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Showing posts with label ZineQuest. Show all posts
Showing posts with label ZineQuest. Show all posts

Saturday, 19 April 2025

[Fanzine Focus XXXVII] Gamma Zine #3

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.


Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. As popular in the Old School Renaissance as the genre is, not all fanzines are devoted to fantasy.

Gamma Zine carries the subtitle, ‘A Fanzine supporting early post-apocalyptic, science-fantasy RPGs – specifically First Edition Gamma World by TSR.’ This then, is a fanzine dedicated to the very first post-apocalyptic roleplaying game, Gamma World, First Edition, published by TSR, Inc. in 1978. Gamma Zine #1 was published in April, 2019, following a successful Kickstarter campaign as part of Zine Quest 1, whilst Gamma Zine #2 was published in February, 2020, following its own successful Kickstarter campaign as part of ZineQuest #2. Published by ThrowiGames!, it came as a black and white booklet, packed with content, including adventures, equipment, monsters, and more. Published as part of ZineQuest #3, Gamma Zine #3 was published in February, 2021 and promised more of the sameadventures, equipment, monsters, fiction, and so on.

Like the previous two issues, Gamma Zine #3 begins with an interview. In Gamma Zine #1, the interview was with the late
James M. Ward, the designer of both Gamma World and its predecessor, Metamorphosis Alpha, whereas the interview in Gamma Zine #2 was with Luke Gygax. This was not just because his father is E. Gary Gygax, but also because he is listed as the co-author of GW1 Legion of Gold, the very first scenario for Gamma World. The interview in Gamma Zine #3 is with Bill Barsh, the owner of Pacesetter Games & Simulations. In the interview, he discusses publishing content for the Old School Renaissance, but the main subject was the then forthcoming Gamma XGamma World 8thEdition, a retroclone based on the first and second editions of Gamma World, but using the mechanics of the ‘B/X’ version of Basic Dungeons & Dragons. The interview is interesting when discussing what was planned at the time, but since then, sadly, the only title to appear is the playtest adventure, GX0.5 Warrendome.

Otherwise, there is a good mix of content with the issue. This starts with the three monsters in ‘Horrors of the Wasteland’. They include the ‘Bicat’, more akin to a Tyrannosaurus Rex than a cat, bipedal with its arms ending taloned fingers and a preference for attacking the weakest targets; the ‘Chemslime’, a sentient pool of slime combining organic matter, chemical spills, and radiation, and capable of assuming partial humanoid form; and the ‘Lizscorpion’, its back half Komodo Dragon with a stinger tail, its front half scorpion all with pincers and mandibles. These are all nasty creatures, some of them quite big threats. Pleasingly, these are not just monster entries, but they actually appear in the issue’s three scenarios.

Gamma World, First Edition and other early post-apocalyptic roleplaying games did not do Classes in the sense of Dungeons & Dragons. Gamma Zine offers them as an option. In Gamma Zine #1, it was the Artificer and in Gamma Zine #2, it was the Wasteland Blacksmith, but here it is the Wasteland Ghoul, a mutated humanoid which survives and thrives in areas of radiation and other poisons and chemicals. This has come at a cost though, as the radiation and chemicals have destroyed parts their brain and one or more internal organs. In game terms they are impervious to radiation or poison of Intensity 17 or lower and take minimum damage from higher Intensities. Even though a mutant, the Wasteland Ghoul cannot have any mental mutations and is limited in choice, such as ‘Physical Reflection (radiation)’, ‘Radiated Eyes’, and ‘Radioactive Healing’. They have limited Intelligence, but are hardier and stronger. Their primarily role is as a scout for entering high intensity radiation areas that the other Player Characters cannot. The Class feels heavily influenced by the Fallout series of computer games, but that is no bad thing. Like the creatures of ‘Horrors of the Wasteland’, the Class also appears in one the issue’s scenarios.

Similarly, the three weapons of ‘Artifacts of the Ancients’ all appear in the scenarios. Written by Jarred Wray Wallace, they include the Vibro Sword, the Sonic Pistol, and the Stasis Ray Rifle, all nice classic additions to the genre. The issue also continues the fiction begun in the first issue with another two chapters of ‘The Hunted’. ‘The Hunted, Chapter Three’ picks up where the story left off, with Whyla and her faithful cybernetic hound, Arnold, having defeated the bandits who ambushed them, but with Arnold damaged and deactivated. The two chapters track her attempt to get Arnold to a cybernetic doctor. Unfortunately, her efforts do not go as well as she hopes and she finds herself in more danger and separated from her faithful companion. Again, it ends on a cliffhanger, hopefully to be resolved in Gamma Zine #4. Nevertheless, the story is engaging and it nicely depicts the dangerous world of its future.

As with previous issues, Gamma Zine #3 comes with three adventures. The first adventure is ‘The Chemaxis Refinery’ and is designed for starting Player Characters. This details a chemical manufacturing facility which the Player Characters have heard is a ready source of biochemical weaponry and energy cells. They will also have heard about the numerous failed attempts to get into the facility due to the high radiation. What is odd is that the radiation does not extend beyond the fence surrounding the compound. When they do manage to sneak in, the Player Characters discover that it is being operated by a band of Wasteland Ghouls who are siphoning off the contents of the tanks of chemical waste to create the bioweaponry and more. The description of the facility is nicely detailed and there is quite lot going on in terms of the Wasteland Ghouls trying to access and use the chemicals and toxins stored there, but they do come off as a faceless workers to be killed rather than interacted with. There is plenty of loot to be found in the facility and it would make a good potential base for the Player Characters, if cleaned up.

The second adventure, ‘The Petrified Fortress’, is intended for Player Characters with slightly more experience. When travelling in a petrified forest, the Player Characters come across one that towers far above the others. It turns out that this tree was converted into a secret military base and once they have found their way inside, the Player Characters get caught up in a war inside between machine and nature. The robot units are under siege by sentient plants spreading from the facility’s biodome. The robots will not attack the Player Characters and the suggestion in the scenario is that the Player Characters come to their aid and again, that this is potentially a good base for them.

‘Palace of the Bandit King’ is the third adventure and is suited for experienced and well-equipped Player Characters. This has more of a plot right from the start with the Player Characters hired by several settlements who are sick of the predations of a local bandit king and have scraped together enough funds to pay them. Bandit King Prentas Smythe’s palace is sealed in a desert ravine where he and his bandit horde host pit-fighting tournaments! It has only the one known entrance, so either the Player Characters are going to try to find another one or they are going in the front, the suggestion being that they disguise themselves as merchants or would be pit fighters. The bandits’ reputation for being evil is well founded and their base is effectively a slaughterhouse. Their base is very reminiscent of Jabba the Hutt’s palace in Return of the Jedi and as with the previous two adventures, would make for a very good base for the Player Characters. It is also the most straightforward of the adventures in the fanzine and the most familiar in terms of its plot. After all, bandits, pit fighting, and cannibalism in a post-apocalyptic setting? That certainly has a ring of familiarity to it. The inclusion of the plot means that it is the best of the three with ‘The Chemaxis Refinery’ being more of a techno-dungeon than a scenario.

Physically, Gamma Zine #3 is neat and tidy. It is decently written and nicely illustrated with good art throughout. Each of the scenarios is accompanied by excellent maps.

