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Showing posts with label quickstart. Show all posts
Showing posts with label quickstart. Show all posts

Monday, 24 August 2026

[Free RPG Day 2026] Plaguebearer – Core Rulebook Preview

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The Plaguebearer – Core Rulebook Preview is the preview of, and quick-start for, the fantasy version of Zombicide Chronicles: The Roleplaying Game. Published by CoolMiniOrNot and Guillotine Games, Plague Bearer: Dark Fantasy Roleplaying is the roleplaying adaptation of Zombicide: Black Plague, the medieval adaptation of the board game of Zombicide, 2nd Edition, which of course, is given its own roleplaying game with Zombicide Chronicles: The Roleplaying Game.

The Plaguebearer – Core Rulebook Preview is a twenty-eight page, full colour booklet.

How long will it take to play?
The Plaguebearer – Core Rulebook Preview includes the scenario, ‘Night Hunt’, which can be played through in a single hour
.

What else do you need to play?
The Plaguebearer – Core Rulebook Preview needs at least twelve six-sided dice per player.

Who do you play?
The Plaguebearer – Core Rulebook Preview includes five pre-generated Player Characters.
The consist of a Hedge Witch, Executioner, Pilgrim, Zealot, and Town Guard.

How is a Player Character defined?
A Player Character in Plague Bearer: Dark Fantasy Roleplaying is defined by his Attributes, Proficiencies, and Actions. Attributes and Proficiencies are rated between one and three and laid out on a grid with Attributes along the top and the Proficiencies listed down the side. The three Attributes are Muscle, Brains, and Grit, and Proficiencies, whilst the Proficiencies consist of Athletics, Combat, Magic, Perception, Survival, and Wit. In play, the Proficiencies are cross-referenced with the Attributes to give an Action, for example, cross-reference Magic and Muscle gives the Sense Action; Magic and Brains the Cast Action; and Magic and Guts the Ward Action.

A Survivor also has three Talents across three Tiers, though initially, he only has access to the Tier One Talent. During play, if he inflicts a critical strike or loses any Hit Points, he will increase his Fervour, representing the increasing intensity of the situation, and gain access to the Tier Two and Three Talents.

How do the mechanics work?
Mechanically, Plague Bearer: Dark Fantasy Roleplaying is simple. A player cross-references a Proficiency with an Attribute to give an Action, the combination of values for the Proficiency and the Attribute give the number of dice to be rolled for the Action. This generates a base dice pool which ranges in size from two to six dice, but to this can be added bonus dice for the right equipment, support from allies, and the situation. Penalties such as being impaired, suffering from fatigue, or facing NPC opposition can reduce the number of dice a player has to roll. A roll of one is always a failure, but any roll of six is counted as a Success with one Success counted as an ordinary success, two Successes as a superior success, and three Successes as an outstanding success. If an Action is favoured, rolls of five also count as Successes. A player can choose to force a success by converting any results of five into sixes and Successes. This inflicts Strain on the Player Character and if done too often, leads to fatigue and a reduced number dice he rolls in a dice pool (though not in combat as adrenaline kicks in).

How does combat work?
Initiative in Plague Bearer: Dark Fantasy Roleplaying uses its Initiative Cards, but for the Plaguebearer – Core Rulebook Preview, the Game Master must construct a deck from an ordinary deck of playing cards. Otherwise, combat uses the same mechanics, with only one success needed to hit and weapons inflicting a fixed amount of damage. Combat consists of ‘Opening Shots’ of ranged combat, followed by proper Combat Rounds of melee combat. Zombies are attacked in speed order, from the slowest to the fastest, unless the Survivor takes the Aim move. Damage needs to be enough to kill a zombie in one go, or not at all, and some of the zombies, like the Abomination, can withstand more damage than most weapons can inflict. In this instance, the Survivors need to master their weapons with the right Skills. Zombies attack and automatically do damage in the Combat Rounds with the Game Master not needing to roll. Armour provides protection, but can be damaged. Another option is that the Survivors can take the Evade move.

Most zombies have a Toughness of one and can be dispatched with a single hit, so if a player rolls multiple hits, his Survivor can destroy multiple zombies. Others though, have a Toughness of two and a Survivor must inflict two hits in one go to destroy them. Stronger Adversaries have both Toughness and Hit Points and will need to be hit multiple times to destroy them.

How does magic work?
Two Survivors can cast spells. One has access to a Fire Bolt scroll, the other to a Fireball scroll. It is not clear whether these are single use only or if they ned to be held to cast from, though the artwork depicts both casting magic without needing to use their scrolls directly. There is no discussion of magic in the Plaguebearer – Core Rulebook Preview.

What do you play?
The world of Plague Bearer: Dark Fantasy Roleplaying is one of the Old Kingdom brought low by Necromancers who raised undead hordes from cursed graves and corrupted the lands. Long deserted bar the crunch of zombies staggering, grasping, and searching for prey with bloodshot eyes, the Survivors scavenge what the dead left behind and the zombies impede access to. With no labourers and no farmers, a new threat has arisen—famine, and at the start of ‘Night Hunt’, the scenario included in the Plaguebearer – Core Rulebook Preview, the Survivors are hungry and looking for food. When they come to the rescue of a farmer, she reveals she knows the whereabouts of a cache of food hidden away to avoid paying taxes on it. However, before they can carry it out of the nearby forest, the Survivors must defeat a horde of zombies and a giant-zombie-owl-abomination! It can have up to two attacks per round and is a fearsome opponent.

However, as much as ‘Night Hunt’ is action-orientated, it is short and will completed in an hour. If the Game Master has access to the scenario, Death Out of the Stars, she can possibly combine the two for a longer session.

Is there anything missing?
Yes. The Plaguebearer – Core Rulebook Preview does not have any rules for fear which would seem necessary for a horror roleplaying game, and really needed a discussion of magic as it pertains to two of the Survivors.

Is it easy to prepare?
Yes. The Plaguebearer – Core Rulebook Preview is easy to grasp and prepare.

Is it worth it?
Maybe. The Plaguebearer – Core Rulebook Preview includes everything for a very quick demonstration, but anyone wanting more of an experience beyond combat or a chance to explore the setting will be disappointed. For an hour,
the Plaguebearer – Core Rulebook Preview is fun, but it is all combat and no world.

The Plaguebearer – Core Rulebook Preview is published by EDGE Studio.

