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

Saturday, 23 December 2023

[Fanzine Focus XXXIII] Pregame Lobby Issue #1

On the tail of 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 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 Goodman Games’ Dungeon Crawl Classics Roleplaying Game. Some fanzines though, do traditional fantasy, but not in the way that you might expect.

Pregame Lobby Issue #1 is a fanzine for .Dungeon – an alternate reality RPG. Published by Project NERVES, .Dungeon is a storytelling game which plays around with ideas and conventions behind the play of a MMORPG, using this to help the players build and explore a shared experience of playing in a shared play space. The conceit behind Pregame Lobby Issue #1 continues that of .Dungeon as a MMORPG in that it moves the online game from a beta test and into full release, presenting the space onscreen in the game where the publisher can gives updates about the game, a player can find other players, and so on, before leaping into the game’s first event. So there is a ‘Your friend’s list’, a list of your friends that are playing and what their current status and an introduction to the game’s launch event quest. This primarily focuses upon the release of a new play area, ‘Snowbleak’, and even carries the warning, “Don’t fast travel to Snowbleak”. Snowbleak is also a hexcrawl in terms of the pen and paper roleplaying and it turns out that the village and its surrounds atop the wintery mountain are infested with zombies. Zombies that are very difficult to kill! At every server reset, a fresh blanket of snow drops onto both mountain and village and every day at 12:01 Pacific Standard Time, all of the surviving zombies get up and make a co-ordinated attack on the village. The problem is that it takes a lot of co-ordinated damage—for which the players/Player Characters—are going to have to work together to inflict. If they succeed, the zombie is removed from the server, but if they fail, the zombie just gets up again. Worse, if a player/Player Character loses all of his Connection (to the server)—the equivalent of Hit Points in .Dungeon—he will not only die, but a zombie will rise in his image, thus increasing the number of zombies blighting Snowbleak!

As a hexcrawl/region to explore, Pregame Lobby Issue #1 includes a PVP Arena, a cave home to a roaming boss monster, a couple of NPCs to encounter, the location of Snowbleak, and a table of random encounters. The ‘PVP Enabled Dueling Arena’ allows an aspect of the MMORPG to be brought into the traditional roleplaying, which the latter traditionally avoids, and that is player versus player combat. Or rather, the conceit of it. For whilst ‘PVP Enabled Dueling Arena’ includes tables to generate players to face in the arena in .Dungeon, these are, of course, not Player Characters in the traditional roleplaying sense. In this way, Pregame Lobby Issue #1 continues the conceit of .Dungeon. Several NPCs are detailed, including Colossus, a roaming Boss monster which the players/Player Characters can persuade to help them if they know how.

Snowbleak—variously described as a city and a village in Pregame Lobby Issue #1, but definitely a randomly generated settlement from pre-beta best known for the ease of the beginning quests in and around the area. All that seems to remain is a few buildings around a river crossing, inhabited by those NPCs who not yet been driven out by the zombies. The descriptions do feel underwritten, in particular, it would have been useful to have included a Quest or two that the players/Player Characters can undertake. That said, there is plenty of scope for the Game Master to develop these and further content in and around Snowbleak, including on the backside of the mountain, given a cursory description in its own region/hexcrawl at the back of the fanzine. Pregame Lobby Issue #1 is rounded out with a list of cheat codes for .Dungeon to further enforce its conceit.

Physically, Pregame Lobby Issue #1 eschews the landscape format of .Dungeon, but not the bold colours and bitmapped style font for its titles. The layout feel perfunctory, but the artwork throughout is excellent.

Pregame Lobby Issue #1 is both a lovely little supplement for .Dungeon and slightly disappointing. It does feel underwritten, as if there should be more to the location of Snowbleak. Some of that is due to the conceit, that .Dungeon and thus the region of Snowbleak is a MMORPG and their play is not as demanding or as involving as a traditional pen and paper, tabletop roleplaying game typically is. However, .Dungeon – an alternate reality RPG is actually played as a traditional pen and paper, tabletop roleplaying game, so the details and the involvement required are greater. Ultimately, Pregame Lobby Issue #1 provides a good introductory setting for .Dungeon – an alternate reality RPG, but the Game Master will probably want to add her own content to flesh it out further...