There is much here that the Game Master can use in her campaign, whether that is for Gamma World or another post-apocalyptic roleplaying game. The content is easily adapted, but better suited for post-apocalyptic roleplaying games with a drier, slightly less fantastic tone, such as Free League Publishing’s Mutant: Year Zero – Roleplaying at the End of Days. With three adventures, all nicely detailed, though varying in terms of how much plot they have, Gamma Zine #3 provides a good amount of playable content.

Monday, 6 May 2024

[Fanzine Focus XXXV] Keep It Together

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Similarly, the fanzine has been a popular format for Mausritter. However, the format has in the main, been a vehicle to provide specific support in the form of scenarios, rather than general content, such as Keep It Together.

Keep It Together – An Adventure Zine
is a scenario for Mausritter – Sword-and-Whiskers roleplaying, the rules-light fantasy adventure microclone in which the very big and very dangerous world is explored from a mouse eye’s point of view. This is our world, but one in which the mice are anthropomorphic and can talk, as can other species. Beyond the walls of their home, the world is one of opportunity and adventure, fraught with hazards natural and unnatural, those untouched by mankind and those imposed by mankind. Using the base mechanics from Into the Odd, mice in Mausritter need to be brave, resourceful, and clever, as well as lucky if they are to survive. Scenarios for Mausritter tend to be location based. Either the mice having to explore a single location, which could actually be a tree stump, a human-sized suit of armour, a grandfather clock, or an abandoned human-made shack, as in Mausritter: Honey in the Rafters or a sandbox setting containing numerous locations, such as Mausritter: The Estate Adventure Collection or Mayfield. Keep It Together is sandbox setting, but with a twist.

Keep It Together – An Adventure Zine was published by The Necropede as part of ZineQuest #3. Describing itself as ‘An Adventure Area for Mausritter’, it details the area between two mouse towns—Willowthorpe and New Willowthorpe. There is a New Willowthorpe because nearby development by humans uprooted trees, diverted the stream, and destroyed an area nearby, and so the inhabitants of the village decided that they would be better off elsewhere. Packing their belongings, they moved three miles away, on the other side of a pond. However, some of the mice in Willowthorpe did not want to make the move, after all, Willowthorpe was their home and they were unsure of whether New Willowthorpe would be a success or not. Now it has, and the inhabitants of New Willowthorpe want their friends and neighbours from their old home to move into their new home with them. However, the journey to New Willowthorpe was dangerous and none of them feel ready to brave it again. Thus, they put out the call for adventurers. Can they make the trek across the wilds, including tall grasses and dangerous, to bring news of New Willowthorpe to old Willowthorpe, persuade the inhabitants to make the journey, and then lead them to their new home?

The Player Characters have two primary routes between the two towns. Either by sailing or rowing boat across the pond and along the streams, or through the grasslands. Both offer their own dangers and both are replete with their own encounters and locations. Travel by boat is simpler, but predators can more easily see the mice from the sky, whilst the grass is taller than the mice and harder going, it both hides the mice from predators from above and the mice from seeing the predators above. Of course, the weather and time of year will travel conditions too. Between the old and new towns lie the Great Log, hollow with end in the water, and the easternmost point of the nearby Rat Lady’s kingdom; an Old Graveyard where it is always cold and foggy, no matter the weather, and now beset by some strangeness; and field of rocks below there are caves where ancient treasures might be found. There are only a handful or two of such locations, but they are nicely detailed and each one comes with an encounter table.

At either end of these encounters stand Willowthorpe and New Willowthorpe. Of the two, New Willowthorpe is more briefly described, but there is more than enough information to support the Player Characters with rumours, rafts to use to get across the pond, and even some hirelings who will accompany them. Old Willowthorpe is described in more detail, as are its NPCs, and the village is also given a map as well. The seven mice still living in the village are simply and directly detailed, a handful of bullet points listing background, the reason why they have not yet left, views of the other mice, and so on, all providing the Game Master with sufficient information for her to portray them effectively. Each is also accompanied by a thumbnail portrait that the Game Master should use to show her players. There is also a table indicating the relationships between the remaining mice and a table for randomly determining what they might be doing day or night. Whilst each of the remining inhabitants’ homes and the village’s major businesses are detailed, another table provides random descriptions of the abandoned buildings.

Once the Player Characters have arrived in Willowthorpe, their aim is to persuade and then the remaining mice to New Willowthorpe. Some do not want to leave, some are scared of leaving, some do not want to leave anything behind, some do not want to leave anyone behind, and some want everyone to go elsewhere. The Player Characters will need to sort through who wants what and why, and then persuade to change their minds, all before making the journey back. This is all complicated by the interest of several external factions who have taken an interest in the current state of Willowthorpe. These factions, including the Rat lady and the Fey are described at the end of the adventure are the monsters that might be encountered. Plus, there is list of new spells, such as Calm water, Protection from Undead, and Float. Lastly these new spells as well as several items are provided as tokens to cut and slip into a Player Character’s backpack and so take up space.

Physically, Keep It Together – An Adventure Zine is a neat and tidy affair. It is well written and the artwork is good. The artwork is cute, though the look is sometimes more fifties suburbia than the usual medieval look of Mausritter.

Keep It Together – An Adventure Zine is a there and back again adventure for Mausritter – Sword-and-Whiskers roleplaying. The ‘there’ being a straightforward trek through the wilderness, whilst the ‘back again’ has the feel of pioneers on the frontier of the Old West, the Player Characters guiding a wagon train home. The scenario can be played through as is, but there is scope for expansion, which the Game Master may want to consider if her Player Characters want to go and investigate the caves and other locations. The Game Master may also want to add a little more treasure, as there is very little to be found in the pages of the adventure. Should the Game Master want to add Keep It Together – An Adventure Zine to an existing Mausritter campaign, the size and the scale of both setting and story make it very easy to add.

Overall, Keep It Together – An Adventure Zine is a solid adventure for Mausritter – Sword-and-Whiskers roleplaying.

Saturday, 13 April 2024

Psychics Save the Free World!

A line of cars, black, with the Stars & Stripes fluttering from the bonnet. The scene jumps. A cheering crowd, flags in their hands, waving. A band strikes up with the anthem that always announces his arrival. Men in black, sunglasses hiding their eyes, but you know they are looking. Are they looking for you? You look up. The man in the suit. Striding. Waving. Grinning to the crowd, but not to you. The scene jumps again. Looking at the man. Looking at where you are, but from far away. It jumps again. Hands move quickly. They know what they are doing. There is something in those hands. Is it a device? A trigger? A rifle? There is bang. Close to you. The scene jumps. There are screams. People are running. You cannot see the man… Oh my god! Is it real? Will it be real? Will you be there? Fortunately, this is a vision, a premonition, it has not happened. Yet. But it might. Someone really wants to assassinate the President of the United States and that someone is the USSR. Nobody is going to believe you though, nobody except your fellow psychics in the program. Certainly not since the head of the program was killed in a car crash—why did nobody see that coming?—and funding from the US government got cut… Now it is just you, armed with your premonitions, which stands between you and the death of the leader of the free world and the consequences that would have.

