Friday, 21 May 2021
Friday Fantasy: The Weird That Befell Drigbolton
The is the set-up for The Weird That Befell Drigbolton, a scenario published by Necrotic Gnome, for use with Labyrinth Lord, but very easy to use with other retroclones. Designed for a party of Player Characters of Third and Fifth Levels, it is set in Dolmenwood, the great forest region currently only explored through the fanzine, Wormskin. It takes place in one hex, roughly six miles across, focusing in on and around the hamlet of Drigbolton, and is designed as a one hex, hexcrawl—or sandbox. Drigbolton lies at the heart of the hex, one of only four manmade features in the region, with another six consisting of bogs, caves, cliffs, lakes, pools, and woodland. The other feature is the crater where the star landed. The geographical limitations of the scenario means that essentially the whole hex and the adventure could easily be transplanted to a setting other than Dolmenwood, though the weird nature of the scenarios means that it may not fit that setting.
Besides the three hooks to bring the Player Characters—and if playing The Weird That Befell Drigbolton as a one-shot, why not mix-and-match the three to provide differing motivations and drive some in-party friction?—to Drigbolton, one of the major features of the scenario is the passing of time. In most of the major locations in the scenario, events will take place whether the Player Characters are there or not, so if the party arrives at a location two or more days into exploring the area, events will have already happened. This gives the scenario a strong sense of time passing and as the events get weirder and weirder, a sense of urgency as they escalate towards something… Though the Player Characters are unlikely to know quite what until it is too late.
Whether drawn by the lure of star-metal, the location of The Black Book of Llareggub, or rumours of a previously unknown Arch-Mage, the Player Characters will make their way to the hamlet where they find the Drigboltonians in high glee, giddily guzzling down pot after pot of the star-jelly, ladling it into their recipes, traipsing back and forth to the crater to collect yet more in whatever container they have to hand. The Player Characters will be encouraged to join in their religious fervour, but will be otherwise will find the Drigboltonians friendly and helpful, ready and willing to share all manner of rumours and conjecture as to the nature of what fell from the sky. This should spur the Player Characters to visit locations beyond the hamlet and so learn more. The likelihood is that this will include the Crater itself, the Oath House—home to the local ‘hearth-laird’, an old customary position in this region and the nearest thing that the scenario has to a dungeon, a nearby bog, and more. Wherever they go, the Player Characters will encounter the weird again and again—and increasingly weird. This starts with the lack of graveyards in Drigbolton, the Drigboltonians instead having a Room of Repast in their homes, where they keep their dead relatives, ancestor-worshipping them, and ritually, symbolically feeding them. Elsewhere, they will find fornicating statuary, learned taxidermy, ambulatory cuts of meat, awoken beasts high on the star-jelly, colours given to vagrancy, and that is just in the scenario’s set locations. The Weird That Befell Drigbolton also comes with multiple random events—environmental effects such as a sudden, localised downfall of purple rain or the sky being filled with laughter, encounters both mundane and weird, like a human maiden and hunters hunting unicorns or an awakened fox.
The Weird That Befell Drigbolton is primarily an investigative and an exploration scenario, one with a countdown to something apocalyptic, unless the Player Characters intervene, though initially they will be unaware of the countdown. The likelihood is that the Player Characters will be overwhelmed by the weirdness that oozes and drips from every page, because the Game Master is presented with a wealth of weirdness and peculiar persons in and around Drigbolton portray. For the Game Master who enjoys the weird and roleplaying a wide cast of NPCs, many of them are going to be such fun to roleplay and she will find much to relish in The Weird That Befell Drigbolton.
However, The Weird That Befell Drigbolton could be better organised and certainly its maps could have done with a key, rather than having to flip through the book to find the right location description. This has been fixed with a reference sheet, but that is separate to the book. Another issue is that the writing is not as direct as it could be, so it requires a little more preparation than it really should. Then there is the issue of what happens after the countdown. This is left up to the Game Master to decide, but a suggestion or two might have been helpful.
Physically, The Weird That Befell Drigbolton is well presented. Although the writing could have done with a tighter edit, the artwork is decent, capturing much of the weirdness described in the text and all suitable to be shown to the Player Characters.
The Weird That Befell Drigbolton is probably just a little too weird and apocalyptic to serve as an introduction to Dolmenwood in an ongoing campaign, but as a one-shot or perhaps culmination of an ongoing campaign, it dishes out strangeness after strangeness inspired by both H.G. Wells’ War of the Worlds and H.P. Lovecraft’s The Colour Out of Space. Then like the star-jelly itself, Necrotic Gnome bakes the bucolic fruitiness of Dolmenwood into The Weird That Befell Drigbolton’s mix to serve up a rich concoction of peculiarities and aberrations.
Friday, 2 October 2020
[Friday Fantasy] The Deck of Weird Things
Over the last forty years, The Deck of Many Things has always been part of Dungeons & Dragons, from edition to edition, and in the twenty-first century, there have been numerous attempt to turn The Deck of Many Things from the description in a rulebook into the handout of all handouts—an actual physical Deck of Many Things. Some of them are, like Green Ronin Publishing’s The Deck of Many Things, have become highly collectible and so surprisingly expensive. Of course, numerous other physical versions of The Deck of Many Things can be found—and for a whole less than what you would pay for a copy of Green Ronin Publishing’s The Deck of Many Things. The latest edition is from Lamentations of the Flame Princess, best known as the publisher of Lamentations of the Flame Princess Weird Fantasy Roleplay retroclone and its line of associated adventures, but it is not as The Deck of Weird Things.
As an in-game artefact, The Deck of Weird Things is designed to be left in the collection or library of some wizard, the point being that it should be found with some relative ease rather than being secreted away under a mound of treasure in a deep dungeon. It consists of a deck of fifty-two cards, but when found, there will be between two and twenty cards missing, these having been drawn by a previous finder of The Deck of Weird Things. As soon as anyone finds the box or bag containing The Deck of Weird Things, they know what it is, how it works, and that its rules bind all those who find it. These are simple—three or more persons must be present to draw from The Deck of Weird Things, they must all agree to draw, they must agree to draw the same number of cards, and that it must be shuffled before drawing. Then cards are drawn one-by-one, the effects described on each card taking place, and once they have, each card disappears, so further depleting The Deck of Weird Things.