Friday, 21 August 2026

[Free RPG Day 2026] The Archivist’s Curse

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The Archivist’s Curse is the quick-start for Vaesen – Nordic Horror Roleplaying, the roleplaying game based on Vaesen: Spirits and Monsters of Scandinavian Folklore as collected and illustrated by Johan Egerkrans, and published by Free League Publishing. It is an investigative horror game set in Scandinavia during the nineteenth century that explores the clash between modernity and folklore.

The Archivist’s Curse is a forty-four page, full colour booklet.

How long will it take to play?
The Archivist’s Curse
can be played in roughly a single session or two.

What else do you need to play?
The Archivist’s Curse needs at least six six-sided dice per player and a set of cards numbered from one to ten. These can be taken from an ordinary deck of playing cards.

Who do you play?
The Archivist’s Curse includes five pre-generated Player Characters.
The consist of an Occultist, Private Detective, Servant, Academic, and Vampire Hunter, who all five have the ‘Sight’ and can see vaesen.

How is a Player Character defined?
A Player Character in Vaesen – Nordic Horror Roleplaying is defined by his Attributes and Skills; a Motivation, a Trauma, and a Dark Secret; a Talent and a relationship with another Player Character, a memento, and some equipment. The Attributes are Physique, Precision, Logic, and Empathy, and rated between two and five, whilst Skills are rated between one and five. Motivation explains why the Player Character is prepared to hunt down and confront vaesen, whilst Trauma explains why or how the Player Character gained the Sight; and the Dark Secret is something that the Player Character wants to keep. Each Talent is a special ability, such as ‘Medium’, which enables the Player Character to predict other people’s futures and to contact the dead or ‘Elementary’ which lets a player ask the Game Master to explain how certain clues are connected once per session. A Memento is a possession which the Player Character holds dear that by interacting with it, will help him overcome a Condition.

How do the mechanics work?
The Archivist’s Curse and Vaesen – Nordic Horror Roleplaying uses the Year Zero Engine. When a player wants his character to undertake an action, he rolls a number of six-sided dice equal to a combination of his character’s Attribute and Skill, plus whatever bonus or penalty dice the Game Master awards, such as from the situation or a Talent. To succeed, the player typically needs to roll a single Success or six—though sometimes it may be more—on any of the dice. Extra Successes can be expended to gain various effects. In combat, this will be more damage, but in other situations it will usually mean learning more information.
If a player fails a roll, he can instead choose to Push the roll. This enables the player to reroll the dice which did not result in Successes in the hope of getting some or more Successes. Doing so will inflict a Condition on the Player Character, either Exhausted, Battered, or Wounded for Physical Conditions, or Angry, Frightened, or Hopeless for Mental Conditions. Suffer too many of either Physical or Mental Conditions and the Player Character will be Broken, meaning that he cannot act.

How does combat work?
Initiative in Vaesen – Nordic Horror Roleplaying uses Initiative Cards, numbered from one to ten, which determines when a Player Character, NPC, or Vaesen acts each round, though it is possible to swap Initiative cards between Player Characters and/or friendly NPCs each Round. In each Round, a Player Character has a Slow action and a Fast action. A Fast action is typically movement or a reaction—such as dodging or parrying—whilst a Slow action will usually be an attack, whether ranged or melee. Each weapon has a base damage, which can be increased with extra successes on an attack roll, whilst some weapons also grant a bonus to attack rolls. Damage from combat is also inflicted in terms of Conditions.

In general, vaesen cannot be killed or destroyed in combat. Investigators in Vaesen – Nordic Horror Roleplaying usually confront and fight a vaesen long enough to perform a ritual that will drive it away or destroy it.

How does fear work?
A Fear test is required if a Player Character encounters a vaesen or magic, the number of Successes required determined by the Fear value of the creature, magic, or situation. Although it can be bolstered by the presence of allies, if a Fear test is failed, the Player Character can suffer from one or more metal conditions, but will be Terrified. In which case, the Player Character will either flee, freeze, faint, or frenzy. A Terrified Player Character can attempt a Fear Test on subsequent Rounds to act normally.

What do you play?
The Archivist’s Curse includes the scenario of the same name. It is not a traditional scenario for Vaesen – Nordic Horror Roleplaying in terms of its set-up. Usually, after the Player Characters have each had an encounter with one of the vaesen, they are individually invited to join The Society, an organisation dedicated to investigating and cataloguing the vaesen and their clashes with mankind. Unfortunately, The Society was dissolved and nobody has been investigating the vaesen for decades. The Player Characters are handed the keys to its decrepit headquarters, Castle Gyllencreutz, in the Swedish city of Uppsala, and directed to begin its activities once again. In ‘The Archivist’s Curse’ all five Player characters have reasons to visit the National Archives on Knights’ Isle in central Stockholm in Sweden. The set-up also requires that two Player Characters appear first in the scenario, one after the other.

The scenario is entirely location bound in the four-storey building of The National Archives. It combines a haunting and a family tragedy which are revealed over the course of the Player Characters’ investigation and exploration of The National Archives—the Esoteric and Egyptology Sections in particular. There are plenty of handouts, a superb map of The National Archives, and a countdown of weird and spooky events which will drive the story to its climax. Overall, it is a very well done investigation.

However, ‘The Archivist’s Curse’ is set up to tell the story of one particular Player Character, whilst another Player Character has been hired to investigate the other. This calls for careful roleplaying upon the part of the two players assigned those characters. The scenario also does not involve traditional vaesen and players expecting a Nordic threat may be disappointed. The scenario also works best with all five Player Characters.

‘The Archivist’s Curse’ can be played as a one-off scenario, but it could also be used as a prequel, especially if the players decide to keep the same characters from the scenario. This can be as a prequel to both the Vaesen – Starter Set and Vaesen – Nordic Horror Roleplaying itself, the former providing a short, but effective introduction to Castle Gyllencreutz and the activities of The Society. Another option is as a prequel to Vaesen: City of my Nightmares, an urban-based campaign set in and around Stockholm which involves a scenario in The National Archives.

Is there anything missing?
No.
The Archivist’s Curse has everything that a Game Master needs to run the included scenario.

Is it easy to prepare?
Yes.
The Archivist’s Curse uses a familiar set of rules in the Year Zero Engine and their explanation is very clear and includes several examples of play.