This is the set-up for Project Cassandra: Psychics of the Cold War, a roleplaying game of secret government projects and conspiracies in which the psychically gifted, trained as part of a program to spy on the Soviets, are the only ones who know that the President of the United States’ life is in danger. Except, of course, for those involved in the conspiracy to assassinate him. Published by LunarShadow Designs as part of ZineQuest #3 following a successful Kickstarter campaign, it is designed to be played as a one-shot, of the Player Characters responding to the premonition and attempting to prevent it from happening, but it can be played as a longer campaign and it need not be about the assassination of the President. There are plenty of pinch points throughout the Cold War, from the Hungarian Uprising and the Bay of Pigs to the Moon landings and the stationing of Pershing missiles in Germany, which serve as inspiration for Project Cassandra: Psychics of the Cold War.

However, given its subject matter, what inspires Project Cassandra: Psychics of the Cold War is not the obvious cinema and television of the period. So instead of dark psychological thrillers or the constant dread of all too many of those who lived through the era, it takes its inspirations from lighter fare. The question is, what exactly is that inspiration? If not The Manchurian Candidate or The Parallax View, or similar films and television series, the most obvious inspirations, what then? These after all, are not only great cinema, but also great inspiration in terms of tone and atmosphere. Unfortunately, Project Cassandra: Psychics of the Cold War does not include a bibliography and that is a serious failing. So why not dark psychological thrillers or the constant dread? The simple answer is Safety Tools. This is not a criticism of Safety Tools in general. They deserve a place in the roleplaying hobby and they deserve a place in Project Cassandra: Psychics of the Cold War since it is set in the past when negative social attitudes were rife. Yet to ignore the inspirations for its inspiration means that Project Cassandra: Psychics of the Cold War is really doing a disservice to its audience. It should not only have included them, it should have included them as an option and allowed the Game Master and her players to make that choice given the genre of Project Cassandra: Psychics of the Cold War.

A Player Character in Project Cassandra has an Identity, a Background, ten Skills, several Knowledges or areas in which he is an expert, and a single, unique psychic power. The Skills are divided between three categories: Mental, Physical, and Specialist. The Skills can be anything that a player likes, but the Mental and Physical, skills are broad, whereas the Specialist skills are fairly narrow. To create a character, a player assigns a Rank value of one to one of the three categories, and a Rank value of two to the remaining pair. The player assigns four Skills to one category and three skills to each of the other two. The Player Character starts with a single Knowledge. It has no numerical value, but is used once per session to introduce a fact or truth related to the Knowledge into the game.

Identity: Maureen Herslag
Background: Housewife
Premonitions: 14
Mental – 2: Intimidation, Haggle, Chutzpah, Being Nosy
Physical – 2: Cleaning, Look Anonymous, Dodge, Athletics
Specialist – 1: Pistols, Self Defence
Knowledge: Cookery
Power: Yesterday

Project Cassandra uses what it calls the Precognition Engine. To undertake an action, a player must roll six six-sided dice and obtain as many successes as he can. Each roll equal to or under the value of the skill counts as a success. The difficulty and the number of successes that a player has to roll varies between one and seven, the latter being almost impossible. Successes can also be spent to overcome a challenge, such as picking a lock or punching out a senator’s aide/Communist sympathiser, representing both the amount of effort it takes and the amount of time it takes. It might be done in a single action, or it might take several. A failed roll will result in a Player Character suffering a consequence, typically a narrative consequence, but it can also be a condition, such Paranoid or Bloodied. A player can choose to have his character suffer a Condition in order to gain an extra success, meaning that it has come at some cost. A Condition can increase the difficulty or it can make a Player Character’s Premonitions more difficult to use.

A Player Character starts play with fourteen Premonitions. These represent his ability to see the immediate future and can be used to reroll any dice that did not roll successes. They recover slowly, at a rate of one Premonition per night of rest. A Player Character’s tenth and fifth Premonition is special. It grants the Player Character a more detailed vision of the future, specifically about the next scene. A Premonition is also used to activate a Player Character’s power. Most people will be unaware of psychic powers, but some are Nulls, who have no psychic footprint and who can negate a Player Character’s power if it is used directly on them. The conspiracy does employ Null agents as well as psychic agents.

The set-up to
Project Cassandra is intended to be fairly freeform. It begins with the players and the Game Master building a conspiracy. Together they create an Opening Vision and answer some Conspiracy Questions. This should set the era, the nature of the conspiracy, and so on. Typically, this will involve the assassination of the President. For example, ‘How will the President be killed?’, ‘Where will the attack take place?’, and ‘Why will the world believe you are responsible?’. Project Cassandra incudes some sample questions, an example of play, and good advice for the Game Master on running the game and what Safety Tools to use. There are notes too on running longer term conspiracies—longer than four sessions—but they are fairly brief.

Besides five ready-to-play Player Characters,
Project Cassandra includes two Mission Profiles, also ready to play. The Opening Vision of ‘Ich bin ein Berliner’ sees President Kennedy assassinated in Berlin in June 1963, and starts with a bang for the Player Characters, whilst ‘The Dark of the Moon’ is pulpier in tone, asking the Player Characters to confront what hidden secrets Apollo 12 brought back from the Moon. Both come complete with questions to set the stakes and details of the conspiracy.

Physically, Project Cassandra: Psychics of the Cold War is generally well presented and nicely illustrated. However, it could have been much better organised and it takes a while to work out quite what is going on. Once done, the roleplaying game is easy to grasp. The other aspect of the roleplaying game which could have been made clear on the cover is the fact that it is a storytelling game.

Project Cassandra: Psychics of the Cold War is in need of a bibliography and really some general background about the period, because not everyone is going to be familiar with it. However, for those that are, Project Cassandra: Psychics of the Cold War does have an enticing set-up. That though is far as it goes, for Project Cassandra: Psychics of the Cold War is storytelling game, and the uncovering of the conspiracy and the prevention of it coming to fruition as well as the set-up depends on both players and Game Master working together. For the most part, Project Cassandra: Psychics of the Cold War is best suited for a group which has some experience with storytelling roleplaying games and some understanding of the period.

Friday, 5 April 2024

Friday Fantasy: Willow

Willow lies far up a river, on the shores of its source, the Lake of Tears, deep within a vast forest. The lake is famed for the weeping willow trees which line its shores, their branches hanging low into the water. Willow once flourished as a settlement where good folk could find refuge from the outside world and its demands, far from the greed and demand of other men. It built up a fishing industry on the lake, the catches being transported down river and in return, grain and other goods being ferried back up. Of late, however, the backwater town has fallen on bad times and the mood of its inhabitants has turned despondent. Ferries have been attacked on the river and trade has stopped. Food supplies are dwindling, not just due to there being ferries delivering goods, but also because something has been eating them. Strange noises echo and emanate from the strange tunnel accessed by a set of steps that stands behind the Blue Brew Inn, though nobody in the town talks about either the noises or the tunnel. This, combined with the mood of the townsfolk is enough to drive any visitor away, staying no more than a single night, and this is what would have happened, were it not for the fact that none of the ferries are running. Whether they stumble into Willow by accident, come to investigate the loss of trade, or perhaps because one of them wants to become an apprentice for the reclusive wizards who live outside of the town, what do the Player Characters do? Do they investigate the attacks on the ferries, look into why the grain is going missing, or go in search of rare plants?’

