Saturday, 26 April 2025
Terminator Terror III
The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim supplement that explores the years leading up to Judgement Day and the opening years of the Dark Future. This is not wholly confined to the USA and Russia, for it also explores the fates of numerous countries and the histories of the numerous Resistance forces that rose from the ashes, and in doing so, it visits some unexpected locations. Plus, in addition to exploring the rise of MIR and the Resistance in Russia, the supplement provides rules for creating Spetsnaz Player Characters and describes the equipment used by the Spetsnaz and the Russian Technocratic Union, the machinery fielded by MIR, and Skynet’s early assets that crept out onto the battlefield. Lastly, there are rules for survival and scavenging for survivors picking over the bones of the civilisation that once was. Depictions of this Dark Future in The Terminator franchise, right from the opening moment in The Terminator when the foot of a T-800 steps on and crushes the skull of one poor victim amongst a pile of skulls, have always been grim. Make no mistake, the depiction of this Dark Future in The Terminator RPG: Resist! is equally grim.
The supplement opens with a dismantling of the nuclear doctrine that arose with the involvement of Skynet as third, if secret, antagonist. So Mutually Assured Destruction is no longer a deterrent, military and industrial targets are no longer a priority, and of course, it is no longer an exchange of fire between East and West because Skynet and MIR have thoroughly penetrated the command-and-control networks. The latter means that missiles are being fired at targets within their own country of origin; that Skynet targets sites where biological and chemical weapons are stored—including gaining control of the Centre for Disease Control in the USA; and then using the means and protocols for handling disasters, such as those established by FEMA in the USA, to effectively herd survivors and disaster management teams together and then specifically target them! Beyond these Dark Years, this desire to control continues as Skynet begins fielding Hunter Killer units and the first Terminators that herd the survivors into camps. Parallel to this, John Connor remains in hiding, often with many other survivors covering for him, but making broadcasts that begin to spread the truth about the threat that many survivors as yet remain truly unaware of…
Also discussed are the groups that do survive, some surprising, some not. Of course, the Doomsday Preppers and the Militias, though their individualistic streaks mean they are ill suited to co-operation when the Resistance begins building networks. The Mormons are better prepared to survive, but not to face the raiders, whilst the isolated nature of the Amish, Indigenous, and similar communities mean they are all but ignored by Skynet and often build nations that would survive beyond the Dark Years. US survivors would also flee north and south. In Mexico, this would trigger the Second Mexican-American War, which ultimately leave the country in the hands of the drug cartels who had transformed themselves into feudal war and slave lords, whilst in Canada, the survivors have been firmly driven out of the cities and the oil fields of northern Alberta turned into a hellhole supplying Skynet with petroleum resources.
As damaged by Judgement Day and what followed next as much as North America, the situation in Russia is different because there is not one single controlling A.I., but several, each one a separate node of MIR with a different attitude towards humanity, and also towards Skynet. This includes nodes which actively favour humanity, others that manipulate it, and some which want to destroy it, and like some Soviet-era collective, the nodes do not always agree on what action to take. So, there is likely to be a more erratic overarching feel to any campaign set in Russia, whilst still being organised on the ground with the rise of the Russian Technical Union, which claims, but does not hold all of the territory that was once the Warsaw Pact. The background, politics, and capabilities of the Russian Technical Union are backed up with the means to create Spetsnaz Player Characters. They are much more of an organised military than the Resistance in North America, and to reflect that, Spetsnaz Player Characters receive extra training represented with Supplemental Training Plans, including ‘Contact and Outreach’, ‘Long Range Reconnaissance’, ‘Refugee Support Training’, ‘Repair and Salvage Operations’, and ‘Opposition Sabotage’.
Details of what happened in the wake of Judgement Day for several other countries are also given. France managed to hold out initially due to the fact that its military infrastructure was not tied to Skynet via NATO, but eventually biological warfare followed by direct assault with Hunter Killer units from England via the Channel Tunnel saw first Calais captured and then the rest of France. What remains of any resistance in Germany hides out in the dungeons below the ruins of Castle Drachenfels(!), its leader rejecting contact with the American Resistance and blaming John Connor for Judgement Day.
The future of the United Kingdom—or the ‘Dis-United Kingdom’—is also detailed. In some ways, this feels the most traditional of post-apocalyptic futures in The Terminator RPG: Resist! in that the government is re-established in Birmingham following the destruction of London and Manchester. A chemical gas attack by Skynet followed by attacks by Hunter Killer tanks forced the survivors to flee west, first through Wolverhampton, and then where Brummies traditionally went on holiday—Wales. The survivors of the United Kingdom have fled where they always have when invaded—into the fringes of the country. The survivors in Scotland are cut off from the rest of the country the irradiated Lowlands, whilst in Wales, the survivors reopened, hid in, and expanded the country’s old coal mines. The resistance is a combination of remnants of the British Army, Welsh nationalists, and surviving elements of the IRA, with the frontlines being the fringes of Birmingham. Called Glyndwr, the slightly fractious resistance has one secret weapon—the Welsh language!
Perhaps the most interesting countries detailed are Ghana and the Philippines. Although West Africa was scarred by the effects of Judgement Day, it was not specifically targeted by Skynet. It took a decade for the region to begin to recover and be targeted by the machines. Skynet has occupied Ghana’s Volta region for its hydroelectric plant and begun strip-mining the region for its resources. In response, the West African Coalition of former states in the region, originally established to provide humanitarian aid, has transformed into a resistance movement. Communication between the resistance groups is maintained by Runners who carry messages and distribute information. This is the basis for a different type of campaign, focusing on the Runners and their movement and journeys. The Athletics, Endurance, and Stealth skills are strongly recommended for Player Character Runners, as are language skills given that some ninety are spoken in the region, but they can be anything beyond that. To this are the new skill, ‘Lore: Region’ and new Traits, ‘Forced March’ and ‘Regional Polyglot’. The latter enables a Player Character to better learn and understand the numerous languages in a region. That said, a list of some of the languages spoken in the region would have been useful, but the Director will definitely want to do more research for any campaign run in the region, and that would include languages.
In the Philippines, the hope for survival is tied to the Pag-asa, literally ‘hope’ in Tagalog. The Pag-asa is actually a former Ohio-Class submarine about to be decommissioned when Judgement Day occurred and since it was not armed with nuclear missiles, overlooked by Skynet. Instead of returning to fight and likely die for the USA, the crew elected to support the Philippines and now it spearheads the Resistance all across southeast Asia. Similar treatments are given for Oceania, including Australia, New Zealand, and the Pacific, as well as Central and South America. These are broader treatments, and not quite as interesting as the write-ups of the other countries.
Besides expanding the setting of The Terminator RPG into an immediately dark and nasty era, The Terminator RPG: Resist! provides rules and mechanics for prosthetic limbs and wheelchairs and for surviving in the wastelands of the Dark Years and beyond. These cover scavenging, the use of toolkits, finding ammunition from bullets to bombs, armour and clothing, and more. It includes the finding and fixing up of a dwelling, especially in the face of apocalyptic weather, and notes on foraging and hunting in the deadly new era. In terms of support, descriptions and stats are provided for Skynet’s early war forces, such as the RTAV Robotic Tracked Attack Vehicle and the RV-12 Dart Microdrone. Also given are Skynet’s post-millennial forces, such as the Cyberdyne Systems Series 100 Robotic Infantry Unit, and the forces of MIR and some of the equipment field by the Spetsnaz.