Saturday, 20 May 2023

Share and Shared Alike

Dungeons & Dragons and its various iterations informed our fantasy and showed how explore new worlds, including the virtual ones we can view and interact with via our computer screens and our television screens. In turn the fantasy of those virtual worlds is having an influence upon the roleplaying games we bring to the table—even Dungeons & Dragons in the form of Dungeons & Dragons, Fourth Edition. More recent entries in this computer fantasy game influenced genre have included the Fabula Ultima TTPG and BREAK!! In between, there is a smaller roleplaying called .Dungeon – an alternate reality RPG. This is a fantasy roleplaying game inspired by computer games such as The Legend of Zelda series, the Final Fantasy series—especially the earlier ones, and even World of Warcraft. As much as it takes inspiration from the virtual world of these computer games and MMORPGs, .Dungeon is intended to be influenced by the real world around the World—as the Game Master is known in .Dungeon. What this means is that whilst there is a structure to the world of Annwn, as the setting of .Dungeon is known, and that structure is fundamentally an icosahedron, the World can literally look at the world around her and use it as inspiration. This can be from her bookshelf, her games shelf, newspapers, or even the computer games she is playing, and for each item she takes as inspiration, it is mapped onto one of the twenty faces of Annwn.

.Dungeon – an alternate reality RPG is both a virtual world and a shared world. This is perhaps the most important aspect of .Dungeon for there are actually three types of character in the roleplaying game, two of whom share the world. Here is where .Dungeon gets weird and straddles the virtual world and the real world. First, there are the players. They are roleplaying their own avatars in Annwn and are known as the Players. Essentially, they are sat round the table roleplaying a game called .Dungeon. Then there are players who are not sat round the table roleplaying a game called .Dungeon, but are playing a MMORPG set in the world of Annwn. They are the equal of the Players and have their own motivations which they bring with them from the real world. They also share the world of Annwn with the Players. Lastly, there are the traditional NPCs of such games, who are almost present with the exclamation and question marks over their heads. The world is also shared in that the Players game together and share the same pool of the equivalent of Hit Points. This is Connection, representing both their internet connection to the game, and ultimately the time they can devote to the game. As play progresses and any time a Player fails a roll, the Players collectively lose Connection, until they have no more Connection, have to stop playing and must go back to school, get a job, and the like…

A Player in .Dungeon is defined by six stats—RNG, Meta, System, Tilt, Charm, and Perception. RNG is a Player’s relationship with the programming of the virtual world and its will, covering reaction rolls, loot, and random chance; Meta is the Player’s knowledge of the world of Annwn; System is the Player’s skill over the game, including fighting and climbing; Tilt is the Player’s capacity to keep calm; Charm is the ability to invoke the player’s real-world presence in the virtual world of Annwn; and Perception the Player’s physical senses. These are rated by die type, from a four-sided to a twenty-sided die. To create a Player, a player assigns a single die to each stat, decides upon his screen name, and notes down the player’s actual job. If ever this comes up in game, it grants a second die to roll and choose from in a task. Depending upon the nature of the world created by the World, this can either be very useful or utterly useless. The players are often going to work hard to apply jobs such as editor or barista or bus driver to the fantasy of Annwn. 
A player also has to decide upon his Player’s hair, body type, outfit, and other details.

A Player in .Dungeon also has a Class. There are ten given. These are the Knight, the Hacker, the Beast, the Mage, the Witch, the Leader, the Artist, the Troll, the Dungeoneer, and the Bard. These are lightly drawn though highly specialised. These often play around with their archetypes as much they do the virtual nature of the world of Annwn. For example, the Dungeoneer builds on what he learns of dungeons and settlements, gaining an Understanding each time. These can be spent to add details to a settlement or dungeon, but also saved and exchanged for a Rest Die. The Troll can rage and so roll percentile dice for all physical Contests, whilst losing less Connection. The Troll is also encouraged to make exaggerated, if false statements about the world, obliging NPCs and Player Characters, and even other Players to correct him in a patronising manner. This can be played for the humour, but also played to learn information about the world, because after all, the Troll is being corrected. The Leader gives gifts, such as a sincere compliment, a trinket, a hug—consenting, and if accepted also gives that Player a die type to add to a Contest. The Leader can also roll a Meta Contest against anything Annwn. If the player wins, the Leader can find the information he seeks in the manual for the game (thus forcing him to do the one thing nobody does and that is read the manual!). There is the sense that a lot of the Classes are playing with aspects within the game and outside of it. A Player also has equipment, which simply adds flavour rather than mechanical benefit, and some gold. This can be spent on further gear, legendary gear if he has enough. Legendary gear can also come from quests. Gold can also be spent to fast travel across a world. Lastly, it is possible for the Players to have skills, but to learn a skill, a Player must find a teacher who willing to teach him.

