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

Sunday, 27 April 2025

Another Alternative

Tales of the Valiant is a roleplaying game with a political history. Published by Kobold Press—best known for the Free City of Zobeck and Midgard settings—Tales of the Valiant was a response to the changes that Wizards of the Coast were rumoured to be making in January, 2023 which would have given the publisher of Dungeons & Dragons, Fifth Edition tighter control over third-party published content. Other responses included the development of the Open RPG Creative Licence, which included the Pathfinder Roleplaying Game, Second Edition (Remastered), but Tales of the Valiant is based on ‘Black Flag Roleplaying’, an alternative and open gaming system built from the sections of the Creative Commons licence related to Dungeons & Dragons, Fifth Edition. It is designed to be conversant with Dungeons & Dragons, Fifth Edition, but not beholden to it. The initial two volumes for Tales of the Valiant—the Tales of the Valiant Player’s Guide and the Tales of the Valiant Monster Vault—were published via a Kickstarter campaign.

Of course, Tales of the Valiant offers and supports Dungeons & Dragons-style play and that it is conversant with Dungeons & Dragons, Fifth Edition, means that Dungeon Master and players of the latter can easily adapt to it. It is an action-orientated roleplaying game which takes place in the Labyrinth, a multiverse of infinite words connected by a maze of magic. What these worlds have in common and in common with Tales of the Valiant, is that they have magic, that adventurers are heroes and their adventures are heroic, that they are full of unusual places, peoples, and phenomena, that factions and organisations plot, and that conflict, in which heroes stand up against impossible odds and save the day through cunning, might, and magic, abounds. All of these are intended to foster good storytelling and good roleplaying, whether that is in a published setting or one of the Game Master’s own creation. Of course, whilst Tales of the Valiant is a Class and Level roleplaying game that offers Dungeons & Dragons-style play and there are plenty of similarities between Tales of the Valiant and Dungeons & Dragons, Fifth Edition, there are plenty of differences too.

The Tales of the Valiant Player’s Guide provides the core rules for the game plus descriptions of some monsters and magical items, so that from the one book, the Player Characters have something to fight and some treasure to find. The bulk of the book though is devoted to the thirteen core Classes in Tales of the Valiant. These are Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, and Wizard—all classics of the roleplaying genre—and they are joined by a new Class, the Machinist. These all go up Twentieth Level and their descriptions include a suggested ‘Quick Build’ and an explanation as to why members of each Class become adventurers. They also have two Subclasses, except for the Cleric, which has three Domains--Life, Light, and War. So, for the Barbarian has Berserker and Wild Fury, the Druid has Shifter and Leaf, Fighter has Spell Blade and Weapon Master, and the Wizard has Battle Mage. Every Class also has two Heroic Boons to choose from at Tenth Level, so the Fighter has ‘Defiant’ which means that his player can choose to have his character succeed at a Saving Throw if he failed one, whilst ‘Unstoppable’ enables him to end the various conditions he is suffering from. For the Thief, ‘Escape Artist’ reduces any damage he has to making a Saving Throw against, to nothing if the Saving Throw made, by half if not, whilst ‘Jack-of-all-Trades’ enables him to choose Talents from any list. (Talents are organised into magical, martial, and technical lists.) Of course, in addition to the six classic attributes—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, a Player Character will have a Lineage, Heritage, and Background. Since the Player Character is meant to be heroic, by default, these are rolled on four six-sided dice each and the lowest dropped, but other options are given. The Lineage represents a Player Character’s blood ties and hereditary traits, the equivalent of Race or Species in other roleplaying games; Heritage is a Player Character’s upbringing and cultural origins; and Background what a Player Character did before becoming an adventurer.

There is much that is familiar with the Classes of Tales of the Valiant, but of course, every Class has been tweaked and small adjustments made to it. For example, the Druid has ‘Nature’s Gift’, an innate Class ability that enables the Druid to heal a number of times equal to a Player Character’s Proficiency Bonus and since it is not a spellcasting ability, it can be whilst the Druid is transformed by the Wild Shape Class ability. Also, a Druid can ‘Draw Power’ from Wild Shape to recharge spells and with ‘Nature’s Grace’, a Druid ignores the need for food or water and cannot be magically aged.