Willow: A Grim Micro Setting is a mini-sandcrawl, published following a successful Kickstarter campaign, from the same author as The Toxic Wood, The Haunted Hamlet & other hexes, and Woodfal. Although written for the Old School Renaissance, it is not written for any specific retroclone. Similarly, there is no suggestion as to what Level the Player Characters should be to play Willow, but it is likely to be between low and medium Level. That said, there are some incredibly powerful threats lurking out in the woods surrounding Willow that will take more than brute force to defeat. The supplement details a surprisingly small region, focused on the town of Willow, the NPCs within the settlement, various factions that have an interest in its future, and numerous monsters and plants. The advice suggests that Willow be somewhere that the Player Characters find themselves stuck in for a while, perhaps whilst on a longer journey elsewhere. What they find is a dreary place caught under grey skies and constant rain, with many of the town’s inhabitants and those unable to leave wearily suffering their situation, either in silence or complaining to whomever will listen.

Although the various places in and around Willow are described, the emphasis in the book is upon the NPCs and the factions and their relationships with each other. Places within the town include the Blue Brew Inn, run by Troubled Tina, and currently home to a number of stranded guests slowly running out of money as the proprietress is raising her prices due to the growing food scarcity; Haggard Henge, the stone circle outside the town which is said to be cursed and definitely not the containment field for a dragon’s egg; the mill where the grain stores have been stolen from nightly; and the Tree House, where the town’s children gather to discuss what exciting things they might do in the face of their boring lives in the town. Beyond its confines in the surrounding woods stands an ancient, but ruined fortress, in which stands a Dragonwood tree, famed for the suitability of its wood for the use in wand construction; the Wizard Tower, whose occupants live in bibliographic isolation, their only interests being books and alchemy; pack Rat Folk and tribes of Crow Folk warring against each other; and more…

The primary NPCs in the town include its leader, Morose Morgan, a witch-hermit who rarely leaves her island home except for the annual land fertility ceremony, to adjudicate problems and disputes (settling them by gutting a fish and reading its entrails, no less), and to visit the Seaweed Shrine behind the Blue Brew Inn; the River Ranger, an incredibly lazy man who has been appointed by a council of druids to protect the river; several merchants and smugglers stranded in Willow; and Sania, the daughter of one of the river merchants who unlike the rest of the townsfolk, always has a positive outlook and hatching some exciting scheme or plot to add some excitement to her life. All of these NPCs are given decent descriptions accompanied by handy bullet points of what each wants and what they might be doing at any one moment. Their connections and relationships are neatly plotted between the main NPCs in the town, between Troubled Tina and her guests at the Blue Brew Inn, and moving out to summarise those between Willow and the various factions outside of the town, and then between those factions. All together this builds a network of connections that the Player Characters can follow, pick apart, or strengthen through their actions.

The major adventure site in Willow is the Seaweed Shrine, the dungeon behind the Blue Brew Inn. Its entrance is obvious, but only Morose Morgan is allowed to enter. However, that will not bother some of the adventuresome inhabitants of the town as events in Willow play out. It is relatively short, but a tough adventure, especially in its final few rooms. The dungeon lies below the Lake of Tears and was once the home of a tribe of Aquatic Elves, forced to turn to dark magic to keep themselves from truly dying when they were struck down by a fatal sickness. Now they only exist in a half state, repeating actions from their former lives in desperation… The dungeon is clearly mapped, with locations of important items and wandering monster routes marked, and it is nicely thematic, strewn with coral and seaweed, and even seaweed-based monsters. One issue perhaps is that the Player Character actions can lead to the dungeon being flooded, thus preventing their eventual exploration, which may become necessary if some of the NPCs decide to explore it.

Beyond the confines of the town, various locations and factions are detailed. These include the book-obsessed wizards in their tower, the Crow Folk distrusted by the townsfolk, but at war with the Rat Folk whom nobody in the town knows about. Several packs of these lurk in tunnels beneath the forest. Lurking out in the forest is its corrupted guardian, spreading the poison of an ancient artefact. Several monsters are included, including the Ashen Dryad, which the guardian uses to spread its foulness throughout the forest.

Willow is primarily a player-driven adventure, alongside the descriptions and details are tables that enable the Game Master to respond to their actions. The biggest is the ‘Willow Town Cause and Effect List’, which lists how the townsfolk will respond to the Player Characters’ actions. Many of these will actually result in the townsfolk exiling the Player Characters, so they have to be careful about their actions. This is not the only ‘Cause and Effect List’, there is one each for the Crow Folk and the Rat Folk, but the other big table is the ‘Timeline of Possible Events’. These start off fairly mundane, but grow increasingly ominous and dangerous as time goes on. There is time here for the Player Characters to deal with everything, but they will need to be careful about their timekeeping and they do need to be lucky in finding some of the items that will help them.

Physically, Willow is a fairly busy book, but everything is neatly organised and for the most part, easy to use when the Game Master needs it. The artwork is excellent and so is the writing. Although it does have an introduction, it does not explain what is fully going on until a fair way into the scenario. It does need an edit in places and the author is not clear whether Willow is a town or village.

Willow feels far more constrained and much tighter than the other scenarios from the author. Consequently, it is both easier to place in a Game Master’s campaign, but it still needs a little pulling apart by the Game Master to understand how it works. Some advice on running it would not have been amiss, especially when it comes to defeating the more dangerous threats to the town and a possible suggestion as to possible Player Character Level would have helped too. Even an overview might have been useful. Willow also feels divided between small problems and big threats with nothing really in between and the means to deal with the big threats hidden away with no hint as to their existence, which contributes to the feeling that the Player Characters are often going to have no idea quite what to do or where to go. Consequently, Willow is underwhelming in terms of how it handles the big plots and threats. On the other hand, it really shines in terms of the NPCs and the factions and the connections and relationships between them. If perhaps the Game Master can seed the NPCs with more information that the Player Characters can then learn and decide how they want to use, then there is the potential to overcome the issues in terms of plot between the big threats and the small problems. Ultimately, Willow: A Grim Micro Setting is a toolkit which gives the Game Master everything she needs to run the setting and bring it alive, but she will need to work a bit harder to engage the players and their characters with its bigger plots.

Saturday, 30 March 2024

[Fanzine Focus XXXIV] Grogzilla #2

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, there are still fanzines being published which cover a variety of different roleplaying games, such as Grogzilla. This is published by D101 Games, best known for the OpenQuest roleplaying game and the Glorantha fanzine, Hearts in Glorantha. It is undeniably a showcase for what the publisher does and is full of ideas and bits and pieces, some of which are silly, some useful, and some interesting.

Grogzilla #2 – Son of Grogzilla! was published in October, 2021, as part of ZineQuest #3 and following a successful Kickstarter campaign. Its tone is distinctly less silly than Grogzilla #1, and its pages contain a good mix of the playable and the interesting. The issue opens with ‘A Slight Return’, a scenario for Monkey: The Role-Playing Game, the action-packed storytelling roleplaying game based upon the Chinese Classic, The Journey to the West, and of course, the television series, which tell of the heroic journey of the Monkey King and his companions, Pigsy, Sandy and Tripitaka through the vibrant world of Chinese folk religion. Monkey: The Role-Playing Game is a lot of fun and allows the players to both roleplay the Monkey King and his companions, or create characters of their own. ‘A Slight Return’ is designed to be run with the latter rather than the former. It is an introductory scenario, which can be used as a one-shot or a convention scenario. It opens with the Monkey King having made a mess across all of Creation in his rebellion against the Heavenly Authorities. It is the job of the Player Characters as disgraced minor Immortals and the appointed inter-Ministry clean-up crew, to tidy everything up and put it back as it was. The Player Characters will find themselves cleaning up the trickster’s poo left on the Register of the Dead, rescuing someone sent to Hell, fix a mountain whose top he lopped off, and more. It is a fun, picaresque little adventure and should be fun to both play and run.