Mechanically Player actions are handled through contests. Contests are opposed rolls, with the highest result winning the situation. In combat, this can be to deal damage to the opponent’s Connection, equal to difference between what the player rolled and the World rolled. Losing a Contest means two things. First, the action takes more time, and second, the loss of Connection in combat. Player can team up to achieve objectives and combine the rolls, but then so can the opposition! Reducing an opponent’s Connection removes them from the world, there are situations too, which might cause a Player to respawn. For example, this might be in a big boss fight or some other tasks, and is designed to complicate a situation rather than punish a player and his character. Every twenty points of Connection lost grants a Rest Die, which can be rolled to restore Connection.

Advice for the World is relatively light, but does suggest Contest difficulties and suggests ways in which scenarios for roleplaying games like Dungeons & Dragons can be incorporated into .Dungeon. It also details how to populate the twenty worlds of Annwn. However, the World populates the various faces, each has its own settlement, complete with common knowledge, history, and secrets, quests, and both a Princess and a Knight, each of whom is also a Player Character. Player Characters are other players in the game and do not have to act as supinely as NPCs do. They can act however they want and they have reasons to be playing which can influence their portrayal in game by the World. Further, each Player Character has hidden depths, represented in play by a mini-dungeon of shared moments and experiences that the player is not necessarily aware that he is exploring alongside his exploration of Annwn. This organises and elevates emotional interaction and exploration within the game as well as the virtual. Rounding out .Dungeon are notes for solo play, which feel more complex than the rest of the roleplaying game does.

Physically, .Dungeon is notably for being a small, slim book presented in landscape rather than portrait format. The cover has strong colours which are also used inside the book’s pages. The book uses a bitmapped style font for its titles which are often done in the style of a programming language.

.Dungeon – an alternate reality RPG is a storytelling game, but it hides this and its potential for emotional engagement under the familiarity of its double genre of a roleplaying game and a computer roleplaying game 
and virtual world format. However, the simplicity of .Dungeon in terms of mechanics and inspiration make running the roleplaying game not only easy to run, but also easy to run with a minimum of preparation. It requires knowledge of the language and play style of certain type computer or console fantasy games, but most players in coming to .Dungeon will have a familiarity with both, making itself easy to grasp. However, with that knowledge there is definitely a sense of a world shared, not just between the Players, but also the Player Characters. Every roleplaying game is a shared experience, but .Dungeon extends that by making us draw upon already shared references and experiences in the World’s creation of her Annwn and then not only share its exploration around the table, but literally share an exploration of the lives and emotions of others exploring the same world—just not at the table.

Sunday, 26 April 2020

Stonepunk

In ages past, the many tribes of man live, survive, explore, and fight their way across the great continent of Mu. It is a land of savage beasts, of mysterious caves to be delved into and their fabulous gems to be taken, of barren wastes and arid deserts, steamy jungles and wide grasslands, and of jagged mountains and hidden valleys. There are many tribes scattered across the continent—primitive and civilised, nomadic and settled, in villages of wood and stone, in cities of caves and cities of mud brick houses. It is a land of secrets and threats, whether of the ancient Saurians who have long abandoned Mu, but are rumoured to have retreated into hiding; of cultists, priests, and strange peoples who hold dark rites to gods inimical to mankind; and of mysteries hidden away in lost valleys and caves. Armed and equipped with weapons and tools made of wood, stone, bone, hide, and fur, adepts, bestials, fighters, oracles, sorcerers, and specialists work to ensure the future of their tribe. To make sure it is fed and clothed, to protect it from predators and rival tribes, to ensure that the gods are kept appeased, and to ensure that their stories and their legend will be told in the tribe’s oral history.

