Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...

Saturday 27 April 2024

Mountain of Madness

Ten years ago, the Abisko Mine was forcibly shut down following an explosion which killed many of the mine workers. Located in the far north of Sweden above the village of Abisko, all that remained of the mine was a crater. There were few if any survivors and no investigation, the cause of the disaster becoming first the subject of conjecture, and then rumour, as the incident was forgotten about. Recently, the mine and its surrounding area was bought by the Svea Mining Corp, owned by Karl Magnusson and his wife Sigrid. They have attracted the interest of scientists, the attention of the military, and the money of investors with rumours of the discovery of a new type of gemstone that could change the fate of Sweden and the course of the world, speeding up the pace of industrialisation which is already sweeping the country. Yet there are those who have not forgotten the explosion that closed down the original Abisko Mine, and worse, they believe that the gemstone is not something that should be exploited, but instead studied and kept careful control of, lest it fall into the wrong hands. One of these is Franzibald Hansen, Danish author and expert on Norse mythology. Although wealthy and knowledgeable, he lacks the means to investigate himself, let alone deal with the problem as he sees it beyond being a lone voice. Thus, he turns to one of his old contacts and through her, the Society, the body of scholars and adventurers based in Castle Gyllencreutz in Upsala, whose gift of second sight enabled them to see the Vaesen, the supernatural creatures who have for centuries lived alongside the folk of Scandinavia. With their help, Franzibald Hansen is sure that he can prevent the Magnussons from bringing their plan to fruition and the gemstones from falling into the wrong hands.

This is the set-up for The Lost Mountain Saga, the first campaign for use with Vaesen – Nordic Horror Roleplaying, the Roleplaying Game of investigative folklore horror set in nineteenth century Scandinavia published by Free League Publishing. As well as being the first campaign for Vaesen, what is also notable about The Lost Mountain Saga is that it is based on a podcast of the same name that the author has adapted for use with Vaesen. This continues the phenomenon of roleplaying podcast adaptations previously seen with Critical Role and Tal’Dorei Campaign Setting Reborn from Darrington Press and Old Gods of Appalachia from Monte Cook Games. In the case of The Lost Mountain Saga, the result  is a relatively short campaign, consisting of five parts that take place over the course of a year, from September to August. The only requirement for it is the core rules and the fact that the Player Characters are members of the society and have conducted a handful of investigations, and thus be able to improve the facilities at Castle Gyllencreutz. Optional are other scenarios for Vaesen. There are gaps of several months between the third and fourth parts and between the fourth and fifth parts where the Game Master could run another scenario or two. That said, if the Game Master decides not to run other scenarios between the five parts of The Lost Mountain Saga, then the campaign can be played through quite quickly at a rate of two or three sessions per scenario—at the very most.

All five chapters of the campaign follow the same structure as other scenarios for Vaesen. The ‘Background’ and ‘Conflicts’ explains the situation for each scenario, whilst the ‘Invitation’ tells the Game Master how to get the Player Characters involved. In The Lost Mountain Saga, this includes letters, invitations, and the personal request of Franzibald Hansen, which will lead to the town or village where the mystery is taking place, the getting there detailed in the ‘Journey’, typically a mix of railway and coach journeys. It should be noted that every mystery has a moment or two when the Player Characters can prepare and goes into some detail about the journey. There is an opportunity for roleplaying here, perhaps resulting in longer travel scenes than the core rulebook necessarily recommends. The ‘Countdown and Catastrophe’ presents the Game Master with one or two sets of events which take place as the Player Characters’ investigation proceeds, sometimes triggered by the Player Characters, sometimes triggered by the NPCs, whilst ‘Locations’ cover NPCs, Challenges, and Clues, all leading to a ‘Confrontation’ and its eventual ‘Aftermath’. The mysteries are well organised, a mix of the sandbox and events which the Game Master will need to carefully orchestrate around the actions of her Player Characters. Only the most pertinent of the locations in each town or village is described and the Game Master is advised to create others as needed, though she will very likely need a ready list of Swedish names to hand for whenever the Player Characters run into an NPC or two. That said, the campaign is fairly linear and self-contained, meaning that relatively little preparation is required outside of the campaign itself and it can serve as an introductory or starter campaign the first time Game Master could run after she has run a few scenarios.

The campaign opens with ‘Duty and Despair’,  with news of the reopening of the Great Copper Mountain mine of Falun. This brings the portly bon viveur, Franzibald Hansen, to Castle Gyllencreutz. He has received a letter from the local priest about an outbreak of witchcraft and requests their help in investigating it. Almost everyone in the town seems charmed by the exceptionally stern Reverend Bruselius, who quickly settles on the culprit and prepares to hold a trial. Is she guilty, or is there someone else responsible and can the Player Characters identify them in time? However, in discovering this, the Player Characters will encounter another vaesan, one which will already have taken its first victim—Franzibald Hansen! It seems that he had an interest in Falun more than the outbreak of witchcraft, but quite will be revealed in the next few chapters.