Physically, The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a good-looking book. The artwork is excellent and the layout clean and tidy. However, the book does need an edit in places and feels slightly rushed.
The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim book and perhaps a few more pages could have been included to round out its content with some scenario hooks or campaign outlines or something similar. More so for the descriptions of less familiar places such as Ghana or the Philippines, which would make their details easier for the Director to use and develop. Nevertheless, there is a lot of good content in The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG, expanding the scope of The Terminator RPG in both interesting new regions and theatres of action and a truly horrifying and grim period of the setting’s future. It would be interesting to see actual campaign content for all of these new settings, but The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG provides a very scary starting point for the Director to develop her own scenarios.
Saturday, 12 April 2025
The Eleventh Doctor
The Eleventh Doctor Sourcebook is part of Cubicle Seven Entertainment’s celebration of Doctor Who’s fiftieth anniversary—celebrated itself with the special episode, ‘The Day of the Doctor’— for the Ennie-award winning Doctor Who: Adventures in Time and Space roleplaying game. As lengthy as the sourcebook devoted to the Tenth Doctor, it follows the same format of the previous ten entries in the series. Unlike The Tenth Doctor Sourcebook, it is only divided into four chapters rather than five, since it does not have to address the existence and nature of Torchwood. The four chapters are ‘The Eleventh Doctor And Companions’, ‘Playing in the Eleventh Doctor’s Era’, ‘The Eleventh Doctor’s Enemies’, and ‘The Eleventh Doctor’s Adventures’. The first chapter, ‘The Eleventh Doctor And Companions’, first looks at the character of the Doctor and then each of his Companions. Some of those included are whom you would expect—Amy Pond and her partner, Rory Williams, Clara Oswald, and River Song. Others are less expected, such as the members of the Paternoster Gang, Brian Williams—father of Rory. The inclusion of Sexy (or Idris)—from the episode, ‘The Doctor’s Wife’—makes sense, whilst Henry Avery from ‘The Curse Of The Black Spot’ less so. One interesting inclusion here is of the ‘War Doctor’, the incarnation of the Doctor between the Eighth Doctor and the Ninth Doctor. This makes sense in that he appears in the episode, ‘The Day of the Doctor’. Full stats are provided for all of these characters, though the War Doctor might warrant a higher Fighting skill than other generations of Doctors.
In terms of themes, it presents and examines concepts such as ‘Fairy Tales’, ‘Seeing is Powerful’, and ‘Switching Time Zones’ all backed up with suggestions as to how they might be used. The fairy tale quality of the Eleventh Doctor’s stories consist of making them dark and mysterious, adding a dash of magic, and relying upon solutions and outcomes that come from childlike qualities and faith, rather than maturity or science. The senses prove to be a boon and a bane, the infamous Weeping Angels—introduced during the incarnation of the Tenth Doctor—can only be curtailed by staring at them and not blinking, whilst the senses need to be adjusted to see The Silents. ‘Switching Time Zones’ emphasises time travel, often with the Doctor and his companions starting an adventure in one time zone and jumping to another in order to solve a problem or mystery. Numerous characters, including the Doctor and Amy meet alternate versions of themselves and messages pass back and forth across time between the characters, whether that is River Song leaving messages for the Doctor or the Ponds seeing the Doctor turn up in history books. The family feel that runs through this generation sees the Eleventh Doctor visiting the Ponds at home where they have a life away from the TARDIS, as does Clara Oswald, and of course, not only Amy and Rory, but also the Doctor and River Song, get married.
In terms of campaigns, The Eleventh Doctor Sourcebook gives good advice on handling secrets in a game. Whether or not to use them, have them open or closed, and whether or not to have the Game Master maintain secrets about a character without his player knowing. The advice, if including them, is to use them to involve the Player Characters in plotlines and to increase the pressure on all involved, whether they are trying to keep a secret or reveal a secret. There is more advice on building arcs, this time character arcs, rather than the story arcs of The Tenth Doctor Sourcebook. It is longer and better developed here than in the previous supplement. How time works and is played with during the Eleventh Doctor’s era is also different, with the Doctor often bending the laws of time and having it rebound on him, in an attempt to solve the conundrums he faced. There are suggestions on how to utilise foresight—for example, River Song’s TARDIS-themed notebook—can be handled, including ignoring or negating its possibility, to gain some insight from the future and benefit from it for the cost of a Story Point, and foreshadowing or asking a question about the future, again at the cost of a Story Point. None of these should be overused, of course. There is similar advice on having multiple versions of the same character in play at the same time, and the section comes to close with character options. This includes using Regeneration Energy, primarily to heal physical trauma, including right up to bringing someone from the brink of death, as River Song did for the Doctor, at the cost of her future Regenerations. New Traits range from ‘Another Lifetime’, ‘Caregiver’, and ‘Death Habit’ to ‘Scion of Gallifrey’, ‘Talk to Everything’, and ‘True Connection’, as well as New Gadget Traits like ‘Zap’ and new gadgets such as ‘Infrared Sunglasses’ and ‘Superphone’. All of these traits are for the first edition of Doctor Who: Adventures in Time and Space roleplaying game, rather than Doctor Who: The Roleplaying Game – Second Edition, where such traits are not used.
Monsters for the Eleventh Doctor see the return of old foes, often in new forms, along with the new. One of the most notable returning monsters is the Great Intelligence, not come to the Earth since its encounters with the Second Doctor. Whether it is The Church of the 51st century, and Madame Kovarian and her sect within it, and The Silents, originally genetically engineered to collect confessions, but have so much grown beyond that; the new controlling intelligence for the Cybermen, the Cyberiad; or the resurgence of The New Dalek Paradigm; all of the Eleventh Doctor’s foes are given meaty write ups. These include complete stats and adventure hooks too. Of course, they are not the only threats faced by the Eleventh Doctor, but they are the major ones.
The fourth and final chapter in The Eleventh Doctor Sourcebook is, as with the previous entries in the series, its longest. Again, it takes up some four fifths of the book, adding greatly to its length. ‘The Eleventh Doctor’s Adventures’ details all forty-four of the Eleventh Doctor’s stories, from ‘The Eleventh Hour’ to ‘The Time of the Doctor’. The format is simplified with the removal of the ‘Changing The Desktop Theme’ section—a reference to the changed look of the TARDIS interior after some thirty or so years—which suggested ways in which the story might be reskinned with another threat or enemy, and the like. Instead, all open with a synopsis, including notes on continuity—backwards and forwards to stories past and future, followed by advice on ‘Running the Adventure’. Rounding out the writeups are full details of the monsters and NPCs appearing in the episode. Thus, for the episode, ‘Victory of the Daleks, the synopsis describes how the Doctor and Amy arrive late in London at the height of the Blitz in response to a call for help from Winston Churchill, who unveils his new secret weapon, the Ironside Project. These are, of course, Daleks painted khaki and offering cups of tea! The Doctor confronts them and after they confirm his identity, he leaps into the TARDIS and materialises on their saucer ship behind the Moon. The Daleks reveal that they have the means to rebuild their race following their defeat in the Time War and the Doctor’s confirmation of who they are was the means to activate it. Despite the Doctor’s ruse to defeat the new Daleks with just a jammy dodger biscuit—its big gooey centre obviously a bright red button for something!—the New Dalek Paradigm is rolled out and they attempt to blackmail him. London will be destroyed if he does not leave. Using the technology given to the British by the Daleks, Churchill orders an attack on the Dalek saucer ship to stop the threat to London, but the Daleks escalate their threat to one against the whole world and the Doctor calls off the attack. Of course, the Daleks being the Daleks, trigger that threat anyway and by the time it has been neutralised, the New Dalek Paradigm has escaped.
