Wednesday, August 12, 2009

Shadows Over Filmland

Shadows Over Filmland is an anthology of scenarios for Trail of Cthulhu, Pelgrane Press’ RPG of Lovecraftian horror designed by Ken Hite. Co-authored with Robin D. Laws, it presents 13 scenarios inspired by both the black and white horror movies of the 1930s and H.P. Lovecraft’s fiction. The movie inspiration is iconic: Dracula, Frankenstein, King Kong, The Mummy, The Wolf Man, and others. The fictional inspiration includes Lovecraft’s Under The Pyramids, Herbert West – Reanimator, and The Case of Charles Dexter Ward. For each scenario, the authors blend the two. For example, Death Across The Nile blends The Mummy and Under The Pyramids in a tale that sees Queen Nitocris reach across the ages for her lost lover.

The conceit of this collection is that each scenario takes place in the same place, the Backlot Gothic, a remote part of Europe or Albion in Hollywood and an in-game sub-genre. The GM should use and reuse the given descriptions to simulate the Backlot Gothic’s use of stock (clichéd) footage/imagery and enforce its similarity. Suited to irregular visits than an extended stay, this good collection does mostly pulp horror, but with psychological and weird diversions too. One scenario, The Final Reel has the investigators shutting down the filming of The Call of Cthulhu! As with other Trail of Cthulhu titles, this collection is easily adapted to other Lovecraftian RPGs. Whatever the system, the horror of Shadows Over Filmland’s Backlit Gothic is baleful and bucolic, a place to visit, but then get away from.

Tuesday, August 11, 2009

Starblazer Adventures: The Rock And Roll Space Opera Adventure Game

Starblazer Adventures: The Rock And Roll Space Opera Adventure Game is Cubicle Seven Entertainment’s Science Fiction RPG designed to do Space Opera from Star Wars to Star Trek and everything in between. Based on a black and white British comic of the 1970s and 1980s, it is both a sourcebook and an RPG, which comes as a big (600 page) book full of rules, examples, explanations, story hooks, and illustrations. Using the Fate 3.0 system (first seen in Pulp action RPG, Spirit of the Century), it promotes roleplaying and mechanical interaction between the characters and their environment. Characters have skills, stunts, and aspects. Stunts give bonuses (I’m on Top of It gives you initiative, for example), while aspects show who you are, your relationships, and your beliefs. For example, Scottish Engineer, I Know a Guy, and Seen It! Fate Points activate stunts and aspects to give bonuses, but are awarded when an aspect is compelled by the GM to complicate a story, making play collaborative.

Lots of good (if grainy) illustrations from the comic book that captures the genre of the period’s goofy feel and its sense of scale. Big starships, big aliens, big star monsters, big robots, big empires, big war machines, and big heroes, all with easy guides to create each. On first sight, Starblazer Adventures is an intimidating book, but it is well written and is always clear, even simple in places. Starblazer Adventures is incredibly broad and comprehensive; it is the best Space Opera RPG available.

Monday, August 10, 2009

Duty And Honour: A Game of Adventure and Romance in Wellington’s Army

Duty And Honour: A Game of Adventure and Romance in Wellington’s Army from Omnihedron Games’ is the RPG of fighting the Napoleonic Wars on the British side. It is primarily set during the Peninsular Campaign in Spain and Portugal, the player characters serving as infantry soldiers, NCOs, and officers in Wellington’s army. Character creation mixes player choice and random elements, the detailed result includes both combat and non-combat elements. It uses ordinary playing cards instead of dice to both generate characters and resolve challenges and tests. Everyone will need their own deck of cards. Before each test, each side states what they want from the test and the GM draws a single Card of Fate from his deck. Everyone involved (GM or player) then draws from his deck to gain successes by matching the suite and number of the Card of Fate. The outcome is determined by the winner’s intent.

It is mostly played out as a series of Missions, each broken down into several challenges. Missions are primarily military, but players can create Personal Missions too. Characters will participate in battles, but not die. Their deaths are not meant to happen randomly in battle. The skirmish rules focus on their participation and the battle’s outcome, determined by character successes. The game comes with rules for artillery and cavalry (including characters as cavalrymen), plenty of background, suggestions for non-Peninsular Campaign games, and GM advice. If there was an RPG for Bernard Cornwell’s Sharpe novels, Duty And Honour would be it.

Sunday, July 19, 2009

Savage Worlds

Savage Worlds is a generic rules set from Pinnacle Entertainment Group, designed to be light and easy to play and capable of supporting any number of settings and genres. It is descended from the publisher’s Deadlands RPG via the Rail Wars miniatures skirmish game and is much simpler than either. Most factors are described by die type, so d8 Strength is better than d4 Strength. Skills are broad, so the Drive skill covers all vehicles, Shooting covers guns and bows, and Fighting armed and unarmed combat. To do anything, the appropriate die is rolled, the target usually being 4 or more. Dice rolls are open ended, so higher targets are possible, and a result of 4 over the target is a raise and gives better results. Player characters are Wild Cards or heroes (as are some villains) and get to roll an extra d6 with any action. The highest die rolled counts. Characters also have Edges and Hindrances (advantages and disadvantages) that add flavour. Character progression adds more Edges and improved die types. Combat is fast, with initiative determined by ordinary playing cards.