‘The Beginning of the Fall’ shifts the mystery back to Upsala where the university is hosting an exclusive ball which will be attended by members of the nobility, the military, and the science community. This is because Karl and Sigrid Magnusson are going to announce the nature of the gemstones their operation has unearthed at the Abisko Mine. At the same time, there are reports of overcrowding at the city’s asylum, including a journalist who wrote an article critical of the Svea Mining Corp. Is this a coincidence? The ball is a chance for the Player Characters to mix with members of high society—military, noble, and scientific—so the Game Master may want to have some NPCs ready here, as well as a chance to get a good look at the strange gemstones. In addition, some of Franzibald Hansen’s secrets will be revealed!

The middle part of The Lost Mountain Saga is ‘Where the Sun Dies’, and it sends the Player Characters off in an entirely different direction—Norway! Norwegian Police Commissioner Olof Dahl comes to the Castle Gyllencreutz asking for their help. Contact has been lost with the island of Værøya above the arctic circle as it appears have suffered a radical fall in temperature weeks before it is normally due and to date, none of the rescue missions have returned. Having travelled to Bergen, the Player Characters set sail aboard an icebreaker commanded by one Captain Harrock—“Billions of bilious blue blistering barnacles!!”—and so investigate the island. From having to ski across the ace to reach Værøya to confronting the frosty foe responsible, this is an entertaining scenario that is quite creepy and unsettling in places.

‘The Prince and the Witch’ returns the action to Upsala and to the great Valborg bonfire next to the Royal Mounds of Upsala for the ancient spring festival. There a young woman asks for the Society’s help. She is a member of the Vanadisir, an organisation whose members claim to be the descendants of the Norse goddess Freja, and she wants help in rescuing her leader from an evil man in this forest. It turns out that ‘he’ is not a prince, but a snake, and not the only one in this linear encounter which draws the Player Characters back into the past. The confrontation is particularly nicely handled here.

The campaign comes to a close with ‘The Lost Mountain Saga’. A plea from an unexpected quarter sends the Player Characters back to where the campaign begins to reveal the secrets of the Abisko Mine and the true dangers that it represents to all of Sweden. The scenario literally ticks down to the climax in a race to prevent the Svea Mining Corp’s plans coming to fruition and a final confrontation.
Physically, The Lost Mountain Saga is everything that you would expect a book for Vaesen – Nordic Horror Roleplaying to be. It is well written and presented, but the artwork and the cartography are both excellent, evoking a mixture of nineteenth century charm and folkloric horror. The book itself is actually a lovely artefact in its own right.

The Lost Mountain Saga is a short campaign as well as being an uncomplicated campaign. This and its year-long, but handful of chapters, structure give it space and a flexibility into which the Game Master can add or develop her own content. This may well be necessary to offset its quite linear nature and the fact that the campaign veers away from its storyline in its middle chapters. If the campaign is instead played through at pace, this may not be an issue though. Overall, The Lost Mountain Saga is a good starter campaign for Vaesen – Nordic Horror Roleplaying, suitable for the Game Master looking for a first campaign and the veteran Game Master looking for something lighter.

Calamity & Customer Service

Just after you review one roleplaying game about running a coffee shop with difficult customers designed to be run on its own or as corollary on top of just about any roleplaying game imaginable, along comes another roleplaying game about running a coffee shop with difficult customers designed to be run on its own or as corollary on top of just about any roleplaying game imaginable.* Coffee & Chaos – Comedy Café Roleplaying Game from Cobblepath Games was the first, a standalone game which used ordinary playing cards, cutlery mattered, and a slice of life was served up with smile and a heart in the foam in the face of difficult customers and dwindling resources (as essentially, there was never anyone to do the washing up!). The Eternal Grind Café is the second. It is published by Mottokrosh Machinations, best known for Hypertellurians: Fantastic Thrills Through the Ultracosm, the Old School Renaissance adjacent roleplaying game of retro science fantasy inspired by the artwork of Frank Frazetta and Roger Dean, the adventures of John Carter of Mars, Buck Rogers, and Barbarella. Certainly, any of those ‘Hypertellurians’ could end up in the Eternal Grind Café, but then again so could any character from any roleplaying game. Definitely though, The Eternal Grind Café does not share the same inspirations as Hypertellurians: Fantastic Thrills Through the Ultracosm.

* If I have to review a third, something weird is going on.

What has happened is that in their hubris, the Player Characters have angered the gods. To teach them a lesson, the gods have cast the Player Characters into Hell. Instead of hellfire and brimstone and eternal torment, it turns out that Hell is actually a minimum wage job in the only growing industry in the world. In other words, work as a barista. So now, where they were once mighty heroes and heroines who braved the odds to defeat dragons and save the princess, long-bearded wizards who commanded cosmic forces of magic, an accountant driven to investigate the unknown, and in the process save humanity unacknowledged, a necromancer who raised an army of the dead, and so on, they now clock on, tie an apron on, smile, take orders for coffee, brew that coffee, and smile again, until it is time to clock off. Unfortunately, the Eternal Grind Café gets at best, the most interesting customers, at worst, the worst customers in the known universe, and all the Player Characters have to do is suck it up until the end of their shift, or if they are really lucky, the gods change their minds. Which is unlucky. So technically, the Eternal Grind Café could actually be called the Infernal Grind Café...