So what effects might happen when a Player Character draws a card? The drawer’s hair—all of it, becomes brittle, inflexible, and like straw; a particularly frail and elderly person becomes obsessed with the drawer and joining the party, and generally though not of any real use, grants a bonus to reaction rolls when present; the drawer’s player must swap their drawer’s highest ability score with the lowest; the drawer can buy one single item or service for free; the drawer is immune to poisons and diseases; once everyone has drawn their cards, the current drawer can choose to draw more just for himself; and suddenly, duplicates appear of those drawing cards, but they do not want to attack their respective drawers, but go and settle down and live an entirely mundane life! There is a huge variety of effects in The Deck of Weird Things, some obviously mechanical, some world related, and so on, and given that each card disappears after having been drawn and taken effect, they are extremely unlikely to see them repeated unless there are multiple copies of The Deck of Weird Things in a game world. Further, given the number of effects in The Deck of Weird Things, its effects are still unlikely to be duplicated even if it turns up in an entirely different campaign.
The Deck of Weird Things requires some preparation before play. For this, two standard decks of playing cards are required. One is used to determine the category, that is, the page to refer to, whilst the other to random determine which of the four possible effects given on the page come into play. As per The Deck of Weird Things, cards are removed from the first deck to reflect cards actually disappearing after being drawn from The Deck of Weird Things.
Essentially, The Deck of Weird Things is a book of—not tables—but of one big table. One big table with what is effectively over two hundred entries. These are divided into categories, one category per page, and four entries per category. These are clearly presented on each page, so that that process from drawing a card to determine the category to drawing a card to determine the specific effect all plays out fairly quickly.
Physically, The Deck of Weird Things is a sturdy, digest-sided book. It is well written and there are nicely done standard deck of playing cards-themed illustrations of Lamentations of the Flame Princess Weird Fantasy Roleplay signature figures dotted throughout the book. However, the look of the book is pedestrian at best. Not so, the cover, which is a really attractive piece depicting the actual The Deck of Weird Things. The extra slipcover for The Deck of Weird Things is very nice, but entirely optional.
The Deck of Weird Things offers exactly what it promises—a means to change a campaign, to add random effects, to upset the proverbial apple cart, and to add weird effects to campaign. It will do that, and if that is what you as the Game Master want for your campaign and your players are happy with that, then fine, certainly add The Deck of Weird Things to change, potentially really change your campaign. And it should be noted that this does not have to be a campaign just for Lamentations of the Flame Princess Weird Fantasy Roleplay—The Deck of Weird Things will work for any Old School Renaissance retroclone, just as it would work for Dungeons & Dragons, Fifth Edition.
However, there is just one reason why you would not add The Deck of Weird Things to your campaign—and that is price. The Deck of Weird Things was released as a fundraiser and so is correspondingly expensive, and even more expensive with the now-unavailable limited-edition slipcover which goes with it. Notably, even the publisher does not think that this book is worth its purchase price and for its price, you almost wish that The Deck of Weird Things was actually a copy of The Deck of Weird Things and not a book. Such a thing would really work to entice your players and their characters, to tempt them with ultimate power, or ultimate ruin. Such a physical object would be magical in terms of game play, whereas drawing ordinary playing cards and referring to a big table, not so much. To be fair though, The Deck of Weird Things is not a deck of cards and was never intended be a deck of cards. It is though, given its price, more of a collector’s item than an actual supplement you would bring to the table.
Saturday, 10 December 2016
The Witch in the Woods
The player characters are employed by an Abbess to launch a raid on the estate of a witch known as the ‘Pale Lady’ who lives deep in the woods and who each spring sends her strange rabbit-men soldiers out to abduct children from nearby villages. Fortunately, this estate remains sealed for the rest of the year, but spring is fast approaching and thanks to a man who previously escaped his white mistress, the Abbess knows the incantation that will open the thick briar thickets that separate our world from the estate. The Abbess is also interested in some of the Pale Lady’s secrets, believing them to be of religious significance. In return for their help, the Abbess promises to give the adventurers a religious relic, a sword used in the Crusades.
What the adventurers find on the other side of the briar patch is more or less a plantation being worked by the abducted children. The Pale Lady’s plantation consists of no more than a few locations—the fields, the reed huts where the abducted children are kept, and her great hall. At this point, the adventurers could do no more than defeat the Rabbit-men, steal away as many of the children as they can, and make a run for it. This though would mean that they miss the weirdness of the scenario and to an extent it highlights an issue with the Pale Lady in that the players and their characters do have to be the active agents in the scenario, as for the most part, the Pale Lady is quite unlikely to stir from her watery throne. Should they investigate great hall and perhaps interact with her, the adventurers will gain hints as to the secrets that the Pale Lady is keeping. The first of these hints is to the existence of a great artefact in her possession, the second is to her source of rabbit-men. Both are nothing to be trifled with…
What the Pale Lady owns is a great source of magic, an artefact akin to the ‘time cube’ that appeared in the author’s Scenic Dunnsmouth. (In fact, were other ‘cubes’ of similar nature to appear in the author’s other works, one might suggest that he was doing something to the ‘Cosmic Cubes’ of the Marvel Universe.) To determine the nature of the artefact may take some puzzling out—though the Pale Lady can be persauded to explain all in return for certain fecund bargains… This being Lamentations of the Flame Princess Weird Fantasy Roleplay, it should be no surprise that this is the sort of artefact that mortal men should not be playing about with and that there are greater and weirder dangers to be suffered from using it than any great powers that can be gained from it… Certainly, by the end of the Pale Lady, the adventurers will be questioning their sense of self.
If the Pale Lady lacks anything, it is a stronger introduction to help the Referee get the scenario started with greater ease and a better hook to get the adventurers involved. Otherwise, the scenario is well presented with solid artwork. the Pale Lady received only a limited print run, but is available in PDF.
The presence of the strange lady at its heart, of mirrors, and humanoid rabbits point in a slight fashion to the works of Lewis Carroll—Alice’s Adventures in Wonderland and Through the Looking Glass—such that the Pale Lady would work well with A Red & Pleasant Land. Yet where the mood of A Red & Pleasant Land is Gand Guignol and High Gothic, that of the Pale Lady of quiet oppression and the weird. Only when the player characters poke it hard enough and get too curious do the weird and the oppression make their presence fully known. For the most part, the Pale Lady underplays its weird and its horror, making the players and their characters work for it, and the scenario works all the better for that.
