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Showing posts with label The Black Hack. Show all posts
Showing posts with label The Black Hack. Show all posts

Sunday, 20 April 2025

[Fanzine Focus XXXVII] The Chaos Crier, Issue #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 how another Dungeon Master and her 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 and Old School Essentials. However, other fanzines serve as a vehicle for direct support from the publisher.

The Chaos Crier: An Aperiodical Zine for Black Sword Hack and Other Swords & Sorcery Games, is like the name suggests, a supplement for Black Sword Hack. This is the adaptation of The Black Hack, designed and published by The Merry Mushmen, to emulate the fantasy tales and style of the Eternal Champion—Elric, Corum, et al, by Michael Moorcock. The Chaos Crier, Issue #0 was published as part of the Kickstarter campaign for the Black Sword Hack, but now, The Merry Mushmen has published a full, proper issue, The Chaos Crier, Issue #1.

Like its forbear, The Chaos Crier, Issue #1 is cramped and dense, very much a packed affair, but unlike its forbear, it has a lot more content—a lot more. It includes new monsters, new backgrounds, new factions, and more, mostly notably nine adventures and a return to the city of Nijmauwrgen, previously introduced in The Chaos Crier, Issue #0. This first proper issue of The Chaos Crier describes itself as “…[A] pocket grimoire to feed your world ending campaign with tons of material.”, and there can be no doubt that it lives up to this.

The issue opens with ‘Alternative Backgrounds’ by Troll Mechanik. This gives new ‘Origins’ that a Game master can add to her campaign or build a campaign around, including ‘Primitive Origin’, ‘Nomadic Origin’, ‘Otherworldly Origin’, ‘Feudal Origin’, and ‘Faerie Origin’. Each comes with tables for where the Player Character was born, their Background, and their Weapons. This is a great addition which kicks off the rules sections throughout the issue. Nobboc’s ‘More Monsters’ includes ‘Angel Faces’, giant bats with human baby heads, the aggressive ‘Red Crows’ with blood-red beaks, and ‘Selenite Renegades’, pariahs from the Flotsam Kingdom who have formed a mercenary company and who have large golden eyes and blue skins covered in chitin, and speak in lisping tones. Entries such as ‘The Thing in the Well’ and ‘Ghouls of the Dream Realms’ add a touch of cosmic horror. ‘The Stars Seer’ is an ‘Otherworldy Entity’ and encounter by Tore Nielsen. They can be summoned from their house on a jagged star to answer a single question, but there is a price to be paid, which could be having to polish the Seer’s claws to a high sheen or the questioner losing his tongue!

Eric Nieudan’s ‘The Dominion of Might’ details a Law-aligned ‘Faction’. This is the island kingdom of Myonne which has united its neighbours under the banner of Law and under the leadership of Queen Joosyën XVII, a Champion of Law who deposed her corrupt brother, has sent her Army of Might to coerce and then if necessary, conquer the nations beyond and share in her vision for peace. It is nicely detailed, from the top down, from Queen Joosyën XVII all the way down to minor nobles and inn keepers, forces that the Player Characters might encounter, and both plots and hooks to get them involved as well as events that can occur whilst they are in Dominion territory. This is a big faction and element that the Game Master can add to her campaign and the combination of hooks and events can really pull the Player Characters into their orbit or just have them as a looming threat in said campaign.

It is complemented—in part—by ‘Follow the Code’ by Lars Huijbregts that suggests ways in which an order, sorority, or secret society might act in different circumstances according to doctrine. Covering large conflicts, small happenstances, and who might be evil. None of which are meant to be logical or make sense, but together the Game Master can use them to create a doctrine for an organisation, which could be The Dominion of Might, but could be other organisations just as easily. Eric Nieudan’s ‘Into the Dream Realms’ adds a whole new dimension and a further dash of Lovecraftian horror with the means for the Player Characters to enter the Dream Realm. How it can be entered or left is discussed and there is a table of possible features—really only the start when it comes to dream realms, but the major change is the replacing of the Player Characters’ Doom Die with a Dream Die. It enables a Player Character to interact with the Dream world mechanically, even allowing him to take control of the dream at a cost of the Dream Die being stepped down in size. The downside is if the Dream Die is depleted, it is replaced by the Player Character’s Doom Die and whatever happens in the Dream World affects his physical body too!

‘The Purple Desert’ by Chris Gardiner is a ‘Location’, which could be another world that has fallen to constant grind of the war between Law and Chaos or it could be a dream world. The Player Characters arrive half-buried in the purple sands in the shadow of the head of an enormous statue, whilst in the sky, three broken moons—sallow pink, wet blue, and frail violet—hang and let their essences pour onto the sands. The Player Characters have to find their way out of this desert and onto their destination world and may encounter a brash NPC who hides a few secrets of her own. The presence of the Player Characters will attract the attention of Rag-Wraiths, that initially have no form, but in fighting the Player Characters will emulate their attributes and eventually try to replace them. ‘The Purple Desert’ is an engagingly otherworldly through place, somewhere in between.

The first of the adventures in The Chaos Crier, Issue #1 is Kobayashi’s ‘Bloody Roots’. After hearing rumours of villages sucked into sinkholes, the Player Characters find themselves and the inn where they are staying also being sucked below the earth. Here they find themselves trapped and potential prisoners of the underground Chthonian Empire and they have to find their way out. It is a quick and dirty affair, easy to prepare and set up. It is supported by a short ‘Faction’ guide to the Chthonian Empire, which gives a few options, plus descriptions of the factions who either want to invade the surface world, ally with the surface world, or remain hidden, and stats for various NPCs and monsters. Together it can be run as a one-off scenario or worked into the Game Master’s campaign. The second adventure is ‘Evakius’ Retreat’ by Andrea Gino, which presents a renegade alchemist whose experiments into transforming living creatures through alchemy have led to several disasters and have driven him out of town to take up refuge in an old salt mine. This is presented in cross section and the adventure is supported with decent hooks that will get the Player Characters to investigate the mine and discover just how much trouble Evakius has got himself into! Nobboc’s ‘The Star Envoy’ is a mini-hexcrawl that sees the Player Characters hunting for a twelve-pointed star which has fallen to earth in a small valley instead of attending a planning strategy meeting with Murligen the Wise. The Player Characters might be hired by Murligen the Wise or Zararazarat the Wicked Mage depending upon whether they align with Law or Chaos. Finding the envoy is not enough though as it has lost possessions which it wants back before it will fully co-operate. It is detailed and should provide several sessions of decent gaming.

The highlight of The Chaos Crier, Issue #0 was ‘The Darkness over Nijmauwrgen’, a description of city-port under the thrall of Cult of Dagon. The Chaos Crier, Issue #1 returns to the city of Nijmauwrgen and again, written by Evelyn Moreaux, it is the highlight of the issue, again. ‘The Sunken Moon’ describes a faction in the city which cultivate ‘Moon Urchins’ imported from another world and milks them for their toxin. This is distilled into an elixir which if given to Deep One Hybrid frees them from the urge to transform and blindly serve Dagon—they are given a choice. Both the forces of ‘The Sunken Moon’ and their leader, ‘Mavara’, are detailed as are their facilities and hooks to get the Player Characters involved in ‘Moonlight over Nijmauwrgen’. This is in addition to not one, but two scenarios set in Nijmauwrgen. In ‘The Sad Ancient One’, the Player Characters must descend into the reef off the city and locate ancient and all but forgotten Deep One matriarch and give her the elixir before the Cult of Dagon realise what they are doing, whilst in ‘The Call of the Nautilid’, they receive a psychic distress call from Marava herself. The Cult of Dagon is taking its revenge and whilst Marava is caught up in a battle of her own, the Player Characters must race to keep her alive. Both are exciting scenarios, if linear, and both enable the Player Characters to get further involved in the events in and around Nijmauwrgen.