The ‘Continuity’ lists links between the episode and ‘The Stolen Earth/Journey’s End’ episodes for the Tenth Doctor, that the Daleks can again identify the Doctor no matter his regeneration, that the Daleks escape via a time corridor, a technology they have used before, and more. Plus, they will appear again for the episode, ‘Asylum of the Daleks’, the first appearance of Oswin Oswald/Clara Oswin Oswald/Clara Oswald. The ’Running the Adventure’ section highlights how this episode is a trap, beginning with a threat that only the Doctor can see because no-one else has encountered the Daleks before. In calling out the trap, the Daleks get what they want and ultimately, defeat the Doctor here, because as the supplement points out, they get to regenerate—just as the Doctor does—and then escape! In between the springing of the trap and the escape, which sets up more stories for later on, there is plenty of action and bangs and pops. The advice suggests how traps can be used in a campaign, tying them to the Player Characters’ Bad Traits, and how to present impossible situations and difficult choices—being all alone against an army of Daleks and having to choose between eradicating the Daleks or destroying the Earth. Stats are included for Churchill and Professor Edwin Bracewell, the Spitfires modified for space combat, their pilots represented by Danny Boy, and the Progenitor Device containing the pure Dalek DNA.
The Eleventh Doctor Sourcebook adheres to this format throughout, for all of its forty-four episodes and specials. The write-ups are lengthy, and in the process the Game Master is given detailed background and advice on running an array of great episodes, including the return of River Song and the Weeping Angels in ‘The Time Of Angels/Flesh And Stone’, the sad, yet joyous ‘Vincent And The Doctor’, the mystery of ‘The Lodger’ with complete stats and write-up for 79B Aickman Road, the revelations of ‘The Doctor’s Wife’ and ‘Let’s Kill Hitler’, the ultimate sadness of ‘The Angels Take Manhattan’, all the way to the great celebration in ‘The Day Of The Doctor’ and the ending that the Doctor never wanted to face in ‘The Time Of The Doctor’. There are certainly too many stories to choose from in terms of good stories when it comes to the Eleventh Doctor and certainly one of the features throughout many of them are the long running threads, whether that is the connection between the Doctor, Amy Pond, and River Song, the plot to kill the Doctor, and the secret of who Clara Oswald is, the groundwork for which is laid before the Ponds have left the TARDIS forever. This adds both sophistication and complexity in terms of storytelling, but also richness, and in providing the episode synopsis, a lot for the book to keep track of in terms of continuity. Thankfully, The Eleventh Doctor Sourcebook manages this.
Physically, The Eleventh Doctor Sourcebook is well presented in what is very much a tried and tested format. The supplement is richly illustrated with lots of photographs from the series and decently written, all backed up with a good index.
The Eleventh Doctor brought family, big secrets and mysteries, and long running plots like never before to ‘Nu Who’ and The Eleventh Doctor Sourcebook enables the Game Master to bring these to her campaign for the Doctor Who: Adventures in Time and Space roleplaying game. This also brings complexity and sophistication, and in the process more challenge for the Game Master, but there is good advice and adventure hooks throughout the supplement to help and support the Game Master. The Eleventh Doctor Sourcebook is an excellent guide to the era of the Eleventh Doctor and how to bring its energy and mystery to a Game Master’s campaign.
Sunday, 9 March 2025
Terminator Terror II
Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG provides an overview of its themes and ideas—the darkness of metal, especially liquid metal; the negative consequences of advances in technology and the resulting technophobia; that humanity is its worst own enemy, even to the point of creating that which will kill it in its own image; and despite all this, humanity’s fate is in own hands. In the case of the latter, there can be no doubt that this is severely hampered as the supplement shows, whether that is because of the advanced technology that Skynet has access to and the Resistance only has limited access to, or because the dangers of time travel from the Dark Future to the 1990s (and back again). It also introduces the nineties, in all their flannel shirt wearing, music video watching, coffee swilling, fast food guzzling, longer working hours glory. In doing so, the supplement takes player and Game Master alike right up to Judgement Day itself, August 29th, 1997, the day which really has been lurking over the horizon of The Terminator RPG. It also adds two interesting options in terms of play. One, just like Terminator 2: Judgment Day, introduces the possibility of Terminators as heroes and thus Player Character Terminators. The other is for the players to play the elite of the Resistance, members of the Time Displacement Commandos, conducting operations from a secret base on the Moon that Skynet has no idea about.
The given history of the nineties is really very much seen in response to secret war that was being fought between forces manipulated or influenced by the Resistance and those manipulated or influenced by Skynet. Thus, on one side there are discussions of guerillas, survivalists—of various stripes, and the militias, whilst on the other, there are computer experts, federal agencies, and so on. There are interesting details of what might be found in a typical fallout shelter and stats for various NPCs on both sides, that with some effort could be adjusted so that they could be used as Player Characters. A history of both Cyberdyne Systems and its rival and eventual successor, Raven Technologies are given neatly providing a backdrop for the Player Characters’ investigations in the decade.
The Dark Future is treated in similar fashion, examining mankind’s initial responses to Judgement Day and its nuclear exchange and as they made the first steps out of their shelters and holes in the ground, to the rise of the machines and the coming of Skynet. This includes the establishment of the first Resistance settlements and how they evolved over time, as well as detailing various common character types found there—Demolitions Expert, Basic Infantry, Medtech, Sniper, and so on. Again, these are given as NPCs, but can be upgraded to serve as the basis for Player Characters. They are accompanied by descriptions of survivors other than members of the Resistance that might be found in the Dark Future, such as Junkers, Scroungers, Cannibals, Hoarders, and Raiders, plus traitors and despots. The inclusion of these push The Terminator RPG into a more traditional style of post-apocalypse setting, but also expands storytelling options available in the Dark Future, that they need not always be about the Resistance versus Skynet.
The advances made in technology means that whilst time travel is available to Skynet by 2030, it really comes into its own in the following decades and the 1990s become a battle ground for terminators and Resistance members sent back into the past. This includes the ability to return from the 1990s to the future, but this requires the means to recreate the time displacement equipment in the past. The most common method involves swallowing a large ‘Time Pill’ containing a Neural Net CPU chip and a quantum-synced isotope that is radioactive and needs to be evacuated from the body as soon as possible! Once their mission has been fulfilled, the time travellers will use the contents of the ‘Time Pill’ to construct the time displacement equipment. Other means, like the later developed Time Door, require a great deal of power that Skynet can easily spot. The primary users of the technology are the Time Displacement Commandos, effectively the elite of the Resistance and regarded with disdain by some members of the Resistance. Its history and operations and described, accompanied throughout, by advice and details of Time Displacement Commandos training which beg to be used in game. Also discussed are the possible dangers and paradoxes of time travel, such as temporal distortions, the Bootstrap Paradox (which is how Cyberdyne Systems got hold of the technology that would become Skynet), the Grandfather Paradox, and more. Some possible outcomes of the war are also discussed, but perhaps more interesting are the detailed alternative timelines in which Judgement Day take place, including one in which John Connor is killed by the T-1000 and his mother’s vengeance forces Skynet into one terrible, final retaliation, and one in which an asteroid strikes California and in response the US nuclear arsenal and Skynet were repurposed to provide defence against further strikes from space, but Skynet still destroys the world. What is made clear throughout is that time travel is fraught with danger and killing the wrong person or a random person by mistake can have consequences for the future.