Is it worth it?
Yes. The Archivist’s Curse is well-appointed with great artwork, good handouts, and a superb set of floorplans of The National Archives. The scenario is excellent and a very good introduction to Vaesen – Nordic Horror Roleplaying
.

The Archivist’s Curse is published by Free League Publishing, and is available to download here (coming soon).

Saturday, 15 August 2026

Quick-Start Saturday: Time Without Tide

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?

Time Without Tide Quickstart: Mirth & Misery in the World Of Fog is the quick-start for Time Without Tide : Mirth & Misery in the World Of Fog, a post-apocalyptic steampunk horror roleplaying game set during the Time Without Tide following the Victorian Age of Decadence during which the moon fell from the sky, vaporising as it hit the ground, splintering cities, shrouding the ruins in Lunar Dust, and unleashing the Unknown, an unforgiving horizonless fog that mutates anything unprotected by bright light.

The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog is a sixty-two e page, 22.91 MB full colour PDF.

It is well produced with excellent artwork. The maps also very good.

How long will it take to play?
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog includes the scenario ‘Lonely Phareflaw’. It can be played in a single session.

What else do you need to play?
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog needs several six-sided dice per player.

Who do you play?
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog includes six pre-generated Player Characters. Six are given and are members of the Dowsing Odd relay crew. They include a steadfast protector who wields a Greatlight, a heavy, double-handed lantern to burn protect the fog and protect her allies; a charming socialite who is a radical freethinker and a good shot; a sturdy mechanic who wields a pickaxe to smash monsters; an orphan with a lot of luck; a noble turned reluctant assassin with amphibian traits; and a reanimated corpse turned doctor.

How is a Player Character defined?
A Player Character in the Time Without Tide Quickstart: Mirth & Misery in the World Of Fog is defined by his name and pre-delving resumé, Traits, Skills, Health, and Records. Each Trait—Body, Mind, and Will—has a score value and a health value, which range which one and five. The six skills—Culture, Industry, Navigation, Skulduggery, Survival, and Violence—are rated between zero and five. Records are what makes a Delver special. They consist of Items, Features, and Adaptations. Items are equipment that a Delver takes with him and things he found. (Notably, it is assumed that a Delver is competent enough to replenish supplies and so basic supplies do not need to be tracked.) Features are specialities and skill focuses that make each Delver stand out. Adaptations reflect exposure to the Unknown, evolving the infecting with malign detrimental powers or beneficial mutations. All Records take up slots. For Items, they take up Body slots; Features take up Mind slots; and Adaptations take up Will slots. Records can be depleted and typically require a safe or three-day rest to restore.

How do the mechanics work?
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog uses a dice pool of six-sided dice. The dice pool is equal to the value of a Trait and a Skill. This can be any pair suitable for the situation. Each roll of a five or six is a counted as a success or Mark. A standard difficulty requires a player to roll two or more Marks, but the difficulty can range from one and easy to five and very hard. An ally can spend a whole action to assist and add half his dice to the pool and if the roll is a failure, a Delver can strain, suffer damage to the Mind, and reroll any dice. Any Marks in excess of the difficulty become Boons. These can be spent on extra effects. This is generally to halve the time of a task or to improve its quality, but this is not covered in any depth in the Time Without Tide Quickstart: Mirth & Misery in the World Of Fog, although they are used for combat.

How does combat work?
Combat in The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog uses a combination of the Violence Skill and Body Trait to hit things, the Violence Skill and Mind Trait to shoot things, and the Violence Skill and Will Trait to scare things. Initiative is a simple roll of a six-sided die and a Delver can take one major and one minor action. The action is fought across zones, each of which has room for four combatants.  The Unknown floods the battlefield and not only deplete Will, but make things harder to hit. The only way to counter this is to cast the light from a Lantern, which will hold back the Unknown, protecting the Delver and perhaps his allies. Exposure to the Unknown can lead to a loss of Will.

Combat includes a number of a number of Boon options for surplus Marks. For example, if a Delver is wielding two weapons, he can use a Boon to trigger Flurry and make an extra attack or increase the effect of a Invigoration on another ally Boon by Boon.

Most damage amounts to either one or two points depending upon the weapon and benefits gained from Boons. Damage represents an injury rather than a scrape or bruise. If the Health of any Trait is reduced to zero, the Delver is on the verge of dying. A simple recovery test will restore the Delver to one Health, but if failed, the Health of the Delver is still restored, but suffers a malignant Adaptation (for example, he becomes an ‘Overthinker’, his brain swelling painfully against the inside of his skull, meaning that it is harder for him to Strain), is closer to death, and everything is harder to do.

How does travel work?
Travel is a major part of play in The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog as the Delvers leave their Safe Harbours and explore the World of Fog to preserve the fading light. The day is eighteen hours long and divided into three segments. Each segment spent travelling requires the assignment of the Ward or effect of a lantern, rolling to overcome any obstacles that the Game Master places in their path, and dealing with random events—two dice are rolled and for each six, a random event happens. Yes, this means that two can occur in the same Segment. During any Segment spent in camp resting, a Delver can also take a major one-hour action and any number of immediate actions. The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog only provides a basic introduction to travel.

When travelling on an expedition, the Delver will carry a Relay, a ‘Decadent Device’, that is, a relic from the Age of Decadence, which are calibrated beacons. Using the Relay, a Delver party can teleport to any beacon they have calibrated their Relay to, typically using it to return home after an expedition.

What do you play?
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog includes the scenario ‘Lonely Phareflaw’. The scenario involves an expedition to the Phareflaw Lighthouse, which went dark during Deep Winter. The Delvers are hired by the Saltport council to restore Phareflaw’s light travelling aboard the Riverboat Drastic which will be used to construct a Tenderhold, a fortified settlement around the lighthouse. The scenario begins with the Delvers’ arrival on the beach below the lighthouse and once ashore they will need to make their way up the cliffs to the lighthouse. The latter is indeed dark and the Delvers will need to break in and in exploring, restore its light. ‘Lonely Phareflaw’ is a solid, action-orientated scenario that in a very, very slight way feels like a Dickensian version of Aliens.

In addition to the scenario, The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog includes an introduction to the Delvers’ home port of Saltport, the Last City. It is accompanied by a fetching map. As well as including the pre-generated Delvers, the appendix includes a good introduction to the setting and the roleplaying game for the benefit of the players.

Is there anything missing?
No. 
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog has everything that a Game Master needs to run the included scenario.