Monkey: The Role-Playing Game is also the subject of the second entry in the fanzine. ‘The Ten-Minute Monkey Setup’ is designed to work with ‘A Slight Return’ or any time that a Game Master is running Monkey: The Role-Playing Game at a convention. It is written in response to a comment from the doyen of Games on Demand, Lloyd Gyan, that the designer’s explanation of the background to Monkey: The Role-Playing Game prior to running it at a convention was too long. It distils the background and set-up to just two pages as well as suggesting what to leave out. Clear and concise, it is the sort of thing that every roleplaying game should have.

‘Summerset: The Heart of Angland’ introduces a setting for 13th Age, the roleplaying game from Pelgrane Press which combines the best elements of both Dungeons & Dragons, Third Edition and Dungeons & Dragons, Fourth Edition to give high action combat, strong narrative ties, and exciting play. The setting takes place in Summerset, between the Red Castle in the north and Glasteenbury in the south, the most magical area in all of the Kingdom of Angland. It combines Arthurian legend with elements of the War of the Roses and the dark Satanic mills of the North some six centuries after the Romanous Empire withdrew from the country, five centuries after King Arthur I united the peoples of Angland, and five years after the end of The Rose War between the Nobles of Lankshire and the Nobles of Yirkshire in the Grim North. It gives a short history of the setting, a guide to its leading notables—they are the Icons of Angland which the Player Characters will be associated with, for good or ill, and its various locations. There is actually quite a lot of detail here and this is a solidly decent introduction to the setting. All that is really missing is a page or so of hooks that the Game Master could develop into scenarios.

The second scenario in Grogzilla #2 is ‘More Metal Than You’ll Ever Live to Be!’. This is designed for use with three to six Player Characters of Second and Third Level, for use with either Crypts & Things or Swords Against the Shroud. However, it would work with any number of other retroclones. It describes a crypt that was once the metallic body of the dead insect god, Anack’doska, hollowed by his evil cultists, who then developed amazing arms and armour before turning on themselves and wiping out the cult. There is said to be a great still left within the complex. Located under a volcano means that the tunnels and caves have a sulphurous quality and scattered throughout the complex are a number of metallic statues and ‘constructs’. The dungeon is serviceable and playable, but nothing more than that. It is the least interesting entry in the fanzine.

‘Welcome to Slumberland’ is the first of three entries in Grogzilla #2 devoted to Slumberland, a proposed roleplaying game of ‘Sleepy Horror’ using the mechanics of Liminal. It has a roughly Elizabethan feel and distinct North of England tones combined with a rural distrust of outsiders and especially anyone from the South. In Slumberland, the Player Characters are Wanderers, rootless adventurers sent by a Merciful Monarch, Queen Nell, to the edge of her Queendom to help the residents of Slumberland. The mistrustful inhabitants refuse to accept the interloping Wanderers as ‘locals’, restricting where they can sleep or what residence they can own, until they have earned some ‘Respect’. This is done by carrying various tasks and jobs too dangerous for ordinary folk. In other words, doing the typical adventuring things. ‘Respect’ is included as a new stat in Slumberland, representing the Wanderers’ interaction with the locals, whilst ‘Rest’ replaces Will in Liminal. A Wanderer with a high Rest is calm and collected, but with a low Rest is irritable and unpredictable, yet is at an advantage when interacting with the Dreaming, the magical realm that pervades Slumberland.

‘Welcome to Slumberland’ includes a guide to the area, its places, including the River Slumber, which sends anyone who falls into it asleep and an Underworld of failed routes under the mountain now filled with monsters. Important things include Tea and Slow Gin, and horrors include undead horrors like the Barrow Wrongs and night horrors found under the bed and in the closet. There is also a lengthy guide to Slumberish, the dialect of the region. ‘Welcome to Slumberland’ has an intentionally odd bucolic feel, set in Tudor England, but it does veer into regional stereotypes at times.

‘The Slumberland Hack’, the middle article presents the changes to the Liminal rules to run Slumberland as a setting. This includes rules for Rest, weapon and armour as Slumberland is a fantasy setting, and new skills, concepts like the Royal Guard, Spy, Templar, and Field Magician, and Limitations such as ‘Servant of the Crown’ meaning that the Player Character has sworn an oath to serve Queen Nell and takes it very, very seriously. The new Limitation, ‘Royal College Field Magician’ grants access to a handful of spells, which cost Rest to cast, whilst ‘Order of the Solemn Temple Liturgist’ provides divine powers. Of note is the magic spell, Slumber. Which specifically affects a target’s Rest and can put a mob to sleep. Overall, the changes make sense, though there is no mechanical explanation for ‘Rest’.

‘The Tunnel to Slumberland’, the third article dedicated to Slumberland, is an introductory scenario designed to get the Player Characters there. Every thirty years the monarch of the Realm is obliged to send aid to the North, ‘Agents of Mercy. In this case, it is the Wanderers, or Player Characters, who are sent north from Crystal City by good Queen Nell. Their route will be via a tunnel to avoid Spider Wood which has been taken over by the Darkness. Built by Dwarves and managed in part by Master of Royal Works in the north, Bob Dibner, the southern tunnel entrance is in Cheese Gorge. The adventure is a series of linked encounters in the tunnel and will get the Wanderers to the North at the least. After that, the Game Master will need to develop her own adventures.

Overall, Slumberland is fun if slightly silly, British readers of a certain age being able to spot the jokes and references. There is a lot more to be revealed about Slumberland—if it ever appears—but this trio of articles is an enjoyable, if slightly messy introduction. Were it not for the use of the Liminal rules, Slumberland feels as if it could be slotted into the Midderlands setting from Monkey Blond design.

The last article in Grogzilla #2 is one last bit of silliness. ‘The Secret of the Grogdice’ is inspired by Grogmeet, the annual convention organised by The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties. Specifically, it is what the author uses his ‘Grogdie’—a six-sided die given to Game Masters for the event, which has The Grognard Files icon on the number six face of the die—for in play. Essentially, it provides a quick and dirty table to roll on for spicing up play. It does not actually require a Grogdie and would work with any die with a different face to the usual six.

Physically, Grogzilla #2 is clean and simple. It is easy to read and the illustrations are decent. It is a little rough around the edges in places and it does need an edit in others.

Grogzilla #2 has a lot of playable content. The scenario for Monkey: The Role-Playing Game is excellent and a lot of fun, whilst with ‘Summerset: The Heart of Angland’ and ‘Welcome to Slumberland’ the fanzine introduces a pair of interesting settings that do leave the reader wanting more. However, it is disappointing to see neither of them yet fully developed, so the Game Master is on her own until they are. Nevertheless, Grogzilla #2 is an entertaining read that captures a certain Englishness.