The Eternal Grind Café is a storytelling style roleplaying game for between three and five players, which can be played in a single session. Mechanically, it is very simple, but it provides scope for lots of roleplaying and scope for improvisation. Designed for three to five players, as written, it is intended to be run by a Game Master, who portrays all of the customers who come to the Eternal Grind Café. However, it can easily be run without a Game Master, with the players taking it in turn to portray the bad or difficult customers. A barista in The Eternal Grind Café has two stats or skills. Barista covers anything to do with coffee and running the coffee shop, whilst Character covers everything else—and that includes everything that the barista could do as a Player Character in his home game. The hero’s wielding of a sword, the wizard opening up a portal to the netherworld, the accountant budgeting or casting Elder Sign when he really needs it, or the necromancer commanding the undead… Both skills start at three and are rolled on a six-sided die, the aim being to roll under. If good customer service is given, then both skills move to the right, but if bad customer service is given, they both move to the left. If the stats move to the right, the Barista skill goes up, but the Character skill goes down. If the stats move to the left, the Barista skill goes down, but the Character skill goes up. If either skill is raised to six in this fashion, the Barista loses his and the player loses control of his Barista, but in different ways depending on the stat. A Barista skill at six means that the barista has become a mindless drone, but a Character skill at six means that the barista goes on a murderous rage! Which is truly terrible customer service.

To prevent either from happening, the barista has an outlet—social media. If the player describes a social media post in which his barista complains about his job, he can reduce his Barista skill by one. If he describes a social media post in which he tells of a flashback about his Player Character’s epic deeds in his former life, he can reduce his Character skill by one. In this way, the Barista and Character skills go out of sync.

The aim of the baristas is to gain tips. Each tip is represented by a die type, from four-sided to twenty-sided dice. The bigger the die type, the bigger the tip.* Each die goes into the tip jar. At the end of the shift or whenever the health inspector turns up, all of the dice are rolled and totalled. For each full twenty points rolled, the gods relent, and let a barista return to his former life. If there are not enough points for every barista, then it is every barista for himself and since this hell, betrayal or doing the dirty is just going to be seen as part of the décor.

* The use of Dungeon Crawl Classics dice would be particularly diabolic!

To support play, the Game Master has tables for determining the belligerent nature of the coffee machine—it could be haunted or it could woof and wag its tail like a dog, for random events, and for twenty customers. They include Three Sloths in a Trench coat, Belon Trusk X, a barista’s Mother, Mango Maga Man, and more. Each one comes with roleplaying tips and what the baristas need to do for each to give a good tip. There is a sly sense of humour to the various customers. The Game Master is advised not to say who the customer is, but just describe what they look like and let the players work it out…

Physically, The Eternal Grind Café is lightly and cleanly presented. The artwork is light and suitably humorous. Elements of the presentation will change for the full edition rather than this the Preview Edition. Things that can be added to the game include coffee options, more complications, and more customers.

The Eternal Grind Café is a light and silly roleplaying game that is ever so easy to prepare and equally as easy to run. Perfect to run in between longer games or as a pick-up game, whether at a coffee shop or at home, The Eternal Grind Café is relaxing fun until everyone has the chance to get out of hell and never have to work another shift again!

Friday 26 April 2024

Friday Fantasy: Asterion

It is difficult to describe what Asterion is without being as direct as its author is. So not to beat about the bush, Asterion is a sex dungeon. Asterion is a sex dungeon for Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess. What it does is take the Ancient Greek myth of the creation of the Minotaur and turn it into a sex dungeon and combine it with a bloody meatgrinder. In the myth, Minos, King of Crete, prayed to the sea god Poseidon to send him a snow-white bull as a sign of the god’s favour and promised to sacrifice the bull to the god. When he did not, Poseidon punished Minos by making his wife fall in love with the bull and eventually she bore a child, a half-bull, half-man. Called Asterius, this is Minotaur. So inhuman and so ferocious was Asterius, that he would only eat human meat. After taking advice from the Oracle at Delphi, Minos had the craftsman, Daedalus, construct a mighty labyrinth to house the Minotaur. Into this, King Minos would cast his enemies. Asterion takes this myth and removes any references to Greece, enabling the Game Master to drop the adventure into her campaign, if, that is, she actually wanted to. Because remember, Asterion is a sex dungeon, as the Minotaur is not only wandering the labyrinth eating anyone he finds in there, he is also living out a priapic fantasy with anyone he finds in the labyrinth—whether they want to or not.

It should be noted that Asterion is written by the author of Beware the Mindfuck. That scenario carried a
n ‘18+ Explicit Content’ label on the front cover—and it deserved to. As does Asterion. Be warned. The language and the tone of Asterion is strong and of an adult nature and it deserves that exact same warning label. Unfortunately, it does not have one. In the meantime, some of the language and content in Asterion is repeated as part of the review where necessary.

