21 June 2020

First Impressions - The Bitter Reach, Forbidden Lands [Spoiler Free]

The Bitter Reach
Welcome to the cold north of the Forbidden Lands...

TL;DR: The Bitter Reach is a great alternative to the original Forbidden Lands campaign, with a very different feel due to the nature of the winter wilderness environment. The presentation of the book is excellent, and it hangs together well. I think that the GM may have more work pulling the threads of the campaign together than in Raven's Purge, but all the tools necessary to do so are present provided the players are willing to engage with the motivation of being treasure seekers from the start. An excellent addition to the line.

I didn't back the Kickstarter for The Bitter Reach, partly because one of my friends was already running Raven's Purge and I saw the Forbidden Lands RPG* as his thing, and partly because I was behaving myself at the time. However, one evening my fellow GM wished that there was a way for him to actually play in the setting, and that set me thinking. I ended up pre-ordering the expansion just before it was released.


Physically, it is a 310-page hardback book, sized like a novel the same as the rest of the line. It has the same 'old-school' basic text with black-and-white line illustrations. This makes it slightly larger than digest, but not so big as the D&D 5e books. The inside cover shows the map of the new campaign area, 'The Bitter Reach', an icy, wind-blasted, snowy wilderness that encompasses the former elven kingdom of Rodenvale. The sections of the book before the adventure sites suffer from a number of annoying typos which should have been caught, but you can count them on two hands and they don't affect the content.

The book opens with considerations on how to get to the setting, and the challenges of living in a frozen wilderness. There's a brief description of the kinds of settlements which can be encountered, the various kin present, and an overview of the regions. Most campaigns will start on the Silver Coast, in the town of Northfall, the most significant human settlement.

A new profession - the Champion - is presented with three new talents. There are three more general talents, including mountaineering and warm-blooded which are likely to prove very useful for travellers. Two new magic disciplines - Elemental Magic for Sorcerers and Ice Affinity for Druids - are presented. Both of the disciplines fell apt to the setting.

Ten pages are dedicated to expanding the rules for journeys reflect the significantly harsher natural environment; there's no blood-mist but the keeping the cold at bay will be a constant battle.

The campaign, Wake of the Winter King, fills the bulk of the book. It's constructed in five pages, but these are more like the escalation steps in a Dungeon World campaign front. The setting is a sandbox (or maybe a snow-box?), and the GM will need to steer the campaign around the character's actions. In principle, they will have to chose between freeing the land from the magically imposed winter that it finds itself in, or preventing others doing so. It's possible that they could end up riding the cold winds of change, like snow driven by the wind, but it's more likely that they'll end up on one side or another. There are three major factions, plus other groups who could be united and make a significant change.

The campaign guide describes the eight key players who will drive the campaign with stats to allow you to use them in combat or as social encounters. They've all got their own motivations to drive change in the snow-box. One of them acts as a direct GM agent to stir up the plot, in a similar way to Merigall in the Raven's Purge campaign.

The state of play for the various kin is discussed, and eight new creatures are presented, some of which will be quite a challenge if used correctly. Example artefacts are given, nicely tied to the setting.

The adventure guidance section opens with unique encounter tables for the setting, and then pages covering random creation of the main adventure site types: ice caves, elven ruins and settlements. This is followed nearly 150 pages describing ten significant adventure sites ranging from the settlement of Northfall (unique in that it has a fixed location) through to the Winter King's Palace. Each site has a map, background, details of locations and people present, and suggested events. This is in the same style as seen in the core rules and the Raven's Purge campaign. There are legends for the GM to use with most locations to draw the characters on. The GM will choose where the various adventure sites may be found to best suit their own game.

The book rounds out with a section called 'The Endgame' which presents a number of ways that the campaign can be brought to an end as guidance for the GM. Copies of all the legends are in an appendix, followed by a short index.

You will have to buy the Map & Cards pack (available separately if you want the colour map and stickers like the one for Ravenland in the core box. This also includes cards for use in the game.

So what do I think?