Friday, 16 February 2024

Friday Fantasy: The Toxic Wood

The Toxic Wood is a descent into a poisoned world, a forest whose verdancy has been darkened by a noxious, even baleful, baneful influence has twisted and transformed a whole landscape. At its heart lies the village of Mugwort, trapped, but protected from the noxiousness surrounding them, and desperate for rescue. Fortunately, a secretive council of wizards has heard the arcane distress call sent out by the wizard residing in the village and hires a group of adventurers to mount a rescue mission. The poisonous nature of the wood includes the air and so the employing wizards have fashioned a magical orb which ensure that there is a bubble of safe for them as they journey to Mugwort. It will require power, whether of lifeforce or magic, but it will keep the adventurers safe. Exposure to the toxic air will corrode metal and mutate those who breathe it in, but it is not the only danger that the adventurers will face. There are plants so twisted that they curse magical items or cause them to explode, that spy on the adventurers are they proceed through the forest, shoot parasitical needles that want feeding more than the victim, and worse… Druids corrupted into accepting the toxic nature of the wood as the new norm, half-ghosts lost between this world and the next, trapped by the mutating growths which keep their bodies from decomposing, corrupted fairies that swarm in search of flesh, and other terrible things. There are terrible things that want spread the toxicity, terrible things that take advantage of it, and terrible things that want to rid it from the wood—and not all of them are telling the truth…

The Toxic Wood: A Corrosive Hexcrawl Adventure written by the Lazy Litch and was published following a successful Kickstarter campaign as part of Zine Month 2022. As with the publisher’s other titles—The Haunted Hamlet & other hexes, Woodfall, and WillowThe Toxic Wood is written or use with Old School Essentials, Necrotic Gnome’s very accessible update of the Moldvey/Cook and Marsh version of Basic Dungeons & Dragons, which means that not only is it mechanically accessible, it is also easily adapted to the retroclone of the Game Master’s choice. However, it is not clearly stated what Level the adventure is designed for, but from the relative Hit Dice of the various monsters in The Toxic Wood, it feels roughly suitable for Player Characters of Third, Fourth, and Fifth Level. Beyond the introduction, there is a some advice as to the adventure's play style, which is standard to all of the scenarios published by the Lazy Litch. This limits Experience Point gain to finding treasure, making discoveries, and achieving objectives rather than kill monsters; monsters are intentionally unbalanced; game is deadly and Player Character death a possibility; and an emphasis is placed upon resource management. In addition, The Toxic Wood includes a number of optional backgrounds and objectives that be assigned to the Player Characters or rolled for, which set up conflicting agendas between them. The conflict between them exacerbated by the fact that the Player Characters are forced to travel together within the safety of the magical orb and the clean air it generates, forcing them more obviously to both work together and negotiate where they will go and what they will do. As well as the information provided by their background, each Player Character will also begin the scenario with a rumour about the area detailed in The Toxic Wood.

The toxicity of the scenario’s title is infused into every aspect of it, from the strange nature of the plants and inhabitants of the woods and the mutations that the Player Characters can suffer if exposed to it for too long to the vileness of the various factions to be found in the woods and the weirdness of their various aims.
Although there are several monsters given, it is these plants which play a major role in the scenario and are the most obvious evidence of the transformation that the wood has undergone. There are Energy Consuming Flowers that absorb spells, which can be carried as a form of protection, but which ill implode if too many are absorbed; Fungi Outposts that act as the ears and eyes of one for the factions in the wood; and Rune Fruit, marked with dark arcane runes, which can be eaten, but have side effects that are deleterious upon the consumer’s mental health.

Although there are hints as to the true nature of the plots swirling and around the Toxic Wood in the various backgrounds and rumours, the Player Characters will only discover more details by visiting the various locations dotted throughout the woods. This starts with Mugwort, a village trapped in its own bubble, its inhabitants desperate and divided, on the edge of the collapse if the Player Characters do not intervene. The others include a dragon atop a plateau building his own cult as a defence against ongoing events in the wood; rival twin sisters, long since transformed into insectoid creatures spinning and feuding for control of a mycelial network that runs throughout the wood; and an abandoned tower from whose roof grows a pair of trees and whose lowest level is filled with a green gelatinous thing filled with eyeballs that refuse to look at anyone who enters the tower—though the orb supplying the Player Characters their life-preserving air will actually speak before they do and warn them not to enter! The Toxic Wood is full of little details and fantastic writing like this which brings its combination of weirdness and dark whimsy to life.

The lack of indication as to what Level it is designed for, is not the only issue with The Toxic Wood. The other is the hexcrawl map used in the scenario. It is an attractive piece that uses a lot of icon-like pieces of art to fill its hexes, The majority of the symbols or icons used are all very similar, which has two important consequences. The first is that the icons used for specific locations do not stand out, and the second is that it is difficult to track the progress of the Player Characters across the map.

Then there is the fact that hexcrawl are of The Toxic Wood is too large for ease of play. It has an area of fifteen by twenty hexes, but there
is no scale to the map. The only hint the Game Master is given is that in a single day, the Player Characters can either explore a single hex or they can travel across a total of three. (That said, there are a lot of hexes where nothing much will happen except the occasional random encounter.) It will take a minimum of three days’ travel to get to Mugwort from the edge of the map and then the other locations on the map are a similar distance away from the village. So play is going consist of a lot of dice rolls for encounters in the poisoned forest and the Player Characters scavenging for fuel to power the air-generating orb they need to maintain in order to survive. This is only going to worse if the Player Characters get lost. Resource management is a part of the play of The Toxic Wood, but the size of its play area means that the scenario over emphasises it. Ultimately, v could have been smaller without any loss of play and a smaller size would have made it easier to slot into a Game Master’s own campaign.

Physically, The Toxic Wood is a fairly busy book, but everything is neatly organised and for the most part, easy to use when the Game Master needs it. The artwork is excellent and so is the writing. Although it does have an introduction, it does not explain what is fully going on until a fair way into the scenario.

The Toxic Wood is a fantastically noxious and nasty scenario, a combination of Stephen King’s Under the Dome meets Jeff Vandermeer
’s Annihilation crossed with The Fantasic Voyage and Tron. Which reads like a thoroughly odd mixture, but there is a strand of Science Fiction which underpins the scenario, with the orb that the Player Characters must take with them to breathe being almost like a submersible and the Emergency Bubbles they are given which enable them to operate away from the orb, being like aqualungs, and the twin sisters’ mycelial network a cross between an information network and a surveillance network.

Ultimately, The Toxic Wood may be slightly too odd and slightly too large for some campaigns, with the Game Master needing to work a lot of its details into her own setting to effectively work. If the Game Master can do that, then The Toxic Wood is a poisonously fantastic scenario.

Friday, 19 January 2024

Friday Fantasy: The Haunted Hamlet & other hexes

The Haunted Hamlet & other hexes is an anthology of four locations and scenarios, of which one is the eponymous ‘Haunted Hamlet’. Each location combines a fantastic mixture of whimsy and weirdness, menace and mystery, and distinct usefulness. The latter because each of the four locations is not just a single location, but also a single hex, complete and separate from the other three. The Game Master can take any one of the four hexes and not so much drop it into her campaign, but neatly and tidily pull out a hex from her own hexcrawl and slot one of the four back in its place. After that, all the Game Master has to do, is add a few rumours to arouse the interest of her players and their characters to get them to visit and investigate. For example, the hexes can be used in conjunction with other books by the publisher such as Woodfall, Willow, and The Toxic Wood, or any one of the four hexes or adventure locations in The Haunted Hamlet & other hexes would make for easy additions to Populated Hexes Monthly Year One or the Dolmenwood setting from Necrotic Gnome. Then again, any one of the four could be run on their as a separate scenario, each one offering sufficient play for two or three sessions or so. All are written for use with Old School Essentials, Necrotic Gnome’s very accessible update of the Moldvey/Cook and Marsh version of Basic Dungeons & Dragons, which means that not only is The Haunted Hamlet & other hexes equally as mechanically accessible, it is also easily adapted to the retroclone of the Game Master’s choice.

