25 March 2024

Morally ambiguous - the Dune RPG

While Paul Atreides is certainly more pleasant and decent than Vladimir Harkonnen, neither of them are good guys nor bad guys. While Vladimir is selfish, greedy, and hungry for power, Paul still starts a brutal and bloody religious war. Both are the leaders of noble Houses who profit to an extortionate level from the work of their population.

While the people of Caladan live far more pleasant lives than those of the people of Giedi Prime, none live even close to the same luxury as the nobility who rule them.

Throughout this campaign, the player characters must decide who to side with, as their peers will judge them for it. But make no mistake: there are no clearly correct moral choices. There is darkness and light everywhere you look, and the player characters will have to develop their moral compass and decide on which path it leads to.

I love that the Dune roleplaying isn’t afraid to grapple with the moral ambiguity of the protagonist unleashing a holy war to have his revenge on those that tried to wipe his family out. 

I also love that the sequel to the first book isn’t afraid to start exploring what that act does to Paul. 

The quote is from the new Fall of the Imperium sourcebook which looks fantastic on an initial skim. 

25 March 2024

Update 2 April 2024: I’ve now reviewed the book here on the blog.

17 March 2024

First Impressions - Old Gods of Appalachia RPG

The cover of Old Gods of Appalachia, all browns and gold. The cover is dominated with an image of a stag with red eyes and burning antlers. Below this is a circular logo with what looks like tentacles hanging down inside it. The title "Old Gods of Appalachia Roleplaying Game" is at the bottom, with the 'A's at the start and end of Appalachia inverted.
The Thing Whose Name Sounds Like Horned Head But Is Not
dominates the front cover of the book.

I finished the Old Gods of Appalachia roleplaying game today; it's been one that I've been nibbling at in the background, and tended to get put to one side when reading for conventions or the hot, new, shiny arrived. Like a lot of the Monte Cook output, it's high quality and large in size (a 414-page full-colour hardback). Unlike most of their output, it's tied to a third party property, the podcast of the same name. I picked it up on impulse at Furnace back in October last year, as I'd been enjoying the first season of the podcast (which is refreshingly not Cthulhu-based horror and properly spooky in parts). The podcast is set in Appalachia in the early 1900s and before, so covers a broad range of time. The railroads drive through the land, and coal and other materials are extracted, as men dig deep towards the darkness in company towns. The setting is witchy, earthy, creepy and in some places really nasty, and doesn't feel at all Lovecraftian. 

The artwork is lovely. Extensive cross referencing is used in the book (something common in other MCG books, effectively hyperlinking for paper books) - if that wasn’t in I suspect that they’d save 40-50 pages as there’s a half-width column on every page that carries this.

Old Gods of Appalachia uses the Cypher System, which I've never played but seems pretty straight forward. You roll a D20 trying to beat a target number based upon on the level of the opposition (challenge, creature, or NPC) multiplied by 3. You don't get dice modifiers; rather the level used can be shifted based on skill, equipment (assets) and by spending 'effort' from the appropriate attribute pool. This means the game falls into the same kind of narrative space that lighter engines such as Tripod do.

However, character design is more involved and nearly put me off the book. There's a lot of reference material; my advice for the first time reader is not to bother; most of this only needs to be read if you want to create a character and are choosing what kind of long term path you want to take. It's detail the GM doesn't need to know and is for the player to bring to the table. Having skimmed Numenera and the Cypher System core book elsewhere, in the future I'll feel free to read a couple of examples and move on until I need to use the character generation in anger.

Character creation feels an evolution of the D&D3e Feats and abilities growth model, linked to your initial character concept. Characters are defined with three different stats: Might, Intellect and Speed. These primarily act as pools for you to modify rolls.

Each character can be one of four character types; think classes here. This the 'noun' that describes what your character is. They are:

1) Protector (physically action and combat orientated)
2) Sage (has some form of magic ability)
3) Explorer (fits in the space between the Sage and protector - action orientated but can have magic)
4) Speaker (the face - someone who has the charisma and influencing skills)

All of these have plenty of examples of the kind of characters which fall into each type. This is effectively a life path and sets your ongoing character development - you will get abilities in these related to your character type as you gain experience.

