the Nazis.

Various types of operations and missions and what they involve are discussed as possible styles of play, including going on leave or playing as the cre of a vehicle. There is good advice for the Referee on how to run the game, who receives further support in a good list of foes and a bestiary as well as an introductory mission, ‘Resistance at the Ponteville Bridge’. It is a mini-sandbox in which the team has to conduct a support mission alongside the main mission, having to parachute into France and blow up a bridge. How the team does it is up to the players, but there is plenty for the Referee to throw in their characters’ way. It should provide a couple of good sessions worth of play. In addition, there is also a lengthy example of play which nicely showcases how the game is designed to play.

In the long term, surviving player characters are likely to get promoted and posted away from field operations, hence the Level Five cap on progression. Getting there is not a measure of finding treasure, but killing the enemy, achieving objectives, and taking advantage of ‘Targets of Opportunity’, side missions which will benefit the war effort. Beyond WWII: Operation Whitebox, there are suggestion on how to take into alternate history, mixing it up with Science Fiction or fantasy. This is not too difficult since it is compatible with both Swords & Wizardry and Barrel Rider Games’ White Star: White Box Science Fiction Roleplaying. Three mini settings are included at the end the book in are essentially three appendices. The first is ‘Nazi Superscience’, which pushes WWII: Operation Whitebox into the Pulp genre with weird-science gear and Nazi super-science monsters. The second is ‘Nazi Occult’, which mixes World War II with magic. It draws heavily on Dungeons & Dragons for its inspiration and is really only what you would expect. The last is ‘Galaxy War 1939 - Space Operations Executive’, which builds on the idea that space travel was discovered in the early 1920s and mankind has spread to the stars via rails which run between star systems where strange aliens have been found. This is the most interesting of three mini-settings and of the three, is the one that begs to be developed.

Physically, WWII: Operation Whitebox is a sturdy hardback. Behind its very nicely done full colour cover, it is well written, tidily presented, and an engaging read. It is only lightly illustrated, but the artwork is decent, if a little cartoonish in places. The one real problem with book is that some subject matters could have been handled with a little more delicacy than they are in its pages. The probably unpalatable possibility of playing German special forces characters has already been mentioned, but the examples of NPCs who could have the same Classes as the player characters could have been given a more diverse mix of examples. That said, the inclusion of women and female characters was well handled and says much in the designer’s favour. A bibliography would have been nice, but there are so many books, movies, and documentaries on the period, that the Referee is spoilt for choice.

WWII: Operation Whitebox is a solid, well done treatment of its subject, taking the underlying aspects of  the ‘special forces’ set-up integral to every Dungeons & Dragons-style of game and applying them to a real world situation where the characters’ roles are just as strong and just as clearly defined. It being a World War II set game, there is also a strong moral compass at the heart of the game too. In fact, the set-up of the game is likely to be more familiar too, since there are more movies about World War II than there are about Dungeons & Dragons-style fantasy. Which all together suggests that WWII: Operation Whitebox would actually work as a decent introductory roleplaying game—at least to play, if not run—though it is really written from first principles.

Overall, WWII: Operation Whitebox is a superbly done treatment of special forces operations in World War II. It is both a solid roleplaying game and a further showcase of just what the Old School Renaissance can do.