Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Wordplay games. Show all posts
Showing posts with label Wordplay games. Show all posts

Saturday, 19 November 2022

Underdogs

Werewolves of Britain is a supplement for Liminal, the urban fantasy roleplaying with light, narrative mechanics, presented in rich full colour which hints at and captures the strange place astride the familiar of the mortal and the unfamiliar of the Hidden World. This ‘Hidden World’ is one in which magic and magicians, vampires, werewolves, the fae, and many myths are real. As its title suggests, Werewolves of Britain explores one of the major factions in the United Kingdom, originally  brought to the British Isles by the Vikings where they became part of society, even accepted by it. They were seen as noble and savage, but were cast out as merely savage, driven from society in the wilds where they continued to hunt in their packs and were in turn hunted. Yet in the modern age, rage-fuelled and howling for revenge, their fortunes are on the up. The fearsome Jaeger twins are aggressively expanding, not only subsuming other packs, but expanding from the wilds and into the cities… No longer is the urban werewolf a myth!

Werewolves of Britain presents this history and more. It explores what gang life is like, but really focuses upon the nature of gang initiation, for example, reciting the stories of its lineage is part of the initiation rite for the Red Hang Gang, and replicating the hedonism and excesses of the eighties is part of the Lacemakers’ rite. There are darker rituals too, including cannibalism… These rites make for great roleplaying and bonding scenes, if not played through during character creations, then as flashbacks. Ways of leaving are discussed too, equally as challenging in their own as the initiation. Once joined, a werewolf has access to gang magic, its strength based on the bonds between the members, their numbers, and the strength and control of the gang’s Alpha. These include being able knit bones through the change from man to wolf, being better hunters, seeming to work together supernaturally, and more. There are no mechanics for these, but are instead intended as narrative devices that the werewolf’s player and Game Master can work through together. In fact, Werewolves of Britain is very light in terms of new mechanics, really only adding the three new werewolf traits—Avenge, Predator, and Partial Change—to what is already a light roleplaying game.

A ‘Who’s Who’ adds stats and biographies for the most notable werewolves in Britain. These include Ada and Jamie Jaeger, of course, but also detailed are creatures out of legend—Black Shuck, the ‘Ghost Dog’ which could be the physical manifestation of all the werewolves who have died or an omen of death, the truth behind the Hound of the Baskervilles—decently done and involving Doyle whilst keeping Holmes fictional, and the Wolfshead, the band of ‘Merry Men’ which ran the length of Sherwood Forest and disappeared centuries ago, and only of late have been whispered of across the county once again. The gangs are given similar treatment, starting with the Jaeger family, describing how Jaeger twins built both their legend and their family, always aiming to restore werewolves of Britain to their former status, with the twins at the head—of course. These days many other gangs, such as the Red Hand Gang, petty criminals and corrupt police officers, pay tribute to the Jaeger family, whilst others, like the Dogs of War, consisting exclusively of ex-armed forces veterans under the command of the highly disciplined Major Chanda Patel, would not even consider it. Rounding out the description of the gangs is the city of Sheffield, often overlooked and underestimated, but adjacent to the Peak District, easily defensible, and with a network of closed tunnels running under its hills, is the perfect power base for the feudal ambitions of the Jaeger twins. Then Werewolves of Britain itself comes to a close with two short chapters. One provides an idea of what the werewolves think of the other factions in the Hidden World, whilst the other lists some plot hooks.

Werewolves of Britain is short, and that is its major problem. It does feel as if it should contain more, but it is difficult to describe quite what. The details and descriptions of the gangs and NPCs are certainly good, whilst still leaving room for the Game Master or player to develop gangs of their own, both socially within werewolf society and geographically, depending how far any such gang wants to be from Jaeger influence—if at all. Perhaps it does not help that the final chapters, one dealing with what werewolves think of the other factions in the Hidden World, the other listing plot hooks, amount to no more than a single page of text each. If perhaps the supplement had contained a full scenario or two, one perhaps for a pack of werewolf Player Characters and another one with a range of different Player Characters dealing with a werewolf pack, then the supplement might not be so underwritten in its last few pages.

Physically, Werewolves of Britain is superbly presented. Some of the artwork is genuinely fantastic, the ghostly presence of Black Shuck adding an eerie, unsettling feeling to what would otherwise be an ordinary residential street, the depiction of Major Chanda Patel capturing her steeliness, and the gangs artwork both depicting a variety of some of the werewolves abroad in Britain, including one who has probably been to a certain virtual pub up north… The writing is decent, if perhaps tight in places and in need of a slight edit elsewhere.

There is material in the pages of Werewolves of Britain for both player and Game Master, though more for the latter than the former. It provides much needed details about the Jaeger family, presenting the gang as family and as foe, as well as werewolf culture in general. Werewolves of Britain expands just enough upon its subject matter from that given in Liminal to make it a worthy addition to the line. 

Sunday, 16 August 2020

Liminal London

Pax Londinium is a supplement for Liminal, the urban fantasy roleplaying game set entirely within the United Kingdom, a United Kingdom with a Hidden World populated by the strange and the otherworldly, in which magic and magicians, vampires, werewolves, the fae, and many myths of the British Isles are real. The United Kingdom of Liminal is riven by factions, such as the conservative Council of Merlin, the scheming vampires of the Soldality of the Crown, the Fae lords, the Queen of Hyde Park and the wife-hunting Winter King of the north, whilst the Order of St, Bede, a Christian order, is dedicated to protecting the mundane world from magic and the supernatural and keeping it and the existence of magic a secret. Where Fortean or inexplicable crimes occur, P Division, a national agency of the British police, are likely to investigate, but cannot mention magic, for fear such knowledge might leak… The players take the role of ‘Liminals’, able to stand astride the mundane and the Hidden World, working as a Crew—which the players create along with their characters—which has its own objectives and facilities, to investigate the weirdness and mysteries that seeps into the real from the Hidden World. 