The issue comes to a close with two final adventures. In the first, the Player Characters definitely find themselves in the Dream Realm in ‘The Sleeper in the Babbling Citadel’ by Eric Nieudan. It is both a short one-session scenario and a mini-setting that the Player Characters can return to after completing the scenario. The involves them exploring the Crimson Caverns originally dug out by Tunneller Titans and in this dry, dusty world climb to a blizzard enshrouded citadel and free the god within. Which it turns out is a wind god, also known as Ithaqua! Nobboc’s ‘Deep in the Salt Mine’ is the second of these two final adventures, oddly inspired by a RuneQuest adventure that the author can recall the name of. It begins with the Player Characters being enslaved and working out in salt mine. The Player Characters are free to try and escape, instigate a rebellion, and so on, but in the process, they discover dark secrets hidden beyond the mine. These are both decent adventures, with ‘Deep in the Salt Mine’ being suitable as a beginning scenario as it gets all of the the Player Characters together!

Physically, The Chaos Crier, Issue #1 is ably presented. It is busy in places, but the artwork is excellent. The depiction of the Purple Desert in ‘The Purple Desert’ is particularly good.

Every time Reviews from R’lyeh receives a package from The Merry Mushmen, there is the anticipation that what that package contains is going to be good, even very good. The Chaos Crier, Issue #1 is no exception. It is packed with good stuff and all of it playable and easy to add to a Game Master’s campaign. The Black Sword Hack Game Master should definitely have The Chaos Crier, Issue #1 and The Chaos Crier, Issue #0 because the two do complement each other. Perhaps that is the only downside to The Chaos Crier, Issue #1, in that it does need the other issue to really work as well as it can. Overall, The Chaos Crier, Issue #1 provides support for Black Sword Hack that is not only good, but also entertaining.

Friday, 10 May 2024

The Other OSR—Forgotten Duty

The Book of the Key is an elaborate monastic chronicle written in the sixteenth century in an obscure Italian dialect that describes events and happenings so fantastical that they are at odds with the known history of the period, yet the work is anything other than a satire. The marginalia is even strange, annotations consisting of esoteric formulae and prayers dedicated to an unknown and unnamed god. The god is described as having the power to permit movement from this world to another, from this reality to another… It is currently held in the library of the University of Navarra, in the city of Pamplona, in north-east Spain. It is also rumoured to have been stolen from its previous owners, and that they, the Knights Hospitaller, seek to return to their possession. There are many reasons why someone might want to examine The Book of the Key. Perhaps to right a wrong by engaging in the many-worlds theory of quantum physics to shift to another reality where the right rather than the wrong took place. Perhaps to open, or even close, the way, perhaps to prevent access to our world by otherworldly entities such as Dimensional Shamblers or Hounds Out of Time. Perhaps the book points to the means to locate an artefact that will be inimical to a true enemy. Perhaps the connections to the Mythos of the book are already known and it has fallen into the wrong hands, and whoever that is, they need to be stopped from using it.

This is the set-up—or rather the set-ups—to Forgotten Duty, a modern day scenario for Cthulhu Hack, Second Edition, the Old School Renaissance-adjacent roleplaying game of Lovecraftian investigative horror published by Just Crunch Games. Whatever the reason for the Investigators to want to look at the book, the curator at the museum, Gustavo Ibáñez, will sadly explain that the book is currently not held by the university, but has been loaned to a benefactor to the university, Count Cielo Al-Hamrā. Fortunately, he can arrange an interview with the count and when this happens, the count will be very gracious and tell the Investigators that he has returned the book. The book though, has already been shipped off elsewhere, or has it?

There is a strangeness that runs deep not only into the question of the missing book, but also in the city of Pamplona itself. The inhabitants seem to be suffering from collective trauma, there are reports of missing persons and missing persons posters across the city, and the Investigators begin to suffer strange dreams, nightmares that point to the city’s dark history and the invasion of the Romans centuries before. Random strangers approach the Investigators, some to question their interest and reason for being in the city, others steal from them, or worse, assault them as an act of revenge, but for what? Then there is Count Cielo Al-Hamrā, a man that the Investigators have met, but whom nobody can quite recall too much about beyond his being a great benefactor to the city.

Ultimately, the investigation will point to Count Cielo Al-Hamrā as being key to getting to the heart of the mystery in Pamplona, let alone being key to locating the book. In fact, by this time, the location of the book almost becomes secondary to the need to find just what is really going on in Pamplona. Doing so will take the Investigators to the count’s home, a villa with an oddly unlived in feel and signs of strange activity, whilst the staff genially about their odd duties. This is to the extent that the Investigators may be able to explore the villa almost unimpeded, though something is surely waiting for the truly curious. Which should of course, include the Investigators.

Forgotten Duty supports the Game Master with details about Pamplona and the University of Navarra, descriptions and details of the odd encounters that the Investigators might have around the city, and the means to create the dreams that they begin to have. There are missing persons posters too, as handouts. Throughout, there are footnotes as well, and these will help the Game Master add flavour and detail to the scenario.

Physically, Forgotten Duty is decently done, but a little rough around the edges. It does need another edit as there is missing text, but the maps are good, as are the few handouts.

Forgotten Duty is a solidly weird and creepy scenario. It can easily be played in a single session and so be run as a convention scenario, in fact more easily than it can be worked into a campaign. It is also just as easy to adapt it to the roleplaying game of Lovecraftian investigative horror of your choice.

—oOo—

Just Crunch Games and All Rolled Up will be at UK Games Expo which takes place on Friday, May 31st to Sunday June 2nd, 2024.



Sunday, 7 April 2024

Cthulhu ‘Old Style’ like its 1981

The first thing that you notice about Cthulhu Hack, Second Edition is how surprisingly white and colourful it is. There is bold use of colour in its chapter headings and then the rest of the book is simple, black on white text. Which gives it a clean, modern aesthetic, that is, of course, easy to read, but also in keeping with the setting for Cthulhu Hack, Second Edition. That setting is the modern day of the here and now because just like H.P. Lovecraft set his stories in his time, so the Game Master’s scenarios are, by default, set in her time. This does not mean that Cthulhu Hack, Second Edition cannot be set in other historical periods, but the modern day is the default. Cthulhu Hack, Second Edition is the roleplaying game of Lovecraftian investigative horror, which means it pitches ordinary men and women in extraordinary situations and confronts them with the true sanity-leeching mysteries of the universe as portrayed in the stories by H.P. Lovecraft. For its mechanics, it uses The Black Hack, Second Edition, the player-facing retroclone originally published in 2016. Lastly, the simple layout and use of colour allows the artwork of Paul Tomes and Andrés Sáez Martínez to really stand out.

Cthulhu Hack, Second Edition is published by Just Crunch Games following a successful Kickstarter campaign. Notably content for both editions of the roleplaying game is compatible and the roleplaying game is designed for quick and easy play, especially Investigator creation. After an introduction and a decent example of play, Cthulhu Hack, Second Edition wastes very little time in explaining the rules. For its core mechanic, whenever a Player Character—or Investigator—wants to take an action against a threat that will either hurt or hinder the Investigator, his player makes a Save against an appropriate attribute by rolling under it. If the roll is successful, the Investigator avoids the Threat, but suffers its consequences if his player roles equal to the attribute or higher. This is always player-facing, so whenever an Investigator wants to punch a cultist, his player will roll a Save against his Investigator’s Strength, but to avoid the cultist punching the Investigator, his player would roll a Save against his Investigator’s Dexterity. Depending upon the situation the player can also run with Advantage or Disadvantage.