Saturday, 23 January 2016
One Night's Slice
Designed to be played by six Third Level characters, it can be easily adjusted for use with larger or smaller groups, or indeed characters of a higher or lower Level. Equally, it can adapted to another gaming system of the Game Master’s choice with relative ease. Both Warhammer Fantasy Roleplay and Shadow of the Demon Lord would be suitable fits here. The scenario is relatively easy to set up and the Game Master really does not have to do much in the way of preparation in order to bring it to the table.
A Single, Small Cut takes place in the early modern era, much like more recent scenarios from Lamentations of the Flame Princess. It is set somewhere with mountains and dark forests to the southeast that are known to be home to pagans—pagans who practised the Old Ways and used magics and artefacts of great power and evil to protect their lands against the forces of the Church. In ages past a martial order called the Order of Kites took up the mantle of protecting the region and driving the heathen witches, sorcerers, shaman, and priests back over the mountains. It is a duty that the Order continues to uphold, but it is not what once was, its members being recruited from those desperate or mad enough to join, thus finding sanctuary and anonymity whatever their past deeds in return for butchering pagans. This attitude extends to the loot taken from the pagans. If it can be used against the ungodly, then the Order of Kite has no qualms in deploying its ‘Satanic’ trophies against the enemies of the Church. It is one of these trophies that drives the story in A Single, Small Cut.
The trophy, a bell cut from a single red garnet. When rung, the bell summoned a bloody creature known as ‘The Corrector of Sins’ and just as the heathens had used it against the forces of the Church, the Order of Kite used it on the heathens. Yet only the then leader of the Order could use it and when he died, the bell was buried with him underneath St. Gothard’s. It is the location of the bell that brings a wizard—ambitious to increase his power and willing to do whatever it takes to obtain it—to the church, whilst the need to rest and obtain healing is what brings the player characters to St. Gothards. Of course this is just about the same time as the wizard and his mercenary thugs have been busy searching for the red bell. If the player characters are hurt or are suffering from some strange condition—diseased, paralysed, poisoned, and so on—then they are likely to find respite in this nasty sidetrek encounter.
A Single, Small Cut is well presented. At just eight pages long with separate card cover, it is very nicely done. Unfortunately, it does need another edit. That said, its horror and tone are not as strong or as blatantly ‘in your face’ as with other releases from Lamentations of the Flame Princess. This is no bad thing though, as it makes the scenario a little more accessible and a little easier to adapt to other settings or games. Then again, there is nothing to stop the Lamentations of the Flame Princess Weird Fantasy Roleplay Game Master from adjusting the horror and tone to his liking.
A Single, Small Cut is a good one-session encounter that showcases the consequences of the attitude that ‘the end justifies the means’. In single encounter like this, the reason and background to those consequences may not become readily apparent, but the background is there should the Game Master want to develop the events of A Single, Small Cut and feed them into his campaign. As a single scenario, A Single, Small Cut does feel over produced, but it does highlight that Lamentations of the Flame Princess Weird Fantasy Roleplay can handle this short style of adventure or encounter as much as it can the long one. Perhaps then, an anthology of Lamentations of the Flame Princess Weird Fantasy Roleplay short scenarios and encounters might be a good idea?
Friday, 28 March 2014
The Unforgiven
Written and illustrated by Kelvin Green, Forgive Us – Being A Chronicle of the Events Surrounding the Mysterious Disappearance of the Notorious Criminal Gang Known as the Tenebrous Hand. And Other Stories. is written for a party of characters of fourth level and above. It actually consists of three scenarios—‘Forgive Us’, ‘In Heaven, Everything is Fine’, and ‘Death and Taxes’. All three take place in the year 1625, in Norwich, a city that has grown prosperous from the manufacture of textiles. Thus unlike most Old School fantasy RPGs and in line with Lamentations of the Flame Princess’ recent releases—Better Than Any Man, Death Love Doom, The Magnificent Jan Van Ooms, and Tales of the Scarecrow, the trilogy is set during early modern period and does involve the use of firearms. None of the three adventures are connected and there is no advice as to how to connect them, although reasons are given for involving the player characters in each. One oddity is that only the first scenario, ‘Forgive Us’, is mentioned in the back cover blurb. A map of Norwich accompanies the book.
History tells us that Norwich was struck by the plague in 1625, but ‘Forgive Us’ gives an alternative to this outbreak of the Black Death. The scenario revolves around the activities of the Tenebrous Hand, a band of thieves who have grown so successful preying on the activities of Norwich’s rich merchants that it has taken over a single block of buildings in the city. Now something curious has occurred—it appears to be locked up and deserted. Certainly those who work in the legitimate businesses based in the block appear not to have gone into work of late.
Which depending upon the motivations of the player characters, is convenient—if they want to rob the Tenebrous Hand, or inconvenient—if they need to contact someone inside. Once the characters have gained access, the various businesses and buildings under the thieves’ protection are mapped out in some cartographic detail. The Referee will need to make up the particulars of each room as he goes, for only the most information is alluded to in the text.
In presenting an exploration of these buildings, the author presents a ‘dungeon bash’, but a ‘dungeon bash’ in which almost nothing happens and which feels all the more natural for not actually being set in a dungeon. It takes its cue here from Lamentations of the Flame Princess’ inaugural scenario, Death Frost Doom, being primarily driven by the players’ curiosity and the adventure’s presentation by the Referee. This is not to say that the scenario is without incident, but to an extent, the players will need to work hard to reach them. When they occur, they are quite, quite nasty…! There is every chance that the scenario will go wrong for the player characters, especially if it plays out like the movies that the author draws upon for inspiration.
‘Forgive Us’ is followed by two shorter scenarios, each suitable for single sessions. In ‘In Heaven, Everything is Fine’ something is not quite right in the village of Ashmanhaugh. The player characters travel there because they have heard that it is haunted or perhaps because they are looking for someone. There is, of course, nothing untoward in the village—everyone seems happy, prosperous, and pleased to see the characters. Then strange things seem to happen and the characters feel unwell. Does the strange tower in the woods have something to do with this? Despite its short length, ‘In Heaven, Everything is Fine’ calls for more effort upon the part of the Referee. Especially if the player characters visit the strange tower in the woods.