As its title suggests, Pax Londinium takes the Crew to the capital of the United Kingdom and steps back and forth across the Liminal to explore its strange and long history, its factions and personalities, its diverse cultures and their place in the Liminal, and more. In doing so, what it is not, is a London source book per se—either mundane or magical. There is so much to mundane London that the pages of Pax Londinium would be overflowing before it even made the crossing of the Liminal and back again—and anyway, there are available numerous books on mundane and magical London (many of which are listed in Pax Londinuim’s bibliography in the introduction). There is also plenty that is magical or mystical in London, whether that is Jack the Ripper or Doctor John Dee, but Pax Londinium steadfastly avoids such obvious elements—and is very much the better book for it. The book also wears its influences upon its sleeve—the fiction of Ben Aaronovitch, Paul Cornell and Neil Gaiman—and both acknowledges and is unapologetical about doing so, most obviously in the inclusion of the Hidden, the homeless folk of the city who have slipped across the Liminal, to be in the city, but never seen by its mundane inhabitants.

Pax Londinium begins by stating what makes the city of London different, highlighting the differences between Greater London the City of London, that it is multicultural and constantly changing, and that its history is both obvious and obfuscated. It also states that it is home to lots of Liminal beings—ghosts, gods and goddesses, trolls, the fae, magicians, and more. What keeps them from acting against each other is the ‘Pax Londinium’, which divides the city in two, north and south, the dividing barrier being the River Thames. North of the river and the Hidden are free to act and plot as they will, but south, such Liminal activity is all but forbidden. In fact, the Hidden are often prevented from crossing the river, whether this by a taxi driver telling that he won’t go south of the river—in fact, this is the Knowledge, a neutral manifestation of the genus loci of the city; the Trolls of the Duchess of Bridges physically stopping you; or P Division suggesting that you had best be moving on.

As you would expect, the supplement covers the presence of the core factions in Liminal in the city. So the Council of Merlin somewhat reluctantly maintains a private members club, often accessed by its members via their privately created and maintained Thriceway Gates. The Court of Queen of Hyde Park is a powerful presence, but must contend with the thieving Boggarts ruled by King Pilferer which infest the Hidden city and Temese, the River Spirit of the Thames who would have her throne. She has the support of the Duchess of Bridges who commands the Trolls found on very many bridges and in as many tunnels and the Lady of Flowers, the spirit of the city’s trees and plants whose fortune and presence wax and wane with the seasons and whose Flower Knights act to protect all women. The Mercury Collegium has four guilds in the city—one of which, the East End Guild, is a firm of magical gangsters! The Order of St. Bede cannot prevent London being home to a multitude of the Hidden, but attempts to curb their influence, whilst also maintaining the Pax Londinium. P Division does the same, but is more proactive as its branch, working closely with the Order of St. Bede to stamp out any vampire presence in the city. Thus, the Sodality of the Crown keeps out of city—despite its obvious attractions for any vampire, though it fears that there might be rogue vampire at large. Similarly, the werewolves of the Jaeger Family are rarely seen in the city.

Of course, Pax Londinium adds new factions. These include the aforementioned The Knowledge and the Hidden, but also add numerous guilds, such as the Guild of Water and Light—or Lighters, who guide fallen Visible Londoners back to the mundane world, the Guild of Sewer Hunters, which hunts the horrors below, and the Guild of Toshers, which scours the city’s sewers and tunnels for lost things. The sewers are home to Queen Rat, who takes secret lovers and grants them incredible luck—as long as they keep their liaison a secret. There is a handful of mysteries too, some obvious like the Ravens and the Raven Master and his duties—and who he might report to, and the Ancient Livery Companies, but others less so, like the Pig-Headed Woman of Maida Vale and the Bleeding Heart which sometimes plays a big role in swearing pacts and agreements.

London is also a city of both gods and the dead—no surprise given its history. The gods include a mixture of the native and the non-native. The former includes the Guardian Head of Bran the Blessed, who watches over Britain and whose head is buried under the Tower of London, as well as Branwen, the actual goddess of Britain, her fate tied to the land. The latter includes the Cult of Diana the Hunter, a ruthless cult dedicated to the ambitions of its female members; the Children of Ra, which is attempting to increase the city’s connection to Egyptian magic and so dominate the Council of Merlin and the Mercury Collegium; and the spirits known Orisha, which accept Liminal from around the world with the Queen of Hyde Park’s blessing, in ‘Little Lagos’, south of the river. In general, that non-native gods are the more interesting of the two and the more developed. The dead make their presence felt through the negative magical energy released in the spiritual disruption caused by the excavations for the Underground and Eurostar, which now seethes through the London Underground, while Mr. Killburn’s Acquisitions Association keeps bodysnatching very modern and the #7 Ghost Bus, which runs round London, even south of the river unimpeded and into the Ghost Domains where Ghost Courts meet.

Pax Londinium comes with a number of encounters, including ‘Ahmed’s VHS Wonderland’, a grimy VHS video equipment and cassettes which is actually a cover for an emporium of magical artefacts, spell components, and more, and New Aeon Books, a trendy magical crafts shop which is gleefully treated as a joke by the Hidden. These are all easy to use and drop into a Liminal game set in the capital, or simply serve as inspiration for the Game Master. Similarly, ‘The Worshipful Company of Investigators’, a Crew which investigates instances of the Hidden seeping into the mundane at the behest of its anonymous benefactor, The Professor, can work as a Player Character organisation for a Liminal game set in London, as an example, or a rival organisation. It includes writeups of several read-to-play would be Player Characters or NPCs. Lastly, the new rules add Chronomancy as a power for a Mage.

There is a lot to like about Pax Londinium. Primarily what it does is add a lot to the city, whilst leaving more than enough space for the Game Master to develop her own ideas. Plus, for the most part, a great of the content is new and original. It could have gone for the cliché, but mostly avoids that, so that when it includes the Ravens of London, its familiarity grounds the setting rather than overegging it. Which would have happened if Jack the Ripper had been included for example. Perhaps one element which is left unexplained is why London was divided north and south by the River Thames as part of the Pax Londinium—the reason why the Pax Londinium was made is given, the reason for the exact terms is not. What it amounts to though, is a means to control the Hidden and magic in the city by the factions north of the river.