The character type you choose sets your intial stat pool (although you get some points to tailor it) and it also gives you an edge in one of these (which means that spending pool points for effort is less costly). Effort spend either makes tasks easier or means you can boost damage.

You also get initial equipment, areas of knowledge (effectively a skill set), weapons, magic abilities (or not) and some character type abilities. These may involve a pool point spend to use. As you increase the tier (level) of the character, you can change the abilities a little. There are six tiers, and you have to make 4 sets of XP spends to climb a tier. 

You then have to select a character descriptor - this is the flavour for the character - the 'adjective' if you will - and can be positive or negative. These give you a stat pool mod, for example if I am Beholden, I may be Wary (+2 Speed) or if I am Curious I will be Smart (+4 Intellect). You also get some skills, and something more negative. You will get some equipment as well, along with a link to the starting adventure (think of this as a bond in a Powered-by-the-Apocalypse game). It does nothing mechanically but is a hook. There is no progression of the descriptor. 

The final part of building your character is to select your focus. This describes what your character does. This is the 'verb' that describes your character concept. Whereas the game lets you have overlaps with character type and descriptor, it recommends that every character's focus is unique. Foci include 'Applies themselves' (good at skills and solving problems), Becomes the Beast (can take a beast shape or talk to beasts etc), Cannot Escape the Darkness (haunted by dark forces), Defends what matters (good at protecting community and friends) or Fears no Haints (can talk to spirits). Your focus gives you a link to another PC and the GM some ideas for intrusions (where they can do bad things to you in return for XP for you and another player). The abilities for your character focus do grow with tier, but usually there are at most two options at each tier to choose from. There's no formal scope to change these.

You can also use character arcs, which are structured ways to grant XP (however these are optional).

Fundamentally, you have a character concept in the form

[Name] is an [Adjective] [Noun] that [Verbs]

or more clearly: 
[Name] is a [Descriptor] [Type] that [Focus]. 

The game is asking you to chose a character concept from the start and develop it, so although there is some wriggle-room on development, there's not a lot. You aren't going to grow as organically as some other games (for example Trail of Cthulhu or Liminal).

The setting is mapped over wonderfully; different parts of the dark and twisted Appalachia are explored with references back to the series episodes when appropriate, and the players can have their characters drawn into the ongoing conflict between the Inner Dark and the Green. The creatures are truly horrific and different too. The game concludes with two scenarios; one is very much built for a starter GM, whereas the second is a more involved open-ended scenario which could kick off a game.

Old Gods of Appalachia is a long book, and perhaps could have been expressed a little more succinctly, but it’s worth noting that this is the entire setting. I don’t think that you’d need to get another book for this ever. The scenarios and the section on consent in gaming (which I think is a good thing to have in a horror RPG to you at least know what may make people uncomfortable) do add to the book length. 

I had been wondering whether I'd keep this or not, but the creatures and scenarios tipped the balance for for me to make it a keeper. I may well run a session to see how it feels in play. It's a nicely different creeping occult horror sitting, with some really evocative source material. Some of the illustrations had me remembering Carnivale, which can only be a good thing.

Best source for the background is https://www.oldgodsofappalachia.com/ which links to the podcast and other materials. It's done very well and I find the performances creepy. Definitely worth a look if you want a feel for the setting.

Recommended.

10 March 2024 (but posted later as it was originally a set of three separate posts discussing the game of a forum).




16 March 2024

WOTB - 3 recent Masteries (Grille 15, Bourrasque, Groundtank)

Grille 15 on Himmelsdorf

BC Bourrasque on Himmelsdorf

Groundtank on Yukon




Returning to Daredevil S1

 

The Daredevil TV show logo - red/purple image with the word ''Daredevil' in red text rising in an arc in the centre with 'Marvel' in white in small capitals and the character behind and above the logo, back turned and face in slight profile looking left.
Daredevil

I started re-watching the first series of Daredevil recently, having not seen it properly since it screened in 2015. It has reaffirmed that this is the best Marvel TV done in recent times. I'm five episodes in, and what strikes me is how adult and direct this is. The violence is brutal, nasty and visceral, and you really feel the struggle in the combat sequences. Hell's Kitchen feels like a real location, with real people, which makes the stakes that the conflict with organised crime raises all the more effective.