After some immature posturing by the author about how he is not going to tell the Game Master how to run the adventure, how the adventure is not “…[F]or those that get easily butt hurt about touchy subjects”, and that the Game Master should run it if she has a “cool group”, he actually settles down and begins telling the reader what the adventure is about. The set-up is simple. The Player Characters are thrown into the Labyrinth, perhaps with a sword or a spear and some torches and then left to it. Accompanying them is a number of Zero Level tributes to Asterion, the Minotaur. The Labyrinth is described as a series of tight corridors crossed by many intersections, at which Bull Calves, the offspring of Asterion, will be grabbing them and attempting to eat them, have sex them—that is, rape them, take them back to their father, or a combination of all three. The Zero Level tributes are replacement Player Characters. So far, so bad. Fear not though, for it gets worse.

Instead of there being a map of the Labyrinth
—the Game Master is expected to make it up—there is simply a table of twenty, increasingly detailed and unpleasant encounters. Screams, statues, mushrooms growing in cow dung, corpses, and so on, seem perfectly normal. Elsewhere an incredibly attractive, incredibly large woman demands sex in return for oracular divinations and will get extremely frustrated if the Player Characters refuse; a male dominant, dressed all in leather, invites the Player Characters to participate in his sex dungeon and attacks them with his handcrafted sex toys when they refuse; and a scene of bestiality. Plus, there are the scenes with the Bull Calves having sex with and/or eating the women imprisoned in the Labyrinth.

Running Asterion involves the Game Master describing the Labyrinth to her players, occasionally rolling for an encounter on the table, and when all of those are crossed off, she can run the
scenario’s final scene in Asterion’s throne room. There are promises of freedom, but as the author makes clear in his ‘Wrapping Shit up’, “Everyone will die! Seriously. It’s a fuckin [sic] meatgrinder!” There are stats for the various monsters in Asterion, but that is about it.

Physically, Asterion is thankfully short. It is unpleasantly written and surprisingly, is illustrated with numerous images of statues and vases from Ancient Greece given that this aspect of the background to the scenario is ignored.

So, what you have in Asterion is a meatgrinder—in all senses of the word—one-shot in which the Player Characters are exposed to a lot of sex and semi-cannibalism, not expected to survive, and that is it, really. In fact, there really is very little for the Player Characters to do except wander around and fight. That is the extent of the agency they have. For the players, there is equally as little for them to do, little that is going to engage them or their capacity to roleplay, and ultimately, all Asterion does is expose them to the sexual fantasies of the author.

Asterion is repulsive, immature, and pointless. It does not deserve so much as an ‘18+ Explicit Content’ label, but an ‘Immature Players Only’ label.

—oOo—

DISCLAIMER: The author of this review is an editor who has edited titles for Lamentations of the Flame Princess on a freelance basis. He was not involved in the production of this book and his connection to both publisher has no bearing on the resulting review.

Grudge from the Grave

The Nature of the Beast is a scenario set in an England rent by division and strife during the reign of Charles I. This division is between the Protestantism of the country and the Catholicism of Rome, Paganism and Protestantism, King and Parliament, King and country, weakening the Anima Gentum, the bloodline and the Crown, which ensured that the Crown looked to both the spiritual needs and the physical needs of the country. The Anima Gentum is yet to be broken with the execution of the king in 1649, but the Veil has been weakened by this division, giving access to the beyond, the Shadowlands, and the Demonic Realms, and so allowing mankind to entreat with things beyond our understanding. The Anima Gentum will be broken, England will be upturned, and the land will have no king. In the north of England, as the Scots fume and bridle at the King Charles’ attempt to reform the Presbyterian Church and there is mutterings of civil unrest in the south as the king may actually recall Parliament for the first time in a decade, the weakening of the veil has enabled a terrible revenge to be wrought from beyond the grave. Monsters stalk the land, and though they do not know it, they threaten the reputation of a noble family even as their presence brings about terrible tragedy.

The Nature of the Beast is the first scenario to be published for The End of Kings: Core Rules for 17th Century Adventure, the roleplaying game of magic, monarchy, and division set in the early modern period prior to the English Civil War. Published by MontiDots Creations, best known for publishing horror scenarios such as The Fenworthy Inheritance and scenarios for the Old School Renaissance such as Limbus Infernum. It is a roleplaying game in which weaselly Vagabonds, stout Commoners and Yeomanry, and gracious members of the Nobility, as Cunning Folk or Woodkernes, Clubmen or Soldiers, Priests or Witch Hunters, Warlocks or Outlaws seek adventure and perhaps work to protect the realm from creatures from beyond the Veil and machinations of those men and women who would take advantage of the weakening of the Veil. Notably, it uses the GORE Generic Old-School Role-playing Engine published by Goblinoid Games. This is a percentile system which means that anyone familiar with the Basic Roleplay mechanics will have no difficulty adapting The End of Kings and thus The Nature of the Beast.