Physically, this book is both simple and beautiful. The layout is the former, clean and easy to read. The art is the latter. It consists of a mix of stunning depictions of London vistas and London Liminal. The artwork throughout Pax Londinium is in turns weird and wonderful, mystical and majestic, intriguing and inspiring. This is award-winning artwork.

At just eighty pages, Pax Londinium is a short book, but it uses its space in a very economical fashion. It sketches out Liminal London in broad details before narrowing its focus again and again, first on the city’s factions, then its gods, right down to individual locations and elements which the Liminal Game Master can bring into her game. It makes the content both easy to access and bring to the table, and it is backed up by an excellent bibliography should the Game Master want to conduct research of her own. Pax Londinium showcases how to do a city book for Liminal and showcases not the capital as we see it, but the peace of London on the other side the Liminal.

Sunday, 22 December 2019

Luminously Liminal

What strikes you first about Liminal is not the name—that comes second—but the fact that it is a beautiful book, packed full with luminous, mysterious artwork presented on thick glossy paper. The roleplaying game is in fact a weighty, digest-sized tome that suggests heavy, even stolid game, but nothing could be further from the truth. Rather, Liminal is an urban fantasy roleplaying with light, narrative mechanics, presented in rich full colour which hints at and captures the strange place astride the familiar of the mortal and the unfamiliar of the Hidden World. Indeed, the very title suggests this, ‘liminal’ meaning ‘occupying a position at, or on both sides of, a boundary or threshold.’ Published by Worldplay Games and distributed by Modiphius Entertainment following a successful Kickstarter campaign and written by the designer of Age of ArthurLiminal is unique amongst the urban fantasy roleplaying games published to date in being set  entirely within the United Kingdom. Thus it is inspired by the Rivers of London series by Ben Aaronovitch, Neil Gaiman’s Neverwhere and Sandman, the comic book Hellblazer, Susanna Clarke’s Jonathan Strange and Mr. Norrell, the television series Being Human, the film The Company of Wolves, amongst many other films and books. 

The ‘Hidden World of Liminal is one in which magic and magicians, vampires, werewolves, the fae, and many myths are real. And some in authority know. As much a rich gentleman’s club as the protector of the country from rogue magic practitioners, the conservative Council of Merlin claims origins date back to Roman times, whilst the Most Noble and Distinguished Mercury Collegium is a loose network of magicians, knowledgeable mortals, and supernatural creatures who often use magic as a means to aid their criminal endeavours. Vampires scheme and prey from behind the scenes, most belong to nests which in turn are part of the Soldality of the Crown, the parliament of vampires whose origins are as old as the Council of Merlin. Originally brought to the British Isles by the Vikings, most werewolves hunt in local packs, but the brutal Jaeger family want to unite them. The Fae vary wildly, some appear human, others lurk under bridges, but most serve one of the feuding Fae Court, typically located in a Dominion beyond this world in the Fae Realms. The most powerful Fae lords in the country are the Queen of Hyde Park, whose summer court is reached via a bridge under Serpentine, and the Winter King, whose frosty court moves anywhere between Snowdonia in Wales, the Lake District in England, and the Scottish highlands. Elsewhere, both mortals and fae worship the spirits of the rivers great and small; ghosts are the echoes of the deceased who in time may come material again or even possess the body of someone newly dead; the Aldermen protect and seek knowledge of gates into Ghost Realms, Fae Domains, and hidden crossings; and the Flowers of Expression is a community of artists—both worldly and unworldly—who accept all on artistic merit and who seek to create great art.

Two bodies of authority know something of the Hidden World and its inhabitants and secrets. One is the Order of St, Bede, a Christian order which accepts both Anglicans and Catholics and is dedicated to protecting the mundane world from magic and the supernatural and keeping it and the existence of magic a secret. Its members will use magic, but this does not stop magic from being sinful. P Division is a national agency of the British police, one that investigates inexplicable or Fortean crimes, but which never records its experiences of the Hidden World or magic lest it be revealed to press or the government. Some of its members may even know magic, but for serving officers, assignment to P Division is seen as a career dead end.

Character concepts include Academic Wizard, sponsored to Dee College at Oxford by the Council of Merlin; Changeling swapped for a human at birth by the Fae; Clued-up Criminal, aware of the Hidden World as a free agent or associate of the Mercury Collegium; Dhampir, almost a vampire, still just about human; Eldritch Scholar, perhaps sponsored by a wizard, but with an interest in the Hidden World; Face, one of the diplomats between the factions of the Hidden World; Gutter Mage who lacks the academic study wanted of the Council of Merlin, and may instead may be part of the Mercury Collegium; Investigator, perhaps members of P Division, but might also be a journalist or private detective who has stumbled across the Hidden World; Knight, the mortal servants of one of the factions, and might be lawyers or computer experts as well as soldiers; Man in Black, one of the protectors the ordinary world from the Hidden World for the Order of the St. Bede; Warden, bodyguard to a Magician for one of the factions; and Werewolf, who has undergone the initiation ritual to be able to change into wolf form. Now a player does not have to pick any one of these concepts, but can instead develop his own. What each concept does though, is suggest the possible Skills, Traits, Limitations, and Focuses that will help define a character.

A character or Liminal in Liminal is defined Concept, Drive, Focus, Skills, Traits, and Limitation. A Liminal’s Drive is what motivates him to become involved in the Hidden World, for example, ‘To find my father who was said to have run away with the fairies’ or ‘Werewolves ripped my family apart and I will seek out every werewolf and kill them’. Focus determines whether a Limininal is strong mentally or physically—Determined or Tough respectively and learn their respective Traits—or if he is a Magician and can learn different magical styles. It should be noted that although Shapechanger is listed as magical style, it only applies to magicians who can change into multiple forms, so lycanthropes such as werewolves who can only change into one, do not have to take it and so can be Determined or Tough instead. Skills represent a mix of training and natural abilities, with a skill level of two or more indicating simple professional attainment. A skill of level three or more means that it can have a speciality. Traits cover trained or innate advantages, but mundane and magical. Limitations are restrictions to or due from a Liminal’s supernatural abilities. A Liminal also has three Attributes—Endurance, Will, and Damage, the first two derived from his Athletics and Conviction skills, the latter from the means of attack used. (It should be noted though that Liminal makes clear that guns are not routinely available in the United Kingdom and that even when they are available, heavy weapons like grenades and rocket launchers simply kill their targets.) To create a Liminal, a player divides seventeen points between his skills and five points between Traits, although Limitations will add more to spend on Traits. 