In the first two episodes the show establishes itself and the characters and then doesn't deviate. It's very much character-led. I intend to work my way back through the various related series that first aired on Netflix, especially now that they've returned to the Marvel fold and are officially part of the MCU. That said, the tone is much darker and more gritty, which is why I love it.

In gaming, my love of these series manifests itself in my love of Son of Oak Studio's City of Mist roleplaying game which can build a similar feel with ease. It's no surprise that this is a game I've run repeatedly at conventions.

16 March 2024

03 March 2024

Books to February 2024

 

A line graph for 2024 with books read (blue line) and pages read (red line) as the Y-axis. There are data point until the start of March, numbers in the heading for the graph.
Books read year to date - 18
Pages read - 5229

I'm writing this three days into March so the numbers are slightly inflated as I finished two books at the very start of the month. Both fiction and non-fiction reading was influenced by the game of Berlin 87, as I really wanted to get a feel of Berlin's geography, culture and locations in my head before Revelation.

Fiction

I opened the year with two books by Silvia Moreno-Garcia; Silver Nitrate and The Lover. Both were great fun, and I need to read more by her as I previously enjoyed Mexican Gothic.

Sara DiVello's Broadway Butterfly was an interesting and gripping exploration of a murder case in New York in the 1920s.

I then returned to some books I've probably not read in four decades - Len Deighton's murky and delightful Game, Set and Match trilogy (Berlin Game, Mexico Set, London Match). I loved these when they first came out (and enjoyed the banished TV version). I was reading them for the 80s ambience for the Berlin 87 hack of Cartel that I was running, but I'm going to have a short break away from them and read the next trilogy as well.

If I had to pick a favourite, it would be Silver Nitrate, but only by a whisker.

Non-Fiction

David McCormack's Berlin Cold War 1945-1989 Companion was interesting but felt like it lacked Berlin as a character. Lots about the DDR but the city had a cameo.

Andrew Long's Secrets of the the Cold War was excellent, and gave me lots of ideas to draw on for my game at Revelation.

The Divided Berlin, 1945-1990 - Historical Guidebook by Oliver Boyn was the most useful reference I consulted for my game of Berlin'87. It really gave a feel for the city and the way things were.

Helen Czerski's The Blue Machine - how the ocean works was delightful, and probably my overall favourite book of the last two months. A clear exploration of how the ocean works and how we are impacting it, to our own peril. Fantastic and recommended.

Roleplaying Books

Comrades: A revolutionary RPG - this is a Powered by the Apocalypse game built to explore revolutions. I'm very tempted to give it a roll-out as it looks excellent.

Dragonbane Core Rules and Dragonbane Bestiary have been covered elsewhere, as has Shadowdark and Orbital 2100. I finally read Cartel, which was excellent. I've chased the shadows of the delayed kickstarter away.

I also read Across a Thousand Dead Worlds - very pretty and a slick game that has echoes of Pohl's Gateway. I'll be running this at North Star. Along with that, I read Under Ashen Skies, which is a horror based single player RPG from the same publisher. I do like it but I'm not certain it will get to the table.

I continue to grind through Old Gods of Appalachia - it's good but something isn't quite landing for me at the moment.

Of the roleplaying games, Cartel was my favourite.

3 March 2024

Games to February 2024

 

Doughnut graph of games played in multiple games - on the right are the two online games (Achtung! Cthulhu and Eternal Lies with 3 and 2 sessions respectively). The left hand side has City of Mist (2), Impulse Drive, Candela Obscura and Cartel.
The doughnut returns

The end of February brought an interesting mix, thanks to Revelation. I have a balance between face-to-face and online games for the first time that I remember.

