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Showing posts with label Trollish Delver Games. Show all posts
Showing posts with label Trollish Delver Games. Show all posts

Monday, 13 September 2021

Friday Fantasy: Isle of the Damned

Isle of the Damned is as straightforward a fantasy roleplaying scenario as a Game Master might want. Designed and published by Scott Malthouse—responsible for Romance of the Perilous Land published by Osprey Games and Merry Outlaws from his Trollish Delver Games—it is a one-page, First Level adventure for Heartseeker and other Old School Renaissance Roleplaying games. Heartseeker is a very simple retroclone, just two pages in length, but its name echoes that of the term, ‘Fantasy Heartbreaker’, which back in the Golden Age of the hobby would have been a designer’s answer to everything that he wanted to change about Dungeons & Dragons. Without Heartseeker, a Game Master could easily run Isle of the Damned using Old School Essentials, Lamentations of the Flame Princess Weird Fantasy Roleplaying, or Labyrinth Lord, for example, or even adapt it to the rules and setting of her choice. One such might be Symbaroum, but other fantasy roleplaying games would work too. Whichever rules set the Game Master decides to use, she can pick up a copy of Isle of the Damned, read through it in five minutes—or less, and bring it to the table. In fact, an experienced Game Master could even run it with no preparation!

The setting for the scenario is the eponymous Isle of the Damned, rumoured to be a former Elven colony forsaken by their gods. The Player Characters are tasked with travelling to the isle and recovering three Sacred Chalices. These, it has been determined, will together save the life of Prince Markus, who is dying. With their instructions, the Player Characters must journey over the Grey Sea and once on the island, search its six locations to locate the three Sacred Chalices. These include a Dead Courtyard and the Broken Shrine, venture into the depths of Moaning Forest, and perhaps out of the other side.

Isle of the Damned is a simple, straightforward seven point crawl. It comes as a four page, full colour pamphlet. The inside shows the point crawl and provides two tables, one of rumours and one of encounters in the Moaning Forest, all against an atmospheric painting by Arnold Böcklin. The back page lists all of the encounters and the stats, all of which are non-standard monsters, so that Isle of the Damned is very much a standalone scenario. Each of the seven locations is given a simple paragraph-long entry that is just sufficient for the Game Master to work from and develop further in terms of details if she wishes.

Of course, finding the three chalices is not simple. There are riddles to be answered, aid to be sought and tasks to be fulfilled, and puzzles to be solved. None of it too complex or lengthy, but all enough to provide a session of play, perhaps two at the very most. The empty nature of the isle and ruins and the strangeness of the encounters gives it a slightly eerie feel, which a good Game Master could easily develop and expand with other encounters and locations should she want to.

Overall, Isle of the Damned is quick and easy to prepare and then run. It would easily slot into many fantasy settings or campaigns, especially ones with a sense of the weird and the lost, or perhaps it could just be run as a one-shot.

Saturday, 17 July 2021

Monophobic Ruraphobia

The traditional solo roleplaying experience has been with solo adventure books like those of the Fighting Fantasy series or for Tunnels & Trolls, but there are other formats too. For example, letter writing, whether through an exchange of missives such as the Diana Jones 2002 Award Nominated De Profundis or even solo, such as Quill: A Letter-Writing Roleplaying Game for a Single Player, the Indie RPG Awards Best Free RPG of 2016. In recent years, there has been a trend in experiencing solo roleplaying through journaling. That is, the keeping of a journal a la the gentleman or lady of the nineteenth century recording his or her daily or experiences. On one level a diary, but often a vehicle to tell a story—and perhaps emulate the style of certain authors, such as H.P. Lovecraft. A journaling roleplaying game typically involves a deck of cards or dice to generate random events which serve as prompts for the player, who will record the reactions of his character in the journal, creating and telling a story in the process—a story whose plot and events will only become clear once the dĂ©nouement has been reached and its aftermath told…