Lastly, in ‘Death and Taxes’, the player characters are asked to attend the funeral of a friend. Oddly, their friend’s daughter has gone missing and tax collectors have arrived to collect unpaid revenue that their friend should have paid. This is a short affair that easily slips in between other scenarios.
Physically, Forgive Us is a pleasing black and buff book. The author not only writes the book, but is also its illustrator and cartographer. Not all of the artwork quite works, but the cartography is excellent, providing a level of detail that the Referee can work from to give descriptions of each—something that the text does not. This should not impede the experienced Referee though. If the editing needs a little tightening here and there, that is more an editor’s pedantry than anything that mars the book which is otherwise solidly presented.
What Forgive Us highlights are the parallels between Lamentations of the Flame Princess Weird Fantasy Roleplaying and Warhammer Fantasy Roleplay—particularly in the former’s aforementioned more recent releases set in the early modern age. After all, they share the same historical period, the same grim and gritty tone, and the same perilous sense of doom. Of course, it took an Englishman to bring these parallels to the fore. Thus it would be far from insurmountable for a GM to adapt the scenarios from Forgive Us to Warhammer Fantasy Roleplay—at least for the First and Second Editions of the game. Adapting Forgive Us to Fantasy Flight Games’ Warhammer Fantasy Roleplay Third Edition presents more of a problem. There is also the matter of Forgive Us’ English setting, as Warhammer Fantasy Roleplay never visited its British Isles analogue of Albion, but then any of the three scenarios in Forgive Us can easily be relocated to The Empire of the Old World.
Forgive Us would also work with another two British RPGs— one is Arion Games’ Maelstrom. It is set during the same period as the RPG and shares a little of the same tone, although its use of magic and monsters may be too over the top in comparison with Maelstrom’s restrained treatment of its outré elements. The other is Cakebread & Walton's Renaissance Deluxe, the Black Powder era RPG that covers the period between 1500 AD and 1800 AD.
Of the three scenarios in Forgive Us, it is the eponymous ‘Forgive Us’ that stands out. ‘In Heaven, Everything is Fine’ and ‘Death and Taxes’ are decent enough fillers, but ‘Forgive Us’ benefits from its detail and its scope being given the space. It presents a mysterious malodorous situation in a quietly entertaining fashion, punctuated by some short sharp shocks that work all the better for the scenario’s very ordinary setting. Overall, Forgive Us presents us with a trilogy of scenarios that are in keeping with the recent scenarios for Lamentations of the Flame Princess Weird Fantasy Roleplaying, but which are not authored by its publisher and are thus more like traditional scenarios and less belligerent towards the players.
Saturday, 24 December 2011
The Indigo Ivory Depths
Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon, a toolkit that enabled the GM to create an ancient dungeon complete with history, inhabitants, denizens, treasures, and more. He also draws micro-dungeons along a series of different themes, each a quirky little affair often drawn in both two dimensions and three isomorphic dimensions. Now he an actual dungeon adventure that you purchase: The Purple Worm Graveyard.
Published through his Planet Thirteen Games, The Purple Worm Graveyard is a mini-dungeon of just fifteen locations designed for a party of first through third levels. It is written for use with Labyrinth Lord, but can just as easily be used with other “Edition Zero” fantasy RPGs. Equally, it can be dropped easily into most worlds and even added as easily to most dungeons, and presents a thoughtful challenge that should provide an evening’s worth of interesting play, either as part of a campaign or as a one-shot.
The purple worm graveyard of the title is said to lie below the barren Rockspyre Mountains. It is thought to be where the largest and most ancient of purple worms go when they approach the end of their lives. Commonly thought to be a legend, it is rumoured that the graveyard itself holds an untold treasure of purple worm ivory. Now, a sage has discovered its location and hired the adventurers to travel there, confirm its location, and explore its limits.
The purple worm graveyard actually turns out to be located beyond another underground complex, this one a temple devoted to an ancient worm god. Its influence spreads outside of the temple, such that at certain times, the players can commune with it, fall under its spell, and of course, be driven to madness. The god itself does not make an appearance in the scenario, but its presence adds a pleasing eldritch element to the proceedings.
In addition, The Purple Worm Graveyard adds a set of “Dungeon Moves” mechanics. This provides a table that the DM can roll against to gain a die modifier for a particular situation. As is traditional, the scenario adds a new monster and a new treasure or two. The monsters are variations upon creatures that we have seen before, are but feel perfectly suited to the dungeon, whilst the new treasures are thoughtful if simple little affairs.
At just twelve pages long, The Purple Worm Graveyard is a quick and easy read. In places it takes a moment to ascertain exactly what a certain rule is for or how it pertains to the adventure, but this becomes clear relatively quickly. The booklet is nicely illustrated, and the map feels pleasingly heavy. That said, the map, located on the inside of the card sleeve, could have done with more detail, but what detail there is, is excellent.
Ultimately, The Purple Worm Graveyard is an entertaining, pocket friendly dungeon. It would work well with most “Edition Zero” fantasy RPGs, but given its eldritch feel, then it would work well with Lamentations of the Flame Princess’ Weird Fantasy Role-Playing. Nicely themed, requiring just a little thought or so to overcome its challenges, The Purple Worm Graveyard is a charmingly petite adventure.
Saturday, 30 July 2011
A Batrachian's Evening Play
Kiss of the Frog God is several things. First, it is the first Third Party support to appear for Lamentation of the Flame Princess’ Weird Fantasy Roleplaying Game. Second, it is the first scenario to be written and published for the game that has not written by the game’s designer, James Raggi IV. Third, it is part of Postmortem Studios’ “6-Pack Adventure” series, each designed with a “pick-up and play” functionality, which in the case of Kiss of the Frog God includes pre-generated characters, a battle mat, and tokens for use with the battle mat as well as the scenario itself. The aim of the “6-Pack Adventure” series, just like that six-pack of cans of your favourite beverage, is for it to be consumed or rather played through in a single session.
Designed for a party of four to six characters of third level, Kiss of the Frog God finds the adventurers on a pilgrimage, each of the six pre-generated adventurers possessing a reason to seek religious atonement. One of the stops along the way is the village of Morbury, which sits atop a hillock amid a festering swamp. Morbury was once a reasonably wealthy village, its income coming from farming, hunting, and logging, but the curse of a swamp witch and the near constant rain has turned the surrounding fields and forest into a sodden quagmire. With a down turn in the village’s fortunes, the outlook of the villagers has turned inward and insular.