Our sample Liminal is professional psychic, Neale Killough, who was orphaned at ten when his mother disappeared. She was also a psychic, but when he manifested the gift, was unable to contact her. He is convinced that she is dead and had delved further and further into the world of ghosts and the supernatural in order to find her. When not working as a psychic, he is a motivational speaker.

Neale Killough
Drive: To find out who took my mother and why?
Focus: Magician
Physical Skills: Business 1, Awareness 2
Mental Skills: Lore 2
Social Skills: Charm 2, Conviction 2, Empathy 3 (Assess Personality), Rhetoric 3 (Sincerity)
Traits: Necromancy (2), Presence (2), The Sight (1)
Endurance: 8
Will: 10
Damage: d6

Now creating a Liminal is not the only task that a player has to undertake before a game begins. In Liminal, each of the player characters, whatever their motivations or origins, is a member of a Crew which together provides them with a shared motivation, a base of operations, and some assets. So they might be a team of werewolf hunters, scientists exploring the edges of the Hidden World, a P Division team investigating crimes committed by the Mercury Collegium, and so on. Just like the Liminals themselves, the Crew will have a goal, a reason how and why it takes on cases, plus assets like a Geomantic Node, Informants, or Transport. The Crew will also have a relationship factor between itself and several of the Hidden World’s factions, either positive or negative, plus hooks which will attract the Crew’s attention. Now all of these factors are decided collectively by the players in a round-robin fashion so that everyone’s suggestions are taken into account.

Dearly Departed Consultants
Dearly Departed Consultant is a collective of psychics—some with the gift, some not—who not only perform psychic readings up and down the country, but consult on ghost hunts, hauntings, and dealings with the spirit world. It rarely performs in major venues and does not make a huge amount of money, but it gets by.

Goal: Keep people safe from the dangerous dead
Assets: Transport, Occult Library, Informants
Relationships: The Council of Merlin (-1), The Mercury Collegium (+2), P Division (+2), The Sodality of the Crown (-2), The Order of St. Bede (-1)

Mechanically, Liminal is simple. To undertake an action, a Liminal’s player rolls two six-sided dice and adds the Liminal’s skill value and any modifiers from Traits, attempting to beat the Challenge Level, typically eight, or more to succeed. Circumstances can modify the Challenge Level, such as being increased to ten for not having an appropriate skill. Failures lead either to immediate trouble for the Liminal, success but the Liminal is hurt, takes longer, or a simple failure. Rolls of double one are critical failures and add a further complication, but rolls of five or higher above the Challenge Level is a critical success. One interesting mechanic here is that when a player character makes a successful social challenge against another player character or NPC, he does not simply persuade them to do something, he levies a penalty to all tests which contradict the action he has been persuaded not to do.

A Liminal also has Will, which can be used to boost skill tests—including avoiding a critical fumble, and use various Traits and forms of Magic. For example, the Silver Tongue Trait grants a bonus to the Charm skill when being deceptive, but the magical element of the Trait means that if a magical ability or means was used to determine if you were telling the truth, then by expending a point of Will, the Liminal could avoid detection. Will is regenerated by rest or by engaging a player character’s Drive during play.

In keeping with the rest of Liminal, the combat rules are nasty, brutal, and short. A light firearm, for example, does 1d6+3 damage. Unless the player character has a lot of points invested in the Athletics skill or it is boosted by a Trait, a gunshot will not necessarily kill a player character, but it will knock him out of the fight.

Pleasingly, experience and advancement in Liminal is story driven, the player character learning directly from his experiences conducting a case. Learn something about the Hidden World or a fellow Crew member, advance the Crew goal, conclude a case, and so on, and these enable the player to tick his character’s Experience Boxes on the character. Fill five of these and the character receives a Skill increase and fills an Advance Box, and fill three of those and the character’s skill limit can be raised, he can have a new trait, and so on. It feels similar to the mechanics of Powered by the Apocalypse, but nevertheless rewards the player character according to the story and his actions.

Magic forms a major part of the Hidden World and comes in eight types—Blessings and Curses, Divination, Geomancy, Glamour, Necromancy, Shapechanging, Ward Magic, and Weathermonger. Again, the rules are kept simple, requiring no more than a successful Lore test and the expenditure of a point of Will to use. The Challenge Level for the test will vary according to what the magician wants to do and how quickly. So a Weathermonger can change the weather for several hours by expending two points of Will and making a Lore test. The Challenge test goes up by two each for making the weather turn violent, arrive quickly, or unseasonal. In addition to this base ability, a magician can have further Traits, such as Fast Working or Call the Lightning for the Weathermonger. 

More than half of Liminal is devoted to detailing the Hidden World. This starts with the sample characters, but really delves into with the information about the factions and the location descriptions. The factions are not only detailed, but often supported with sample NPCs whom the Game Master can easily add to her game. There are some fun groups and NPCs here, such as The Queen’s Service, vampires who supply blood from Queen Elizabeth Hospital in Birmingham or the mysterious ‘Werewolf’, Shad. The chapter on ‘Liminal Britain and Northern Island’ covers both the obvious places—Glastonbury, Stonhenge, and so on, and the less obvious ones—Pertmerion, the New Forest, and so on. Working down from cities, it covers towns, villages, and locations in some detail, including Belfast, Caernarfon, Canewdon, Dartmoor, Durham, the Forest of Dean, the Giant’s Causeway, Glasgow, Glastonbury, Glen Coe, Hadrian’s Wall, Highley, Hinton St. Mary, Liverpool, Loch Lomond, London, Manchester, Mount Snowdon, Mussenden Temple, the New Forest, Oxford, Peebles, Portmeirion, Saltaire, Stonehenge, Tamworth, Winchester, and York. As well as representing a diverse range of places that will nicely take a crew on and off the beaten track, there is a richness of detail here, such as Portmeirion was designed by a geomancer to prevent the incursion of a Ghost Realm, but which has partially failed following a fire or how vampires have moved to Manchester to hunt the city’s club scene. These locations are further supported by descriptions of the various types of fae, ghosts, werewolves, vampires, and mortals to be found in the Hidden World, these in addition to those included in the faction descriptions.