The scenario opens with the ‘Adventurists’—as it terms the Player Chaarcters—being hired by Reverend Richard Hinde, the corpulent priest of the village of Cranfold in the north of England. The flocks of sheep kept round the village have been subject to a spate of vicious attacks, the corpses left mutilated and half-eaten. The village is divided as to the nature of the culprit. Although no wolf has been seen in the country for a century, some say that is what it is, but others think it to be something much, much fouler. The priest, though, will confide that he thinks it a thing summoned through the Great Veil, though by whom or to what end, he can only conjecture. He had thought to hire the local hunter, but he has not been seen for days, but there is worse news for the reverend’s employer, the local squire. Lord Perfleet’s eldest daughter has also gone missing. The Adventurists are thus to travel to Cranfold and investigate the activities of the creature before hunting it down and killing it.

These events are of course, all connected, as the Adventurists will discover in the course of their investigations. Initially, it is suggested that this take the form of divination. The scenario gives crystallomancy as being the most effective and suggests that one of the Adventurists be capable of this, whilst another should be a priest with a sanctified silver cross capable of holding twenty Magic Points. The divination will grant them some initial hints, and can be used to gain further insights once the Adventurists arrive in Cranfold and want to examine the surrounding valley. Beyond this, their efforts are hampered by the arrival of the county Intelligencers—members of the inquisition who search for witches and signs of the devil—who have come to Cranfold in order to uncover what they think to be the activities of a witch. Bullies, man and woman, they will be quick to discover the ‘culprit’, denounce her, and condemn her to her fate, all in the name of god and coin in the pocket! The witchfinders are a reprehensible bunch, and are likely to arouse the ire of the Adventurists. This may lead to confrontation, if not between the Adventurists and Intelligencers, then between the Intelligencers and the returned hunter. The issue for the Adventurists is that the Intelligencers have the law on their side and any confrontation will get them into trouble. If he can be found, he knows much more about what has been happening and will point the Adventurists in the right direction, including approaching a caravan of Roma who are due to pass through the village as they regularly do at this time of the year. They will be able to help with advice and more before the Adventurists home in on the source and centre of the horror going on in Cranfold.

The Nature of the Beast is well supported with excellent maps and stats of the various NPCs and monsters. However, it could have been better organised, such as giving the description of the village towards the start of the book rather than in the middle of the adventure. Otherwise, physically, The Nature of the Beast is well presented, decently illustrated, and does come with great maps.

Where The Nature of the Beast is at its weakest is in the overreliance upon crystallomancy and divination as a means for the players and their Adventurists to gain hints and clues. It does not allow for other options and this, combined with the poor organisation means that The Nature of the Beast is not as easy to run as it should be. Here is where it could be better developed to be more flexible and less reliant on magic.

The Nature of the Beast is a solid adventure that combines some familiar elements—attacks on animals, revenge from beyond the grave, fear of witches, folk horror, and so on—with a pervading sense of horror and the unknown, the result feeling very much like a Hammer Horror film. The climax of the scenario does lend itself to cinematic action, so enforcing that feel. Even if the Game Master does not want to run the scenario using The End of Kings: Core Rules for 17th Century Adventure, the plot and set-up of The Nature of the Beast is relatively easy to Warhammer Fantasy Roleplay, Fourth Edition or Lamentations of the Flame Princess Weird Fantasy Roleplay, as both are set during a similar period.

Monday 22 April 2024

Miskatonic Monday #278: The Viscount Who Left Me

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Z.V. Cretney

Setting: Regency-era Bath
Product: Scenario for Regency Cthulhu: Dark Designs in Jane Austen’s England
What You Get: Fifty-two page, 52.14 MB Full Colour PDF

Elevator Pitch: ‘Gone Groom’ (not by Gillian Flynn)
Plot Hook: The groom has gone, can the bridesmaids save the day?
Plot Support: Staging advice, six pre-generated Bridesmaids, ten NPCs, thirteen handouts, one Occult tome, one occult spell, and one occult monster.
Production Values: Excellent

Pros
# You get to play Regency bridesmaids!
# Regency folkloric horror one-shot
# Highly detailed scenario
# Detailed Investigators
# Nicely done handouts
# Great title
# The bridesmaids need to return
# Ornithophobia
# Hemophobia
# Anthropophobia

Cons
# Bridesmaids may need a pointer or two get the investigation started

Conclusion
# Connection between set-up and first investigative steps undeveloped, but otherwise another good one-shot for Regency Cthulhu: Dark Designs in Jane Austen’s England
# Richly detailed post-wedding Regency weirdness whose bridesmaids deserve a sequel

Miskatonic Monday #277: Hail to the King

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Marco Carrer

Setting: New York State, 1989

Product: One-on-One Scenario
What You Get: Nine page, 448.60 KB Full Colour PDF

Elevator Pitch: “Modern music is as dangerous as narcotics.” – Pietro Mascagni
Plot Hook: This is one rare record you won’t want to rave about
Plot Support: Staging advice, one pre-generated Investigator, and four NPCs.
Production Values: Untidy.

Pros
# One Investigator, one session scenario
# Easy to adapt to other modern time periods with recorded sound
# Straightforward investigation
# Melophobia
# Hemophobia
# Pharmacophobia

Cons
# Needs a good edit
# Linear
# Needs an opposition to mix up its noir nods and make it a MacGuffin hunt

Conclusion
# Seedy, direct investigation that feels just a bit too easy
# Tell, me have you heard the Yellow Sign?