The Haunted Hamlet & other hexes is written by the Lazy Litch and was published following a successful Kickstarter campaign as part of ZineQuest #3. It begins in a slightly odd fashion with several sets of tables, one for ‘Random Treasure’—Basic, Advanced, and Rare—which can be rolled on as the Player Characters discover treasures during play; another for ‘Random Weather Conditions’—Basic Weather, Extreme Weather, and Natural Disasters; and then encounter seeds for both day and night, before the introduction. This sets the play style for all four hexes, that ideally play should be Player Character led according to their goals, that Player Characters gain Experience Points from finding treasures and making discoveries rather than simply killing monsters, that monsters are not balanced according to Player Character Level, and that in encouraging players to be clever and creative, that both roleplaying and meta-gaming is also encouraged. The latter is something of an oddity, a type of behaviour rarely encouraged in roleplaying in general since it can lead to players taking advantage of the situation. However, judicious application can lead to clever and interesting play. Then, The Haunted Hamlet & other hexes into its first hex, but it is not that of ‘The Haunted Hamlet’ of the title, adding to the oddness of the fanzine’s beginning. In addition, there is no table of contents which would tell the reader where it is, so it is disconcerting, at least initially.

‘The Gold Mine’ is the first hex in The Haunted Hamlet & other hexes. This details a great crack in the earth which has recently opened. It has been occupied by the forces of Lord Bleak of the Black Mountain, who are guarding it and forcing miners to extract the gold discovered below. The militia occupy a fort above where the ore is processed by alchemists, descending only to collect the ore and punish any delays in output. Below the fortress lies four quite different mining levels, each occupied by a different species. The upper mines by Mole people, the lower mines by subterranean Gnomes, the Antkin mines by the Antkin—the original dwellers of the mines and caves, and below that, the Overdark lies unoccupied except for strange pillars and fungal trees. The maps are presented in isometric fashion, the individual level descriptions coded in increasing darker shades of grey. At the end is a short timeline of events and a handful of hooks to get the Player Characters involved. These include them being incarcerated in the mine, being hired to break a criminal out or sabotage the mine, and so on. Even if the Player Characters do nothing, events will play out and the situation at the mine will be entirely different. There is a sense of oppression and things waiting to happen here.

Darker still though, is the second hex, ‘The Ladder Inn’. It describes a lakeside inn noted for the ladder descending into the waters of the lake. Treasure is rumoured to be found at the bottom of the ladder and the lake, and many an adventurer has passed through, expressing an interest in the mystery of lake and ladder, perhaps taking up the offer of potions of water breathing being sold by a stranger. Some pass on the offer, but others are never seen again. The inn, its owner and the stranger are all nicely detailed and there is lots going on at the inn over the course of the few days that the Player Characters stay there. The situation at the inn has a fairy tale-like quality to it, being a story of greed and oppression wrapped up in a mystery. A nice touch is that again, the areas underground—in this case, under the lake—on presented on a black background so that the Game Master is accorded the oppressive nature of the lake’s black waters… ‘The Ladder Inn’ is an enjoyably busy little location that intrigues with its odd situation—that of a ladder leading down into a lake—and then builds on that intrigue to deliver a dark little mystery with just a tinge of sadness.

Combine an overly ambitious wizard’s apprentice gone rogue, a strange fusion device, and a bale of hats, and what you have is ‘The Hat Cult’s Hideout’. The fusion device is used to combine one animal with another or a being with an animal, and all of the hats are magical. The wizard’s apprentice has formed a cult around him and its members not each get a magical hat, but have been gleefully experimenting with the fusion device, resulting in a rash of missing villagers and animals and then strange creatures lurking in the woods around the cave where the cult has its base. The cult itself is not evil, necessarily, just proud, misguided, and unaware of the dangers its research and its experiments might—and actually will—unleash on the surrounding area if left unchecked. It needs a few magical hats and the Game Master will need generate some magical creatures from the table given, such as an unstable giant snail with the head of a horse and 50% chance of exploding. As with the other hexes, there is a table of rumours, a list of reactions to the actions of the Player Characters, and timeline of events, which will drive the encounter. ‘The Hat Cult’s Hideout’ is also quite a tough little encounter, but this is not an encounter that need be solved with violence much in keeping with the introduction to The Haunted Hamlet & other hexes.

The last of the four entries in The Haunted Hamlet & other hexes is the eponymous ‘The Haunted Hamlet’. Where the motivations have been greed, loneliness, and pride for the situations in the other three hexes, here it is a combination of fear and evil. If the Player Characters descend into the valley of Wolvendale and its lonely town, they find themselves trapped and assailed by angry ghosts. The former leaders of the town committed a heinous act which condemned their lives and those of the villagers and the latter want their revenge. In order to escape the situation, the Player Characters must explore each of the few remaining buildings in the town, each one occupied by the ghosts of its former leaders and attempt to solve a puzzle that will force those ghosts to confront their action and its consequences. The problem is that the Player Characters are not necessarily going to know that they need to solve a problem. It is weird and creepy and there is an impending sense of doom and urgency as ghosts lurk and wounds fester, but lacks the hook to put the Player Characters onto the first step of the mystery. With an adjustment and perhaps a clue or two and the ‘The Haunted Hamlet’ will be a decent encounter.

Finally, the back cover of The Haunted Hamlet & other hexes details another location, the village of ‘Orgul’. This inverts the roles that evil monsters typically play in Dungeons & Dragons-style roleplaying game with the village being a refuge for reformed monsters who have pacifists after being forced to serve a dark lord. There is a table of random events to beset the village, but otherwise, this is hex ready to play with the players’ expectations and add characterisation to what are normally regarded as monsters to kill.

Between all of this, The Haunted Hamlet & other hexes includes a set of digest-sized cards. In turn, they depict and detail a band of adventurers in the service of the Spore Lord, stealing the treasures of other adventurers and attempting to raid dungeons before other adventurers get there; Heart String Knights are undead knights who died on their given quests, but are duty bound to complete before they can move and take great affront when others complete their quests; table of random NPCs and potions; a pair of hirelings; and the Sky Merchant, a floating vendor and emporium which can descend from the sky to sell goods and items at almost any time in the wilderness or on the road. There is a good mix of the whimsy and the usefulness to all of this, though it is actually independent of The Haunted Hamlet & other hexes just as the hexes in the fanzine are independent of each other and any particular setting.

Physically, The Haunted Hamlet & other hexes is mostly done in black and white, but there are touches of grey here and there, judiciously used to highlight certain sections. It is well written and organised, and the maps and artwork are all excellent. There are a couple of layout issues which have caused crashes with the text, so the PDF version may need to be referred to.

As in Woodfall, the author of The Haunted Hamlet & other hexes has already proven himself capable of combining the whimsical and the weird to great storytelling effect. With The Haunted Hamlet & other hexes, the author succeeds with the majority of the fanzine’s content. The first three of its hexes are easy to use and can just be slotted into the Game Master’s campaign with only minor adjustment. The fourth hex, though, requires development to work effectively. The three other hexes are excellent adventure locations, ‘The Ladder Inn’ and ‘The Hat Cult’s Hideout’ in particular. Overall, The Haunted Hamlet & other hexes is a good, but not quite great resource of ready-to-play content for any Game Master.