The most played game is Achtung! Cthulhu, where we continue with the Shadows of Atlantis campaign. We've lost a few sessions this year because of technology and schedules, but we're two parts into the campaign and about to head into Egypt. The second part, Rome, had the game really let its hair down, especially once Graham got hold of a MG42. The only thing I need to resolve with this game is notes. As I'm running fortnightly, if we miss a session then it means that there's a lot to remember. Initially, the players were doing this but I think I may have to do some pertinent bullet points at the end of each part as the player journal has fallen by the wayside. 

The biggest challenge we're all facing is 2d20 bleed, as the slight variances in the game engines between genres comes into play and causes confusion and scrambling for the rulebook. I would like to get this weekly if I could, but two of the other players have games on the alternative weeks.

After that, Eternal Lies for Trail of Cthulhu continues. We're around three years into the campaign, and have reverted back to a GM and duo of players after Nigel had to drop out for medical reasons. This means that it has become increasingly tense and we've come close to death as we explore the Malta leg. The sessions have tipped a little more towards pulp rather than purist noir, mainly as we've ended up having to push our luck to resolve things. The possibility of character death has become much more real.

The rest of the games played and run were at Revelation, which I've covered elsewhere.

I did try to get a game of Orbital 2100 off the ground over Christmas, but scheduling sabotaged us.

3 March 2024



02 March 2024

First Impressions - Shadowdark RPG (D&D 5e OSR emulator)

A black and silver digest sized hardback book lies on a light-grey desk in front of a black and dark-grey keyboard. The cover of the book has no text, just a horrific creature floating in an archway, all teeth and tentacles with orbs or eyes at the end. The spine of the book has the word 'Shadowdark' in a gothic style.
Shadowdark. Lurking on my desk.


So I told myself that I didn't want to back Shadowdark when it was crowd-funded; I have (and love) OSE and the most recent version of Swords & Wizardry, not to mention Blueholme. Why would I want a D&D 5e hack when I have the originals in nicely written and cleaned up forms?

The funding ended, but then the whispers began. People I knew tried the Quickstart and later the initial PDF release and loved it. Bloggers I followed were running campaigns and that curiosity arose, the same curiosity that tempts me to buy another mega-dungeon or short adventure 'just to see what they're like'. Eventually, I cracked and skimmed the Quickstart and saw a game closer to the OSR than fifth edition, with a cleanliness and focus to the mechanics. I ended up ordering the core book and the screen.

TL;DR: Shadowdark takes elements of the post D&D 3e game engine, building a delightfully light & coherent take on the original D&D games, in a similar vein to the Black Hack. It is very well done, and emulates the style of play strongly, stripping everything back and building it up again. OSR compatible modules should be a breeze to run on the fly. I like what I see, and I'd like to try it out. 

Despite being a cleanly laid out 326-page black-and-white hardcover with a further four reference pages printed in the inside cover pages, Shadowdark is a quick read, taking me just an evening to complete. There are lovely illustrations throughout, and the text is laid out in a sans-serif font that does the trick of being large but not-quite too large.It's clean and easy to reference. There's a single ribbon. 


Two small black hardbacks, approximately the same size, lying on top of each other. They both have ribbons for bookmarks - a red for the top, and black for the bottom. The top book spine says "OLD-SCHOOL ESSENTIALS Classic Fantasy Rule Tome" in a white text, and the bottom book says "Shadowdark" in a silver font. The background of the picture is blurred but shows two computer screens.
Comparing the size of Shadowdark and Old-School Essentials

Shadowdark is just a little bit bigger than Old-School Essentials' Classic Fantasy Rules tome. OSE feels more information dense because it uses a smaller serif font so needs less pages. I find the layout of OSE better to read personally, but both are good.