The investigative aspect of Cthulhu Hack, Second Edition is handled via Resources. These categorised into three types—Investigative, Sanity, and Supplies. All types of Resource work in the same way. Each is represented by a die type. When a Resource check is called for, the Resource die is rolled. If the result is a one or a two, the Resource suffers a Break, meaning that the Resource is partially used up. Eventually the Resource die is stepped down to a four-sided die and when that suffers a Break, it is completely used up and thus Broken. Investigative Resources are divided between Smokes and Flashlights. Flashlights are divided into Smokes and Flashlights. Flashlights are used to get clues through studying, finding clues, spotting things, and so on, whilst Smokes cover gaining clues via interaction, financial means, or connections. When a one or a two is rolled on either Investigative Resource, a clue is still found, but something bad happens to the Investigator. When Flashlights is Broken, the Investigator is burned out and exhausted, whilst when Smokes is Broken the Investigator has brought too much attention upon himself.

In terms of running and playing the game, Cthulhu Hack, Second Edition lays its principles for both the Game Master and the player early on. For the former, this includes giving out plenty of information, setting the stakes when the Investigators are faced by threats, giving them opportunities and choices, and so on, whilst for the latter, to be a part of the story and support the other Investigators’ role in the story, to investigate and ask questions, to focus on survival rather than fighting, and more. Much of this will be familiar to veterans of Lovecraftian investigative horror, but not everyone is, so the advice here is more than welcome.

An Investigator in Cthulhu Hack, Second Edition has six Saves (or attributes)—Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma—that are rated between three and eighteen. He also has four Resources— Hit Die, Sanity, Flashlights, and Smokes—and various Benefits, including a Skill, and various Assets. Two methods of creating an Investigator are provided. Freeform gives the widest choice, but the simplest method is to pick one of the roleplaying game’s six Archetypes. There are six Archetypes—Adventurer, Bruiser, Performer, Philanthropist, Ruffian, and Scholar. Each determines the Resource die values for an Investigator’s Resources, gives a single Special Ability and lets the player choose another from a choice of three, and either rolls for or chooses an Occupation and an associated skill. There is actually a lot of flexibility within each Archetype, so that an Adventurer can be an Archaeologist or an Aviator, but he could also an Aristocrat or a Sales Rep.

Henry Brinded
Strength 13 Dexterity 12 Constitution 10 Wisdom 15 Intelligence 18 Charisma 11
Sanity D10 Flashlights D12 Smokes D10 Hit Die D4 Armed 1 Unarmed 1
Hit Points: 4
Special Abilities: Iron Mind, Deduction, Erudite
Occupation: Academic
Skill: Language (Latin)

An Investigator is meant to be fragile, although as a group, Investigators do have access to a pool of Fortune Points which allow a failed Save or Resource check to be rerolled. Combat follows from the core rules and in spite of Investigators having access to Fortune Points, enforces their fragility. They have relatively few Hit Points, weapons can be deadly, and armour is rare.

Sanity is handled as a Resource die in Cthulhu Hack, Second Edition. When an Investigator is confronted with something truly terrifying or the effects of the Mythos and the Investigator’s Sanity suffers a Break, it indicates that he has encountered something so hideous or unreal that he has temporarily lost his connection with reality. Sanity being Broken means that the Investigator has lost focus or is overwhelmed by the alienness of what he is confronted with. The Investigator becomes permanently insane when the number of times a Sanity Break occurs equals the Resource die for his Sanity. However, not all horror is equal, and it is possible to suffer a Shock instead of an incidence of Insanity when his Sanity suffers a Break.

The moments when an Investigator is likely to be at his most fragile is in confronting the Mythos. Cthulhu Hack, Second Edition does not include an extensive list of Mythos entities and creatures. It goes even further by not actually including stats for several of the Old Ones, but instead discusses their relationship with humanity (or in some cases, humanity’s ‘supposed’ relationship with them). This moves the seven discussed—Azathoth, Cthulhu, Hastur, Nodens, Nyarlathoptep, Shub-Niggurath, and Yog-Sothoth—into narrative roles rather than something that can be physically defeated. Only eight lesser creatures and races are given more detail, both in terms of background and mechanics. Traditional Mythos creatures such as the Deep Ones, Elder Things, Ghoul-Kin, Rhan-Tegoth, Shambler, Shoggoth, and Yuggothi, are joined by the Deathless, the equivalent of Keziah Mason from ‘The Dreams of the Witch-House’ and its antagonist. All of these are given nicely detailed descriptions and an excellent illustration. In each case, their stats are very simply presented, there is a note as to their motivation, and their origins, purpose, and allegiances are discussed, along with options and variants. It is interesting to note that Cthulhu Hack, Second Edition makes clear that Deep Ones are not the equivalent of Orcs or Goblins in the Cthulhu Mythos.

Both Mythos tomes and artefacts in Cthulhu Hack, Second Edition work in a fashion similar to Mythos antagonists. Each volume or item is measured by its Index, representing both the potency of its content and the danger it represents to the reader; Ire is the attention garnered by its possession—and especially—the use its lore, power, or spells; and Lore the ‘benefit’ gained from the successful study or use of it. The latter might a modifier to a Save, an Advantage on a later Save, a Skill, one or more Spells, and so on. In the case of the Index and Ire factors, the Investigator will need to make a Save against them. Failure in the case of Index means that the Investigator suffers a Shock and in the case of Ire, a failure means that the attention and scrutiny of cultists or other forces of the Mythos has been drawn to the tome or artefact and thus to the Investigator. This can lead to more direct encounters with them or set up difficulties in the story later on, meaning that Ire and a failure to Save against it has narrative rather than mechanical consequences. One thing not explored here are Mythos artefacts—the focus is entirely on tomes rather than objects.

The list of Mythos tomes avoids the classics of Lovecraftian investigative horror, so no Necronomicon, De Vermiis Mysteriis, or Unausprechlichen Kulten. There are several quite detailed examples though and tables for the Game Master to create her own. In terms of spells, there is a mix of the familiar and unfamiliar. Thus, there is The Voorish Sign and Elder Sign alongside Deceiver’s Charm and Cyclopean Shift. Of course, knowing and casting magic has consequences. Knowing any spells automatically imposes a reduction in the Resource die for an Investigator’s Sanity and casting spells requires a personal sacrifice, there being the possibility of an Investigator losing a point from of his six Saves. In addition, casting a spell triggers a save against the Ire of that spell, potentially attracting the attention of the cultists and other Mythos entities. Magic in Cthulhu Hack, Second Edition is deadly and dangerous, and its use is definitely not for the faint-hearted.

The scenario in Cthulhu Hack, Second Edition is ‘Save Innsmouth’. This is an expansion and development of Save Innsmouth: A Student Documentary. It is specifically written to be run in two hours, but is easily expanded to run in a longer, fuller session. In line with the rest of the roleplaying game, it is set in the modern day, taking place in Lovecraft Country in New England in the modern day, specifically in and around Innsmouth. In the short version, it begins en media res, with the Investigators trapped in the tunnels and caverns of the blighted town, decades ago shattered by the 1928 FBI raid. Already bruised and battered—and low on Resources—they must find their out of their rough and rancid prison, hunted by a strange creature… In the longer version, the Investigators, students at Miskatonic University and members of its Miskatonic Heritage Club, have travelled to Innsmouth, first by bus and then by hiking, in order to examine and photograph the pre-Prohibition town before it is completely bulldozed to make way for a health spa. It is a scenario in two parts. The bulk of its investigation is done in the journey to Innsmouth, whilst the action takes place in the second part, the imprisonment, which is what is played out in the shorter version of the scenario. If there is an issue with the scenario it is that the author talks about it for four pages before actually telling what the scenario is about. This is frustrating, although the information given in those four pages is both relevant and useful.