Sunday 21 April 2024

Classic Era Science Fiction Gaming

Cepheus Deluxe: Enhanced Edition is a Science Fiction roleplaying game with a long history. If Dungeons & Dragons has its own Systems Reference Document containing guidelines for publishing content under the Open-Gaming Licence, then so does Traveller, the classic Science Fiction roleplaying game inspired by Imperial Science Fiction, published by Game Designer’s Workshop in 1977. This is the Cepheus Engine System Reference Document, which contains the ‘Classic Era Science Fiction 2D6-Based Open Gaming System’, which provides a common framework for Referees to create and run, and players roleplay, whether for their own table or for actual publication. This is a roleplaying game which enables the Player Characters to travel the stars, explore new worlds, engage in speculative trade, conduct small scale military missions, fight off pirates preying on interstellar trade, investigate strange alien ruins, and more.

Cepheus Deluxe: Enhanced Edition is published by Stellagama Publishing, best known for the campaign setting, These Stars Are Ours!. It is an update and expansion of earlier versions of the rules. The changes include the inclusion of the hexadecimal notation system beloved of Traveller being optional; combining skill and characteristic modifiers—which means that the target thresholds for actions are higher; Player Character is less random and a Player Character cannot die during the process, although he can be injured; damage suffered by Player Characters and NPCs is not deducted from characteristics, but from Stamina and Lifeblood, instead; Player Characters have Traits, heroic abilities which makes them stand out; spaceships can be larger—ten thousand, rather five thousand tons—and can be equipped with main guns, like Particle Guns and Gravitic Disruptors; technology is shifted up and down slightly, so that Cybertechnology can be available at Tech Level 9 and Force Shields at Tech Level 16; Player Characters can suffer mortal wounds instead of dying and can even undergo Cyborg Conversion or Bio-Reconstruction; and a section for the Referee has been added. There are innumerable changes and additions throughout Cepheus Deluxe: Enhanced Edition, but they are compatible with previous editions of the Cepheus roleplaying game. Cepheus Deluxe: Enhanced Edition is upfront about these changes, but in addition, throughout the rulebook, the Referee is given options that she can include in her campaign.

A Player Character in the Cepheus Deluxe: Enhanced Edition has six characteristics—Strength, Dexterity, Endurance, Intelligence, Education, and Social Standing. These typically range between two and twelve, but can go much higher. Then a Player Character has skills. These range from Admin, Airman, and Athletics to Tactics, Watercraft, and Zero-G. Notable omissions are the Mechanics and Electronics skill, replaced by repair, Admin includes the Advocate skill, and Gambling is part of Carousing. Skills range in value from zero to five, and are gained from a Player Character’s Homeworld and his Career. He also gains one or more Traits, depending on the length of that Career. These are tied to particular skills, so for example, ‘Jump Tuition’ requires Piloting 1 as a skill and allows the Player Character to roll with Advantage when making a Jump throw and travel faster-than-light, whilst ‘Explorer’s Society’ grants a high passage ticket once every two months and free stay at the society’s hotels.

To create a Player Character, a player assigns an array of values to the Player Character’ characteristics. He chooses one skill for his character’s Homeworld and then puts him through a Career. There are twelve of these, and include Agent, Belter, Colonist, Elite, Navy, Pirate, Rogue, Scholar, and more. A career lasts a number of terms, each four years in length—though an option allows for their length to be random—and a player picks skills as he takes his character from one term to the next, learning fewer skills as he ages. Once per turn, the player can also choose to give up a skill option and instead increase a characteristic. There is also the chance of suffering from the effects of age, but the main thing that the player will be rolling for is an event each term. This creates an incident which the Player Character can gain from or suffer because of it, and it can be career-related or it can be life-related. At the end of the Career , a Player Character will gain mustering out benefits in terms of money, items, ship’s shares, and characteristic bonuses. In extreme situations, a Player Character will find himself being trained in psionics or being sent to prison!

Using the Event Tables allows a player to create a bit of background about his character. For example, this belter grew up on an inhospitable colony before signing on with a mining concern to strike it rich. He never did, but he was sponsored for university and trained in the sciences and technical subjects. After nearly getting injured during an attack on the company facilities, he decided to retire, believing he had sufficient skills to go it alone and look for his own strike.

Karol Stounten
Strength 4 Dexterity 6 Endurance 7 Intelligence 11 Education 11 Social Standing 8
Career: Belter, 4 Terms Rank: Crew Boss
Stamina: 7 Lifeblood: 7
Age: 34 Homeworld: Inhospitable Outpost
Events: Pirate Protection Racket (Resisted), Study, Specialist Training, Cyberterrorism!
Skills: Athletics-0, Computer-2, Demolitions-1, Engineering-1, Melee Combat-1, Piloting-2, Repair-1, Science-3, Streetwise-1, Zero-G-1
Traits: Sensor Ace, Scientist (Physical Sciences)
Equipment: Spacesuit, CR 10,000 Prospector

Mechanically, Cepheus Deluxe: Enhanced Edition is simple. For a Player Character to undertake an action, his player rolls two six-sided dice and aims to beat a target number, typically eight or more, for an average difficulty task. The player will add modifiers for the characteristic and the skill being used, a skill rating of two indicating that the Player Character is a trained professional and an experienced professional if three or more. A roll of twelve always succeeds, and sometimes, a situation will give the Player Character Advantage, enabling his player to roll three six-sided dice and use the best two. This is usually due to a Player Character trait. The amount by which the roll exceeds or misses the Target Number is called the Effect. Effect itself is not clearly explained, although there are numerous uses for it throughout the book, such as increasing the damage by a successful attack or the captain aboard a starship in combat using Leadership to ‘Lead Crew’ and create bonuses that his player can assign to the other crew members.