This is the set-up for Paleomythic: A Stone and Sorcery Roleplaying Game, a new roleplaying game from a new roleplaying game publisher. This publisher is Osprey Publishing, best known for its military history reference works and within the past few years, for its wargame rules like Frostgrave: Fantasy Wargames in the Frozen City and board games like the new version of Escape from Colditz. At the end of 2019, Osprey Publishing again branched out and published its first two roleplaying games. These are Paleomythic: A Stone and Sorcery Roleplaying Game and Romance of the Perilous Land: A Roleplaying Game of British Folklore. Of the two, Paleomythic: A Stone and Sorcery Roleplaying Game is the more obviously interesting, as it visits a genre that is rarely given treatment by roleplaying—the Stone Age, or Stone Punk. Paleomythic: A Stone and Sorcery Roleplaying Game is one of grim survival and mythical adventures in the land of Ancient Mu, one which transposes the Swords & Sorcery genre—the fantasy subgenre of sword-wielding heroes engaged in exciting and violent adventures in a world with elements of magic and the supernatural—to prehistory and the self-coined ‘Stone & Sorcery’ genre. In fact, Paleomythic: A Stone and Sorcery Roleplaying Game could actually take place before a ‘Stone & Sorcery’ world or after and before our world and history, but either way, the Player Characters are modern humans.

As modern humans in Paleomythic, each Player Character is represented by their Name and Age obviously, plus the Traits, Flaws, and Talents. Traits are natural abilities such as Dextrous or Wilful, Flaws are weaknesses such as Clumsy or Sickly, and Talents represent a character’s experience, skills, and specialist training, for example, Barbarian or Cultist. Each Talent provides a speciality or advantage as well as set of equipment. For example, a Storyteller can orate a story or myth for gain—monetary and otherwise, as well as to alter another person’s memory of an event. The Storyteller starts play with a hide hat, cushion, scarf or feathered cloak, and a pouch of gems. To create a character, a player can simply choose all of these elements or he can roll for them. The more Talents a character has, the fewer Traits he has, plus he can select two extra Traits at a cost of one Flaw each. A character’s initial Traits also point towards his background and appearance.

Our sample character is Solumia, a young woman adopted by her current tribe after being found wandering as a child. Her own tribe was lost under circumstances which she either refuses to talk about or cannot recall. Consequently, there are certain fears and rumours whispered about her, which she fostered as a soothsayer, a doomsayer of things to come. She can be thoughtless when it comes to other people and their possessions, but she rarely sees the worst in others. Despite this, she often seems to be lucky and no one has reason to call her a coward.

Name: Solumia
Age: Young
Background: Faced a terrifying challenge that no others would and won; sole survivor of a calamity
Appearance: Upright stance with a wry smile
Traits: Agile, Brave, Careless, Dextrous, Fortunate, Unassuming, Wilful
Talents: Bestial—Savage (bonus die to resist illness and disease, avoid attacks) Oracle—Soothsayer (Dumbfound target, cause dread, sway crowd), Specialist—Crafter (craft item, repair item)
Gear: tunic, belt, shoes, rushlight, two bags, rope, six pieces of fruit, wood spear, hood, dark linen tunic, black feather cloak, bone knife, fur hat, fire making kit, lamp, oil, pack, flaker, hammerstone, needle