Is it easy to prepare?
Yes. Although 
The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog does feel slightly out of order in places, it is relatively straightforward and not too challenging to prepare.

Is it worth it?
Yes. The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog is a well done, solidly engaging introduction to the basics of The Time Without Tide: Mirth & Misery in the World Of Fog. Anyone looking for a post-apocalyptic, Dickensian steampunk horror roleplaying game should definitely give this a try.

The Time Without Tide Quickstart: Mirth & Misery in the World Of Fog is published by Chaosium, Inc., and is available to download here.

Saturday, 1 August 2026

[Free RPG Day 2026] Wizard Riders: Quick-Start Rules

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
The
Wizard Riders: Quick-Start Rules is the quick-start for Wizard Riders, the post apocalypse roleplaying game of (mostly drunk) wizard bikers riding maguscycles they are bonded to across the world in the very far future of Orth under a red sun.

The
Wizard Riders: Quick-Start Rules is a thirty-nine page, 10.28 MB full colour PDF.

How long will it take to play?
The Wizard Riders: Quick-Start Rules
includes the scenario ‘The Vanishing of Dotshire’. It can be played in roughly a single session.

What else do you need to play?
The Wizard Riders: Quick-Start Rules needs a standard set of polyhedral dice per player.

Who do you play?
The Wizard Riders: Quick-Start Rules includes six pre-generated Player Characters or Wizard-Bikers. They include a lucky
Wizard-Biker, a Natural Wizzer Wizard-Biker, a Wizard-Biker who likes to plan, a perceptive Wizard-Biker, an ace maguscycle-riding Wizard-Biker, and a threateningly ambidextrous Wizard-Biker.

How is a Player Character defined?
A Wizard-Biker in the Wizard Riders: Quick-Start Rules is defined by his name, and then six attributes, which are Brawn, Twitch, Daring, Brains, Presence, and Fortune. Of the six, Twitch is a Wizard-Biker’s dexterity and agility, whilst Fortune is his Luck and points that can be spent to activate special powers. Each attribute also has one or more associated skills. Each attribute and skill has is represented by a single die type, typically ranging from a ‘d4’ to a ‘d12’. An attribute or a skill can be marked as having an ‘Upgrade’, for example, ‘D8+Upgrade’. This means that a die in the Feat Pool for any action involving that attribute or skill can be upgraded to a larger size. A Wizard-Biker has a Gift, an advantage which grants him a bonus under certain circumstances. For example, ‘Juryrigger’ allows a die to be re-rolled for a Repair Feat whilst ‘Ambidextrous’ lets a Wizard-Biker make attacks with both hands in one round and only suffer a single Downgrade to each attack. This also includes ‘Wizzer Power’, which can be taken multiple times, each time granting the Wizard-Biker a spell-like power.

How do the mechanics work?
The Wizard Riders: Quick-Start Rules uses what it calls the ‘Dice Core’ system. When a Wizard-Biker wants to attempt an action, it is called a ‘Feat’. His player assembles a ‘Feat Pool’ of three dice consisting of a Skill Die, an Attribute die, and a Feat Die. For Standard Feats, such as breaking down a door or punching someone, the Feat Die is a ‘D8’, but is a ‘D6’ for Complex Feats liked a called shot or attempting trauma care. The player then applies any Upgrades or Downgrades to any of the dice in the ‘Feat Pool’. Upgrades can come from the skill or attribute, or from the situation, as can Downgrades. The dice are rolled and totalled, the aim being equal to or beat a Difficulty Rating, which can range in value from four or ‘Rookie Rider’ to twenty-two or ‘Ace Rider’, with thirteen or ‘Standard’ being the median Difficulty Rating. If the result is exceeded by three or more, a Critical Success has been achieved and for every three-point threshold on the roll after that, a further Critical Success is achieved. A roll of three on the Feat Pool’ indicates a Critical Failure.

A Wizard-Biker also has Plot Points. In the Wizard Riders: Quick-Start Rules, these can be spent to perform a ‘Counterstrike’, ‘Defy Physics’ when the Wizard-Biker is riding his maguscycle, ‘Doubletime’ to move extra fast in combat, ‘Interfere’ in the actions of an NPC or other Wizard-Biker, or trigger ‘Natural Healing’.

How does combat work?
Initiative is determined by a simple roll, but after the first round, a player can spend points of his Wizard-Biker’s Daring attribute and then roll a die to change his Initiative value. The more points spent, the larger the die size can be rolled. This will come at a loss of Focus, especially on a given target. Attacks are opposed rolls between a ‘Feat Pool’ of a Weapon Skill, Attribute Die, and Feat Die for the attacker and a ‘Feat Pool’ of the Armour plus the Twitch and Daring attributes. Weapons inflict a base value in terms of damage, but this increases the more Critical Successes a player rolls. Three Critical Successes will also damage the defender’s armour, inflicting a Downgrade to future Defence rolls.

Damage can come from an attack in combat, suffering too much Fatigue, and so on. Wounds are recorded on a Wound Track with each Wound suffered applying a Downgrade to skills and attributes, and ultimately Feats, before the Wizard-Biker is knocked out or killed.

How does magic work?
A Wizard-Biker has a number of Special Powers which can be freely cast. They include Aether Lance, which gives him a lighter-than-air lance he can wield whilst riding his maguscycle; Deadeye’ grants a random number of Upgrades to apply to ranged attacks; Fireball does exactly what you expect; Ghost Hand gives a Wizard-Biker an extra hand to control at range; and Special Powers such as Smoke Cloud and Oil Slick give effects that can be used on the road. Every Special Ability has five Power Levels, so a Wizard-Biker can improve and specialise. In addition to extra effects, increasing the Power Level of a Special Power also increases the size of the Feat Die that a player adds to the ‘Feat Pool’ he rolls for the Special Power. Some twenty-one Special Abilities are detailed and all six sample Wizard-Bikers have three or four Special Abilities.

Do Wizard-Bikers Get Bikes?
Yes. A Wizard-Biker in Wizard Riders has a maguscycle. It has stats for Handling, Build, and Zoom. These are when a Wizard-Biker wants to do something extra with his maguscycle than simply go at top speed. A basic Riding Feat roll is done in two stages. First, a Riding Feat roll to gain Upgrades, and second, the Vehicle Feat roll to do the desired action, modified by the Upgrades previously generated. The rules for chases are supported by a good example of play and they also cover vehicle damage and passenger damage. All of this requires a Bond between the Wizard-Biker and his maguscycle, the process of which is also detailed. This Bond has multiple levels and each level grants a bonus to the bonded rider.