Lastly, Cthulhu Hack, Second Edition gives a short discussion of campaigns, supporting it with a series of tables of prompts and pointers that can be used to bring the Investigators and get them sufficiently intrigued by a mystery to want to investigate. These are good starting points which the Game Master will of course, have to develop. It also introduces the concept of Remnants, the consequences of encountering the Mythos upon an Investigator’s personality. Roleplaying these will reward the players as a whole with an extra Fortune Point.

Physically, Cthulhu Hack, Second Edition is nicely presented. It needs a slight edit, but is very accessible, clean, and tidy, and the artwork is excellent. This does include some artwork generated by MidJourney AI, but the publisher has made a charitable donation to the Artists’ General Benevolent Institution.

Cthulhu Hack, Second Edition is a streamlined and cleaner presentation of the earlier, The Cthulhu Hack, much like Old School Essentials is a cleaner and more accessible update of the Basic Dungeons & Dragons designed by Tom Moldvay. It is not just cleaner and more accessible, the book itself is handier and easy to use. The downside of that is that it is not comprehensive in its treatment of the Mythos, but it is complete in and of itself. In play, the consistency of the rules, especially Resources, means that an investigation becomes one where every effort matters, not just facing the Mythos, since there is a chance of depletion, of a Break, each time an effort is made towards the investigation. Thus, the consequences of an investigation are wider than mere loss of Sanity and the tension of looking into mysteries is prevalent throughout an investigation rather than in just the confrontation with the Mythos.

Cthulhu Hack, Second Edition is an excellent redesign and reimplantation of The Cthulhu Hack. It provides a solid introduction to Lovecraftian investigative roleplaying and for any looking for a Old School Renaissance compatible roleplaying game dealing with the Cthulhu Mythos, Cthulhu Hack, Second Edition is the obvious choice.

Saturday, 30 December 2023

[Fanzine Focus XXXIII] The Chaos Crier, Issue #0

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & 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 and Old School Essentials. However, other fanzines serve as a vehicle for direct support from the publisher.

The Chaos Crier: An Aperiodical Zine for Black Sword Hack and Other Swords & Sorcery Games, is like the name suggests, a supplement for Black Sword Hack. This is the adaptation of The Black Hack, designed and published by The Merry Mushmen, to emulate the fantasy tales and style of the Eternal Champion—Elric, Corum, et al, by Michael Moorcock.

The Chaos Crier, Issue #0 was published as part of the Kickstarter campaign for the Black Sword Hack. It is a dense, black and white affair, which really provides two items—a pair of scenarios. In the process though, it also details new monsters and a new threat, a dark and evil cult, and a complete city. There is here, enough content here for multiple sessions of gaming, all of which can easily be slotted into the Game Master’s campaign. It opens with Alexandre ‘Kobayashi’ Jeanette’s ‘A Sky Full of Swords’, the first of the two scenarios in the issue. It is a tale of greed and death, as the Player Characters come across the town of Pardesh, where a group of miners have gathered as meteorites crash to the ground in them. The meteorites contain cold iron, each enough to make a brittle weapon that inflicts maximum damage on ghosts, spirits, and the undead, but also enough to make plenty of coin if sold. There is tension in the town because a local astronomer did not warn the townsfolk, but she complains that they did not pay her for the information. If the Player Characters save her from a possible lynching, she might tell them where the next cold iron meteorite will land, but that has its own problems. ‘A Sky Full of Swords’ is a nicely balanced affair, offering a session or two’s worth of play, in which the Player Characters will need to tread carefully as throwing their weight around could get them into trouble.

The two articles that follow specifically support the issue’s second scenario, but can easily have a wider influence upon a Game Master’s campaign. All three are by Olivier ‘Nobboc’ Revenu and all three are of a Lovecraftian bent. ‘The Sons of Dagon’ (also known as The Deep Ones) is a treatment of H.P. Lovecraft’s amphibian fish-like creatures, which gives stats for the Hybrid, Deep One, and Deep old One, as well as detailing the horror of the life of the Hybrid. This is followed by ‘The Black Sun of the Deep’, a nihilistic or apocalyptic faction or cult which serves the forces of Chaos by proliferating the earlier detailed Sons of Dagon, and hiding behind a façade as a conventional cult dedicated to a sea god. It is favoured by sailors and fishermen, the latter benefiting from the bounteous catches of fish. The primary means of spreading its influence is by abducting healthy male Humans, using them as part of their effort to spread their Hybrids, and breeding and substituting them for ordinary Human babies. Full stats are provided for Black Sun cultists, Templars, Deep Infiltrators, Priests, and so on. All of which as the Sons of Dagon appear in the scenario that follows.

‘The Darkness over Nijmauwrgen’ presents a complete city and scenario for the Player Characters to explore. Sat in a cleft on the coast with a reef just off the shore, Nijmauwrgen is a port and fishing city that has fallen into the clutches of the Black Sun of the Deep cult. Designed for Player Characters of Second to Fifth Level, they may be drawn to Nijmauwrgen by a request for aid by Alcantor of Zysifus—who appeared in the scenario, ‘The Blood God’, in the Black Sword Hack—or they might even be hired to find him by the Black Sun of the Deep cult. Other hooks are provided, but for the most part, the scenario is plotted around Alcantor’s desperate need to find a lost weapon. What the Player Characters discover in the free-state city is a port known for its abundant fishing, the sullenness of its inhabitants with their bulbous eyes, scaly skin, and webbed hands, gloomy by day and worse by night, its streets bustling by day, but empty and haunted by night by ghastly fish-eyed creatures that come from the harbour and skulk in the long shadows. There is a distinct Dutch feel to the city, especially in the names used for possible NPCs, each of the various forty or locations being described in some detail, with the two places important to the overall plot being fully detailed. This is backed up with a big table of events and encounters and events during the day, and a smaller table for during the day. Then to push the plot along, the scenario adds an ‘Anonymity Die’, a Utility Die which is rolled whenever the Player Characters investigate and ask questions that might attract the attention of the Black Sun of the Deep cult. As it is rolled and stepped down, it brings the Player Characters ever closer to being hunted and it also triggers other events too. It is a clever timing mechanic. Overall, there is a lot for the Player Characters to do and explore in Nijmauwrgen even they do not engage in the actual plot. In preparation, the Game Master is advised to give ‘The Darkness over Nijmauwrgen’ the one single, thorough read through, and then run from the page as it goes along. However, she does decide to run it, the combination of the Eternal Champion meets H.P. Lovecraft’s ‘The Shadow Over Innsmouth’ is gloom-laden, fish breath delight.

Rounding out The Chaos Crier, Issue #0 is ‘Shanizar’s Bazaar’, also by Olivier ‘Nobboc’ Revenu, adds a strange establishment down a dead end street, where the voice of the proprietor can guides the shopper through his merchandise, weird and wonderful, like the Mantle of the Stars, a shimmer cloak of stars as good as any armour—under the night sky only, and a Ceramic Parrot capable of repeating everything said to it in the last hour. Shanizar offers other services too, but at a much, higher price. Then on the last page is Tales of the Dull Lotus #247, James V. West’s comic highlighting the worst that runic weapons have to offer…

Physically, The Chaos Crier, Issue #0 is ably presented. It is busy in places, but artwork is excellent.

The Chaos Crier, Issue #0 is a very good first issue of ‘An Aperiodical Zine for Black Sword Hack and Other Swords & Sorcery Games’. It provides excellent support for the Black Sword Hack and every Black Sword Hack Game Master should have this, and The Merry Mushmen should definitely publish more like this.