The Bitter Reach is a great alternative to the original Forbidden Lands campaign, with a very different feel due to the nature of the environment. The presentation of the book is excellent, and it hangs together well. I think that the GM may have more work pulling the threads of the campaign together than in Raven's Purge, but all the tools necessary to do so are present provided the players are willing to engage as being treasure seekers at the start. An excellent addition to the line. It didn’t quite reach the “I must run this” feel, but it’s definitely one I’d like to run. 

21 June 2020


14 June 2020

The Monsters Know What They're Doing... and now the GM may do as well

The Monsters know what they’re doing
The Monsters Know What They're Doing

I enjoyed running Curse of Strahd, but it was very much a new experience for me as I haven't really run D&D in anger for a sustained period since my 2nd Edition AD&D days. I played 3rd Edition, but never ran it. My only real experience in recent years was running Graham Spearing's excellent Heroic Fantasy (a take on The Black Hack).

Generally, my experience of running the game went smoothly, helped by the fact that we had two experienced D&D5e players and DMs in the group who I could outsource rules queries to so I could focus on the story. There was one encounter in the first season that had me doubting that I was doing it right. This was an encounter between the party and a 'vampire' (as they called it) in our fourth session. I'm not going to reveal what it actually was because <spoilers>, but I was concerned that I'd not played the NPC to the best of my abilities.

Enter 'The Monsters Know What They're Doing', a book based on Keith Ammann's blog of the same name. Keith deconstructs the monsters in the D&D core books, analysing their statistics, their descriptions and game mechanics to produce a summary of the most effective way to use them as a challenge to the players. It's clever stuff, and allows a lazy DM to easily plan how a combat encounter can be done to the best effect. There were similar articles about using Monsters intelligently in early White Dwarf issues, but I've never seen anything that deconstructs the mechanics so thoroughly.

The book is available through Blackwells and Amazon in the UK; as I write this, the former is cheaper.

Having mentioned it to my players, they seem to think that this is unfair. However, there's another volume coming in July, written from a character's perspective which should make things a bit more balanced.

I went back and reviewed the encounter with the 'vampire'. My conclusion was that there wasn't much more I could have done to have saved the NPCs from such a relentless and vicious attack; radiant energy, magic missiles and firebolts stacked the attack against the creature. The only thing I can think may have worked was a spiderclimb onto the roof, but the situation didn't really lend itself to that. However, I know that I'll be better prepared for the next time.

And there will be a next time. They have Strahd's attention now.

14 June 2020


03 June 2020

Books in May 2020

Less books than other months as the focus has been on gaming the last two weeks on the run up to North Star.


Agents of Dreamland (Caitlín R. Kiernan)

Enjoyable alternative take on the beginnings of the Lovecraftian End Times. Novella length, we see a snapshot of the events which are going on from the protagonist's view. If you've read your Lovecraft, you'll be looking behind the curtain on the plot, but don't expect a true conclusion: this is a small window on the future as terrible events take place on a ranch by the Salton Sea. Part one of the Tinfoil Dossier.

When I arrived at the Castle (Emily Carroll)

Beautifully illustrated, with a dreamlike story, with horror dripping throughout.

Black Helicopters (Caitlín R. Kiernan)

The second part of the Tinfoil Dossier; pay careful attention to the dates in the chapter headings if you want to follow this properly. Very similar in style, but it goes several hundred years into the future and you can see beginnings of the End Times much more strongly. Parts of this reminded me of Annihilation. I'm not certain I fully understood what was going on, as once again it's from the perspective of the protagonists. Intriguing and enjoyable.

Challenging the Safety Quo (Craig Marriot)

This was a work related read. As a safety professional it contains pure heresy.

Actually, it approaches a lot of the concepts used to make workplaces safe - such as the Heinrich triangle, Safety First Policies, measuring lost time rates - and examines them with an open and critical mind. It will make you think twice about why you do things and help bring refreshed thinking and some new impetus.

Approachable for non-safety professionals too, this would be a good toolkit for a senior manager who wanted to read around the topic. It's written in concise, thoughtful and challenging pieces.

Recommended

3 June 2020

02 June 2020

North Star Online 2020 - another look behind the curtain

My learned friend and co-organiser Graham has posted his take on moving North Star online this last weekend. It's worth a read as a counterpoint to mine.

http://farhavens.blogspot.com/2020/06/set-course-for-online-conventions-hit-it.html

2nd June 2020

Traveller - Quick and dirty skill mapping from T4 to Mongoose

Much of the BITS releases for Traveller were originally released for Marc Miller's Traveller (T4).