What do you play?
The Wizard Riders: Quick-Start Rules includes the scenario ‘The Vanishing of Dotshire’. The Wizard-Bikers’ club is running low on supplies. The beer is flat, the snacks stale, and the power coils for the members’ maguscycles are running seriously low. When they ride to the village of Dotshire in search of new supplies, they discover it swirled with fog. The Wizard-Bikers must ride into the fog to reach the village and find out what is happening and what caused it. It is a short, single-session scenario.

Is there anything missing?
No. The 
Wizard Riders: Quick-Start has everything that a Game Master needs to run the included scenario.

Is it easy to prepare?
No. The
Wizard Riders: Quick-Start is a different ruleset and will be unfamiliar to most players, so it requires a higher degree of teaching. Also, the Game Master will need to copy out all of the Player Character Wizard-Bikers onto character sheets.

Is it worth it?
Yes. The Wizard Riders: Quick-Start feels a bit underdeveloped in places, but it is a solid introduction to the rules and world of Wizard-Riders. Its combination of setting, Player Character type, and themes manages to be both silly and surprising given the usual gaming content that the publisher releases, but all the more fun for that.

The Wizard Riders: Quick-Start is published by Catalyst Game Labs, and is available to download here.

Saturday, 18 July 2026

[Free RPG Day 2026] Age of Vikings Quickstart

Now in its nineteenth year, Free RPG Day for 2026 took place on Saturday, June 27th. As per usual, Free RPG Day consisted of an array of new and interesting little releases, which are traditionally tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. This included dice, miniatures, vouchers, and more. Unfortunately, due to vagaries of International Customs, Free RPG Day in the UK did not take place until Saturday, 22nd August.

This review is possible due to the generosity of
Waylands Forge in Birmingham.

—oOo—

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?

Age of Vikings Quickstart: Further Adventures in a Land of Sagas and Mystery is the quick-start for Age of Vikings: The Roleplaying Game, the low fantasy, deeply historical game published by Chaosium, Inc. and designed to help tell stories of home, hearth, and honour, myth and magic, and bring new sagas to life.

The
Age of Vikings Quickstart is a thirty-nine page, 8.38 MB full colour PDF.

How long will it take to play?
The Age of Vikings Quickstart
includes the scenario ‘Belly of the Beast’. It can be played in roughly two hours.

What else do you need to play?
The Age of Vikings Quickstart needs a standard set of polyhedral dice.

Who do you play?
The Age of Vikings Quickstart includes four pre-generated Player Characters. They include two warriors, an archer, and a skaldic poet.

How is a Player Character defined?
A Player Character in the Age of Vikings Quickstart is defined by his name, his Passions and Devotion to a single god, characteristics and skills, and personality. A Player Character’s Passions represent his values and emotional desires, and in play, they can drive him to act (and mechanically grant a bonus) and bring him into conflict with others. He starts with three: Honour, Loyalty (goði), and Love (Family). The seven characteristics are Strength, Constitution, Size, Dexterity, Intelligence, Power, and Charisma. These are rated between three and eighteen, although the minimum value for Size and Intelligence is eight. Skills include combat skills and standard skills. A Player Character’s Devotion is made to the gods that he most values and can draw upon for inspiration, represented by points of Dedication that grant him a bonus when acting according to their ideals and then spent. For example, the ideals for Baldur are light, happiness, and peace, whilst those for Óðinn are magic, war, and wisdom.

The Player Characters in the Age of Vikings Quickstart are stripped down versions in comparison to those that can be created using the full rules in Age of Vikings: The Roleplaying Game. What is not included are the Spirit Animal, Family details, and extra Devotions that such Player Characters will have. Full versions of the demonstration Player Characters are available, but not all of the rules in Age of Vikings are used in the Age of Vikings Quickstart. An experienced Game Master for Age of Vikings could easily run the scenario in the Age of Vikings Quickstart using standard Player Characters, whether the demonstration versions or ones created by the players.

How do the mechanics work?
The Age of Vikings Quickstart uses the Basic Roleplaying: Universal Game Engine as its mechanics and is thus a percentile system. Rolls equal to, or lower than the value of the characteristic roll or the skill, and a character succeeds. A characteristic roll is typically a characteristic multiplied by three, but can be higher or lower depending on difficulty. Any result of ninety-six and above is always a failure and can be a fumble, whilst a roll of one twentieth a Critical success (the full rules also also for a Special success).

Rolls can be augmented with another skill or Passion. A successful augmentation roll will apply a bonus, which will be better with a Critical success. A failed augmentation levies a penalty whilst a Critical failure results in the temporary despair of the Player Character. Devotion points can be spent to gain a bonus and Player Character can also call upon his Wyrd to change his fate. This turns a failed roll into a successful roll, but at the permanent cost of a point of Power. Do this too often and a Player Character’s Wyrd or fate has played out.

How does combat work?
The combat rules in the
Age of Vikings Quickstart and Age of Vikings are skill-based. Order of action is based on Dexterity, and during a round, a combatant can move, act or attack, and defend. Attacks can be dodged or parried and armour deducts damage, as does a shield, but only a few points in each location. Damage is done by location, but if the Hit Points in a particular location are reduced to zero, a limb becomes useless, the combatant is left bleeding to death, or knocked unconscious and dying. Damage done to locations is also applied to general Hit Points and reducing those will knock a combatant unconscious. First aid is available, but natural healing takes weeks. (Age of Vikings includes rules for healing magic.)

How does magic work?
The Age of Vikings Quickstart does not include rules for magic. Age of Vikings: The Roleplaying Game details two types of magic. These are Rune magic, which uses the Elder Fúþark and can be cast relatively quickly, and Seiður magic, which requires ritual casting and takes much longer to cast.

What do you play?
The Age of Vikings Quickstart includes the scenario ‘Belly of the Beast’. It beings in media res with the Player Characters waking up to find themselves in a strange tunnel after their boat encountered the kraken! They must extract their boat before it gets crushed and attempt to climb up out of the temple. Fortunately, the Player Characters are not alone in the tunnels and can find allies who will help them as they try and find their way out. They will also encounter monsters. The fight is clearly staged with advice and instructions for the Game Master on when the Player Characters act, what they might do, and how the monsters work. The final scene is treated in the same way.