Rounding out Liminal, there is some excellent advice on setting up and running investigative style games  as well as advice on running the game. The Game Master is provided with extra background—on Fae Domains and Ghost Realms as well as Liminal beyond the borders of the United Kingdom—as well as outlines for two ready-to-play cases.

Physically, Liminal is a stunningly pretty looking book. The layout is clean and simple and the editing decent enough, but the choice of artwork is excellent throughout. There is a lot of it and it really captures the otherworldliness that breathes quietly from the pages and adds so much to the look and feel of the roleplaying game. This is superb looking game, not just because the artwork is good, but because it has been well chosen.

Liminal is not a roleplaying game with an other as such. There is a sense of containment to its setting of the United Kingdom and its factions, most if not actual enemies, then at least wary of each other. These factions are the major powers in the setting against which the Crew of Liminals or player characters will be set, the likelihood being that as they investigative and bring a case or mystery to a conclusion, they antagonise one faction whilst pleasing another. As a setting, Liminal feels not dissimilar to the World of Darkness with its factions of vampires, werewolves, mages, changelings, and ghosts, but here is an emphasis in Liminal on roleplaying playing mere mortals as much as there is dhampirs, changelings, werewolves, or fae. Further, Liminal slips these and its other fantastical elements into the shadows, layering them under centuries of history and mythology within the Hidden World. Of course, involvement of werewolves, vampires, and ghosts also means that Liminal is a horror game at least in tone in places, if not mechanically, so that does mean that there is a dark, mature edge to the Hidden World described within its pages.

Lastly, it should be noted that Liminal calls for increased player involvement from the start and throughout the play. This is in deciding their characters’ goals and then again if they fulfil them as well as setting up their Crew with their choice of assets, faction relationships, and hooks. In doing so, the players will actually decide some of the direction in which they want their Liminal campaign to go in, with the mechanics providing the means for them to support this with some interesting character options.

Liminal is not just an urban fantasy roleplaying game, for its takes both players and Game Master out into the wilds of the countryside too, far from the nations’ urban centres, out into the Hidden World, even as the Hidden World has slipped into those towns and cities. This enables it to provide a stronger sense of history and mythology, drawing from the British Isles’ rich swathes of legend and folklore. Liminal combines this with simple mechanics and story-based roleplaying to provide a delightfully accessible British roleplaying game and a delightfully accessible British—grim and determined—take upon the urban fantasy genre.

Saturday, 30 September 2017

Wolves on the Border

As its title suggests Time of the Wolves: An epic saga for the Age of Arthur roleplaying game is a campaign for the Age of Arthur roleplaying game. Published by Wordplay Games, Age of Arthur – Dark ages roleplaying powered by Fate—though written for use with an earlier itteration of the rules, both Time of the Wolves and Age of Arthur can work with FATE Core—is a gritty, Dark Ages-set Arthurian roleplaying game which presents a more historical approach to the Arthurian legend in comparison to the romantic approach taken by the classic King Arthur: Pendragon roleplaying game. Both are equally valid approaches to the Arthurian legend, but King Arthur: Pendragon is—and remains—the preeminent roleplaying treatment  of the genre, and rightly so. The historicity of Age of Arthur means that it does not quite have the grand sweep that King Arthur: Pendragon and The Great Pendragon Campaign together possess, but it does mean that there is greater scope for player character action and influence over a campaign.

Set in the Kingdom of Ebrauc—roughly equivalent to Yorkshire—Time of the Wolves presents four linked adventures which see a band of heroes attempt to stave off an invasion by Angles which threatens the kingdom. Ebrauc is not the only place facing the threat of invasion. King Wehha of the Wuffingas, ruler of the recently founded Kingdom of the Angles, has designs on the nearby city of Lindum as much as he does Ebrauc and has set a competition for his sons to impress him by capturing both. In the course of the campaign, the heroes will encounter treachery and greed, honour and ambition, Fae magic and Saxon magic, and more. The fate of Lindum and Ebrauc lies in their hands.

It opens with ‘Hammer to Fall’, in which the heroes are in Lindum, a city whose strategy in dealing with the threat of the Angles is to hire mercenaries—including Angle mercenaries—for protection and pay tribute to King Wehha. This has only put a temporary hold on the Angles’ ambitions and perhaps an opportunity has arisen with the news that pay for the mercenaries in Lindum’s employ has gone missing. The heroes are asked to investigate the loss and the process must deal with mercenary bands, hold off the approaching Angles, and somehow find a way of funding the city’s defence.

Yet as the heroes work to save Lindum, the Angles make a move elsewhere. In part two, ‘Play the Game’, news comes to them that the heir to Ebrauc has been struck down and lies dying whilst the command of his troops has passed to a cousin. He proves ill-suited to command and even when it becomes apparent that the heir has been poisoned, he inadvertently impedes the heroes’ search for a cure. This takes the heroes off into Britain’s wilder realms where the GM gets to portray some fun NPCs and the heroes get to step up to the stage. They should earn a favour by the end of the scenario, but also owe one in readiness for ‘Put Out the Fire’, wherein the heroes must travel north to pay it back. This third part is mostly a journey, but it does present the heroes with a question of honour when they return.

The last part is ‘Friends Will Be Friends’. Ebrauc’s situation looks perilous. The Angles have finally gathered enough enough forces to make their attack and the kingdom just does not enough men at its command to withstand their onslaught. The heroes must make one last desperate effort to bolster their forces before the invaders attack. This involves negotiation with an Angle Thane and his fearsome bodyguard and is a good opportunity for some roleplaying prior to the campaign’s climatic showdown between Ebrauc and the Angles. This allows the GM to bring all of the Angles’ forces to bear, including great magic and skin changing warriors, but there are opportunities for the heroes to counter these aspects and make the situation just a little less challenging… This is a suitably rousing climax to the campaign and hopefully, a chance for the make Lindum and Ebrauc safe for a few more years...