As a Science Fiction roleplaying game, Cepheus Deluxe: Enhanced Edition provides a wide range of equipment. This includes armour, exploration and survival gear, arms, armour, and cybernetics. The latter is classified into four grades, which start with A-Grade, superficial or common implants, such as cosmetics or an Internal OmniComp, all the way up to R-Grade cybernetics, invasive, experimental, and irreversible implants like a Berserker Module or a Hercules Frame Replacement. Every cybernetic implant has a point cost. If a Player Character has more than six points worth of Cybernetic Points, he suffers from cyber-disassociation, which will affect his ability to socialise. The weapons include vibroblades, gyrojet guns, tanglers, blasters and laser guns, and even a grav launcher that fires a floating plasma bomb that the user can guide to the intended target. A solid selection of vehicles is included too, as well as a quick and dirty robot design sequence, which allows them to be created in a few minutes, alongside a few examples, ready to be used in play.

The rules for combat allow for cover, aiming, automatic weapons, suppressive fire, grappling, morale, and more. If a combatant suffers more damage than his Dexterity characteristic, he is knocked prone. Damage is deducted from Stamina first, and then Lifeblood, the latter indicating that he has been wounded. If it is less than half his Lifeblood, he is seriously wounded. He is mortally wounded if it is reduced to zero. There are rules for trauma surgery and recovery. The rules for chases cover both foot chases and vehicle chases. Psionics are handled in a straightforward fashion, possible talents consisting of Awareness, Clairvoyance, Telekinesis, Telepathy, and Teleportation. What talents a Player Character might have are determined randomly, but at the very least, he will have Telepathy. His Psionic Strength, essentially an extra characteristic, determines the number of PSI points he has and the abilities he has within a talent. In order to use a psionic ability, he simply spends the PSI points.

Understandably, the longest section in the longest section in Cepheus Deluxe: Enhanced Edition is devoted to starships. Spacecraft below one hundred tons are smallcraft and do not have a Jump Drive. Interstellar travel is achieved by the aforementioned Jump Drive, rated between one and six, indicating how many parsecs a starship can travel in a single jump. Speed within a system is measured in gees, again from one to six. The rules begin by explaining how starships are operated and the costs of doing so, including speculative trade in terms of cargo and passengers. The procedure for the latter is explained and there are suggestions too, on how to make the ferrying of cargoes more interesting. There is a similar procedure for designing spaceships and starships, all the way up to hulls displacing ten thousand tons. The latter enables the creation of large vessels and arming at that scale with large weapons that fit in triple turrets and bay weapons that displace fifty tons, and even main gun weapons that displace one thousand tons. In general, these are outside of the scope of most campaigns that a Referee might run, but their inclusion allows the possibility of a big, naval-based campaign. The procedure is the most complex in Cepheus Deluxe: Enhanced Edition, involving as it does quite a lot of decisions and arithmetic. The process does take a bit of practice to get right and get the numbers to balance. Numerous common spacecraft designs are included too, from a ten-ton fighter and ten-ton gig, all the way up a thousand-ton cruiser. Most of the vessels that will be within the purview of the Player Characters include the two-hundred-ton trader, one-hundred-ton scout vessel, and so on.

Spaceship combat is similarly complex. It is conducted in six-minute rounds which allow for weapon recharge cycles, the distances that missiles have to travel to reach their targets, the time needed for repairs, and so on. In that period, each crew member has time to take a single action. For the captain, that will be to ‘Lead Crew’ to orders, and more importantly, possible bonuses, or to ‘Outmanoeuvre’ the enemy and gain a better Position in relation to them; the Pilot has a choice of Attack Vector, Disengage, Evasive Manoeuvres, Plot Jump, and more; the Sensor Operator can Spoof Missiles, Jam Sensors, Target Systems, gain a Sensor Lock, or Break a Sensor Lock; the Gunner can Fire Energy Weapons, Launch Missiles, Launch Sand (which screens against attacks), or fire Point Defence weaponry; and the Engineer can Overcharge weapon or Redline Engines, or conduct jury-rigged repairs. It starts with attempting to gain Position over the enemy, this replacing what would be Initiative or Range in ground or air combat, as there is neither in space in Cepheus Deluxe: Enhanced Edition. Combatants can target specific locations on a spaceship, and if an attack does get through and hit an enemy vessel, it can inflict surface, internal, or critical damage. Internal and critical hits can damage or destroy specific components or locations aboard a vessel. The rules also allow for radiation damage too. Overall, the rules are busy and detailed—but not overly so, and they do work to keep every Player Character aboard a ship busy and useful in a fight.