‘Belly of the Beast’ is short and linear, but it clearly teaches the rules and advises the Game Master on how to handle and stage its encounters. There is some limited opportunity for roleplaying, but the main focus of the scenario is on action and combat. As its title suggests, the action of the scenario takes place within the belly of the Kraken from which the Player Characters must escape. It is a great set-up and the tale of escaping from it is worthy of a saga.

Is there anything missing?
No. The
Age of Vikings Quickstart has everything that a Game Master needs to run the included scenario.

Is it easy to prepare?
Yes. The
Age of Vikings Quickstart is direct and to the point and the advice makes the rules easy to understand and the various scenes easy to run.

Is it worth it?
Yes. The Age of Vikings Quickstart is a well done, solid introduction to the basics of Age of Vikings: The Roleplaying Game. It clearly explains both rules and the action of the scenario.

The Age of Vikings Quickstart is published by Chaosium, Inc., and is available to download here.

Saturday, 4 July 2026

Quick-Start Saturday: Gates of Krystalia Demo

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?

The
Gates of Krystalia Demo is the quick-start for the Gates of Krystalia TTJRPG, the roleplaying game based on Japanese anime and isekai stories. ‘Isekai’, meaning ‘other world’ is a subgenre of anime, manga, and fantasy in which the protagonist is suddenly transported, summoned, or reincarnated into a completely different, often magical universe.

It is a one-hundred-and-two page, 22.76 MB full colour PDF.

The writing style is that of a narrator giving game play advice in a computer RPG.

How long will it take to play?
Unfortunately, The Gates of Krystalia Demo does not come with a ready-to-play scenario. The demo does come with some a handful of enemies which can be used as a part of the scenario that the ‘Deux’—as the Game Master is known in The Gates of Krystalia—would need to write.

What else do you need to play?
The Gates of Krystalia Demo
needs what it calls a ‘French’ set of cards per player as well as the Deux. This is effectively a standard deck of play cards with the Jokers removed.

Who do you play?
In Gates of Krystalia, the Heroes can be Humans, Dark Elves, Dwarves, Kemonomimi, Oni, Astralis, Demons, Elves, Kobolds, or Orcs. Potential Classes include Tamer, Berserker, Healer, Mage, Priest, Assassin, Knight, Engineer, Ninja, or Shaman. The Gates of Krystalia Demo details just three Races and four Classes. The Races are Humans, Elves, and the fox-like Kemonomimi, whilst the Classes are Berserker, Knight, Mage, and Ninja. Each Race provides adjustments to a Hero’s Abilities, two innate abilities, whilst the Class determines the Hero’s combat style and specialisations. A Hero has a Rank, from Heroic to Legendary, which will provide further bonuses. One of these, ‘Origin From Another World’, grants a bonus to an Ability and an Innate Ability is in keeping with the isekai subgenre.

How is a Hero defined?
A Hero in Gates of Krystalia has four Abilities: Charisma, Agility, Intelligence, and Toughness. These start out at zero and are adjusted by the Hero’s Race and a bonus from the ‘Origin From Another World’ trait. Each Ability is associated with a suit of cards. These are Spades for Intelligence, Hearts for Charisma, Clubs for Toughness, and Diamonds for Agility. Two of these will be Blessed Suits. At Heroic Rank, the Hero has four combat techniques and any of these match the Hero’s Blessed Suits, they will benefit from the Blessed Damage effect.

Each player also has a Vital Energy deck. This the standard deck of playing cards (with the Jokers removed) which represents the Hero’s physical and mental resources. Its cards are consumed when performing tasks or in combat, and from suffering damage. If the Vital Energy deck is exhausted, the Player Character collapses unconscious and if not healed quickly enough in combat, he can die. Sleep and some Combat Techniques can refill the Vital Energy deck.

How do the mechanics work?
When a player wants his Hero to undertake an action in Gates of Krystalia, the Deux sets a Difficulty Value from Simple and five to Impossible and twenty. The player draws a card from his Vital Energy deck and applies any bonuses or penalties set by the Deux. If the result exceeds the Difficulty Value, the Player Character succeeds. This is a simple test.

A Competence Test—which can be social, athletic, intellectual, or physical—also requires the draw of a card and any bonuses or penalties set by the Deux. To this is added the Hero’s Ability value, whether positive or negative. If the suit of the card drawn matches one of the Hero’s Blessed Suit, the total value of the card, plus situational and Ability modifiers, is doubled.

The card drawn from the Vital Energy deck in either case is discarded.

How does combat work?
In combat, initiative is determined by a draw of a single card, but otherwise uses the same mechanics as Competence Tests. Instead of drawing a single card, Player Characters and major enemies draw five cards for each scene (or turn). These are each combatant’s Strategy Cards. An attacker selects a Combat Technique and a single Strategy Card. A major enemy does the same. The Deux will draw a card if the enemy is standard rather than major. Both Combat Techniques and Strategy Cards are revealed simultaneously and whomever has the higher total will inflict damage on the other. If they are the same, no damage is inflicted on either combatant.

The base damage is inflicted if the selected Strategy Card is a number card. If it is a face card, the effect of the Combat Technique is also applied, but if it is an Ace, the base damage is doubled and the effect of the Combat Technique is also applied. If the suit of the selected Strategy Card matches the attacker’s Blessed Suit, the base damage is doubled.

In addition, a player can attempt to build a combo. A combo can be a set of cards or a run of consecutive cards, from the same suit or not, and will increase the base damage. This does increase the number of cards used and discarded.

Armour will stop some Base Damage, but better armour will also block conditions as well. When damage is suffered, cards are discarded from the Vital Energy deck.

Overall, the combat rules give each player tactical control and options in every fight without having to rely on the randomness of dice, but instead trying to get the very best of of his Strategy Cards. Working out if the effects of a Combat Technique and if a combo can be put together is not immediately easy and will initially slow play a fair bit. It may well be better if the cards are played openly initially until the players have a good idea of how combat works and how their Heroes’ Combat Techniques work.

How does magic work?
Magic involves power transmitted by the dormant archangel Krystallia or the dark forces of the Demon King and comes in various elements: Darkness, Earth, Fire, Ice, Light, Lighting, Nature, Poison, Water, and Wind. The Gates of Krystalia Demo does not include any specific spells, and only incudes the Combat Technique ‘Beyond the Limit’ that delivers a power blast that is magic-related.