Playing a member of the Time Displacement Commandos is offered as an advanced option, including new roles like Robot Fighter, Cyber Jockey, and Deep Insertion Operative, the later being supported by playing a Deep Insertion Operative, sent back into the past to monitor the activities of Skynet and those who contribute to its growth. Also included here are Agents of John Connor, the elite of his forces who report directly to him and follow only his orders. The other option is playing as a Terminator. This presents quite a change in game and out of game. In game, a Terminator Player Character must obey its programming, must seek technical rather than medical aid, and will expect to face hostility from NPCs. Out of game, a Terminator Player Character has no control over its fate and therefore no Hope Points and limited options in terms of Terminator units that the Game Master will allow in her campaign. The presence of a Terminator Player Character also limits the missions that can be played. For example, if it has to protect a scientist, that scientist has to be included in the game. What Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG suggest is that a Terminator Player Character fulfil a particular role and mission, like ‘The Nanny ’Nator’ which acts as a surrogate to a child or youth or ‘The Traitor ’Nator’ reprogrammed to attack Skynet. It is possible for a Terminator Player Character to overcome its programming, but this can cause it to corrupt, as can being reduced to zero Hit Points, suffering a hard reset, or failing a mission or objective. This begins to limit the skills it can use. However, there are plenty of ideas on how Terminators can be used with or as Player Characters, including a ‘Terminator Player Character Mission Plot Generator’.
Full stats are provided for numerous characters from Terminator 2: Judgment Day, including ‘Uncle Bob’ as John Conner nicknamed the Terminator sent back to save him, Sarah Connor post-incarceration, John Connor at ten years old, Miles Dyson, and Doctor Peter Silberman.* These are accompanied by assessments by Skynet and Doctor Silberman and some also by assessments by the Time Displacement Commandos. Several sections cover a wide array of weaponry, equipment, vehicles, and also wildlife—the latter with rules for bear hugs and vicious attacks!—from both the 1990s and the Dark Future. The book also adds a wide range of new Skynet threats from the bug-like HK-Crawler, MHK-Drone, and HK-Jet to HK-Tank MK 2, HK-Walker, and HK-Mini Walker. The first Terminator designed and built to replace human troops, the T-70, is also fully described, as is a wide range of Infiltrator models, before it details the use of Liquid Metal by Skynet. First seen in action in the T-1000 prototype sent back to the 1990s to kill John Connor, the development of the technology is explained as are its capabilities beyond those listed for Infiltrator units in The Terminator RPG. These include metamorphism, regeneration, and magnetic reader, but also vulnerabilities such as extreme heat and cold, and immersion in acid. Alongside these are precursor steps to the full T-1000, for example, ‘Dagger Tongue’ and ‘Medusa Hair’, that the Game Master can add to earlier Series 800 and Series 900 Terminators to hint at the development of the T-1000. Understandably, the stats for the T-1000 are fearsome and the special rules scary. This is definitely not a threat that the Game Master wants to throw into the path of her Player Characters unless they are very capable.
* You also get to learn in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG that Doctor Silberman is a bigger arsehole than you thought he was from simply watching Terminator 2: Judgment Day.
However, the T-1000 is not the ultimate Terminator model in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG. This is T-Mobius, an advanced version of the T-1000 with its own built-in Time Displacement Equipment. It is tasked with locating and shutting down time displacements before they can disrupt the timeline and threaten Skynet. Again, the Player Characters need to be very capable if they are to face this, let alone defeat it.
The supplement also expands on the rules in The Terminator RPG for Hacking. When Hacking, a player rolls Computer skill tests to generate points of Progress which can be expended to move deeper into the network, create a backdoor, capture a node, exploit a subroutine, and so on to infiltrate systems mapped out as a series of connected nodes represented by a ‘Network Architecture Diagrams’. The expanded rules cover hacking via a Terminator’s severed head, the need to learn the terminology and protocols used Skynet, and a host of tasks—logging in/out, network permissions, subroutine tasks, and more all the way up to sentience engine tasks. The problem with this is that there is more to learn and account for using these options. Since the hacking rules are designed to be played in conjunction with actions that the other Player Characters might be taking in combat rounds, this extra detail has the potential to slow play down. Simplified Hacking rules are provided, but the one set of rules that the Player Characters are likely to use are those for programming a captured Terminator. A ‘Network Architecture Diagram’ is provided for this, but much like a Player Character Terminator attempting to overcome its own programming, reprogramming the code of the A.I. of a Terminator can corrupt its systems and in game terms, potentially impede its skills.
Lastly, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG includes three new missions. The first is ‘Into the Valley of Metal’ which lets all of the players take the roles of T-800 Terminators. Newly activated, programmed, and equipped for a seek and destroy mission on a resistance hideout, the players get to play the enemy—or so they think. Captured by the Resistance, they are hastily reprogrammed and sent back by the Resistance to strike at the heart of Skynet. This also allows the players experience a deep strike on Skynet facilities potentially long before their Resistance Player Characters might have a chance to. The scenario might also serve as a good convention scenario.
However, when the Player Characters are ready and capable enough to strike directly at Skynet, there is the second scenario, ‘Assault on Thunder Mountain’. Based on the graphic novel, The Burning earth, it is set in 2041 and can be run after the events of ‘Into the Valley of Metal’. Instead of the Player Characters being Terminators, here they are experienced members of the Resistance attacking the last redoubt of Skynet before drops nuclear bombs on every surviving settlement in North America. This is a challenging scenario combing a mix of stealth and combat.
The third and final scenario in the book is ‘Terminator Two: Judgment Day’. This is designed to emulate the events of the film as closely as the Game Master wants, whilst also allowing room for her make changes and add surprises for her players and their characters. There is advice and suggestions for running it according to the original timeline or an alternate timeline. In the original timeline, the players take the roles of Sarah Connor, John Connor, and Uncle Bob, whilst in the alternate timeline, there are more Player Characters involved. Either way, the scenario is broken down into the film’s big set pieces—the first encounter at the arcade, the chase on the roads of Los Angeles with the motorcycle and the big truck, Sarah Connor’s breakout from the hospital, and so on. As with the previous two scenarios, each scene is given a set-up, descriptions of the obstacles the Player Characters will face and the assets they have, and ways out of the scene, and on to the next. However, the film does not just consist of these big, set piece scenes. There are scenes in between and it is in these that the players are expected to roleplay the emotional aspects of the film and bring in their interpretation of roleplaying these characters. What this means is that the players get to re-enact the film and enjoy all of its big excitement and action, without having to exactly roleplay the roles as the actors did. Thus, it has just about enough freedom to be more than a simple replication.
Physically, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is a good-looking book with plenty of art that captures the feel of the film and depicts the ghastly nature of the Dark Future. The book is also an engaging read, but it does include some horrifying, often cruel scenes in its fiction. However, it does need an edit in places, whilst in others the layout contains a crash or two.