Perhaps the most well known of the format is Thousand Year Old Vampire, which explores the immortal life of a member of the undead. It also showcases a popular genre for the Journaling format, that of horror, though there are alternatives. One such alternative is English Eerie: Rural Horror Storytelling Game for One Player, published by Trollish Delver Games, also responsible for Merry Outlaws: A roleplaying game of folk ballads and justice. Inspired by the works of M.R. James, Arthur Machen, and Algernon Blackwood, as well as the English country and English folklore—such as the Black Dog and the Barghest, Boggarts and Bloody Bones, Church Grims and Jack Frost, Grindylows and Redcaps, Shug Monkeys and Sooterkins, and more. It is also inspired by a fear of the English landscape itself, with its deep history drenched in tradition, shame, and blood, the bleak emptiness of its moors and mountains, the cold and the damp of its weather, and the ruins and ritual sites where great ceremonies and great acts of bloodshed were enacted to unknown, unchristian gods… Long haunted by the past, it is a bucolic idyll hiding great evils and great secrets until some foolish visitor, scholar, or official stumbles across something best left far, far away from his urban refuge.

To emulate such tales of fear and loathing, and of creeping tension, Eerie: Rural Horror Storytelling Game for One Player employs simple mechanics and a specially prepared deck of ordinary playing cards. The player creates a simple character and draws from the deck to determine events that will beset the character, revealing rising tensions, and in turn the player will record his character’s response to each one and how he overcomes them (or not), uncovering further clues hopefully to survive to complete his recounting of events. All of this is recorded in his journal—Eerie: Rural Horror Storytelling Game for One Player is ideally played and recorded in a proper journal with a proper fountain pen—in the light of a flickering candle. Thus it might also be an exercise in penmanship and storytelling as much roleplaying. To play, in addition to the pen and journal, a player will also need a set of tokens in two colours—ten of each, and a ten-sided die.

To set up Eerie: Rural Horror Storytelling Game for One Player, a player creates his character by dividing ten points between Resolve and Spirit. Resolve is a Player Character’s determination to continue his investigations, rationalise the weirdness around him, and to keep their wits about them. It is spent to help a Player Character’s capacity overcome obstacles in scenes. Spirit is a Player Character’s thoughts, feelings, and physical well-being. Its reduction represents a Player Character’s spiral into horror, harm, and doubt. Player Character background and occupation is usually indicated by the scenario, of which there are five in the roleplaying game. The tokens are used to represent the Player Character’s Resolve and Spirit. The playing deck needs some preparation to create the Story Deck. This consists of the four, five, six, and seven cards from all four suits, plus three Queens, or ‘Grey Ladies’. The ‘Grey Ladies’ represent the ghosts of English folklore and a rise in Tension whenever one is drawn.

Game play is simple. The player draws a card, resolves the scene type it indicates, and writes an entry in his character’s journal explaining what happened, how he felt, and so on. Each of the four suits represents a different type of scene—a Hearts card indicates that a secondary NPC is hurt; Clubs that a secondary NPC acts as an obstacle for the Player Character in some way; Diamonds that the environment acts as an obstacle for the Player Character in some way; and Spades that a minor clue has been discovered. Each drawing and resolving of two cards represents a day in the life of the Player Character. If the card drawn is an obstacle—a Clubs or a Diamond—it needs to be overcome. In which case, the player rolls the die and attempts to equal to or greater than the value of the card drawn. If failed, the Player Character loses a point of Spirit, but his player can spend Resolve to reroll and each point spent is added to the subsequent roll. However, for each Grey Lady drawn, the Tension rises by one and adds one to the total value of each obstacle card the player has to roll against. 

When the third and final Grey Lady is drawn, it indicates the end of the story. At this point, the player compares his character’s remaining Spirit points with the Conclusion Table the scenario he is playing. This suggests how the player will write the last entry in his character’s journal. If the character has Spirit points left, the ending of the story will be positive, but if he has none left, the ending will be much, much darker. There is no simple bad ending.

Play of Eerie: Rural Horror Storytelling Game for One Player revolves around the play of individual scenarios. Each of the five in the roleplaying game include tables for secondary characters, minor clues, environmental and NPC obstacles, and a tension table. Each also begins with a set-up and ends with a Spirit table for determining the final outcome. The five include mysteries set in the nineteenth and twenty-first century, but most are set in the twentieth century. They take place in Derbyshire—twice, once to check on a friend, the other an inheritance, on a boating holiday in Cumbria, at a digital detox camp in the Yorkshire Dales, and into the Cotswolds in search of property! Essentially what each scenario represents is a series of prompts and spurs to the player’s imagination. How one player would approach telling a story and what exactly it involves will be entirely different for another.