Sunday, 23 April 2023

An Epistle to the Eternal Champion

The world—nay, the universe—is drawing to its end, and the eternal struggle between Law and Chaos will come to its fruition. What will be born in the wake of that mighty battle, who knows, but now there are enemy forces upon enemy forces arrayed before, threatening you, your loved ones, and your family. Whether a doomed prince, cunning vagabond, or greedy mercenary, you cannot escape the conflict to come, so where will stand as the final trumpet is blown? Take up your mighty sword infused with the power of demons, place the helm capable of shining the light of law upon world upon your head, remember the spells you stole long ago from the longest library of the age and slip onto the tip of your tongue ready to cast, and renew the pacts of power with the lords of law and counts of chaos and the elemental earls. Their might and magics are yours to command one last time as you explore the dark streets and mausolea of the forbidden city, ride alongside a mercenary band in driving back the raiders from the north, entreat with the wealthiest of mercantile leagues for support lest all theirs be sunk by creatures summoned from the depths—and beyond, and more, for you are a champion of the age and the final fight will come to you.

This sounds much like the classic Swords & Sorcery stories of Michael Moorcock and his Eternal Champion, most notably Elric of Melniboné and Stormbringer, the great blade he wields which infamously feeds upon the souls it kills and infuses the albino prince with their vitality. And it is, but it is also the tales of R.E. Howard’s Conan, Karl Edward Wagner’s Kane, Fritz Leiber’s Fafhrd and the Gray Mouser and Lankhmar, and Jack Vance’s Dying Earth. It is all of those things, but not. Rather this is a roleplaying game of dark Swords & Sorcery fantasy inspired by them—rough and ready, decadent and dangerous… Several of these story series have had their own roleplaying games. Most obviously Stormbringer from Chaosium, Inc., Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, the Dungeon Crawl Classics Lankhmar Boxed Set from Goodman Games, and Dungeon Crawl Classics Dying Earth: Adventures in a Doomed World, also from Goodman Games. The influence of these stories is not just seen in these roleplaying games, but also Dungeons & Dragons going back to 1974, and thus to the Old School Renaissance. The Black Sword Hack: Ultimate Chaos Edition takes these influences—none more so than that of the Eternal Champion—and puts them front and centre.

The Black Sword Hack: Ultimate Chaos Edition is an update of the earlier Black Sword Hack. Published by The Merry Mushmen—best known for the Old School Renaissance magazine, Knock! An Old School Gaming Bric-à-Brac—following a successful Kickstarter campaign, as its title suggests, the Black Sword Hack: Ultimate Chaos Edition is written for The Black Hack Second Edition, the player-facing retroclone originally published in 2016. Although it uses the base architecture of Dungeons & Dragons, what this means is that the players are going to be making all the rolls—not just to attack, but also to defend, resist magic effects, and so on. The Black Sword Hack: Ultimate Chaos Edition is standalone though, eschews the Classes of The Black Hack and thus Dungeons & Dragons, allows the Player Characters of all backgrounds to learn sorcery and enter into demonic pacts, and provides the Game Master with the tools to create her own world (or worlds) and have her Player Characters encounter runic swords, the fae, arcane science, and more.

A Player Character in the Black Sword Hack: Ultimate Chaos Edition is defined by six Attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These are initially rated between eight and thirteen. He also has an Origin, which is either Barbarian, Civilised, or Decadent, and three Backgrounds. These provide him with extra bonuses. There is one Background unique to each Origin, Berserker for Barbarian, Inventor for Civilised, and Assassin for Decadent. A Player Character can only have a unique Background if from its Origin. In effect, Backgrounds replace the Classes of The Black Hack. Each gives a single attribute bonus and a skill or ability. To create a character, a player rolls to generate the value for his character’s Attributes, selects an Origin category and rolls for its specifics, and then selects three Background. Two must tie into his Origin, but the other not. The process is quick and easy.

Name: Frivif
Origin: Civilised (Born on the prison island where the monarch’s political opponents are sent)
Backgrounds: Street Urchin, Sword Master, Storyteller
Languages: Thyrenian, Askavian

Doom Die: Ud6

Strength 11 Dexterity 12 Constitution 9
Intelligence 10 Wisdom 11 Charisma 13

Hit Points: 9
Damage: Weapon d6 Unarmed d4
Coins: 50

Mechanically, the Black Sword Hack: Ultimate Chaos Edition is simple. To have his character undertake an action, a player rolls an Attribute Test. He rolls the twenty-sided die and if under the appropriate attribute, his character succeeds. If it is equal to the Attribute or higher, he fails or succeeds at a cost. A roll of one is always a success and twenty a failure, and the Black Sword Hack: Ultimate Chaos Edition also uses a standard Advantage and Disadvantage mechanic. It also uses the Usage Die of The Black Hack, but where that employs the Usage Die to represent mundane resources, such as arrows or rations, 
Black Sword Hack: Ultimate Chaos Edition does not, instead using as a means to handle debt and other important resources that can affect the story. When a Player Character uses a resource, its associated Usage die is rolled. If the result is one or two, the die size is decreased and when a four-sided die has to be decreased, all of the resource it represents is expended. One genre addition that every Player Character has is the Doom Die. This is a Usage die. It is rolled when a Player Character repeats an action in combat, rolls a critical failure on an Attribute Test, or uses a Gift which requires it, and so on. However, it can be called upon and rolled to modify an Attribute Test, but this forces it to be downgraded. With rest it can reset. Once the Doom Die has been depleted, a Player Character cannot use any actions or Gifts which require it and is considered to be Doomed. All rolls are made with Disadvantage until the Player Character rests.

Combat in the Black Sword Hack: Ultimate Chaos Edition uses the same rules and is designed to be quick and deadly. Attacking with melee weapons and parrying require a Strength Test, ranged attacks and dodging a Dexterity Test. Armour subtracts damage, but a shield enables a player to roll a Strength Test at Advantage when parrying. Attack effects such as breaking an opponent’s weapon, disarming an opponent, and making a brutal attack are possible, but require a player to roll his character’s Doom Die. These effects provide a more cinematic feel to combat. Each time a Player Character survives a number of adventures—recorded as story titles—equal to his current Level, he goes up a Level. At all Levels, a Player Character gains a Hit Point, but at even Levels, he increases an attribute and at odd Levels, he is granted a Gift. These divided between the Gifts of Balance, Law, and Chaos, for example, Spirit Alliance, Riddle of Steel, and Bloodlust, respectively. A Player Character in the Black Sword Hack: Ultimate Chaos Edition has a maximum of ten Levels and the gifts his player chooses will affect his final fate.

The Black Sword Hack: Ultimate Chaos Edition grants certain Player Characters access to certain powers from ‘Dark Pacts & Other Vileness’. Initially, these are dependent on particular Backgrounds. Thus, the Warlock for Demonic Pacts, the Shaman for Spirit Alliances, Forbidden Knowledge for Sorcery, the Changeling for Faerie Ties, and Inventor for Twisted Science. None of these are quite straightforward. For example, Demonic Pacts can be invoked daily, such as ‘Ruin’ which breaks a single targeted item or ‘Nightmare’ which prevents the target from sleeping. If more than Demon is invoked per day, the Doom Die is rolled with Disadvantage and the Demon can take its revenge on the invoker if the Doom Die is depleted. There are also suggestions as to how new pacts can be created. Spirit Alliances work in a similar fashion, but are primal in nature and their powers are broader. Sorcery is tied to Chaos, but not as powerful as Demon Pacts and the roll to cast a spell is only at a Disadvantage if it has been cast before that day. Faerie Ties are broader and more varied, such as ‘Barrow Wisdom’ which lets the Player Character talk to the dead, but takes a Wisdom Test and decreasing the Doom Die to get them to co-operate or ‘Cold Iron Weapon’, an inherited blade of legend that inflicts extra damage on the faerie. Twisted Science allows the Player Character to design and build technological marvels a la Steampunk. There are some examples provided, but it is up to the player’s imagination and whether the device fits the world as what his character might create. The Player Character has weekly invention Points to spend creating devices, but must maintain the old ones he already has, so the more devices he has, the less time he has for inventing. This is simple and clever. Lastly, with Runic Weapons, the Game Master can create a great weapon to be wielded by an agent of Law, Chaos, or Balance, often as dangerous to the wielder and his friends as his foes.