There is more of an emphasis in Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG on the Dark Future than the 1990s, but that emphasis is all about taking the fight to Skynet and setting up the means to jump back in time to the 1990s. In the process, it greatly expands the world of The Terminator RPG, ultimately highlighting how Judgement Day cannot be stopped, but that the secret war fought in the years leading up to it can influence the future and hopefully, save mankind. Overall, Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG is a good sourcebook for both The Terminator RPG and Terminator 2: Judgment Day full of great content that the Game Master can bring the 1990s and the Dark Future—and hopefully help save mankind.
Friday, 14 February 2025
Words Between the War
This is the set-up for The Words We Leave Behind, an epistolary roleplaying game for two players inspired by the multi-award-winning Science Fiction LGBT novella by Amal El-Mohtar and Max Gladstone, This Is How You Lose the Time War. It is published by Lunar Shadow Designs and uses the same mechanics and format as the publisher’s interstellar epistolary roleplaying game of increasingly challenging communication and saying goodbye, Signal to Noise. In Signal to Noise, the players, as friends, relatives, or lovers, beamed letters to each other back and forth across vast distances of space, between the Earth and a gigantic colony ship. In The Words We Leave Behind, the players take the roles of Proxies on opposite sides of a massive time war, one that has the capacity to spread to other worlds and dimensions. Each is their Faction’s ultimate warrior and agent because they perfectly embody the emotional profile which their Faction views as the ultimate driver behind the rise and fall of civilisations. In The Words We Leave Behind, each player will take the role of a Proxy, each guided by three emotions, which can be opposed to, or in direct competition with, the other Proxy. Over the course of play, the players will not exchange letters as in other epistolary roleplaying games, but draw cards to create points in the future and the past of a Timeline, each an Incursion which their Proxy will enter and alter details. As they play, they may visit previously visited Incursions, adding and changing other details, even to Incursions created by their rival Proxy. These changes can cascade down the Timeline to alter further points in the future. This is all played out on a shared document, meaning that The Words We Leave Behind is intended to be played online.
Besides the shared online document and a means to send each other messages, each player in The Words We Leave Behind requires a standard deck of playing cards. These have their jokers removed, separated into their four suites and shuffled in four decks. A card is drawn from each suit to form the starting hand and there is always a card from each suit in the suit. (An extra Hearts card can be added to simulate the themes of This Is How You Lose the Time War.)
A Proxy is first defined by the three emotions that also define the Faction they serve. The player is free to develop their Proxy’s Faction as much or as little as they want, including its objectives, and will also ask the other player what their Proxy’s Faction thinks of theirs and what their Proxy’s Faction calls their Proxy whom it regards as the enemy. A Proxy also has a preferred form, worn between missions, and three anchors or possessions, which helps maintain the association with their roots, one of which is a trinket, an actual physical object that the player owns. Lastly, each Proxy decides how they perceive themselves and their rival.
Verdigris
I am CALCULATING and you are RECKLESS
Prime Emotion: Hope
Secondary Emotions: Shame, Anger
Anchors: The skull of bird whose species was made extinct by dangerous technology (it reminds me of what we lost); a blade grass from my home farm (it is what we work to preserve and I leave behind on every mission to show what we are working to save); trinket: a single-sided die (from the game we played as children)
Play consists of several turns, typically four to five, in which each player will take control of the narrative and send a message as their Proxy to the other player and their Proxy. In subsequent turns after the first, a player will have their Proxy read the message from their rival, be assigned by their Faction to make an Incursion—roughly between five and thirty sentences long—and manipulate events there, before leaving a message behind for their rival to find. The Incursions are recorded on the Timestream document as are their effects on downstream Incursions. If a Proxy returns to an existing Incursion, their player can edit it by adding text at the beginning or end of the current Incursion, effectively changing the lead into the Incursion or the outcome. These changes can cascade down the Timestream, the current player examining subsequent Incursions and if necessary, adding, deleting, or altering a single sentence in the Incursion description. (Whilst the changes are made directly to the Timestream document, the prior state is tracked via the messages between the players. One of the potential issues with the play of The Words We Leave Behind is losing track of earlier incarnations of the Timestream.)
Cards are played randomly from the hand and provide two important details. First, the number determines the Incursion, whilst the suit advances the emotion which it matches. Once played, the cards represent a Proxy’s emotional state, the more cards a Proxy has in a suite, up to a maximum of three, the more intense the state. Roughly, Hearts equate to the emotion of love, Clubs to anger, Spades to uncertainty, and Diamonds to understanding. The emotional state will influence how the player describes their Proxy’s actions in an Incursion and their Proxy’s reactions to their rival’s actions.
A player can spend his Proxy’s Anchors for various effects. The first two anchors can be used to either let the player choose a card to play, alter three sentences in an Incursion when the changes cascade down the Timestream, or even to reverse the cascade, so back up the Timestream and into the past rather down into the future. The third anchor, a trinket, can be used to revert an Incursion to its original state, place an Incursion under a Temporal Lock so it is immune to the cascading effect, or to take a second turn.
The interaction between the proxies and thus the play of The Words We Leave Behind comes to climax when a player plays the third card from a suit and so acts on the emotional prompt it triggers. As in This Is How You Lose the Time War, this is the point when the Proxies decide to meet, and as in the novel, in The Words We Leave Behind it is not via the messages going back and forth between the Proxies, but in person, face to face (or alternatively, via a video call). Based on the current state of the Timestream, the messages exchanged, and their respective emotional states, the Proxies have a simple choice to make. Will they place their trust in each other or attempt to take advantage of the other. If they both place their trust in each other, their feelings transcend the conflict and they leave both it and their Factions behind together. If they attempt to take advantage of the other, the war continues to a calamitous end. Lastly, if one Proxy attempts to take advantage of the other and one Proxy places their trust in the other, the Proxy who attempted to take advantage prevails and their Faction gains greater control of reality. In all three cases, the outcome is then narrated.
Love and trust are not common themes in roleplaying games, with trust being a more common theme than love because it is easier to deal with via humour or politics or espionage rather than feelings. This is not to say that love cannot play a part in a roleplaying game, but in general, love is not a core theme of most roleplaying games. When it is, it has tended to come out of the storytelling and narrative style of design, such as Emily Care Boss’ The Romance Trilogy, consisting of Breaking the Ice, Shooting the Moon, and Under the Skin. Nor does this mean that more mainstream publishers have not ignored the subject, such as Thirsty Sword Lesbians from Evil Hat Productions and Blue Rose: The AGE RPG of Romantic Fantasy from Green Ronin Publishing. This, though, does not escape the fact that ‘love’ as a theme in roleplaying games is challenging to handle for the players because it requires trust between the participants and it requires them to roleplay feelings that are normally kept private. Lastly, The Words We Leave Behind has the possibility of the most devastating response to both love and trust—betrayal. As with those other roleplaying games, The Words We Leave Behind is best played by mature players.