A scenario can be played through in a single session, but in fact, the intent is that a player plays it day by day, drawing and resolving a pair of cards each day, then coming back to the scenario the following day to continue adding to the journal. This allows time for the player to mull over the day’s events and come back to the story afresh as if the character himself had gained a night’s rest. It adds a degree of contemplation not typically found in other roleplaying games, and played this way, it only takes a few minutes or so each day. Plus, it also extends the tension across episodes making it a marathon rather than the sprint of a single session. Eerie: Rural Horror Storytelling Game for One Player includes rules for campfire, or group play, and has the players telling the same story, taking turns to be the storyteller. This is essentially telling stories but with a few extra rules for determining aspects of the plot.

Physically, Eerie: Rural Horror Storytelling Game for One Player is a clean and tidy PDF. It is lightly illustrated using images in the public domain. It comes with an extensive example play, which is actually best not to read until after a player has completed writing his first journal lest he be influenced by the given example. 

Eerie: Rural Horror Storytelling Game for One Player and roleplaying games like it seem the perfect antidote to our times. When we cannot get out to game together face to face, whether that is with our regular group or at a convention, having other options for solo play seems like a perfect solution. The mechanics in Eerie: Rural Horror Storytelling Game for One Player not only serve to drive the story forward, they also serve to drive up the tension—not necessarily too far, but enough to make the survival of a player’s character matter and if played over days rather than the single session, to draw that tension out over and over… 

Then there is the act of the journaling, which brings a physicality to the play, and if done using a fountain pen and a journal, two further effects. One is the artfulness of penmanship, the other is actually aches and pain, because how many of us sit down and actually write in long form any more in this digital age? For many, playing or journaling Eerie: Rural Horror Storytelling Game for One Player will mark a return to a skill that has long fallen out of use and employing again may require the reworking of some very lazy muscle memory.

Eerie: Rural Horror Storytelling Game for One Player is mechanically simple, but it pushes us to be imaginative and to go back directly to the telling of stories that we drew upon for inspiration when we first began roleplaying. Of course, all good Journaling games should do that, and as well as being no exception to that, Eerie: Rural Horror Storytelling Game for One Player provides an easy way into a different, but equally imaginative way of roleplaying.

Friday, 19 March 2021

Jongleurs & Justice

The tales of Robin Hood, of a band of outlaws standing up to the tyrant King John in the Forest of Nottingham are so strongly woven into the folklore, legends, and myths ‘Merrye Olde Englande’ that they are familiar across the English-speaking world. Over the decades, the tales have been reinforced again and again by film and television, from the 1938 The Adventures of Robin Hood with Errol Flynn and the 1950s television series The Adventures of Robin Hood with Richard Greene to more recent adaptations such as the BBC’s Robin Hood of the noughties and the 2018 film, Robin Hood. These adaptations and retellings, of course, vary in quality, tone, and humour, some even having been done as comedies. Similarly, Robin Hood has been the subject of numerous roleplaying games and supplements. Some have been quite comprehensive in their treatment of the outlaw and his band, for example, the supplements Steve Jackson Games’ GURPS Robin Hood and Iron Crown Enterprises’ Robin Hood: The Role Playing Campaign are both highly regarded in this respect, whilst other supplements take a broad approach, such as Sherwood: The Legend of Robin Hood for use with Savage Worlds, or simply touch upon the subject of Robin Hood, such as Romance of the Perilous Land from Osprey Games.

It is the author of Romance of the Perilous Land, Scott Malthouse who explores the aftermath of the Robin Hood legend in Merry Outlaws: A roleplaying game of folk ballads and justice, a roleplaying game in fanzine format. This takes place in the thirteenth century after the death of the tyrant, King John, during the reign of his son, Henry III or Henry of Winchester. Robin Hood has been dead five years, Little John has disappeared, Friar Tuck was burnt at the stake for heresy, and Marian has become a sullen sellsword. Although a better king than his father, Henry of Winchester’s England is rife with corruption, the powers of the barons unchecked, and the poor suffer. The Player Characters are Merry Outlaws, wanting to take up the mantle of Robin Hood’s justice and rob from the rich to give to the poor. Over the course of a campaign, they will scheme and steal, spreading their newly acquired wealth in acts of largess, and for each adventure they have, they will write a Stanza. When they have ten Stanzas, perhaps they will have a ballad worthy of ensuring their place in English folklore. Much like Robin Hood.