Shadowdark has the classic six stats, rolled on 3d6 in order, with the usual modifiers applying. There's an option to re-roll if no stat is higher than 14. There are six ancestries: Dwarf, Elf, Goblin, Half-Orc, Halfling and Human. Each ancestry gives you an advantage. Humans get an additional starting talent, Halflings can become invisible and hide once a day. Elves get a bonus for being far-sighted and so on. There are no stat modifications.

I'd be tempted to go back to rolling 4d6, discarding the lowest and swapping a pair around if wanted.

Hit points are scaled back from fifth edition, matching the more traditional hit dice per level of 1d4 for Thieves and Magic Users, 1d6 for Priests and 1d8 for Fighters. These are rolled randomly, so the fragility of OSR games is in place.

I'd be tempted to give maximum hit points for starting characters, unless I wanted to go full survival horror. Again, very much how I played in the 1980s.

Character class descriptions give what armour and weapons can be used and some basic class abilities. There's a table of talents. You get one at first level and more as your progress. These replace the proficiency bonus usually seen in D&D 5e and are rolled on 2d6. You can get improvements on class abilities, bonuses to attack or to stats and other benefits. Priests do get spells at first level (unlike B/X), with two available. Wizards get three spells at first level.

Spells are cast by rolling using the intelligence (wizard) or wisdom (priest) modifiers vs a DC of 10 plus the spell's tier (level). A fail means that the spell doesn't work and you can't cast it again until you rest.

Conflicted by this; a starting spell caster has perhaps a 50% chance of the spell working. I think I'd probably rule that a spell roll failure still has it going off, but you lose it as described.

Spells always fail on a roll of 1 and wizards get to roll on a mishap table which gets more dangerous by tier. Priest just end up annoying their deity and needing to do penance to be able to case that spell again. However, rolling a 20 doubles one of a spell's numerical effects. The spell lists follow and should be recognisable if you've ever played D&D. There's no call out to whether a spell needs verbal or somatic elements. 

Characters also get a background that gives them advantage on skill rolls or in situations when it may be helpful for you. Alignment is a thing, but limited to chaotic, lawful and neutral. Again, very much in line with B/X and its predecessors. There's a two-spread with some gods for characters to draw upon. Each level and class combination has a different title based upon alignment. There's a list of languages for wizards and priests to draw upon. 

There is an option to use a funnel approach and start with 0-level characters.

Armour class is ascending, starting at 10+Dex modifier. You get starting gold to equip and can carry 10 items of equipment (or your strength stat's worth if that's higher). There's a basic dungeon crawling kit and all the classic equipment and weapons. No table of pole-arms though. Experience to level up is 10XP per level, so second level is 20 XP, fourth 40XP etc. Treasure is categorised from poor through to legendary, and is the way that you gain most of your experience. You can get 1XP for clever thinking, and also the GM has the flexibility to give more for oaths, secrets and blessing and meaningful tokens and trophies.

Character generation is followed by a set of tables to generate random characters.

Core game engine is 5e d20 roll high with advantage/disadvantage, and auto-success for 20 and auto-fail for a roll of 1.  There are four standard Difficulty Classes, starting with Easy at DC9, then increasing in steps of 3 to Extreme at DC18. Contested rolls are resolved by the highest roll. 

There's no skill system as such, as you roll with stat modifier, but you do get advantage if your background supports the action. It's recommended that you succeed at what you are trained to do in most cases (including look for secret doors, reading magical runes if you're a wizard). Social encounters only use a Charisma based roll if there are particular negative consequences, a need for skill or time pressure. Otherwise you base it on the interaction at the table.

A new mechanic is a luck token. Players can only have one of these each at any time, but can pass them to a companion. They allow a reroll of any roll that you've made. The rate that players get these is at the GM's whim. 

There's a guidance on just rolling a d6 when it's really a random choice (high is better, low is worse)

Time is tracked in real time except when the plot moves on. Each player takes a turn, and when all players have done so, a round has happened. There are ten rounds in an hour. Torches also only last for an hour. 