Mechanically, Paleomythic uses dice pools of six-sided dice. The base size of this dice pool is equal to the number of Traits possessed by a character. To have a character to succeed at any task, his player rolls these dice and any result of a six counts as a success. If a character has any relevant Traits, then this adds a further six-sided die to the pool. Talents do add dice, but they do indicate which Trait is appropriate, for example, Charismatic for a Bone Chanter to command a cadaver. Since the Traits are by default determined randomly, this can mean that a character can have a Talent and not have its associated Trait. Conversely, a Flaw deducts a die from the pool. Similarly, the use of an appropriate tool adds a further die to the pool, but this should be rolled separately, or ideally, be a die of a different colour. This is because if a one is rolled on this die, the tool breaks. If a tool breaks, it does not mean that the task has been failed—a Player Character can still roll a six and succeed on the other dice.
So for example, following a raid by a rival tribe, Solumia has joined her fellow tribesmen in chasing after the raiders. At one point, this means crossing over a ravine. Fortunately, there is a fallen tree trunk lying across the ravine—which is how the raiders got so close to Solumia’s village without being noticed—but to cross it, the Game Master asks her player for a test. Solumia has five Traits, so her player will roll five dice, but she also has the Agile Trait, so asks the Game Master if that is appropriate to the situation. The Game Master agrees and the player is now rolling six dice. Solumia’s player rolls 2, 2, 3, 4, 5, and 6—indicating that she has successfully run across the log.
Combat uses the same mechanics. Damage inflicted negates a character’s Traits, if only temporarily. A character who loses all of his Traits is rendered unconscious, and should he suffer any more damage, he will be killed. A straight attack will inflict just a single wound, but certain weapons and Talents will inflict more. Armour will negate one Would per attack—prehistoric armour is not good enough to protect more than that, and worse, the protecting armour is damaged in the process and will not provide further protection. Weapons work like tools. They break on a roll of one, but on a roll of six, they provide an additional effect. So an obsidian maul has ‘Destroyed’ as a weapon effect, which means that rigid armour is smashed, soft armour is damaged, but can be repaired, and the target of the blow takes an extra wound, whereas a simple bone knife has the weapon effect of ‘Intimidate’, which means a foe is unnerved and loses his next attack if already wounded. There is no effect if the foe is not wounded or has the Wilful Trait.
Continuing the example above, Solumia and her fellow tribesmen have raced after the raiders and caught up with their rearguard left behind to help the raiders get away. The one attacking Solumia has four Traits—Agile, Dexterous, Brave, and Guileful. He is armed with a hand axe, which has the ‘Pain’ weapon effect, and being sneaky, will ambush Soumia. With four Traits, the Game Master will roll four dice, plus one bonus dice for his weapon and another for his Guileful Trait, for a total of six dice. However, Solumia might spot him beforehand. Her player only rolls five dice, because she has no appropriate Traits. The Game Master rules if he succeeds, Solumia spots the attack and can react, but if he fails, she will be unable to. A result of 2, 3, 4, 5, and 6 means that she does and can attack this turn, but the raider gets to attack first. The Game Master rolls the six dice for the sneaky raider—2, 3, 4, 5, and 6, plus 6 on the bonus die for the weapon—which means one success. Unfortunately, in response to the raid, Solumia did not have time to don any armour. So she takes a blow to the head and loses one Trait which her player decides is her Agility. Now Solumia’s player will be rolling four dice for her Traits. Worse, the weapon effect of ‘Pain’ also takes effect. This stops Solumia using any bonuses due from her Traits on her next action. However, she can act.
Solumia turns and stabs at her attacker. Her player will have four dice to roll due to the loss of her Agility Trait. Worse, she cannot gain a bonus die from the Brave Trait because of the painful blow inflicted by the raider, but she still gets the bonus die from the wooden spear, so five dice. The wooden spear also has the weapon effect of ‘Ward’, which will make it more difficult for the raider to attack next turn and so cannot use any appropriate Traits. Solumia’s player rolls 1, 1, 3, and 4, but 6 on the weapon’s bonus die. The raider takes a wound and the Game Master crosses off his Guileful Trait, and the weapon effect means that next turn he is attacking with just three dice, the weapon bonus die, and no Traits! 
So in effect, Traits lie at the heart of the mechanics to Paleomythic. In terms of roleplaying, they are a character’s virtues and mannerisms, and of course, flaws. Mechanically, they work as advantages and disadvantages, but they also serve as a character’s Hit Points. When lost in combat or through other damage, their loss both reduces the number of dice a player has to roll to undertake an action and denies the player the bonus which the Trait Seoul’s grant. So a double effect, reflecting the brutal, savage nature of life and combat in the prehistoric world of Paleomythic.

Another interesting aspect of Paleomythic is the use of equipment and its fragility. It is possible to purchase equipment at more organised settlements, but by default, the Player Characters are expected to make their own and repair their own. No item possesses any great durability, but unless smashed or lost, they can be repaired. So as much as equipment or a tool provides a bonus, there is an element of a character and his player investing time in them not just because he can use them, but because he has to spend time repairing them too. In addition, the rules in Paleomythic also cover crafting, climbing, foraging, hunting, trading, trapping, and even locks (though not ones with keys for obvious reasons), all activities that the Player Characters are likely to engage in as they help their tribe.