To play Merry Outlaws, each player requires two six-sided dice and two coins—the latter the older the better (though only for aesthetic reasons). Each Outlaw is defined by an Outlaw Code, two Outlaw Abilities, Stamina, and starting equipment. Apart from Stamina, which starts at ten, everything else is randomly determined. More Outlaw Abilities will be gained as the Outlaw has more adventures and writes more Stanzas.

Ralph of Bridport is an unassuming man who only came alive on the stage, performing for others. This was his downfall, for he was not noticed when the lord his troupe was performing for got into an argument with a merchant. When the merchant was later found murdered, it was Ralph who noticed the spots of blood on the noble’s blood. Before he said anything, the noble noticed his stare and denounced him as the murderer. Ralph was forced to go into exile and now works with fellow outlaws and exiles to make restitution for damage that the nobility inflict on the peasantry.

Ralph of Bridport
Outlaw Abilities: Warden (Roll with Edge when spotting something hidden), Disguise (Roll with Edge when disguising yourself or others)
Outlaw Code: Never break bread with the wealthy
Starting Gear: Broken lute, drinking horn
Stamina: 10

Mechanically, Merry Outlaws: A roleplaying game of folk ballads and justice is simple. It is player-facing in that the Game Master never has to roll dice. Thus, a player rolls for his character to undertake an action, make an attack, and to avoid an attack, but the Game Master does not make any rolls to attack. An action requires the roll of a six-sided die. Rolls of three or less are a failure, a one being a botch. Rolls of four or more are a success, a six being a Triumph. If a Player Character has an Edge, then the player rolls two six-sided dice and selects the best one, but if faced with a Setback, he rolls two dice and uses the worst one.

Combat uses the same mechanics, better rolls inflicting more damage when attacking, and avoiding more damage when defending against damage. Damage reduces a character’s Stamina by between one and three points, depending upon whether the attacker was armed and the quality of the roll. A Player Character whose Stamina is reduced to zero is ‘On Death’s Door’ and has a fifty percent chance of surviving and gaining a wound. Otherwise, he dies. At the beginning of each Stanza (or adventure), each Player Character has two Fate Coins. These can be used to lose a wound, gain five Stamina, or reroll a ‘Dying Roll’.

Merry Outlaws: A roleplaying game of folk ballads and justice adds two mechanical wrinkles at the end of any Stanza. The first is to describe how the wealth the Outlaws acquired during their Stanza is distributed amongst the deserving poor and every player writes a stanza, a four-line verse which will contribute towards the ballad of their do gooding. An Outlaw will gain three more Abilities over the course of his helping the poor, but with the tenth Stanza, his tale is over and the ballad is complete.

Physically, Merry Outlaws: A roleplaying game of folk ballads and justice is cleanly and simply laid out. It explains everything quickly and everything is easy to grasp. It is illustrated throughout with public domain artwork, all appropriate to the genre.

What Merry Outlaws: A roleplaying game of folk ballads and justice does not do is present the world of the thirteenth century or the detail of Robin Hood and his legend. Indeed, there is almost no background in this roleplaying game. What it instead relies upon is the knowledge of the Game Master and her players of the Robin Hood legend and the period when it is set. Having seen a Robin Hood film or television series would probably be enough, the folklore around the legend being enough and common knowledge. Which is fine because what the players are doing with their Outlaws is creating their legend or ballad to be sung down the centuries. Nevertheless, the Game Master will still need to develop some setting material, a scenario or two, and so forth for the Outlaws to get involved in.

Merry Outlaws: A roleplaying game of folk ballads and justice is easy to play with characters who are simply, but clearly defined by their abilities, which of course will colour play because of what they can do well. For example, Ralph of Bridport is definitely going undercover rather than engaging in a lot of fights! Ultimately, Merry Outlaws: A roleplaying game of folk ballads and justice is a quick and dirty version of—if not the Robin Hood legend—then the means for the players and their characters to step into his shoes and compose their own legend.