What of the
Gates of Krystalia?
The world of Gates of Krystalia is lightly detailed in the Gates of Krystalia Demo. It gives a description of Krystalia, the capital and Jewel of the Kingdom of Light, with its towers of pure crystal above streets paved in quartz. It is home to a Grand Bazaar where merchants from a thousand worlds hawk their wares and a School of Magic that defies the laws of physics, whilst below, craftsmen in the Foundation work the magical forges and alchemical laboratories to keep the city running. Travellers and visitors come to the city via the dimensional portals of the Gate District where reality seems to pulse and fluctuate every time a portal opens. The city is a beacon of hope where magic and mystery foment and home to the Archangel Krystalia, the Sleeping Guardian of the kingdom of Light, who used all of her power to seal away the dark threat, the Sovereign Demon Nergal.

The Gates of Krystalia Demo also details several enemies and also equipment and potential allies. Allies develop along with the Heroes and will increase the number cards in a Hero’s Vital Energy deck. In addition to developing his Hero and possible Allies, a player can develop a home and visit places such as saunas and spas to relax and recover.

One point of controversy is the set of six sample allies. Not that they are all female, but rather that collectively they are called the ‘The Hero’s Harem’. This is at odds with the tone and style of the rest of the book and the actual meaning of the word, and is a poor choice of wordage.

Is there anything missing?
Yes. The
Gates of Krystalia Demo is not a quick-start or demonstration of the full roleplaying game in the traditional sense. There are no sample Heroes and no ready-to-play scenario. It is better described as a showcase that provides the Deux and her players with a taste of the roleplaying game rather than providing them with anything to play.

Is it easy to prepare?
No. The
Gates of Krystalia Demo does not have content that can be prepared quickly or easily. The Deux will need to write a scenario and the players create Heroes.

Is it worth it?
Yes. That though, is a qualified ‘Yes’.
The Gates of Krystalia Demo does give the reader a good feel for the rules, especially the tactical nature of the combat rules, but the setting description is light and whilst there is content enough that a Deux could run a session or two using the Gates of Krystalia Demo, it will take effort upon the part of Deux to develop it into something playable.

The Gates of Krystalia Demo is published by Top Notch International LTD and is available to download here.

Saturday, 13 June 2026

Quick-Start Saturday: ShadowSun Revised

Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
ShadowSun Revised – Quickstart is the quick-start for ShadowSun Revised, a dark, post-apocalyptic desert setting which uses ShadowDark as its rules. It is inspired by, and implements, the world of Athas, the setting for Dark Sun, the ‘Swords & Planet’ Conan-meets-John Carter-style campaign for Advanced Dungeons & Dragons, Second Edition, published in 1991. It is one of the few Dungeons & Dragons settings not to have been updated to Dungeons & Dragons, Fifth Edition despite it being a fan favourite. Further, the differences between Athas and traditional fantasy roleplaying, both mechanically and thematically, especially given its inclusion of psionics, has meant that there has been relatively little drive within the Old School Renaissance to recreate Athas or Dark Sun.

It consists of two separate books.

The ‘Player Quickstart for ShadowSun’ is a seventy-six page, 15.37 MB full black and white PDF. The ‘GM Quickstart for ShadowSun’ is a sixty-two page, 12.81 MB full black and white PDF.

How long will it take to play?
ShadowSun Revised – Quickstart
includes the scenario ‘Colossi’s Rest’. This will take a session or two to complete.

What else do you need to play?
The ShadowSun Revised – Quickstart needs a standard set of polyhedral dice and the ShadowDark rules.

Who do you play?
The ShadowSun Revised – Quickstart does not include any pre-generated Player Characters, but shows off eight Ancestries and eight Classes.
The eight Ancestries consist of Dwarf, Elf, Goliath, Hawkfolk, Human, Lizardfolk, Mantisfolk, and Mule. Of these, the Dwarf and Human Ancestries are what you would expect, whereas the Elf Ancestry differs from Dungeons & Dragons (or ShadowDark), and the rest are new. Elves are nomads, moving from one oasis to another, with limited views on property, so they are often mistrusted in the city-states and the worst of them become raiders and bandits. Goliaths are giant humanoids, but not actually Giants, created as a race by the Mage-Kings. They are fascinated by other cultures and adhere to personal aesthetics which influence their outlook. Hawkfolk have wings, and whilst they prefer to live in high places, cannot truly fly, only hover. Lizardfolk hunt the dusk sinks and Black silt seas for food and construct most of the ships sailing the Black. Mantisfolk are semi-nomadic insectoid humanoids who are absolutely loyal to their clutchmates. Mules are the infertile offspring of Humans and Dwarves, often born into slavery and thrown into the arena as pit fighters and gladiators.

The eight new Classes are the Enforcer, Explorer, Gladiator, Infiltrator, Mentalist, Shaman, Sorcerer, and Warrior. The Enforcer is trained to subdue and capture others rather than kill them, can cause others to freeze on the spot with a look, can place a subdued opponent in manacles, and has Advantage when questioning a captive for information. The Explorer is a scout with Advantage on navigation and tracking checks, knows how to deal with poison, and oddly, knows how to take advantage of others if he wants to betray them. The Gladiator is good at brawling and cheating at gambling. The Infiltrator can knock a target out with a blackjack, has an ear for conversation, and is skilled at Thievery. The Mentalist has a calming presence, has access to psionic powers, knows the silent language of Vedinal. The Shaman can affect undead, has an elemental affinity which protects him against that element and can temporarily create a handful of it, and specialises in nature spellcasting. The Sorcerer is an arcane spellcaster that when spellcasting check is failed, results in defilement and the loss of Hit Points to either the caster or an ally or a captive, which can kill them. The Sorcerer can easily understand languages and learn spells by studying tablets. Lastly, the Warrior is a skirmisher, spurred on in the first few rounds of combat, knows how to use the environment to his advantage with dirty tricks, and is skilled with throwing weapons.

Both the Ancestries and the Classes are clearly inspired by Dark Sun and fans of the classic setting will recognise those inspirations here. One issue clearly implied in the
ShadowSun Revised – Quickstart—and thus in ShadowSun Revised itself—is that of slaves and slavery. For example, the Mule is typically born into slavery, the encounter tables include slavers, and both the Enforcer and Gladiator Classes are connected to slavery within the setting. The Enforcer may be capturing them and the the Gladiator may well be a slave. Slavery is a facet of the pulp fantasy and ‘Swords & Planet’ genres that ShadowSun Revised draws from. As an emulation of those genres, it is not unreasonable to include it as part of the setting, but only if handled in a mature fashion. That said, not every player or group is going to want to accept that as part of their campaign.