The six categories for ‘Dark Pacts & Other Vileness’ are all optional and the Game Master can pick and choose which ones she wants to have for her Black Sword Hack: Ultimate Chaos Edition campaign world—or worlds. Their inspirations are obvious too from the works of Michael Moorcock. The Young Kingdoms for Demonic Pacts and Runic Weapons, the Dark Empire of Granbretan for Twisted Science, and so on. For the Game Master there is also bestiary as well as the all but obligatory for the Old School Renaissance ‘What Do You Find On The Corpse?’ table, and then a complete toolkit to help her create her campaign world. This provides options on the nature of Law and Chaos and the struggle between them; pages of adventure seeds by region or group, like a forbidden city or an iron horde; tables for creating great cities where the forces of Law and Chaos feud; and tables for making travel interesting as it should never be trivial. Balance receives its own section, which also discusses the end game, placing the point of True Balance far away, and it is here perhaps that in the final clash, the Player Characters will be forced to choose a side—losing the Gifts of Chaos if they side with Law and vice versa—and bring the campaign to then end. All of this is written in succinct style, yet this is not enough for the end game. More advice would have been useful for creating such a climatic, campaign-ending adventure.

Two adventures are included in the Black Sword Hack: Ultimate Chaos Edition. The first, ‘Dark Seeds’ is a good starting scenario, the Player Characters waking up with amnesia after having served some kind of prison sentence and forced to work together to survive in a strange land where everyone seem to want them dead. The ending is open and can go anywhere the Game Master decides her campaign is set. The second, ‘Slayers of the Blood God’ is more a mission, the Player Characters sent after a mercenary captain to prevent him from performing a ritual. Both scenarios are short, easily playable in a single session, and leave details ready to be expanded upon by the Game Master. Lastly, there is ‘Heimdallir: Port of the North’, a complete city port standing on the edge of the tundra, ready for the Player Characters to visit.

And there are the appendices. The Black Sword Hack: Ultimate Chaos Edition contains not just one, two, or three appendices, but twelve! In turn, they give advice on running the game, take advice from various inspirational authors, provide solo rules and a bibliography, introducing a Cosmic Usage Die for both Law and Chaos, a complete world with map by Evlyn Moreau in two pages, and more. It is an unexpected embarrassment of riches, short and direct, but always useful and interesting, giving the Game Master more tools and further inspiration.

Physically, the full colour Black Sword Hack: Ultimate Chaos Edition is clean, tidy, and very well laid out. The artwork, oppressive and foreboding, is excellent throughout, and the book easy to read and understand. There are plenty of examples too, and if the book is unnecessarily succinct in places, such occurrences are rare. Otherwise, the Black Sword Hack: Ultimate Chaos Edition is a grand treatment of The Black Hack.

To be clear, the Black Sword Hack: Ultimate Chaos Edition is not an Elric of Melniboné roleplaying game, a Conan roleplaying game, a Karl Edward Wagner’s Kane roleplaying game, a Lankhmar roleplaying game, or a Dying Earth roleplaying game. It is none of these—but it could be. Its inspirations are clear throughout and what they inspire is generic in nature, rather than specific to any particular setting. Think of it, instead, as a tribute act to all of them, but to Elric of Melniboné and the Eternal Champion in particular. And then it goes one step further in providing both players and the Game Master with the tools to tell great adventures and stories in the style of the constant struggle between the primal forces of the universe. In the absence of a roleplaying game in the English language set in the Young Kingdoms—there only being Mournblade from Département des Sombres Projets and that is in French—or indeed any of the other worlds of the Eternal Champion, the Black Sword Hack: Ultimate Chaos Edition not only fills that niche in but perfect fashion, but does so with a very well presented, accessible, and impressive set of roleplaying tools to run dark fantasy in its style.

Friday, 31 March 2023

The Other OSR—The Black Hack – Classic Monsters

The Black Hack – Classic Monsters is a bestiary for use with The Black Hack, Second Edition, the player-facing retroclone originally published in 2016. It is both incredibly dull and incredibly useful before it gets a bit interesting. Designed to support the play of classic fantasy, it contains some of the stats and mechanical details of some two-hundred-and-forty monsters based on those that appeared in Original Dungeons & Dragons and the version of Basic Dungeons & Dragons and Expert Dungeons & Dragons designed by Tom Moldvay. So almost everything from Ankheg, Ant, Giant Worker, Soldier, and Queen, Ape, Man-eating, Basilisk, Bat, Giant, Bear, Black, Grizzly, Polar, and Cave—and that is just on the first page, to Wraith, Wyvern, Xorn, Yellow Mould, Yeti, and Zombie—and that is on the last page! Which is a lot of monsters to get on the one page. So, the question is, how does The Black Hack – Classic Monsters manage to cram as much monster on the one page?

The Black Hack – Classic Monsters is not a bestiary in the classic sense, despite containing a large number of classic monsters. To get as many monsters as it does in its forty-six pages it forgoes any monster description and almost any monster illustration. Instead, it contains just the stats, or rather the stat for each monster and a list of each monster’s abilities or notable features. Often with a little bit of humour. This for example, is the entry for the classic Dungeons & Dragons monster, the owlbear.

Owlbear – HD5
Claw, Claw, Bite – STR (1 Close) 6 dmg
  • Huggy bear! If a failed Defence Roll is an odd number, the target takes Ongoing Damage until they make a successful STR Test as an Action.
The result is short, to the point, easy to use, but not necessarily all that interesting to read or look at. Certainly, in comparison to The Black Hack, Second Edition, which has its own bestiary and illustrations. However, The Black Hack – Classic Monsters is handy, especially if the Game Master is running an old module or scenario which itself draws from the same sources, as a ready reference to have at the table. The Game Master will still need to add some flavour to any encounter using these stats, but the likelihood is that either she would actually know many of these monsters and what they look like or her players will—if not both. Further, the scenario she would be running would have details she could use to add flavour and detail as well. So, an eminently serviceable supplement then? Well actually, The Black Hack – Classic Monsters contains a bit more than just one big list of monsters and their stats virtually free of any illustrations.

In fact, The Black Hack – Classic Monsters contains several lists. The main and longest lists contains the aforementioned monsters. The rest of the slim book consists of appendices. The first of these is a page of dinosaurs—just the one?—whilst the second consists of ‘Monsters of Legend’. These are reinterpretations of monsters extremely specific to Dungeons & Dragons. These include the Bestial Eye, Dimension Cat, Hooked Lurker, Koi-Ped, Mushroom Men, Under-Mauler, and more. These are decent adaptations, slimmed to the minimum of information necessary. However, in contrast to the easier entries in the book, the ‘Monsters of Legend’ are illustrated. This is as much to indicate to the Game Master what they are actually given the fact that the names have been changed for reasons! So, the Bestial Eye is a floating orb with a single large eye, a maw full of large teeth, and a halo of tentacles each ending in an eye of their own. The third appendix is the ‘Monsters’ Spell Index’. This lists all of the spells used by the monsters in the supplement for easy reference. It includes on how monsters cast spells according to the rules, that is, the players rolling to avoid or reduce the effect of a spell rather than the Game Master making the equivalent of a casting roll. There are guidelines too for creating shaman and witch doctor Humanoid monsters.