The Words We Leave Behind can be played from start to finish in a matter of a few hours, but its epistolary format means that it can be played at a more leisurely pace over the course of a few days or weeks. It can also be played on an Earthly, Galactic, or Dimensional scale, but really this only adds to flavour and scope of the setting rather than the themes. Those themes are explored in the messages between the Proxies and in the changes made to the timestream, pushed and prodded by the suits of the cards played and then escalated. Each player and their Proxy is aware of how the other feels as the card details are exchanged in the messages and whilst for the most part the cards themselves are played randomly from their hands, each player has the choice to change how their Proxy feels by playing an anchor and being able to select a card instead of drawing it randomly.
Apart from the aforementioned issue with keeping track of the timestream, The Words We Leave Behind is more challenging to play if the participants have not read This Is How You Lose the Time War to understand the themes and structure of the roleplaying game. The roleplaying game is also part of the publisher’s Dyson Eclipse future setting, the same as Rock Hoppers, Signal to Noise, and The Kandhara Contraband: A System Agnostic Sci-Fi Adventure, but it is not clear how. Lastly, as an epistolary roleplaying game, The Words We Leave Behind feels that it should have more emotional prompts for longer play rather than the three for each suit which befit a game played in one go.
Physically, The Words We Leave Behind is neat and tidy and includes a lot of helpful advice and prompts on handling its themes, which undeniably are all needed give the nature of those themes.
Fans of This Is How You Lose the Time War will doubtless be intrigued by The Words We Leave Behind, but will find it a daunting prospect if they have not played a roleplaying game before or their roleplaying experience is with more mainstream roleplaying games. The Words We Leave Behind is a personally demanding game, asking us to explore themes and feelings that not every roleplaying game does, but the epistolary format means that this exploration does not have to be immediate and it can be more considered, which ameliorates some of the challenge to The Words We Leave Behind. Nevertheless, for mature players willing to do so, The Words We Leave Behind presents the demanding means to explore the growth of love and trust—and potentially betrayal—in considered fashion in an age of a time war.
Friday, 3 January 2025
Friday Filler: Back to the Future: Back in Time
Since Back to the Future: Back in Time is from Funko Games, the production values are great. This starts with the image of the Fluxx Capacitor on the base of the board. This adds nothing to the game play, but it is a little detail that just adds a little extra… The rulebook is not presented as a rulebook per se, but as an issue of the ‘Tales from Space’ comic book, this time containing a ‘Shocking SCIENCE-FICTION Rulebook’. The look of the cover to the comic book is matched by the game’s artwork, which is all drawn and painted in the style of a bande dessinée comic book rather than the game using stills from the film. There is no doubt that there are good film stills that could have been used in the game, but the look of Back to the Future: Back in Time is classier and all the better for not using film stills.
Underneath the board, in addition to the rulebook, you will find four Character Mats plus their Starter Power Tiles and Player Figures, three Non-Player Figures, eight dice, a Clock Dice Tower, a DeLorean Car piece, decks of Movement, Opportunity, Trouble, and Item Cards, DeLorean Part Tiles, Knockdown Tokens, a Turn Tracker, McFly Photo Sections, and a Love Meter. The board depicts the various locations in Hill Valley, including the Clock Tower, Town Square, Hill Valley High, Doc Brown’s House, and the houses of both Lorraine and George. The four Character Mats plus their Starter Power Tiles and Player Figures are for Marty, Doc, Jennifer, and Einstein—and yes, you really do play Doc Brown’s pet dog! The Character Mats depict each character, have spaces for the Starter Power Tiles with room for more, and details of each character’s Special Power. Marty McFly can move Lorraine closer to him, Doc Brown can move to the location of the DeLorean, Jennifer can move Marty, Doc, or Einstein closer to her, and Einstein can move Biff away if he is too close to him. The Power Tiles represent Actions that a player can do on his turn, including moving his Character, attempting a challenge, modifying a die roll, and using Item Cards. The three Non-Player Figures are George, Lorraine, and Biff. Throughout the game, the players will be escorting George and Lorraine to get them together and thus fall in love, whilst keeping Biff away.
The Movement Cards give instructions to move George, Lorraine, and Biff. Whereas George and Lorraine will move around the board, Biff will move towards them and if in the same location as either, will reduce the love between George and Lorraine as tracked on the Love Meter. The Opportunity Cards, each based on a scene from the film, present a chance for the players to gain an advantage. For example, ‘Provoke Biff’ Opportunity Card shows Biff and his gang chasing you in his black 1946 Ford Super De Luxe convertible and if the player is successful, he will gain an extra Power Tile and the Skateboard Item Card, whilst the ‘Get Your Damn Hands Off Her’ Opportunity Card shows George punching Biff and rewards the player by moving Biff to the School Parking Lot, knocking him down, and giving him a Knockdown Token. The Item Cards show items and pieces of equipment, many of them iconic to the film, which give a player an advantage each turn. For example, the ‘Remote Control’ Item Card enables a player to attempt a Move DeLorean Challenge from anywhere on the board, whilst with the ‘George’s Notebook’ Item Card, a player can move George closer to him. Apart from the ‘Backpack’ Item Card, which has the constant effect of granting a player more Power Tiles and is never exhausted, an Item card is exhausted after each use and it can be used every turn.
Where the Movement, Opportunity, and Item Cards are quite small, the Trouble Cards are larger and square in shape. They represent factors that will hinder the players throughout the game and come in three levels so that they get more difficult to overcome and have a greater negative the higher their level. For example, the Level One Trouble Card, ‘Strickland Looks for Slackers’, prevents anyone from attempting a ‘Fight Biff Challenge’ and if dealt with, grants a player a new Power Tile, whilst the ‘Starlighters’ Guitarist Injured’ Trouble Card is Level Three and has the chance of forcing sections of the McFly Photo to be flipped over, and if dealt with, grants a player a new Power Tile. There can only be one Trouble Card in play, but remains in play until resolved or removed from the board.
The Love Meter shows two things. One is the McFly Family Photo which depicts Marty McFly and his older siblings, Dave and Linda. The McFly Family Photo is made up of six sections that can be flipped over during play to represent their fading from the timeline. Around the edge of Love Meter is a track that runs from ‘-4’ to fifteen. The top three spaces are marked with a Heart and called the ‘Heart Zone’. If the Love Meter Cube (or marker) is in this zone, George and Lorraine are in love. The lower numbered spaces track the progress of their potentially falling in love and whilst the Love Meter Cube is in this area, there is the chance of the six sections that McFly Family Photo will fade…
Lastly, there is the Turn Tracker, which acts as a countdown towards 10:04 p.m. on November 12th, 1955 when the lightning bolt will strike the Clock Tower overlooking the Hill Valley Town Square and provide the DeLorean’s flux capacitor with the 1.21 gigawatts of pure power needed to propel it forward it in time, back to 1985. One side is intended for player with three players, which the other is for two or four. The spaces on the Turn Tracker indicated what cards are drawn on each turn, including Movement Cards and Trouble Cards and checking the Love Meter and the McFly Family Photo.
Back to the Future: Back in Time does have a lot of pieces and a few moving parts, so that it looks more complex than it actually is. A player’s turn consist of two phases. In the Turner Tracker Phase, he will move the Turn Tracker Cube along one space and resolves the instructions it gives. This will always be a Movement Card to move George, Lorraine, and Biff, but can also be adding new Trouble Card to the game board or having to check the Love Meter and the McFly Family Photo. In the Action Phase, a player uses the Power Tiles to move his character around Hill Valley and Attempt Challenges. The Starter Power Tiles—five per Character—either enable the Character to move or a particular set of dice. Some of the extra Power Tiles, which can be gained by overcoming various challenges, do exactly the same, but others do more than this, such as reroll all dice that show ‘Biff’ symbols or change the symbols rolled on the dice to another. A Power Tile can be used only once per turn, but together with his Character’s Special Power, they give a player six actions on his turn and this can be expanded up to nine if a player overcomes enough Challenges.