Although Time of the Wolves can be played with characters of the players’ design, it really benefits if these characters have ties to Ebrauc and Lindum as this will mean that they can better interact with the Aspects for both the campaign’s locations and NPCs. To that end, the campaign provides four pre-generated heroes. They include an illegitimate prince of Ebrauc and war leader, a druid in service to Ebrauc, the ambitious daughter of the Prefect of Lindum, and an ex-bandit in the permanent service of said daughter of the Prefect of Lindum. The characters are nicely tied to each other and the setting, so that they really have a stake in the future of the region. Of the four, the bandit has the weakest ties to the campaign, but they are all four very playable with Aspects that will bring the campaign to life.

One issue with the campaign is the problem with travelling. Time of the Wolves does involve quite a lot of travel and on almost every journey the heroes are attacked or ambushed by bandits or Angle warriors. The GM may want to vary these a little.

Physically, Time of the Wolves is a digest-sized hardback, done in full colour. It is lightly illustrated, but the artwork is excellent, being full colour paintings. The pre-generated hero portraits are particularly good. Likewise, the maps are done in full colour and very attractive pieces. The writing is clear, but perhaps it could have been slightly better organised within the various chapters so that some of the plot information could have been made a little more obvious. Some of it does appear after the NPC it relates to is presented. That said, the plots are not that complex anyway, but it makes finding the information not quite as easy as it should. Overall, Time of the Wolves looks great and it looks far more professional than a small press release has any right to do.

If you already have a copy of Age of Arthur, then Time of the Wolves is a perfect addition. It showcases the perilous situation in which post-Roman Britain finds itself and the efforts its peoples are making to hold off the impending threat from across the North Sea. It also showcases how to bring forth the storytelling possibilities of the setting and the Aspects of both this setting and the characters. It is also a good showcase for Fate and how it works, so if you wanted to try Fate, then Time of the Wolves with Age of Arthur is a really strong combination. Time of the Wolves is a good campaign, but it gets better when the character Aspects involve them in the narrative.

Wednesday, 18 December 2013

The Fate of Arthur

In roleplaying, many genres come to be dominated by the one title. For example, zombie roleplaying games are dominated by Eden Studios’ All Flesh Must be Eaten and West End Games’ Star Wars: The Roleplaying Game is regarded as the perfect Space Opera RPG. So when it comes to the Arthurian RPG, there is only the one title that deserving of the crown – King Arthur Pendragon, originally from Chaosium, Inc., but since published by others. In truth, there have been few pretenders to the throne over the years. For example, I, Mordred: The Fall and Rise of Camelot from Avalanche Press and Legends of Excalibur: Arthurian Adventures from RPGObjects both offered d20 System options for Arthurian roleplaying, the latter sourcebook ultimately more interesting and better than the former. Steve Jackson Games’ GURPS Camelot offered an overview of the genre, whilst Once and Future King, published by TSR for the Amazing Engine rules, transplanted the legend into the far future. With the latest version of King Arthur Pendragon from Nocturnal Media currently available only as a PDF or via Print On Demand, there is another young pretender to the throne – Age of Arthur: Heroism in the Dark Ages.

Published by Wordplay Games, Age of Arthur: Heroism in the Dark Ages approaches the legend of King Arthur from a historical standpoint. It is set firmly in a post-Romano-Britain Britannia, some two generations after the withdrawal of the Roman Empire towards the end of the fifth century A.D. What was once a united province that had the support of Rome and in turn stood against Rome’s enemies, is now rent by religious and political differences; assailed by barbarians to the north, the west, and the east; and touched once again by magic, much to the dismay of the Christian church. In the province’s stead have arisen old tribal kingdoms, some of which adhere to the customs of Rome, others to the old ways. Picts threaten from the north; pagan Gaels, exiled from staunchly Christian Hibernia, raid in the west; and Saxons from old Germania cross the sea to glory in the raid and the plunder and take the kingdoms that they want. The peoples of Britannia are forced to choose between the faith of Rome and following the old gods, as in Rome’s absence, the Druids and bards return bringing their magic with them, whilst barely beyond his imagination, the fae would play their alien games with man… Britain stands ready to slip away into the Dark Ages, but perhaps there are yet men and women who would unite the tribes and kingdoms, and together stave off the dark and withstand the threats that assail the land. Perhaps such a man might be Artorios Aurelianus as advised by the fae-blooded druid, Myrddin, but conceivably it might be someone else. The player characters, perhaps?