How is a Player Character defined?
A Player Character in the ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—is defined as a standard ShadowDark Player Character. However, there are three notable additions. The first two relate to the Ancestries. Each Ancestry has a means to regain Luck tokens and a Refusal. For example, if an Elf spends a week or more alone in the wilderness or a Mule spends a week performing hard labour, each will gain a Luck token. The Refusal reflects an outlook that the Ancestry does not have, such as the Mule’s rejection of metaphysics and any idea of an afterlife or an inability, like the Mantisfolk inability to swim in water, dust, or the Black due to a lack of buoyancy. The third is the fact that every Player Character has a Psionic power, called a Wild Talent, not just the Mentalist Class.

In addition, the traditional Alignment of Dungeons & Dragons is replaced by Apathy, Empathy, and Tyranny. As well as being an outlook, these also provide a possible means of gaining Luck tokens.

How do the mechanics work?
The ShadowSun Revised – Quickstart—and thus in ShadowSun Revised—uses the standard d20-based rules of ShadowDark.

How does combat work?
There are no specific combat mechanics in the ShadowSun Revised – Quickstart.

How does magic work?
Magic is formed from six Elements. These are Air, Earth, Fire, Water, Life, and Void. A spellcasting check is required to cast a spell. This can be rolled at Advantage or Disadvantage if an element is particularly strong in an area.

The arcane magic of the Sorcerer has potentially dangerous side effects. If a spellcasting check is failed, it will result in the loss of Hit Points in the caster, an ally, or a captive, and this loss can kill. A Critical Success allows one of a spell’s numerical effects to be doubled, whilst a Critical Failure means a magical mishap has happened. The caster loses the spell and a roll must be made on the Arcane Mishap table. At worst, this can result in a ‘Defilement Surge’, destroying all nearby plants and killing all nearby small creatures, and doing minor damage to all living creatures and inflicting heatstroke on them. If they are already suffering heatstroke, they die!

The nature magic of the Shaman has its own potentially dangerous side effects. However, being nature-based, they are not quite as dangerous.

How do Psionics work?
All Player Characters have a ‘Wild Talent’. This is a natural, but minor psionic ability. It does not include classic psionic abilities such as telepathy or teleportation or clairvoyance. Instead, a Player Character might be ‘Nimble’ and take half damage from falling and less damage from ranged attacks or have ‘Affinity’ with domesticated animals and all riding beasts are reliable. In a traditional roleplaying sense, these are more akin to advantages, but here they can still be interpreted as psionic abilities.

The Mentalist Class is the main user of Psionics, although some powerful NPCs and many creatures and monsters on Althea have them too. Where spells require a spellcasting check to cast them, psionic powers require Psionic Power check to activate a psionic power. The Critical Success and Critical Failure rules apply as normal and there is a Psionic Mishaps table for the latter. The psionic powers are organised into tiers just like the spells for the Sorcerer and the Shaman, but many of the higher tier psionic powers have prerequisites in terms of lower tier psionic powers. For example, Repel is a Tier 2 psionic power that can force opponents away from the user and potentially crush them against walls and other objects. The psionicist cannot learn it until he has mastered the Tier 1 power of Lift, which he uses to lift targets up off the ground and prevents them from moving or making melee attacks.

What do you play?
In addition to its scenario, ShadowSun Revised – Quickstart provides a lot of information about its world of Althea and the rules for ShadowSun Revised. From the start it makes clear that Althea is grim setting in a harsh world where everyone struggles for food, water, and shelter, and might is right. This is reflected in rations containing food and water being treated separately for purposes of survival, and a lack of water will lead to heatstroke, when every roll is made at Disadvantage, and Hit Point loss, which cannot be healed by magic. Extended deprivation like this will kill a Player Character.

The background to the setting explains how the once verdant world of Althea was transformed first by the Shadow Fall of its ancient moon of Sheera, from which the original inhabitants—the Wee Folk—of Althea stole its magic and transformed into many of the Ancestries known today. Second, by the ShadowSun which twisted the magic so that its use would defile the land and the sea, rendering them in deserts and silt. The ShadowSun also melted the metals causing them to flow into the depths, and now metal is rare, with arms and armour and other equipment constructed of wood, bone, and rock. This is reflected in the equipment list.

The travel rules account for the harsh nature of Athlea’s terrain and climate. Any distance travelled means that a Player Character will gain points of Exhaustion, the amount varying depending on the harshness of the terrain. Gain too many points of Exhaustion and a Player Character will suffer from deprivation, which again, is potentially lethal.

Most of what the Game Master and her players needs to run ShadowSun Revised is in the ‘Player Quickstart for ShadowSun’. The ‘GM Quickstart for ShadowSun’ covers terrain types, hazards, random encounters, dungeon types on Althea, and treasure as well as giving an extensive bestiary. It also includes the scenario, ‘Colossi’s Rest’. This is a dungeon adventure set in the body of a fallen golem that has been dug out by giant ants! The rumour tables will provide motivation and the Game Master might want to expand it little with some wilderness travel to show off the travel and survival rules, but the dungeon itself is very nicely detailed, a good mix of natural and the unnatural, both of which are a little weird.

Is there anything missing?
No. The
ShadowSun Revised – Quickstart has everything that a Game Master needs to run the included scenario. Probably more than she needs to run the included scenario.

Is it easy to prepare?
No. The
ShadowSun Revised – Quickstart contains a lot of information, and the players will need to create their own characters as well as the Game Master preparing the adventure.

Is it worth it?
Yes. The ShadowSun Revised – Quickstart contains a wealth of information about the setting of Althea and the ShadowSun Revised rules. Arguably too much information in comparison to a traditional quick-start, being
a lengthy and surprisingly detailed preview of what will be in the main rulebook rather than a quick-start. This does mean that preparing to run the scenario takes longer since the players actually need to create characters rather than choosing them, but it also means that it provides a very good feel for the world and shows you how its play will differ from that of traditional ShadowDark.

The ShadowSun Revised – Quickstart is published by Chubby Funster and is available to download here.