There are six types of Challenge in Back to the Future: Back in Time. For the ‘Influence Love Challenge’, George and Lorraine must be together with the Character, whose player rolls the dice to generate Heart symbols to raise the Love Meter and so cause the potential lovebirds to fall in love. The ‘Move DeLorean Challenge’ is done to move the DeLorean around the board to get it to the Town Square in readiness for the lighting bolt striking the Clock Tower, whilst the ‘Prepare DeLorean Challenge’ has the Characters prepare the DeLorean with the Cable, the Hook, and the Gasoline at Doc Brown’s house before it can be moved to the Town Square. This only needs be done once per DeLorean Part per game, unlike the other Challenges. The ‘Fight Biff Challenge’ is conducted to try and knock Biff. This disables his action and movement, in particular, preventing the rolling of ‘Biff’ symbols on the dice. The ‘Opportunity Challenge’ gives a chance for the player to gain an advantage, a Power Tile, and other rewards, whilst a ‘Trouble Challenge’ is a chance for the player to overcome a ‘Trouble Card’ that is hindering everyone’s progress.
The dice come in four sets of two. The different types have certain symbols on them that need to be rolled for the various Challenges, but they all have ‘Biff’ and ‘Wild Card’ symbols on them too. The ‘Wild Card’ symbols can be used as any symbol to meet any Challenge and a player can reroll as many dice as he wants on an attempt against a Challenge, depending upon the Power Tiles used, of course. However, ‘Biff’ symbols are bad. Once rolled, they cannot be rerolled, and for each one rolled, the Biff figure is moved closer to Lorraine or George and once at the same location, lowers the Love Meter. Each Knockdown Token that Biff has counters a single ‘Biff’ symbol rolled on the dice. A player can roll as many or as few dice as he wants, which has its advantages and disadvantages. Rolling more dice means that there is likelihood of rolling Wildcard symbols, which means getting more of the symbols he wants, but it also means that he might roll more ‘Biff’ symbols. Further, as long as he does not roll ‘Biff’ symbols, a player can roll the dice as often as he wants or needs to.
Once set-up, the play is all about getting the right pieces to the right places. George and Lorraine together and all the way up on the Love Meter, Biff away from them, and the DeLorean, first to Doc Brown’s House to get the items needed for the lightning strike, and then to the Town Square. As the players push all of their characters and pieces into place, the game is annoyingly pulling them apart, splitting up George and Lorraine, getting Biff too close, causing trouble, and so on. And if the game sounds complex, once you actually have it set up and start playing, everything clicks into place, because what you realise is that you are playing out the plot of Back to the Future and quite literally time is against you. This is where the fun of the game comes to the fore along with the tension in the mechanics, so ultimately, the question of the game is, “Can you do as well as director, Robert Zemeckis, and the film’s cast?” And whilst you might not be able to first time, when you do, you will have told your own version of the story.
The fact that Back to the Future: Back in Time hews so close to the film is both a blessing and a curse. It means that the game is familiar to most players and that from the start, they understand what the overall objective is, and from there it is not that difficult to learn how to achieve that objective using the game’s rules. However, it does mean that Back to the Future: Back in Time cannot actually offer all that much in terms of variability and replayability. This is less of an issue for casual boardgame players than it is for the veteran player, but still, play it more than a few times and it begins to feel like you are watching the same film over and over. Lastly, as a co-operative game, it has the potential suffer from the Alpha Player Problem in which one player starts directing everyone else’s action, especially given that this game is aimed at a family audience and an experienced boardgame player may be the one teaching others to play it.
Physically, Back to the Future: Back in Time is very well produced. The standout piece is the DeLorean car which looks really good and there is even a Clock Tower Dice Tower that you can put together and have sat on the board where it can be used to roll dice and to add a little more physicality to the game. The artwork on the cards and in the rulebook is all excellent, capturing the likenesses of the various characters, items, and places an engaging comic book style. What lets the production values down are the figures. They are not particularly detailed and they really just about capture a feel of the likenesses of the characters. Plus, they are a little light. However, done in different colours, it is easy to work out which character is which.
Back to the Future: Back in Time is very good adaption of the classic time travel comedy. Almost too good in fact. Fans of the film will enjoy this game a great deal, but without being daunted by the rules which really do help them tell the story of Back to the Future. Hardened boardgame players will enjoy what is a very well designed, very nice looking, co-operative game (though not much beyond a few plays). Back to the Future: Back in Time is another excellent game from both Prospero Hall and Funko Games.
Wednesday, 25 December 2024
Ten Saves Nine
A Stitch in Time is published by Cubicle 7 Entertainment and will take the travellers back and forth across time and space, from Earth to outer space, and back again. From an English holiday camp in the here and now, a disused prison complex in the far future, and an animation studio in Burbank, California, 1932 to the Battle of Hastings, a hospital out of time, and a threatened utopia in the twenty-sixth century. On the way, the Player Characters will meet a Dalek, a Silurian, the Nestene Consciousness, a lot of Sontarans and Ice Warriors, a Time Lord, and more. Every episode follows the same format. It has an Introduction, a Call To Adventure—what gets the Player Characters involved, an explanation of What’s Going On, the three Acts of the story, and the Epilogue. The What’s Going On section ends with the ‘Series Arc’ explaining how the episode ties in with the ongoing story. These ties all take the form of objects—objects which all together can be used to defeat the threat in the tenth episode of A Stitch in Time. Effectively, as the Player Characters will eventually learn, they have been on an intergalactic scavenger hunt to defeat a gigantic threat. If the Player Characters have not collected all of the items needed by the tenth episode, then there is a solution. Time travel. Doctor Who: The Roleplaying Game – Second Edition is a time travel roleplaying game, so there is scope for the Player Characters to go back and forth through time, although the does warn about the dangers of meeting themselves, which of course, is the Blinovitch Limitation Effect.
A Stitch in Time begins in slightly underwhelming fashion as the Player Characters protect some escaped political intergalactic prisoners who have crash-landed outside an English seaside holiday camp. There is some fun to be had to playing around with the traditional aspects of setting, but some of the nuances may be lost on a non-British audience, whilst a British audience is likely to want to shift the episode from the present day to the nineteen fifties. More so given that the episode is called, ‘Hi-De-Hide’. The action picks with ‘The Most Dangerous Monster’, which is set on a former prison complex, which has been refitted as a tourist destination in which the tourists come to hunt the galaxy’s most dangerous game. No guesses for what that is, but this a nice homage to the Ninth Doctor episode, ‘Dalek’. ‘Silver Screams’ takes place at an animation studio—that is very definitely not Disney—in 1932 in Burbank, California, where for some reason the film stock and the props take on a deadly life of their own. Cue fun with a giant Merry Mallard! In ‘Everything Most Go’, the time travellers find themselves at the biggest shopping complex in the universe and most find out why every customer is being evacuated except the Sontarans and the Ice Warriors. Just what they shopping for? None of them can come armed, so there is an amusing description of the Sontarans having armed themselves via the kitchenware department! In ‘Protect and Survive’, the timeline becomes imperilled when it is revealed what exactly lies beneath the Battle of Hastings and in ‘Emergency Ward 26’, the Player Characters find themselves in a tricky situation in time that makes it the hardest of the ten scenarios in the book for the Game Master to run. Later episodes include a classic museum heist in ‘The Great Sonic Caper’ and a Cyberpunk-style medical mystery in ‘Green for Danger’ before the series comes to a close with ‘Save Nhein’ which rounds off A Stitch in Time. (And yes, we know...)