Initiative is a d20 roll with the dexterity modifier, highest roller goes first, then move clockwise around the table. Alternatively, you can do it narratively freeform. In a turn, players can move and act, or move twice, so the action economy is much more simple than core fifth edition. Surprise gives advantage and a free turn for those doing the surprising.

A roll of 20 will do double damage as a critical or double a spell attack. If you reduce a creature to 0 hit points you can decide to knock it out instead. Opponents who lose half their number (or hit points for a solo opponent) will make a moral check (wisdom based) or flee. Characters hitting 0 hit points are unconscious and dying. This triggers a death timer of 1d4 + CON modifier rounds (minimum one round); if you aren't healed or stabilised in that time you die. Each round, a player can roll a d20 and will gain a hit point back and recover on a roll of 20. Stabilisation is an intelligence-based check by another character.

Light is important; the GM is encouraged to be strict on tracking light and emphasising the danger. If you run out of light sources, you're at disadvantage and the environment and encounters will become more deadly and frequent.

Hiding and sneaking is dexterity based, and usually hidden creatures will be spotted if looked for in the right place. A wisdom check will be needed if someone has successfully snuck or hidden.

Resting requires rations and an uninterrupted 8-hour period of sleep and recovery. If undisturbed, all stat damage and hit points, along with any talents or items that reset. The environment influences the change of a stressful encounter that will interrupt rest, so total darkness means there will be an encounter check every hour. 

Downtime allows a number of actions; you can carouse (a way to convert your treasure into XP) or learn new skills. You can't earn another classes skill but you can learn auxiliary things they do.  To carouse, you pick an amount of money ranging from 30 gold to 1,800 gold (a night out through to a two-week bender). This gives a modifier to a roll on the carousing table which gives XP, contacts and potential elements to influence the story going forward. There's an example game of chance, and then the section rounds out with an extended example of play.

The GM section opens with strong guidance on the core ethos and reminders about how the style of play here differs from fifth edition as written. You're reminded to telegraph danger, give meaningful choices and the clues to understand them, and to be unpredictable. Character vs player skill is discussed, along with moving from rules to rulings. You're there to have fun, but you are a neutral arbiter. This is very much the agenda/principles section that is common with other games today. 

There's discussion about how to attack the character's sources of light, and how to tweak the game so it plays differently. For example, in pulp mode you can have any number of luck tokens and used them to create critical hits, get extra actions or force the GM to re-roll. In deadly mode, you have a single round to stabilise or heal and the roll needed to do so is higher. 

There's a long section of random encounters, traps, hazards and rumours, followed by an extensive bestiary. The only notable difference for the monster descriptions compared to OSR sources is the addition of modifiers for stats. A number of the creatures are unique. I started to do some analysis of the spread of these so I could convert creatures that weren't included on the fly, but then realised someone on Itch.io had already done it. In truth, unless a scenario has a unique creature you won't need these. There's a random monster generator if you want to roll your own. 

The treasure section includes random tables, more mundane treasures like luxury items and painting, an extensive list of magic items and how to created them, and the more intangible boons (oaths made to with you, secrets and blessings).

The end papers are packed with useful references.

The screen is a four panel portrait screen the same size as the book. It has a focus around encounters and treasure and complements the end papers. The artwork is great too.

So what do I think?

I don't that Shadowdark is a fifth edition game as such. Most fifth edition games are built as heroic fantasy variant. Rather, Shadowdark takes elements of the post D&D 3e game engine, building a delightfully light & coherent take on the original D&D games, in a similar vein to the Black Hack. It is very well done, and emulates the style of play very well. Whereas OSE and other retro-clones maintain the quirks of the original game, this strips everything back and builds it up from the start. I'm pretty confident that I could pick up an old module or something written for the OSR and run it while converting on the fly. I like what I see, and I'd like to try it out. 

Recommended.

2 March 2024

You may notice that some of my comments in italics stray away from the more brutal take that some OSR GMs take; I've never enjoyed games where the characters are so vulnerable that they are unlikely to survive the first blow they take. I am happy to be a neutral arbiter, but I'm enough of a fan of the characters that I want them to start their journey with a chance.