The rules for world creation remain unchanged. The procedure enables the Referee to roll for the various factors which make up a world—size, atmosphere, water percentage, world government, law level, starport, and tech levels. All these will together indicate trade codes and the presence of bases, whilst the Referee determines what travel zone the world lies and what allegiances it has, if any, plus communication and trade routes. The procedure is straightforward and much less complex than the rules for either starship combat or design. In addition, there are rules and tables for social encounters, detailing NPCs, plus some sample generic stats, plus a guide to creating and running animals or xenofauna. This is perhaps the shortest section in the rulebook.

One new section specifically for the Referee provides her with a range of advice. This is broad in its coverage, its primary suggestion being for the Referee to start small with a handful of worlds and build as her players and their characters begin to explore the setting. There is advice on using contacts, enemies, and so on, as to what to allow or terms of technology since Cepheus Deluxe has a high number of baked-in features. These start with no Faster-Than-Light communication, slow interplanetary and interstellar travel, physical rather than virtual activity, and so on. The Referee is further supported with six detailed adventure seeds and then several appendices. These include a bibliography, options for using the ‘UWP’ or ‘Universal World Profile’, cyborg conversion or bio reconstruction to avoid death, and options for aliens. In general, Cepheus Deluxe is a humanocentric setting, but it is also a Science Fiction rules set, so rules for creating NPCs or Player Characters from alien species are almost obligatory. There are three given here, the Greys, the Reptiloids, and the Insectoids.

Lastly, Cepheus Deluxe: Enhanced Edition does include what every player and Referee wants for their Science Fiction roleplaying game—starship floor plans. Presented in ‘Appendix F: Schematics’—and not Appendix ‘F’ for ‘Floor Plans’, these accompany the full stats given for various spaceships earlier in the book, including an Assault Ship, Explorer, Prospector, Research vessel, Scout, and System Defence Boat. Many have a rocket-like quality to them, landing on their ends and having multiple small decks rather than fewer, but larger decks. However, they separated from their stats, and worse, they produced far too small to use with any ease.

Throughout Cepheus Deluxe: Enhanced Edition the Referee is constantly given two things. The first is options. For example, the ability to increase characteristic value once play starts; Hero Points to allow rerolls by both the players and the Referee; letting Player Characters switch Careers; allowing dodging and parrying in combat; armour as a penalty to hit rather than absorbing damage; heroes and grunts in combat for more cinematic play; and more. They lessen in number towards the end of the book, but they provide the Referee with numerous choices if she wants to tweak her Cepheus Deluxe game.

The second thing that Cepheus Deluxe: Enhanced Edition provides the Referee with, is examples. Examples of Player Character creation, combat, chases, starship combat, and so on. In some cases, more than one example, there being three examples of Player Character creation and two of combat, plus the examples of starship combat is lengthy and detailed, enabling the Referee to understand how the procedure works. In each and every case, they help to bring the rules to life.

What the Cepheus Deluxe: Enhanced Edition does is shift the ‘Classic Era Science Fiction 2D6-Based Open Gaming System’ away from its Traveller origins, and through that, any association with Imperial Science Fiction and specifically the Third Imperium, the setting for Traveller. However, the problem with that, is where it leaves Cepheus Deluxe, because it is not quite truly a generic Science Fiction roleplaying because its underlying architecture is still that of Traveller. This is not to say that Cepheus Deluxe could not do other types of Science Fiction. It could—and that includes many of the sources of inspiration listed in the roleplaying game’s Appendix A, such as The Expanse, Babylon 5, Dark Skies, and Outland. However, advice on adapting or adjusting Cepheus Deluxe to the possible subgenres of Science Fiction it could encompass, for example, Biopunk, Cyberpunk, Dieselpunk, Military Science Fiction, Space Opera, Space Western, would have been both very welcome and expanded its utility.

In some ways, this is not helped by the underwhelming treatment of alien races, either as NPCs or Player Characters. The inclusion of the three in the Appendix D feels like an afterthought. Here perhaps rules for the Referee to create her own would not have gone amiss, again, expanding the utility of Cepheus Deluxe. The inclusion of this and a more detailed examination of other genres would have made the Cepheus Deluxe: Enhanced Edition a better toolkit. Perhaps there is scope here for a Cepheus Deluxe Companion with tools, options, and essays to expand on this?

Physically, Cepheus Deluxe: Enhanced Edition is disappointing. For the most part, the layout is clean and tidy, but it does need an edit in places. Worse, the artwork is often garish and simplistic, really failing to depict the tone of the roleplaying game’s Science Fiction. Conversely, the spaceship illustrations are excellent, though small.

Cepheus Deluxe: Enhanced Edition is ultimately a passport to the Classic Era Science Fiction ‘Classic Era Science Fiction 2D6-Based Open Gaming System’. It presents and supports the Cepheus engine in a thoroughly accessible and—for the most part—supported fashion, especially with the engaging examples of play, providing the Referee with the tools to create her own content and use content available from other publishers.