There is a coda to A Stitch in Time which suggests directions in which the Game Master might take her campaign after completing the series it presents, whilst also wondering how the episodes are connected in ways more than the scavenger hunt it is. Is there someone or something manipulating the Player Characters? Are they being testing? The coda does not present any answers, so this is really prompts for the Game Master to think about where A Stitch in Time fits in her campaign and what it might link to. Perhaps though, Cubicle 7 Entertainment will answer these prompts in a future supplement?
Physically, A Stitch in Time is cleanly, tidily laid out, decently written, and illustrated with the Thirteenth Doctor and her Companions as well as the monsters that the Player Characters will meet in the course of the series. One of the issues with the ten scenarios in A Stitch in Time is that they are presented in narrative fashion. There are no maps or floor plans, and there are no illustrations of any of the NPCs in the scenarios. Which means that the Game Master has to work that much harder to visualise both locations and characters and impart that to her players.
A Stitch in Time is stronger as an anthology of episodes rather than as a traditional roleplaying campaign. It is also a decent series with many of its scenarios making for exciting episodes that you could imagine being made for the television screen rather than for playing around the table. Of the ten, ‘The Most Dangerous Monster’ and ‘Emergency Ward 26’ are classics, whilst there is room aplenty to lean into the comic potential of both ‘Hi-De-Hide’ and ‘Silver Screams’ with the Game Master and her players acknowledging the obvious inspirations for the pair. In whatever way the Game Master decides to use it, A Stitch in Time is solid support for her Doctor Who: The Roleplaying Game – Second Edition campaign.
Sunday, 22 December 2024
1994: The Whispering Vault
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary, and the new edition of that, Dungeons & Dragons, 2024, in the year of the game’s fiftieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
For example, Cagliostro and his Circle of Stalkers is tracking an Unbidden which is preying on wealthy widows. He has used his Trackers to locate it at a country house where a party is being held. He decides to enter the house via the tradesman’s entrance. There is a member of staff on duty at the door, preventing those without permission from entering. Cagliostro’s player describes how he has been booked as the entertainment for the evening. The Game Master sets the Difficulty at Average or twelve, but applies an Easy modifier because the comings and goings make the staff member a little harassed. So, the Difficulty is reduced to ten. Cagliostro’s player will roll six dice for his Presence Attribute and apply his Charm skill. He rolls two, two, three, six, six, and six. This is an incredible roll and with the addition of his Charm skill, gives a final result of twenty-four! The Game Master rules that the staff member accepts everything that Cagliostro says and further, accepts the other members of his Circle as part of his troupe and directs other members of staff to help them inside.
William Spencer-Hale reviewed The Whispering Vault in ‘Closer Look’ in Shadis Issue #14 (July/August 1994). He described the roleplaying game as, “…[A]n outstanding accomplishment for designer/author Mike Nystul…” and its set-up of having the players roleplay, “…[T]he otherworldly, immortal protectors of human’s reality.” as “…[A]n original and inspired creation that is a breath of fresh air in the roleplaying industry.” He concluded his positive review by saying, “All in all, The Whispering Vault is a game worthy of the attention of any fan of horror roleplaying. This game is a welcome addition to any library and, out of all the roleplaying materials that I own, this is one that I will actually enjoy playing.”It is traditional in many of these cases for Dragon Magazine to review a roleplaying game not once, but twice. So it is with The Whispering Vault in the pages of Dragon Magazine, both times by Lester Smith. In ‘Role-playing Reviews’ in Dragon Magazine Issue #208 (August 1994), he reviewed the ‘Black Book’ pre-release edition released at the previous Gen Con and praised the roleplaying game’s “powerful new mythology” and said, “A strong atmosphere of brooding horror and heroic action is conveyed by the text, from vocabulary created, to creatures described, to setting depicted.” He noted that that there were things missing from this edition of the roleplaying game, such as the description of the Shape-changing skill (called the Morph Discipline in the first edition), details of the Five Keys, and so on. Before awarding The Whispering Vault a score of four out of six, he concluded, “From the taste given in this black book edition, I definitely recommend this game for anyone who likes heroic horror. It is one of the most inventive treatments of the subject I have yet encountered.”Lester Smith followed up his initial review with one of the first edition in ‘Role-playing Reviews’ in Dragon Magazine Issue #217 (May 1995). He was as congratulatory in this review as he was in his previous review, launching it with, “I hope it won’t sound audacious for me to say that I think the CoC RPG finds its match in the WHISPERING VAULT* game.” He continued with, “The book’s presentation is excellent, nearly flawless… The attitude projected by both text and art is uniformly dark, brooding, and extremely strange. The end result is a virtually seamless presentation of Nystul’s vision of horror (except for Talon, a sample PC at the very back of the book, whose premise and art I didn’t think fit the rest in the original book, and who seems even more out of place in this version; but hey, that’s only one character sheet). And that unique vision is both shockingly strange and yet universal in scope.” Smith concluded his second review by awarding The Whispering Vault six out of six and saying, “This product is pure, distilled horror, with some of the most concise yet effective mechanics ever published; its relative slimness simply means that you’ll digest the game more quickly initially, and reference it more easily during play.”Rick Swan would echo Lester Smith’s praise for The Whispering Vault in ‘Role-playing Reviews’ in Dragon Magazine Issue #218 (June 1995). In his review of Dangerous Prey, the first supplement for the roleplaying game, he said, “What’s WHISPERING VAULT, you ask? Only one of the smartest, spookiest horror RPGs that ever clawed its way from a crypt.”William Spencer-Hale also reviewed The Whispering Vault a second time, but the second time would be as a ‘Pyramid Pick’ in Pyramid Vol. 1 #10 (November/December, 1994) and with exactly the same review. It can be found here.Continuing the trend for double review reviews, The Whispering Vault was also reviewed twice in White Wolf Magazine. First was by Sam Chupp in ‘Capsule Reviews’ in White Wolf Magazine Issue 40 (February, 1994), who said of the ‘Black Book’ pre-release edition, “It would be easy to write this game off as “Call of Cthulhu with Super Powers,” but Mike Nystul’s game of supernatural hunters is a much deeper, much more artistic roleplaying game than that. You play angelic/demonic agents who hunt down the horrors that escape your level of reality.” before awarding it a score of four out of five and concluding, “The Whispering Vault will appeal to you if you like horror- or superhero-style games, but I think you’ll enjoy the elegance, uniqueness and atmosphere of the game even if you don’t play those games. 1 heartily recommend The Whispering Vault, prototype that it is.”The second review appeared in White Wolf Magazine Issue 44 (June, 1994) and was a ‘Featured Review’ by none other than William Spencer-Hale. As with his review in Pyramid Vol. 1 #10, it was the exact same review as he had published in Shadis Issue #14.