As an RPG, Age of Arthur uses the Fate system, the Fudge variant first seen in Evil Hat Productions’ award-winning Spirit of the Century. Not the latest iteration of the rules, the recently released Fate Core, but Fate 3.0 as seen in Diaspora and Chronica Feudalis: A Game of Imagined Adventure in Medieval Europe, as well as 2012’s Agents of SWING. At its heart lie the Fate Points that push and pull the play of the game onwards. Just as in many other RPGs they can be spent to gain a bonus to a roll or to re-roll the dice, but here they have a greater versatility. Like many ‘Indie’ style games, a player can spend them to create and bring small elements into the game, what is known as ‘dramatic editing,’ but under the Fate system, Fate Points can do a whole lot more. They can be spent to Invoke a character Aspect and bring it into play, to Compel another character or location related Aspect to bring it into play, and to Compel the story and add to the narration. The Fate system also ditches traditional attributes, instead defining characters by Skills, Aspects, and Stunts. It plays fast and easy. The player rolls four Fudge dice or ‘4dF’ – six-sided dice marked with pluses on two sides and minuses on two sides with other two sides being left blank and applies the result, along with any bonuses derived from Skills, Aspects, or Stunts to try and beat a target number, or to roll higher than an opponent in a contested roll. In a contested roll, the amount by which one side beats the other determines the amount of damage or Stress inflicted, whether Physical or Composure, the latter representing mental and social stress. A player can roll a Manoeuvre to place a temporary Aspect on a scene that can be Invoked once for free and then again at the cost of a Fate Point.
For example, Sullio ap Hywel, a Briton who served Rome as an engineer has returned to home to find the former province in a perilous state. Visiting an ally of his uncle in Durnovaria, in the south of the province, Sullio has learned that Saxon raiders have landed in the wide bay to the east and are travelling by river to attack the wealthy market town. Unimpressed by Durnovaria’s defences, Sullio petitions the local chief to give him the men to shore up the defences. Sullio has the skill Profession [Engineer] +5 and the Aspect, ‘Engineering is an exact science’ as well as Charm +3 and the Stunt, ‘Specialism: Persuasion (+1)’. 
First, Sullio needs to convince the local chief that the town’s defences are inadequate to the task ahead. The Storyteller rules that the chief is preoccupied by the need to defend Durnovaria, and is too busy to take notice of what a Roman busybody wants and sets the Difficulty at 4 for his Charm +3 skill roll. To this roll, Sullio’s player will add in his ‘Specialism: Persuasion (+1)’. He rolls 4dF and gets +, –, and two blanks. This gives him a result of zero to add to his Charm +3, not enough normally to equal the Difficulty, but because he invoked his Specialism, he increases his roll to +4 and matches the Difficulty. The chief listens to Sullio and allows him to assemble a work force to prepare the defences properly, but because Sullio only managed to meet the value of the task’s Difficulty, there is a complication. The Storyteller decides that he is not assigned enough men and increases the Difficulty of the engineering task.
As he directs the bolstering of the defences, the Storyteller Compels Sullio’s Aspect of ‘Engineering is an exact science’ to affect the length of time it take to complete the task. Sullio accepts the Compel and its accompanying Fate Point, but decides that he wants to set up a Manoeuvre that he and his fellow defenders can Invoke during the coming battle. He rolls 4dF and adds his skill of Profession [Engineer] +5 to the roll to beat the Difficulty, which is again 4. He rolls, +, +, and two blanks, which gives him a total of +7. Sullio succeeds and creates the temporary Aspect of ‘These walls will hold’ which he applies to the defences. In addition, Sullio rolled three more than the Difficulty which is a Critical result and will thus give him a +1 on a subsequent roll. Sullio has successfully bolstered the defences, but this has taken too much time and as the last of the work party scrambles back over the walls, the vanguard of the Saxon raiders are at the walls and Sullio is caught outside them!
A character is defined by his Skills, Stunts, and Aspects. Skills are areas in which a character is trained in, his knowledge and expertise; his Stunts are related to his Skills and grant a character small bonuses or permissions within the game; while Aspects define the character in some way, such as ‘Girl in every port’ or ‘Pious’, and work as the more interactive elements within the game. A player can spend a Fate Point to Invoke one of his character’s Aspects or an Aspect particular to a location, and so get a bonus to a roll, but the Storyteller could Compel either Aspect to add a problem to a character’s situation and so drive the story along. If a player accepts the Compel and the resulting problem, he is awarded a Fate Point. When choosing Aspects for a character, they should never be boring and it should always be possible to view an Aspect in both a positive and a negative light. Otherwise, a character cannot participate in the game’s Fate Point economy – bring negative Aspects into the game and letting it act as a story hook, gets a character more Fate Points to spend in his favour.

At its most basic, character creation is simply a matter of choosing Skills, Stunts, and Aspects. A player could just select all of them, but the intent of Age of Arthur is that the players each tell tales about their characters, creating connections between their characters in the process as they occur suitably, and selecting equally as suitable Aspects for each of their tales. The four tales cover a character’s beginnings, what he did at a major event, how he became the hero that he is, and a significant event, while an optional fifth tale details an Oath made by the character and how he came to make it. The resulting character begins play with fifteen skills of varying levels, five Aspects, and five Stunts that come of, and support, the tales told during the creation process. In addition, suggested Stunts can be found throughout Age of Arthur, such as ‘Dark Adapted Eye’ for a priest of Arawn, King of the Dead, though primarily in the sample characters and numerous NPCs.

Our sample character is Sullio ap Hywel, a Briton who served Rome as an engineer has returned to home to find the former province in a perilous state. The son of Hywel ap Senorix, a nobleman of Siluria, Sullio was sent to Rome as a ward of Decius Vodinius Sapens, an ally of the tribe to whom a favour was owed. The young man grew up in the greatest city in the world and embraced its culture as much as he could, eventually following his ward into the military. He became a legionary in Rome’s great armies and trained as an engineer. More recently he has returned home after twenty years, following the death of his father. It is his uncle, Andoc ap Senorix, who is now the head of the household, a man ill-disposed towards Rome and his nephew. Andoc’s son, Ban ap Andoc is of a similar mind, though his sister, Belicia is more sympathetic.

Name: Sullio ap Hywel
Aspects: Son of Britannia, Man of Rome
                   Engineering is an exact science
                   Loyal to his friends and family
                   Distrusting of Saxons

Oaths: To serve Siluria as my father did

Skills: Level 5 Profession – Engineering
              Level 4 Leadership, Melee Combat
              Level 3 Agility, Charm, Strategy & Tactics
              Level 2 Gaming, Investigation, Languages, Willpower 
              Level 1 Awareness, Contacts, Ride, Strength, Wealth

Stunts: Specialism: Persuasion (+1)
                Tough [Extra Capacity]
                Rally [New Skill Use]
                Danger Sense [Ignore Difficulty or Restriction]
                Extra Refresh (+1 Refresh Rate)

Health:
Composure:Refresh Rate: 6
Languages: Brythonic, Latin, Latin Literacy, Ogham
Equipment: Spatha (Damage 3), Riding horse, Surveying Equipment, Small collection of history books, Dagger (Damage 1, can throw), Expensive clothes (suitable for court)

The Age of Arthur is also an age in which magic returned and Age of Arthur lets a player character be capable of using magic that in the setting comes in several forms. These are Divination, such as astrology, dream visions, and ectomancy – the character needs to define which; Druidic Magic, the worship of the old gods; Faith, the worship of the Christian god; Glamour, the magic of the Fae and those with Fae blood; Plant and Root, which covers both ordinary and magical herbalism; Rune Magic, the power that can imbue places or objects with potent magic; and Shapechanging, the ability to turn into various animal forms. Both Rune Magic and Shapechanging were brought to Britannia by the Saxons. All require the ‘Magical Calling’ Stunt, which then lets a character take the appropriate skill. In addition, Bards may know some Druidic Magic, but to a much lesser extent than a fully trained Druid, plus they have their own suggested Stunts, Bardic Knowledge, Bardic Protection, Biting Satire, Jack of All Trades, and Song of Battle.