The adventure itself is quite simple. The visiting pilgrims are asked to find two girls that have gone missing, the village priest suspecting that their sinful ways have lead them into the forest. Within a matter of hours their bodies will be found mutilated at the forest’s edge and blaming the swamp witch, the villagers will ask the pilgrims to seek her out deep in the forest and revenge not only the deaths of the girls, but end the curse.
Despite its simplicity, there is quite a bit of detail to Kiss of the Frog God. The backgrounds and motivations of the various NPCs are well drawn as are all six of the adventure’s encounters. Plus there is room enough for the GM to add more if needed. In terms of rules, it is simple enough to run for other Retroclones such as Labyrinth Lord or other Old School Renaissance style games, although it is specifically written for use with the Grindhouse Edition of the Weird Fantasy Roleplaying Game. If there is anything lacking in the book it is overall advice on running the adventure and perhaps advice on adding to it or scaling to different numbers or levels of characters.
Physically, Kiss of the Frog God is decently put together. The full colour card cover provides a map of Morbury and the battle map, but because both replace the front and back cover, as a product it lacks the title to tell the potential purchaser what the book is called and a blurb on the back to explain what it is, what game it is for, and what level characters the adventure is designed for. Indeed, there is no indication of what level the scenario is designed for until the reader examines the pre-generated adventurers. Inside, there is a lot of white space, but this means that each of the pre-generated adventurers has its own sheet for easy copying, as do the scenario’s monsters and the tokens for both with use of the battle mat. The internal artwork is also good, it being a pity that it appears only in black and white.
In terms of editing, Kiss of the Frog God is a little disappointing. There is a certain degree of repetition and whilst I can agree with the author and publisher’s attitude towards homosexuality, I do think that it could have been better handled with a degree of subtlety that should have been applied throughout. The issue here is that in dealing with the sexuality of two of the pre-generated adventurers, the tack taken by Kiss of the Frog God is to preach at both the GM and the potential players. In comparison, almost nothing is said regarding the relationship between the missing girls bar the fact that the village priest considers it to be unclean and unholy.
There are plenty of Dungeons & Dragons style adventures that deal with the village in peril to the point at which the format is a cliché. Kiss of the Frog God gets away from the cliché by depicting a low fantasy setting in which the grot has set in and have the adventurers face a very grimy foe perfecting in keeping with the “Weird Fantasy” of the Weird Fantasy Roleplaying Game that it is written for. Pocket friendly and session friendly, Kiss of the Frog God is straightforward and enjoyable.
Saturday, 23 October 2010
White Box Fever VI
Last month in September, we saw the re-launch of Dungeons & Dragons Fourth Edition from Wizards of the Coast with the publication of the Dungeons & Dragons Red Box Set, the first entry in the Dungeons & Dragons Essentials line. To celebrate that fact, Reviews from R'lyeh is running a series of reviews devoted to RPGs that aim to bring new players into the hobby.
We began with look at Dungeons & Dragons Roleplaying Game Starter Set, the less than successful 2008 attempt from Wizards of the Coast for Dungeons & Dragons Fourth Edition before slipping back in time for an examination of the hobby’s second fantasy RPG in its most recent edition, Tunnels & Trolls v7.5. These were followed with reviews of entries in the contemporary Old School Renaissance movement, in particular, Tower of the Stargazer and New Weird World, the two scenarios that come in Weird Fantasy Roleplaying, the very latest and perhaps the most interesting of the Retroclones. These were followed by a step forward back in time to look at a more traditional Retroclone, the Swords & Wizardry: White Box Edition, almost the very game that inspired the “White Box Fever” series, and then, a look at an introduction to roleplaying and Dungeons & Dragons that was more a Dungeons & Dragons game than a roleplaying game, the Castle Ravenloft Board Game. Last week I examined the introductory fantasy RPG, Ancient Odysseys: Treasure Awaits! An Introductory Roleplaying Game from Precis Intermedia. This week, in what is the penultimate review in the “White Box Fever” miniseries, the game under review is Weird Fantasy Roleplaying.
Weird Fantasy Roleplaying, or to give its full title, Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess, is perhaps the most highly anticipated Retroclone version of Dungeons & Dragons in the Old School movement in many a month. Its sole author, James Raggi IV, is best known for his atmospheric, naturalistic scenarios that evoke a sense of dread and eeriness, of which Death Frost Doom and The Grinding Gear are the best known. It is this sense, inspired by authors such as H.P. Lovecraft, Robert E. Howard, and others that Raggi attempts to infuse into his Retroclone, a sense of the unknowable, the inexplicable, of dread... In this he attempts to draw back from the high fantasy elements that have come to dominate the gaming genre in the last forty years, to make the world that the adventurers inhabit dark and dangerous as a matter of course, rather than in certain spots away from some rural idyll.
The first thing that strikes you about Weird Fantasy Roleplaying is that it comes in a box. Not a “white box” or a “buff box,” but a gloriously full colour depicting a lone swordswoman – who appears to be dressed to deal with the cold as much as she is with other threats, such as the snake demoness that she is, in fact, facing. Done by Cynthia Sheppard, its realistic style is not only eye catching, but it marks this game as being very different from other Retroclones available. The look of the box is quite literally a statement that demands the potential purchaser’s attention.
Open up the box and you will find that it is packed to the gunnels. The first thing that you see is a “Warning and Welcome Sheet,” but below that are a Tutorial Book, the Rules Book, the Magic Book, the Referee Book, and two adventures, New Weird World and Tower of the Stargazer, both of which I have already reviewed. In addition there is a pamphlet of Recommended Reading, character sheets, sheets of squared and hex paper, a pencil, and a set of polyhedral dice. All of the books are roughly fifty pages in length, A5 size, with full colour card covers, and black and white interiors. The artwork throughout the interiors of these books is dark and ominous. Two of the books, the Referee and Rules Books, use the box cover artwork, the latter on the female warrior, the former on the demoness. The two covers sit nicely together allowing the viewer to see to see the artwork in more detail.