Saturday, 24 December 2022

[Fanzine Focus XXX] Swordpoint: A Swashbuckling Roleplaying Zine

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. And then there is Swordpoint: A Swashbuckling Roleplaying Zine.

Swordpoint: A Swashbuckling Roleplaying Zine is not really a fanzine, at least in the traditional sense. This is despite having the word ‘zine’ in the title. Published by Gallant Knight Games, this is a roleplaying game of swashbuckling action inspired by The Three Musketeers and Captain Alatriste as well as roleplaying games such as En Garde and Flashing Blades, all set in the Paris of the seventeenth century. Published as part of ZineQuest #3 it highlights how the fanzine and ZineQuest itself is moving from showcasing a particular game or author’s campaign—typically from the Old School Renaissance—to becoming a format for standalone mini-roleplaying games. Also, its odd format—five-by-eight inches, flipbook sized, and in landscape format, also marks it out as not being a fanzine in the very traditional sense.

Published following a successful Kickstarter campaign, Swordpoint uses a percentile system, being based on Mongoose Publishing’s Legend OGL. Players take the roles of Heroes who swashbuckle, race across rooftops, duel for honour, save the day, protect the innocent, defeat villains, and defeat villains again because they can never truly die. Games can involve military engagements, espionage, diplomacy, courtly intrigue, and both love and passion. There are rules for creating characters, action resolution, Style Points, combat, duels, grudges and revenge, spells and spellcasting, and of course, passion. These are all explained in a fairly succinct fashion, and whilst Swordpoint is not quite the bare bones of a roleplaying game, it is not far off from being so.

A Player Character has seven characteristics rated between three and eighteen—Strength, Constitution, Courage, Intelligence, Power, Dexterity, and Appeal. He has several Style Points, an Education rating for his general knowledge, and Rank. The latter represents his Social Status, derived from his social standing, position within an organisation, nobility, and wealth. Both Education and Social Status are percentile values. Rank can be increased for notable deeds, publicising those deeds, earning wealth, and so on. Rank can also be lost through misdeeds, and so on. A Player Character or NPC with a higher Rank will gain a bonus to social skills and situations. In addition, Player Character will have various skills—quite broad, and some possessions.

To create a character, a player rolls dice—typically three six-sided dice for most, but two six-sided dice to which six is added for Intelligence and Courage—to create the characteristics, or he can assign values from an array. Starting Rank is based on Power, but can be more if the character is of noble birth, determined by rolling on the appropriate table. Skill base values are derived from the characteristics and the player then assigns some bonuses, the largest being assigned to the character’s professional skill. He also has five items of equipment, which cannot include medium or large shields or armour, or shotguns, as they not suited to the genre. That said, stats for them are included should the Game Master want them in her game.

NAME: Campion Babin
CHARACTERISTICS
Strength 06 Constitution 06 Courage 17 Intelligence 15 Power 09 Dexterity 10 Appeal 12

ATTRIBUTES
Damage Modifier: -1d4
Hit Points: 23
Style Points: 5
Education: 75%
Rank: Gentlefolk

SKILLS
Athletics 26%, Craft (Specialty) 21%, Dodge 29%, Endure 33%, First Aid 35%, Lore (Religion) 70%, Melee 31%, Perception 44%, Persuasion 51%, Ride 39%, Shooting 25%, Stealth 25%, Thievery 19%

EQUIPMENT
Bible, sword, rosary beads, quill & ink

Mechanically, Swordpoint uses the percentile system of Mongoose Publishing’s Legend OGL. When a player wants his character to undertake an action, his player rolls the percentile dice and if the result is less or equal to the skill, then the character succeeds. Modifiers range between ten and forty, whether penalty or bonus, and in opposed rolls, it is the roll that succeeds and rolls highest which wins in that situation. Characteristic tests are rolled on a twenty-sided die.

Combat is not that much more complex than this. The rules cover initiative (players roll only, and go first if successful), attacking, dodging, insulting or taunting an opponent, two-weapon fighting, and so on. Successfully insulting or taunting an opponent will lose them a Style Point or Villain Point and is a nice genre touch. A character is only wounded when his Hit Points are reduced to zero, but further damage renders him first Helpless and then dead. Swordpoint being a swashbuckling game includes rules for duels, used by Heroes to settle matters of honour and resolve perceived slights and insults, whilst Villains use them as a means isolate and remove Heroes as threats to their Villainous plans. Heroes tend to duel to first blood, whilst Villains to the death. A successful Perception test allows the duellists to assess each other, learning things such as skill ratings, preferred weapons, Hit Points, Style or Villain Points, and so on.

In addition to loss of Hit Points, a Player Character can suffer a Condition. Being Wounded is a Condition, but a Player Character can also be Afraid, Confused, Exhausted, Heart-Broken, and so on. They have mechanical effect, but are primarily earned through the narrative of game play. In addition, Player Characters have Style Points, whilst the Game Master has Villain Points. Style Points can be spent to gain several benefits. These include ‘Catch Your Breath’ to regain some Hit Points, ‘Grit Your Teeth’ to reduce incoming damage, ‘Make Them Bleed’ to double the damage of an attack, ‘Redouble Your Efforts’ to reroll a test, and ‘Press Your Advantage’ to gain an extra action at the end of a round. Style Points are recovered at a rate of one per day, but a player can have his character fail a test in dramatic fashion, insult a foe in combat, accept a duel, and decide to accept a condition all to recover Style Points immediately.

Setting rules cover clubs and organisations, gambling, grudges and revenge. Having a Grudge against someone grants a slight bonus when acting against the target of the Grudge and can be settled quickly, whilst Revenge is a more determined, long-term attempt to do damage to a person and their situation. It requires Game Master approval, and enables the potential recovery of Style points when enacting said revenge. For the Game Master there are stats for various NPCs, from guards to Dangerous Villains, but oddly no feme fatale type character such as Milady de Winter. Swordpoint also includes rules for spellcasting and sorcery, plus a handful of skills, which would work in a more fantastical version of the genre. Rounding out Swordpoint are rules for Passion (and romance), which can be initiated between Player Character and Player Character or Player Character and NPC by the player or Game Master saying, “Passion, if you please.” The recipient does not have to consent, but a couple of tables follow which are rolled on to shape the romance itself. This covers the spark between them, the obstacle, and the possible fate of the relationship. When roleplayed, this all adds to the feel and genre of the game.

Swordpoint does not come with any setting. To be fair, it does not need to. This a swashbuckling film style of a roleplaying game and there are plenty of those for the Game Master to draw upon for inspiration, let alone the various works of fiction that she draw from.

Physically, Swordpoint is clearly and tidily laid out. It is well written and easy to grasp. It is very lightly illustrated. Given its length and format, Swordpoint is unsurprisingly sparse in feel and nature, and there are a lot of elements that the Game Master will need to develop, especially in terms of setting. Swordpoint: A Swashbuckling Roleplaying Zine is bare bones, but those bones are sturdy enough to provide everything, at least mechanically, that a gaming group will need to run a mini-campaign of swashbuckling action and romance.