Our second sample character is capable of using magic. Rosula has no idea of her parentage, but she grew up as a slave of the Saxons in the household of Eadgar, mistreated and often abused. In time, he took her as his mistress and for his amusement began to teach her the rudiments of magic when he discovered both her curiosity and her intelligence. She learned to read the stars and foretell the future, and already deceitful and mistrusting, began to deceive her master as to his future and his wife as to their affair. She also watched Eadgar take on the form of an animal, a bear, and other creatures, and after obtaining a wolf pelt, managed to mimic her master in secret. How she came to escape is not a subject that Rosula volunteers to talk about, but she harbours a hatred of both men and Saxons in general. Sullio ap Hywel is an exception to this hatred, his having saved her from bandits on the road.

Name: Rosula
Aspects: Former Saxon Slave
                  Wiser than any man
                  The truth always lies in the future
                  My looks belie my brains

Oaths: To drive the Saxons from Britannia

Skills: Level 5 Deception
              Level 4 Empathy, Divination [Astrology]
              Level 3 Agility, Charm, Healing
              Level 2 Brawling, Lore: Folklore, Performance: Storytelling, Willpower 
              Level 1 Awareness, Languages, Melee Combat, Shapechanging: Wolf, Wealth

Stunts: Diviner [Magical Calling]
                Strong-Willed [Extra Capacity]
                Skin Changer [Magical Calling] 
                Dirty Fighter [Brawling]
                Extra Refresh (+1 Refresh Rate)

Health:Composure:Refresh Rate: 6
Languages: Brythonic, Latin, Saxon
Equipment: Dagger (Damage 1, can throw), Ordinary clothes, Expensive clothes (suitable for court)

The Age of Arthur is of course one of conflict. The rules already support this on a personal level, covering physical and mental conflicts that a character can become enmeshed in. With internecine fights between the kingdoms of Britannia common and with threats on three of her borders, such conflicts can be fought out on a much larger scale. Age of Arthur handles this with a well thought out set of rules for battles and mass combat that allows plenty of personal involvement upon the part of the player characters. A detailed example supports these rules.

The setting itself is supported with background material that covers kings and warriors, religion, everyday life, as well as some information on the other peoples of Britannia – the Gaels, the Picts, and the Angles, Saxons, and Jutes. A timeline projects the future up to the year 556 AD while a gazetteer covers the kingdoms that have arisen in the wake of Rome’s departure and the state of the various towns and cities across the former province. Various sites of importance, either former Roman sites or pagan sites, like Stonehenge or the northerly Wall of Antonine, are also described. Each of the kingdoms, towns, and sites are accompanied by location related Aspects, such as ‘Heavy walls and fortifications’ for Cameludunum or Colchester, or ‘The gods are close’ for Stonehenge. These Aspects can of course, be Invoked or Compelled during a game.

The ‘Allies and Adversaries’ chapter includes both the ordinary and the outré. So not just animals and simple beggars and bandits, but also the Fae, giants, and more, in particular the major figures of the Age of Arthur. These include Artorios Aurelianus, Gwenhwyfar, Lancelot, Morgan Le Fay, and Myrddin. Age of Arthur presents an interesting take on the Fae, making them powerful, but flawed in that they are capable of repetition and imitation, but not originality. Their magic is Glamour, the ability to cast illusions that deceive any sense. All Fae know some Glamour and the Fae-blooded have the capacity to learn it with the selection of the right Stunt.

Rounding out Age of Arthur is a full length scenario, ‘Escorting the Princess'. King Agricola of Urbe Legionis wishes to give the hand of his daughter, Gwenhwyfar, to King Caradoc Strongarm of Siluria in return for an alliance against the Kingdom of Powys. Gwenhwyfar wishes to meet King Caradoc and see Siluria before she agrees to marry him. The player characters are to escort the potential bride to Siluria. It is written with a group of pre-generated investigators in mind, so will require some adjustment by the Storyteller to run it for other players. Although a map of the travel routes would have been useful, the scenario does a good job of showcasing of the game that should last a session or two. In addition, Age of Arthur comes with seven scenario outlines and a discussion of some of the themes that Age of Arthur scenarios typically involve. 

There is advice throughout Age of Arthur on how to run the game mechanically, how to handle Stunts and Aspects, and Fate Points in particular. Not only that, but the rules are supported by numerous examples that help make understanding the game much easier than it might have been. The given advice on running the game is clear, simple, and to the point. Rounding out the book is a quick reference for the game that sums up the rules and setting in just a few pages.

Physically, Age of Arthur is a nicely presented hardback. Notably, it is very lightly illustrated, the art consisting of chapter frontispieces, each done in evocative full colour. The lack of art is initially off-putting, but the writing style is light and layout quite open, so it is not as challenging as it could have been had it consisted of solid blocks of text. The book also includes a handy index.

It should be remembered that when it was published back in 1985, Chaosium, Inc.’s King Arthur Pendragon was a markedly radical RPG. It invoked a particular genre as never before and moreover, it encouraged, even enforced the behaviour of the player characters to conform to the accepted standards and attitudes of their respective cultures. It remains the premiere treatment of the genre in terms of RPGs, but Age of Arthur is a worthy addition to the limited selection of Arthurian RPGs. It is a broader, less focused, more contemporary treatment of the genre; a less romantic and grittier treatment of the genre, being more grounded in the grim history of the period; and a more accessible set of rules, a set that encourages player participation in the telling of tales set during the Age of Arthur. Without a doubt, King Arthur Pendragon remains on the throne of the Arthurian RPG, but the darker, grimmer, more player involving Age of Arthur: Heroism in the Dark Ages is a worthy prince.