The fourth appendix is more expansive and possibly the most useful section in book. The ‘Conversion Guide’ provides a means for the Game Master to adapt any monster from Dungeons & Dragons to The Black Hack. This is a step-by-step process, explaining which stats and elements of Dungeons & Dragons monsters to adapt to The Black Hack. It is a quick and easy process, which with a bit of practice, the Game Master can even do during play. The notes also cover how to create powerful foes as well, and there is a list of sample abilities too. Most of these have been drawn from the abilities given for the various monsters listed earlier in the book, and of course, the Game Master can peruse their entries for other ones as well. Lastly, the final appendix, ‘Poison Tables’, provides a set of tables for determining poison effects other than death of Out of Action. These work with the book’s monsters as well as any assassins wielding a poison-coated blade!

Physically, The Black Hack – Classic Monsters is a handsome little book. The artwork is decent, if occasionally cartoonish, but the writing is clear and the layout clean and simple.

The Black Hack – Classic Monsters is more serviceable than it first appears to be. The lists of monsters are useful—and with some adjustment could be used with other microclones such as Knave or Cairn, but the ‘Conversion Guide’ makes just about every scenario or supplement monsters for classic roleplaying fantasy accessible and convertible to The Black Hack. Which is why every Game Master for The Black Hack should have it on her shelf.

Saturday, 11 March 2023

Memories & Mystery

Published by Just Crunch Games, Thro’ Centuries Fixed is a scenario for The Cthulhu Hack, the elegant, stripped back player-facing roleplaying game of Lovecraftian investigative horror based on The Black Hack. It starts simple, using a classic storytelling situation, and then adds layers of mystery which hide an interesting twist upon another classic storytelling situation, this time of a Lovecraftian nature. Then it does it again. Veteran players of Lovecraftian investigative horror will quickly recognise the situation their Investigators are in and will quickly realise which entities of the Mythos are likely to be responsible for their current state. This is not necessarily a bad thing. Even as they keep the culprits in mind, the players have plenty of scope for both roleplaying and investigation as their Investigator try and work out what actually is going on. The set-up also means that Thro’ Centuries Fixed is suitable as a one-shot and would work well as a convention scenario. The nature of the set-up does mean that it would be awkward to add to a campaign, but it could work as a campaign starter. In addition, the simplicity of the mechanics to The Cthulhu Hack means that the scenario can very easily be adapted to the roleplaying game of Lovecraftian investigative horror of the Keeper’s choice since she will be working with adapting the plot rather than the rules.

Thro’ Centuries Fixed is set in the modern day and takes place in New England, but could easily be adapted to other times, if not necessarily places. As a possible campaign starter, it could work in Lovecraft Country given its geographical location. The scenario begins with each of the Investigators waking up in a strange bed. Everything is unfamiliar to them. Their bodies, the colours, the light, the place. When they get up, they each find themselves in an unfamiliar home filled with a family made up of strangers who in turn each tell the Investigator that they have been acting oddly, out of character. The Investigator cannot recall anything from before he woke up and all this is new to him. Which means effectively, at this point, the Investigator and his character sheet starts out as a blank slate. This will change as the Investigator explores the ‘new’ world around him. In game terms, this reduces the amount of preparation necessary to run the scenario and it lends itself to further ideas—perhaps the players could actually be playing and creating versions of themselves and perhaps in the opening scenes, the players could take it in turn to roleplay the family members of the other Investigators. In whatever way the opening scenes of the Thro’ Centuries Fixed are played out from player to player, Investigator to Investigator, there is potential here for some unexpectedly fraught and domestic roleplaying not normally seen in Lovecraftian investigative horror. One option here, would be for the other players to roleplay the various members of the mysterious families that each of the Investigators wakes up. Otherwise this will require some preparation beforehand, whereas with this troupe style play, many of these scenes can be improvised.

Investigation beyond their respective homes quickly reveals to the Investigators is that they live in the same location and they have been working together. This is in Maine, near the Acadia National Park which is on Mount Desert Island and is also home to the Black Woods Museum. In particular, the Investigators have been taking an interest in the forthcoming opening of the Peaslee Collection which will house the archive of Nathanial Wingate Peaslee, famed for explorations of Australia. Of course, mention of Peaslee’s name will be further indication to Lovecraft devotees of which Mythos entities are involved in the scenario. Fortunately, and even though it runs to only forty pages, Thro’ Centuries Fixed is a little more complex. When the now aware Investigators visit the Peaslee Collection, they find themselves oddly attracted to the curators as there is something fascinatingly familiar to them, though it seems that their actions, much like those of the Investigators before they awoke, are strange… And then, they get really strange as the scenario hurtles to its confrontational conclusion.

Physically, Thro’ Centuries Fixed is a slim digest-sized book. It is neatly organised with the rules pointers clearly marked and sidebars containing supplementary information or advice for the Keeper. It is lightly illustrated, but the artwork is decent and the map serviceable.

Thro’ Centuries Fixed draws obviously from H.P. Lovecraft’s story, ‘The Shadow Out of Time’, making much of it familiar to the Lovecraft devotee or veteran of Lovecraftian investigative horror, but is very much its story. Thro’ Centuries Fixed explores the horror of amnesia and disassociation in an interesting and involving way, nicely pulling the players and their Investigators into the unknown from the Investigators own unknowingness.

Friday, 20 May 2022

Dee’s Discernments

The Sight: A True & Faithful Relation of Acts of Supernatural Foresight, Uncanny Vision, divers Readings of Occult Tokens: shewing the Particulars of SOME SPIRITS is a supplement of magic for The Dee Sanction: Adventures in Covert Enochian Intelligence. Or rather The Sight is a supplement of alternative and deeper magic for The Dee Sanction. For in The Dee Sanction, all Agents of Dee have magic. For under the terms of the Act Against Conjurations, Enchantments and Witchcrafts, it permitted those with heretical knowledge to work off their sentence in service to, and in protection of, Her Majesty, Queen Elisabeth. This includes the one Favour, the very low key magical, Angelic means of influence that the Agent can bear upon the world, learnt through study of a corrupting tome or tutelage at the hands of a secret society. Theirs is a minor magic, but amongst their number, since after all, the authorities are on the constant lookout for any capable of even minor magics, there will be those capable of more—much more.

The Sight is a short supplement which introduces to four new talents—Aura Reading, Prophecy, Scrying, and Token Reading—to The Dee Sanction. It also provides guidance on visions, communing with spirits, possession, hypnosis, and the miraculous intervention of the Divine Chorus. Potentially, it increases the magical potency of the Player Characters or Agents, as well as adding a degree of uncertainty when using their magic. To determine if an Agent or indeed, an NPC, has the Sight, the supplement uses an expanded table over that given in The Dee Sanction. When a player uses the table, he either rolls larger dice types or draws from a full deck of playing cards to account for the increased number of entries. Standard rolls or number playing cards indicate that the Agent has a Favour, as in the core rules for The Dee Sanction, but here every entry has a list of three options, which the player can choose from or take all three, depending how much magic the Game Master wants her player to know.

Rolls of elven or twelve, or draws of either a Jack, Queen, or King, if using cards, determines whether has the Sight. Aura Reading enables an Agent to view and interpret someone’s supernatural aspects, Prophecy to see the future, Scrying to see things that are unseen, and Token reading to examine the lore and history bound up in objects. They are further divided into three, the die result or card determining which particular one an Agent has. For example, Prophecy includes Danger Sense, Things to Come, and Fortune Telling, whilst Scrying includes Visions, Divinations, and Summoned Advisor. There is some overlap to these, but there is every effort to make them different and feel different in play. Divination, for example, allows an Agent to experience the environment around a specific person, place, or event once a significant connection is established with them, which would require the blood or hair of the person, or an object from the location. Whereas Things to Come gives brief visions or warnings of threat, perhaps upon meeting someone, and is always involuntary.