Savage Worlds is supported by numerous campaigns from aerial fantasy (Sundered Skies) to post-apocalyptic post-WW2 Howardian horror (The Day After Ragnarok). Many have Plot Point campaigns that allow the heroes to explore the campaign’s setting and story. The inexpensive Explorer’s Edition is very compact with a pirate adventure, but lacks rules for playable non-humans. Savage Worlds offers fast, pulpy, uncomplicated fun and access to some great settings.

Friday, July 17, 2009

Hobby Games The 100 Best

Hobby Games The 100 Best is Green Ronin Publishing’s anthology of short essays that brings together many top names in the gaming hobby/industry to talk about games. They include designers and publishers of card games, CCGs, computer games, board games, miniatures rules, RPGs, and war games, as well fantasy authors and a cartoonist. Each writes about what he (there is only 1 female contributor) thinks is one of the best hobby games from the last 50 fifty years, from the types listed above, each entry being just 2 or 3 pages long. Although computer game designers contribute, no computer game is included. More board games are discussed than anything else, the earliest title being Avalon Hill’s Gettysburg from 1958, the latest being (excluding later editions) GMT’s Here I Stand and Rio Grande’s Thurn and Taxis (a Spiel des Jahres award winner), both from 2006. Later editions excluded, the earliest RPG discussed is of course, Dungeons & Dragons from 1974, the most recent being the self-published My Life With Master from 2003. It is also the only “indie” RPG to make the list.

The choice is fascinating. Discovering that Alan R. Moon likes the dungeon game Descent, that Jordan Weisman chooses Magic: The Gathering, and Squad Leader was Ray Winnegar’s choice is surprising. That Steve Kenson chooses Marvel Superheroes, and Larry Harris chooses Diplomacy is less so. Easily dipped into, Hobby Games The 100 Best provides a wonderful introduction to, history and overview of our hobby. Perfect on any gamer’s shelf.

Sunday, July 12, 2009

Sundered Skies

Sundered Skies is a complete setting and Plot Point campaign from Triple Ace Games for Savage Worlds. Like other Savage World settings, it presents an enclosed environment, here a series of islands that float in a constantly brilliant sky without night. Too much exposure to this constant light causes Glowmadness and will eventually send people into bestial rages. The highest isles have ice mines, and provide water for the very hot lowest ones. Other islands consist of seams of ore, deep forests, shattered islands, and tethered skyships. Travel between the very different islands is done by oar, steam, or wind driven skyships, navigation requiring a handful of soil from the destination island. Peace between the islands is kept by the Trade Council which ensures each island receives the necessary imports.

Besides the traditional fantasy RPG races of Dwarves, Humans, Orcs, and the part plant Elves (who are insular and hard edged), players can be the Dragon-worshipping Drakin (who can become dragon-like), the animal-like Wildings (escaped slaves to the Elves), and the Glowborn, humanoids with Goblinoid memories. Possible character roles include Couriers, Musketeers, Pirates, Scavengers, and Priests dedicated to peace, song, war, and wind. Sundered Skies’ Plot Point campaign consists of 30 Savage Tales (scenarios) which begin by giving the characters a skyship and then lets them explore the islands of the Sundered Skies and its secrets. Like other Savage Worlds’ settings, Sundered Skies is pulpy and swashbuckling in feel, but its British author has given it a grim edge too.

Wednesday, July 1, 2009

Terrors From Beyond

Terrors From Beyond is a new scenario anthology for Call of Cthulhu from Chaosium, Inc. It brings together 6 adventures set in the 1920s and 1930s (only technically, because one scenario is set in 1930) each designed as one-shots rather than for use with a Keeper’s own campaign. The scenarios need either 4 or 6 players with a strong stomach, some scenarios dealing with strong adult and in one case, distasteful themes. It opens without introduction to the very short Ghostlight, set on Scottish lighthouse with vanished staff and a single solution which will leave the investigators dead if not found. A Method to Madness is barely longer, and inventively has the investigators as asylum inmates beset by weirdness. The U.K. located Death by Misadeventure involves the traditional death of a relative and is the easiest to use in an existing campaign. Brian Courtemanche’s Grave Secrets is set in New England, does not involve the Mythos, but has the most tasteless theme.

Brian Sammons’ The Dig is about a Miskatonic University archaeological trip subverted by an insane cultist, with the players as students. It feels long and calls for the Keeper to be heavy-handed for the investigators to follow the plot. David Conyers’ The Burning Stars is the book’s best, set in Haiti 1930 and starts with the investigators waking up with amnesia. What happened in the last seven days? Terrors From Beyond is nicely illustrated, but poorly edited, and suffers without a theme. It feels rushed despite the long wait.