When I've been converting characters for use in games, I've used this quick reference I threw together for skill mapping and skill levels.

https://docs.google.com/spreadsheets/d/1Zt6dyQvG9RpOj2EZEW-gx7n3YWFfAa5pDFCGtWHt4EE/edit?usp=sharing

It's open for comments if you use it. I may add a MgT2 conversion in there as well.

2 June 2020

01 June 2020

North Star Online 2020 - Gaming Report

North Star Online 2020
Tales from the Loop in action.

I ran two games at North Star, and didn't playing the rest of the slots, partly for family harmony and partly for some break time from the screen.

I'd originally planned to run 'The Recycled Boy' mystery from the new Tales from the Loop Starter Set (which I've talked about here and here), and vaguely had a second scenario from Mutant Year Zero: Elysium planned if needed. However, Handiwork Games announced a playtest of the new edition of A|STATE, an RPG which I've long loved. I signed up immediately and ran the game at the convention.

The A|STATE game was planned for Saturday evening, and the Tales from the Loop game for Sunday afternoon.

A|STATE is now built on the Forged in the Dark engine, so I frantically read Blades in the Dark for the first time in three years. I'd played this and read the alpha releases, but never the final book. There was quite a lot to assimilate, but fortunately I found another GM who was running it the coming Monday (Paul B) and he shared some of his preparation material. By the time that we got to the game, I was happy I could run, although a little daunted by the fact that one of the players - Declan - had run the game a lot. I decided the best approach was to be honest and co-opt hime for advice. he was great.

The playtest has some great artwork and four characters built to riff off each other. They end up on a mission to try and find some missing children who may have been pressed into child labour. The engine worked really well, and we came to a mostly positive ending. As well as Declan, Dr Moose, Dr Bob and Keary played. We had a whole range of experiences of A|STATE and of Blades in the Dark, but it all seemed to good and I would have loved to take this further and several of the players felt the same.

On reflection, there was a way I could have ended the game with better sting in the tale, but it still worked.

I foolishly forgot to get any screenshots of the game.

I used WebEx (which was rock solid) for audio-visuals and just screen shared when needed. I used some smart art to make danger clocks in Powerpoint which I could fill in as we played. I also extracted the images from the playtest deck so I could throw them up. The technology worked fine; the only issues were me clicking the wrong files!

Tales from the Loop is a game I've played and owned since the kickstarter. I'd bought the Starter Kit as a way in, and decided to take it out virtually. This time, I decided to use WebEx again with Roll20 for a VTT (virtual table top). I extracted the maps (had to screenshot and clip as they aren't separate) and loaded them up with fog-of-war in place. I added the characters in and also key handouts. I also added music - both the instrumental for the game and also the pop songs each kid liked. Roll20 lets you blend these it. Both platforms behaved, with Roll20 getting a few minor glitches, but nothing show stopping.


North Star Online 2020Tales from the Loop
Relationship charts are useful.


Beyond reading the books and uploading the images, the main work I did was to prepare a relationship chart for the players and main NPC. This also included each child's pride, their age and their problem. This was a quick reference during the game.


North Star Online 2020
 Midway through the game.

The GM screen was a useful reference, and the post it notes on the monitor are the principles of Tales from the Loop.


North Star Online 2020
At the end of the game as the player's triumphed!

The interplay between characters was lovely and the ending very tense. Problem solved, the two girls (played by Lee and Roger) in the group decided who was going to be whose boyfriend, much to the bemusement of the boys (Dr Mitch and Pete. The 10 year old girl (Dr Moose) was happy with her new robot friend.

I really enjoyed the game; it was a joy to run, and the players really got into it. It was a magical experience which I'd love to do again. It hit the nail on the head. It does a good job of switching from personal scenes for each character to ones related to the mystery. Thanks to Dr Mitch, Dr Moose, Pete, Lee and Roger for a great game.

Overall, I had a blast at North Star Online. It was our 'Last, Best Hope' and it came through as billed. Which was a relief, as I helped to organise it.

1 June 2020