Use of the Sight requires a player to succeed at a Supernatural Challenge. However, unlike the angelic nature of Favours, the Sight is supernatural in nature and therefore fickle. Which means that even in a player facing roleplaying such as The Dee Sanction, the Game Master gets to roll as well as the player. This elevates what would be a Supernatural Challenge in an Uncertain Challenge. The results of the use of the Sight range from Untruthful to Truthful depending upon whether the player and the Game Master both falter, one succeeds and one falters, and both succeed. The result, especially if the Agent is attempting to see the future, is only a possible future and it need not be easy to understand. In fact, it should be cryptic, and further, it should only told to the player of the Agent with the Sight, and done so in private. Further, the player should not write it down. This accentuates the uncertainty of the Sight. Inspiration for such foretellings is provided in a pair of tables.

The Sight also covers communing with spirits and talking with angels, the former answering a few questions, the latter even performing a miracle. There are rules here as well for possession and exorcism, and for both major and minor miracles. Both lend themselves to story possibilities, and of course, Enochian is the language of the angels, so it seems obvious to have talking with angels included here.

Physically, The Sight is cleanly and tidily laid out. It is lightly illustrated and consequently less obtrusive in comparison to the core rulebook.

The Sight is an excellent expansion to The Dee Sanction: Adventures in Covert Enochian Intelligence. Its rules are all entirely optional, and even if the Game Master decides not to add them to her campaign of The Dee Sanction or does not necessarily want her players’ Agents to possess them, they can remain the province of the NPCs or simply a source of ideas. However it is used, The Sight: A True & Faithful Relation of Acts of Supernatural Foresight, Uncanny Vision, divers Readings of Occult Tokens: shewing the Particulars of SOME SPIRITS still open up further story avenues and ideas as well as making the use of magic uncertain.

—oOo



Just Crunch Games will be at UK Games Expo which takes place from Friday, June 3rd to Sunday, June 5th, 2022.

Saturday, 5 February 2022

Hacking the Temple of Doom

The Slave Mines of Vindicus the Terrible is a scenario for Barbarians of the Ruined Earth which wears its influences clearly on its sleeves. These are Indiana Jones and the Temple of Doom and the Dungeon Crawl Classics roleplaying game—and they both align with each other. The influence of Indiana Jones and the Temple of Doom shows in the setting for the scenario and who the players roleplay and the influence of the Dungeon Crawl Classics roleplaying game shows in who and how the players roleplay. The setting for The Slave Mines of Vindicus the Terrible is, like Barbarians of the Ruined Earth, the far future that is the Ruined Erath, long after an alien planet crashed into the Moon and caused it to rain down on the Earth. In the wake of this disaster, the Earth has been radically changed, a world of Stupendous Science, of subjugation by vile Sorcerers, of scavengers searching the ruins for lost technology, of Robots with new found free will searching for a purpose, and of  fearless, mightily thewed barbarians saving the day with savage beastmen as their companions by their side. One of these Sorcerers is Vindicus, who has risen to power and sent out his Mooks to abduct children from nearby villages and make them work in his mine a la Indiana Jones and the Temple of Doom. 

Now in Indiana Jones and the Temple of Doom, these children escape due to the intervention of Indiana Jones, and in the typical adventure, it is the Player Characters who will take the Indiana Jones role. Not so in The Slave Mines of Vindicus the Terrible. Instead, the players take the roles of these children—four of them apiece—who take advantage of the disruption caused by the intervention of adventurers—who remain completely off camera for the entire scenario—to sneak out of the mines. As children, they do not yet have a Class or a Level, and are in fact, Level 0 Player Characters. If they survive long enough to escape the confines of the cave, then they may acquire sufficient Experience Points to step up to First Level. Here then is the influence of the Dungeon Crawl Classics roleplaying game and its infamous Character Funnel which pitches Zero Level Player Characters into a dangerous environment best suited to at least First Level characters. 

Surviving long enough is the issue though, particularly as the Player Character Children are both fragile and unskilled. Mechanically, this modelled with each only having four Hit Points and instead of having the standard set of Attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—which the player rolls against for any action as per The Black Hack rules used in Barbarians of the Ruined Earth, a Player Character has ‘Kid’s Luck’. This is a fifty percent chance of any action succeeding, although a player can roll with Advantage under certain circumstances, for example when his Child character is sneaking. Conversely, he will roll with disadvantage under other circumstances, such as his Child character attacking a creature larger than he is. Lastly, except at key points during their escape attempt, none of the Children will actually be killed. Instead, they will be simply recaptured and dragged back into the mine by the evil sorcerer Vindicus’ robo minions and miners. 

The adventure begins with a sudden break in the power throughout the mine and the halogen bulbs which provide the various areas going out and the doors to the cells where the Player Characters are incarcerated swinging open… On the one of the many television screens which hang on the walls of the mine, Vindicus the Terrible himself appears and rages at the temerity of the intruders come to steal his Battle Staff of Disruption! With the cage doors open, the Player Characters have an opportunity escape—if they can avoid Vindicus the Terrible’s miner-bots, robo-drones, robo-guardians, robo-warriors, and Overseer Glog. Let alone what horrid creatures might have crept into the abandoned parts of the mine—such as the dread Toxic Hipposludgeopus!! For the most, this is a stealth and exploration scenario, combat is to be avoided, but there are plenty of places to investigate and more than a few interesting things to find.

The Slave Mines of Vindicus the Terrible provides a lot of support for the Game Master. This includes stats for all of its monsters and NPCs—though not Vindicus the Terrible himself, so hopefully he will return in a future scenario—plus rules for handling swarms. It goes further with very good staging advice for the Game Master. Each entry in the mine is broken into a series of boxes as appropriate. Thus ‘White’ for general description, ‘Grey’ for random Events or Sorcerer’s TV—the latter broadcasting what happens to the scenario’s on-screen/off-screen villain, ‘Yellow’ for further details when the Player Characters investigate the area, and ‘Orange’ for elements or things which will only be revealed if searched for or interacted with, or are hidden. It makes the scenario incredibly easy to run, virtually straight off the page. 

Physically, The Slave Mines of Vindicus the Terrible is vibrantly presented in the big bold colours of the Saturday Morning Cartoons that inspire both the scenario and Barbarians of the Ruined Earth. The scenario is also clearly written and easy to grasp, and can be prepared with a minimum of fuss. 

The Slave Mines of Vindicus the Terrible is by no means a terrible scenario, but in some ways, it is a bad scenario for Barbarians of the Ruined Earth. The problem with the scenario is that it is as fun as it is, it does not showcase either the rules or what players can play in Barbarians of the Ruined Earth. The core rules in the scenario are different and none of the Classes are used. Further, unlike  Character Funnels for the Dungeon Crawl Classics roleplaying game, this scenario is different. The Slave Mines of Vindicus the Terrible is not a Zero Level done and then First Level scenario. That is, the Player Characters are not automatically First Level, but rather the experience in the mines becomes an event in their childhoods and one that forms the basis of the Bond between them. As much as it is an introduction to the setting, it is not an introduction to the actual roleplaying game, it does not provide the mechanical elements that they would normally expect. So much so that The Slave Mines of Vindicus the Terrible could all be run without any reference to Barbarians of the Ruined Earth! What this means is that at this point, Barbarians of the Ruined Earth really needs a scenario which does that, and when it does, it should be sequel to The Slave Mines of Vindicus the Terrible.

The Slave Mines of Vindicus the Terrible is a big, fun scenario for Barbarians of the Ruined Earth. It is easy to grasp and easy to run, and everyone, the players, their multiple characters, and the  Game Master should throw themselves into making their escape from The Slave Mines of Vindicus the Terrible!