Of the extras, the dice are nice, if a little small, and the pencil seems superfluous. Both sets of sheets are useful though, and the booklet of Recommended Reading gives the reader a solid introduction to the authors that inspired the game. In essence, for Weird Fantasy Roleplaying this is equivalent of Gary Gygax’s Appendix N from the Dungeon Master’s Guide, and there is some crossover here, with most of the authors mentioned here also having appeared in Appendix N. In comparison with Appendix N, the authors listed in Recommended Reading are fewer in number, indicative of the particular focus in Weird Fantasy Roleplaying, and are discussed rather than just listed. The Recommended Reading booklet is also the only part of the game to not be authored wholly by Raggi himself. Overall, it serves as a good introduction to the Weird Tales genre, and is more useful than the “Warning and Welcome Sheet.” This serves as the introduction to the contents of the box as whole, and while I probably agree with Raggi’s sentiment, his tone is unnecessarily flippant, even condescending. If this game goes to a second edition – and Raggi already has plans for that, then this sheet needs to be reconsidered.
The first book then, is the Tutorial Book, which the “Warning and Welcome Sheet” advises is not necessary to read if you are an experienced gamer, but it is worth taking the time to read all the same. As its title suggests, it introduces you to the game, and if you have never roleplayed before, then it really does it rather well in four easy steps. The first gives a short, but easily understood explanation of both what roleplaying is and what the dice do, while in the second, Raggi literally takes you by the hand and guides your Fighter through a strange experience in a supposedly haunted house as part of "Your First Adventure." In terms of presentation it is more a narrative with points at which the author steps in and offers the reader choices. Raggi makes it clear that this not how roleplaying works, but as the first step to that end, this “breaking the narrative” approach is highly commendable. “Your Second Adventure” is the third step, and its format will be familiar to most gamers, being the more traditional solo or “choose your path” adventure. In terms of story, it carries on from “Your First Adventure,” but it is already offering a player more choice, and indeed, Raggi packs a lot into ten locations and their exploration.
The Tutorial Book’s fourth step takes the reader onto how the game is played in general and with a proper group. This step discusses the conventions of play more than the actual rules, and while older, more experienced players might not need them, they are useful nonetheless. Rather than offering more participation for the reader, this step gives a detailed example of play with the author as the GM. Oddly, it is an entertaining read, yet fails to entertain. It goes on too long and it shows how we roleplay, including warts and all, there being one awkward player in particular, the type that sees hired retainers as cannon fodder rather than as actual help. The GM also needs to read this example, as it is also the only actual example of refereeing in the game. It has to be said that the climax of the example of play is definitely cruel, and will probably make the reader smile, but it is not an unfair result.
The Rules Book begins with character creation and the first of the mechanical changes made to the Open Gaming License. Most obviously and weirdly, character abilities are listed in alphabetical order, but the first real change is the dropping of Prime Requisites being needed for Classes and Experience Point bonuses based on them. Another is that the Intelligence and Wisdom modifiers both affect a character’s spell saves, the first against those cast by Magic Users, the second against Clerical spells. These are not the most obvious of changes, which really start with the RPG’s Character Classes.
Weird Fantasy Roleplaying has seven classes, much like Basic Dungeons & Dragons. The Cleric, the Fighter, the Specialist, and the Magic User are all Human Classes, whilst the Demihuman Classes are the Dwarf, Elf, and Halfing. The changes to these Classes are small, but have striking ramifications. The Cleric does not the innate ability to Turn Undead for example, but must instead take it as one of his spells, and since at first level, he only has the one spell slot, his player has a choice to make. Similarly, the Fighter is the only Class in the game whose ability to fight improves as he goes up in level. None of the other Classes allow this. Whether this has the effect of empowering the Fighter Class like no other version of Dungeons & Dragons or weakening the effectiveness of all of the other Classes depends upon your point of view.
The only Class to remain unchanged is the Magic User, but the Class changed the most is the Thief or Specialist. Weird Fantasy Roleplaying uses a very simple skill resolution system. All characters, whatever their Class, can attempt skills such as Climbing, Searching, Find Traps, and so on. Their chance is simply equal to a result of one rolled on a six-sided die. Where the Specialist differs from this is that he is more capable at these skills receiving points to assign to them at each level. Pleasingly, this makes the Specialist Class a better version of the Thief while using a simpler mechanic and giving a player choice as what his Specialist is good at. There are of course, not enough points for a Specialist to be good at everything. This simple skills system also leaves the other Classes not wholly incapable of attempting many of the same actions.
And then there are the three Demihuman Classes. Of the three, the Elf is probably the most playable, in that being trained as both a Fighter and a Magic User, has advantages of both Classes. Thus the Elf has more Hit Points than the Magic User and gains the same number of spells as the Magic User, but he does not improve in his ability to fight. Of the other two Demihuman Classes, there is absolutely no mechanical advantage to playing either. Neither the Dwarf nor the Halfling improve in any sort of proactive way as they gain levels except for the extra Hit Points and the improved Saving Throws, which are reactive aspects of the character. If the author has empowered the Fighter Class, then he has also weakened the Demihuman Classes to the point where their presence in Weird Fantasy Roleplaying is all but window dressing. On last aspect particular to all Classes is that they all start with the same number of Hit Points, putting everyone on the same footing, though this changes once a character rises to second level.
Our sample character is the fickle and greedy Gederick. He usually makes a living through theft or outright robbery, but would be willing to hire on to aid an adventuring party. Of course, such parties engage in dangerous activities and who is to say that they will return from one such venture?
Gedrick the Weasel, Level 1 Specialist
Chr: 6 (-1) Con: 11 Dex: 17 (+2)
Int: 9 Str: 11 Wis: 11
Hit Points: 4 Armour Class: 16
Skills: Climbing 1, Searching 2, Find Traps 1, Languages 1, Sleight of Hand 2, Stealth 3, Tinkering 1
Leather Armour, Short Sword, Dagger, Garrote; 13gp
Weird Fantasy Roleplaying keeps its Alignment system to the simple three of Lawful, Neutral, and Chaotic. All very much like Dungeons & Dragons, except that it is more Moorcockian in that magic is associated with Chaos. Which means that both the Elf and the Magic User Class are Chaotic in nature. Almost everyone, including the other player characters, is assumed to be Neutral in Alignment.