As well as being a world of savagery and survival, Paleomythic is also one of mystery and magic. The magic is first reflected in various Talents, such as Mystic, Ritualist, and Shaman. So the Mystic can recall ancestral memories to gain the single use of particular Traits; Ritualists perform rituals to produce effects such as curses, famines, fertility, and more; and a Shaman can enter the Otherworld to commune with spirits, but can also repel, punish, and banish them. The Otherworld is a bleak and hazy reflection of the real world, but is also a place of mysterious ruins, forgotten temples, and dead forests where secrets can be found. The Shaman can automatically enter the Otherworld and bring others with him, so providing another realm for the player characters to explore. What there is not is a codified form of magic or really spells, and all of these various ‘magical’ abilities feel rougher and require more effort to enact. 

As to the setting of the continent of Ancient Mu, Paleomythic describes it in broad strokes. This is because it is a continent of the unknown in time where the only information is orally transmitted rather than recorded. So there are no maps that the Player Characters would see and so no maps for the Game Master. This does not mean that the world is not detailed as Paleomythic details elements which the Game Master can add to her campaign. So the means to create tribes and settlements, including beliefs, ceremonies, dwellings, leaders, supported by examples. Some of the stranger places across Ancient Mu are also described, such as the City of Dust, a trade city ruled by many chiefs and the Night Tombs, earth and stone mounds which constrain the treasures and relics of a once-powerful tribe, surrounded by marshland and close to the Otherworld. Numerous gods and how and why they are worshipped are also detailed, as are numerous adversaries. These include potential foes, beasts, beast men, the undead, and more. 

Notable amongst their absence from this list is anything akin to dinosaurs, but Paleomythic is very much a roleplaying game where their presence would intrude and detract from the setting. Notable by their presence amongst the various foes is the inclusion of the Serpents of the Forgotten Ruins and the Toad Things of the Black Obelisk, which both hint towards two of the influences upon Paleomythic: A Stone and Sorcery Roleplaying Game, and that is the writings of Robert E. Howard and Clark Ashton Smith. Obviously, the Swords & Sorcery element is more readily apparent in the setting, but there are hints of—or nods towards—aspects of their stories, whether that is the Serpent Men of Howard’s King Kull stories or Clark Ashton Smith’s toad things and Tsathoggua from his Hyperborean cycle of tales. So as much Paleomythic draws from the Swords & Sorcery genre, there is just a hint of the Lovecraftian to the continent of Ancient Mu.

For the Game Master there is advice on running Paleomythic as well as possible adventure types—conflict, travel and exploration, and specialist types, along with tables of potential hooks. In addition, it looks at ‘Paleodelving’, the equivalent of dungeoneering on the Ancient Continent of Mu. A few final notes discuss how to adjust the game to fit a more realistic game in the Pleistocene Epoch with human species and to add elements of technology and civilisation to adjust it to the Swords & Sorcery genre. Rounding out the roleplaying game is ‘Captives of the Beastmen’, essentially a cave delve in which the Player Characters must rescue their fellow tribesmen who have been kidnapped. It is a decent introductory adventure, more detailed than sophisticated, but reasonable enough. It does though point towards a need for more interesting scenarios than ‘Captives of the Beastmen’, which hopefully Osprey Publishing will supply at some point—as well as a campaign.

Physically, Paleomythic: A Stone and Sorcery Roleplaying Game is a lovely digest sized hardback. Presented in full colour, is well written and very nicely illustrated with painted artwork. A pleasing touch is the use of cave painting-style illustrations which help impart some flavour to the setting. The map for the included scenario is perhaps a little too dark, but that is a minor issue.

There are not many Stone Age or prehistoric-set roleplaying games to choose from, but Paleomythic: A Stone and Sorcery Roleplaying Game is a good choice. The rules are simple and quick, pleasingly managing to support interesting and flavoursome characters and capture the savage nature of the Continent of Ancient Mu, whilst the Game Master is given the means to create an interesting prehistoric world of her own. Paleomythic: A Stone and Sorcery Roleplaying Game is a fantastic first roleplaying game from a publisher new to roleplaying games (if not other games), bringing a whole new genre to a forgotten time in a lovely little book.