Except for combat, the rest of the Rules Book has a strong fiscal slant. Not just in the extensive price list, which gives differing prices for rural and urban locations, and covers weapons, miscellaneous items, vehicles, lodging, and more, but also in the rules for property and investment (giving something for high level characters to do with their treasure), maritime adventures, and retainers. The rules for maritime adventures support the campaign adventure provided with this RPG, New Weird World, while the lack of rules for aerial travel are indicative of the game’s less fantastical tone rather than are an omission. The need for retainers is shown in the example of play in the Tutorial Book and highlights further that Weird Fantasy Roleplaying is written to create and support potentially heroic characters rather than ones that are absolutely heroic.
The combat rules in Weird Fantasy Roleplaying provide the players with more options. Fighters, Dwarves, and Elves can now attack, defend, or press their attacks, each option providing small bonuses, while all characters can choose to do nothing but parry. The game’s treatment of Armour Class is more modern than most Retroclones, being ascending rather than descending, as the lack of Class limits placed on the wearing of armour and wielding of weapons, while weapon damage has simplified into three groups: minor, small, medium, and great, the damage rising from a four-sided to a ten-sided die. Raggi does not ignore unarmed combat either, his rules being clear and simple.
This simplicity and clarity continues in the Magic Book, which covers both divine and arcane magic. The basics of both are discussed, as is the spell research, the creation of scrolls, potions, holy water, and more. Invariably, spell books are spell books, and not always the riveting of reads, but while the spells work as you would expect in Weird Fantasy Roleplaying, the author has paid a lot of attention in terms of flavour and feel. For example, the spell description for Conjure Elemental begins with, “Spirits from the nether realms despise the natural world and wish to destroy it. This spell tricks one of these spirits through the mystic veil which separates our worlds from theirs, and forces them to inhabit one of the four classical elements...” On the same page, the spell Contact Other Plane has the caster contact stars such as Algol and Fomalhaut to receive wisdom rather the anodyne, if traditional Outer Planes of Dungeons & Dragons. A favourite is the description given the spell, Hold Person with which a Magic User unleashes millions of thread-thin spectral worms... which through every orifice and instantly travel to the subject’s brain, travelling through the synapses and threatening to tear the subject’s mind apart if he moves.” Not every spell is accorded this degree of flavoursome detail, and that is all it is as it adds nothing mechanically, but where such spells are, it brings out the weird elements of the RPG’s title. Any player roleplaying a spellcaster in Weird Fantasy Roleplaying should certainly be embracing this flavour text.
The last of the core books in Weird Fantasy Roleplaying is the Referee Book. This is perhaps the most personal of that quartet, the author’s voice maintaining a heavy presence throughout as he dispenses advice aimed at those completely new to roleplaying and being the referee, and those experienced gamers who are new to the Old School Renaissance. He prepares the new GM by explaining what the task of the referee is, how difficult a task it is, and how it takes time to master the skill. Here Raggi’s conversational tone is reassuring, nicely helping to allay the neophyte’s fears. As is his essay on “The Weird” which also complements the separate pamphlet of Recommended Reading. Given how his reputation has been built on writing inventive and moody scenarios it is no surprise that his advice on creating adventures is also well done, looking in turn at adventures built around events, exploration, locations, and individuals as well as the sandbox adventure.
Unfortunately, once the Referee Book moves on from discussing the various elements that make up an adventure, it is less useful, not as specific. When dealing with campaign creation Raggi cannot bring his customary attention to detail to the subject, the same issue that was a problem in New Weird World, the campaign setting that comes in the box. Rounding out the Referee Book is one guide to getting a gaming group together and another to other Old School Renaissance publishers and how to use their products with Weird Fantasy Roleplaying. All Retroclones have some compatibility, no surprise given that they share the same origin, but it is good to see the author take the time to more than acknowledge it.
One of two major disappointments in Weird Fantasy Roleplaying is the lack of monsters. Where other Retroclones have provided the GM with a readymade bestiary, the Referee Book only discusses the various types and their place in the Weird Game, looking at in turn animals, constructs, humanoids, oozes, and the undead. While Raggi has never been one to write “monster fests,” this is very much a case of the author telling the reader rather than showing. The other disappointment suffers from the same issue, being the lack of examples for magical items. These are meant to be very individual and anything other than generic in Weird Fantasy Roleplaying, but again we are only told about them. It is almost as if the RPG needed another book that covered both of these aspects.
There is, unfortunately, an identity crisis at the heart of Weird Fantasy Roleplaying. One that boils down to, “Who am I aimed at?” The inclusion of the Tutorial Book and much of the Referee Book are primarily aimed at the novice, at those new to roleplaying, yet the novice will find the lack of examples in the Referee Book unhelpful. Most obviously in the lack of actual sample magical items and in the lack of actual monsters. Worse still, this lack is likely to leave the novice wondering where to go next for both. While an experienced GM will have a better idea of how to address both issues, much of both books are likely to be familiar already. Compounding this issue is the fact that while much of the RPG is aimed at the new player or GM, its price and availability (at least physically), is not. Of course, a second printing of the game and wider distribution will address these issues.
If Lamentations of the Flame Princess Weird Fantasy Roleplaying is anything, it is James Raggi IV’s polemic on the Old School Movement. It is his labour of love, a bespoke creation that starts from where all Retroclones draw from before stripping back to make it less like fantastic fiction. The dual effect of that stripping back is first to make the play of the game harder with characters more capable than heroic, the second to leave room for its signifying flavour, the Weird. Again it is a question of scale, because Raggi does not always work this flavour into every aspect of the game, but when focusing on certain elements, such as the spell descriptions, he manages it.
Even without the monsters and the magic items, Weird Fantasy Roleplaying feels like a complete package when you take the two scenarios into account. Although very much a bespoke product – any future version that appears as a book will certainly be not so, it is not perfect. There is so much to like though in the contents of this RPG, that you would be forgiven for overlooking its deficiencies. Above all though, Weird Fantasy Roleplaying provides a fresh look at an old game, giving us a new approach rather than mere replication.
Friday, 17 September 2010
White Box Fever I.II
Weird New World is the second item to be included in Weird Fantasy Role-Playing boxed set from Lamentations of the Flame Princess and also made available separately. This is something of departure for the designer, James Raggi IV, as it is not adventure, but a sandbox setting, a region that can be freely explored or roamed by a party of adventurers. Not a departure in the sense that it is without a plot, because most of Raggi’s scenarios are location based and without plot, but rather a departure in that the author cannot bring his customary attention to detail to every element of the region described in Weird New World.
Inspired by Raggi’s adopted home in Finland and his reading about the search for the Northwest Passage, the setting for Weird New World is the frozen North. These are not the only inspirations for this setting. The more obvious ones being H.P. Lovecraft’s At the Mountains of Madness and Mary Shelley’s Frankenstein, but there are possible nods to two classic modules for First Edition Advanced Dungeons & Dragons as well, S2, White Plume Mountain and S3, Expedition to the Barrier Peaks. Much like Tower of the Stargazer, the other adventure included in the Weird Fantasy Role-Playing boxed set, Weird New World is designed for use by someone new to running a wilderness campaign, but where Tower of the Stargazer is written for first level characters, Weird New World is written for more experienced characters of fourth to seventh levels.
Where another adventure from Lamentations of the Flame Princess would come in a simple card cover, the cover for Weird New World folds out to show a full colour map of Raggi’s sandbox. The region comprises almost three million square miles of territory, primarily marked by climate. Also marked on the map are the forty or so locations described in the adventure’s twenty-four page booklet. The maps for two of these locations are given on the inside of the cover, a truly “Great Shipwreck” and a “Pirate Treasure Cove.” Included in the booklet are plain, unmarked copies of the maps for the referee to use and the players to mark up as they explore.
If Raggi cannot bring his customary attention to detail to the region as a whole, he can at least apply to aspects of the setting. Primarily these are its weather, its exploration, and its random encounters, the latter both befitting Weird New World’s clime and the darker, more sinister feel of Weird Fantasy Role-Playing. Thus you have encounters as mundane as a herd of caribou and arctic wolves, but also strange encounters with a crazed whale, tribespeople with a severe hatred of demihumans, and a Living Aurora – surely a Colour Out of Space by any other shade? Raggi never lets up in his weirdness, but whilst he can carry this off effectively in the space of a full adventure where he has room to develop his ideas, here all too often, he can only just present a thumbnail snapshot and no more. Part of this is intentional, the author wanting the referee to explain and expand upon these phenomena himself, but almost as soon as the referee starts thinking about one, then he is looking at the next one on the page. Nor does it help that the adventure lacks advice on developing the author’s ideas, especially after the luxury of the author’s thoughts in Tower of the Stargazer.
Two locations are expanded in detail, each running to roughly three pages in length. They serve up a slice of the author’s trademark oddness, but given their isolated location, it is doubtful that the players will ever get out that far. At least not without some kind of hook, and that is main problem with Weird New World. The lack of hooks, of an obvious starting point, and even a table of rumours leaves a lot of work to do for an experienced referee, let alone a neophyte one. The inclusion of a starting point would also provide a place of refuge for the characters away from strangeness of the region.
In the hands of an experienced referee, Weird New World will provide the basis of a dark and curious campaign. It is not written to that end though, and is just a little too arch for the new referee. Ultimately, the issue is not weirdness of Weird New World – that is its point, after all, but its size. The region is too big for the new referee, too big for Raggi to detail beyond its weirder features, and too big for the player characters to explore fully. A smaller area would have allowed the author to present some of the ideas here to the level of detail we have seen elsewhere, while leaving room for the referee to add details himself.
As the first attempt to create a wilderness adventure, Weird New World is an interesting read, full of ideas ready to be expanded upon. Yet it is too big and ambitious to pull off successfully, and the author will need to rethink his scale for his next attempt.
Weird New World is available in the Adventure Anthology: Blood.
Friday, 10 September 2010
White Box Fever I.I
Tower of the Stargazer is an adventure designed for a party of four to eight characters of first level. It describes an isolated wizard’s tower, standing at the centre of a lightning blasted circle. The building appears abandoned, but it holds more than its fair share of puzzles and secrets. This all sounds like a cliché, and to an extent it is. One of the aims in this introductory is to present the cliché of the abandoned wizard’s tower, but in Raggi’s hands it comes alive through almost nothing happening. Combat encounters are few and far between, the emphasis being on the puzzles, the secrets, and the traps. This still leaves plenty for the players to explore and interact with, the one lesson they will learn is that too much curiosity can be a dangerous thing. The lack of combat encounters, the emphasis on traps and puzzles, and the lack of treasure are all trademarks of Raggi’s naturalistic dungeon design.
The overall design consists of just twenty-six locations, comprising of the area immediately outside the tower, the tower itself, and a small dungeon beneath the tower. It is intended to be placed in a relatively remote area, allowing it to be added to almost any campaign. Playing through should take no more than one or two sessions. Mechanically is written for Weird Fantasy Role-playing, but it can just as easily be run for any “Edition 0” RPG.
What sets Tower of the Stargazer apart is that it is written as a “Tutorial” module. As such it is not only is it designed to be played by those new to gaming, but it also is designed to be run by someone new to refereeing. To that end, almost every location described in the adventure is accompanied by a separate box of text wherein Raggi himself steps forth to discuss the elements of the adventure he has written. Primarily, these sections explore what the players might do; the significance of the items to found in each location – of books, in particular; the author’s thoughts in designing and writing; as well as giving staging advice. All of this advice should be useful for the neophyte referee, but some of it should also be useful to someone more experienced, and all of it makes for an interesting read around the adventure. So rarely do we get the chance to hear an author’s thoughts about the module he has written in media res, rather than as designer’s notes in an afterword. On one level, the advice is not quite enough of a tutorial, but the danger in that is that it could turn into preaching.
Physically, Tower of the Stargazer is not quite up to the standards of previous releases from Lamentations of the Flame Princess. The use of a heavy black border and artwork as watermarks on several pages make for quite an oppressive reading experience, very much at odds with the sixteen page length of the scenario. The maps inside the folder though, are very clear and well done. True, it would have been nicer if they had been larger as they do feel slightly cluttered. Another issue with the booklet is the lack of artwork except that in the background, as any such artwork could have been used to illustrate some of the locations in the adventure.
What is surprising for what is an introductory designed for new players is that experienced players are just as likely to enjoy it. Primarily because of the attention to detail that the author has brought to what would otherwise be a cliché, making feel Tower of the Stargazer fresh and part of any setting. Although designed for first level characters, it could easily be played using characters of second or third levels, and given the lightness of the mechanics, be scaled up for higher levels, just as easily as it could be run for the Dungeons & Dragons variant of your choice. The combination of the advice and the attention to detail serve to bring Tower of the Stargazer to life and to make it very playable. Another fine design from James Raggi IV.







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