All Classes gain a choice of Heroic Boon at Tenth Level and the Druid has the choice of ‘Rite of the Kingdom’ and the ability to communicate with any animal or ‘Rite of the Shaper’, which grants a use of Wild Shape prior to combat if the Druid has none. The Monk can not only deflect missiles, but if the damage they would do is reduced to zero, the Monk can catch them and throw them back—which is cool, whilst the Paladin can ‘Lay on Hands’ on himself as a bonus action, replaces ‘Fighting Styles’ with ‘Martial Action’—as does the Fighter, though that Class has more options, either ‘Guard’ with a shield or ‘Wind Up’ for a powerful attack, and has the ‘Divine Smite’ feature limited to once per turn. The Warlock has the ‘Eldritch Blast’ cantrip shifted to a Class feature, uses the Charisma bonus to attack rather than Strength or Dexterity with Pact of the Blade, casts a more powerful version of Find Familiar with Pact of the Chain and allows the familiar to attack without any of the Warlock’s actions, has a range of Invocations that either enhance ‘Eldritch Blast’, grant a spell-like effect, and more.

All of the Classes have a range of changes like this, but the wholly new Class in the Tales of the Valiant Player’s Guide is the Mechanist. It is intended as an inventor, maker, or engineer, but one that can also fight. ‘Eyes of the Maker’ enable the Mechanist to identify magical items, its properties, and how to use it, which is really powerful, whilst ‘Shard of Creation’, fashioned by the Mechanist, can be used to gain inspiration or be transformed into a useful object. ‘Augment’ enables the Mechanist to make an object adhesive, collapsible, enhance the user’s perception, empowered and thus magical, propulsive to increase its speed, and so on. The two Subclasses are the Metallurgist, which specialises in combat and engineered armaments, whilst the Spellwright is an enchanter, tinker, and crafter. This Class is both new and demanding in terms of the amount of effort that a player will need to invest in it to get the most out of it. The player of the Mechanist Class literally needs to be inventive in how he uses the features of the Class, rather than adhering to the more constrained and tightly defined features of the other Classes.

The Lineages consist of the Beastkin, Dwarf, Elf, Human, Kobold, Orc, Syderan, and Smallfolk. The Beastkin requires further definition by the player in terms of what animal features his character has, whilst the Syderan are plane-touched, whether through parentage or a magical upheaval, the choices being Celestial or Fiendish in nature. Lastly, the Smallfolk are either Gnomes or Halflings. The Heritages—some of which are recommended for particular Lineages—include Anointed, Cosmopolitan, Diaspora, Nomadic, Salvager, and Supplicant. The Backgrounds include Adherent, Artist, Criminal, Homesteader, Maker, Outcast, Rustic, and so on. The Lineages and Heritages provide some standard traits, whilst the Backgrounds provide further proficiencies, some equipment, a talent, and a reason to adventure. There is a good selection here, the Heritages and Backgrounds, in particular, enabling players and Game Master alike to mix and match and so create traditional or non-traditional fantasy characters as is their wont.

Spellcasting in Tales of the Valiant is drawn from four sources, Arcane, Divine, Primordial, and Wyrd. The Bard, Sorcerer, and Wizard draws from the Arcane; the Cleric and Paladin from the Divine; the Druid from the Primordial; and the Warlock the Wyrd. Spells are organised in Circles rather than Levels, but the various schools of magic remain as standard. In addition to cantrips and standard spells, casters also know rituals, spells take a minute or longer to cast. Classes who know rituals record which ones they can cast separate to their standard spells. For the most part, the spell list will look familiar to other fantasy roleplaying games, with the exception of a few new additions. These include Black Tentacles, a Warlock spell which fills an area with tentacles; Faithful Hound, a Warlock and Cleric spell which summons a phantom watchdog; and Gear Barrage, which conjures a burst of magically propelled gears!

The tweaks continue with the equipment. Weapons have ‘Options’ that provide extra effects beyond mere damage, such as ‘Bash’ for the club or ‘Hamstring’ for the scimitar. So, a successful ‘Bash’ causes the target to have disadvantage on its next attack whilst ‘Hamstring’ reduces the target’s movement. The other ‘Weapon Options’ are Disarm, Hamstring, Pinning Shot, Pull, Ricochet, and Trip, all of which give a player choices other than just damage and can make play that little bit more dynamic. Armour can have properties like ‘Cumbersome’ and ‘Natural Materials’, the latter meaning that the armour is immune to the types of effects that metal armour suffers from. The magical items include a new degree of rarity, that of ‘Fabled’. These only include a few items such as Blood Spike Armour, Book of Names, the Ring of the Flamekeeper, and Quickfinger Gloves. These are wondrous items, very rare, gained through the play of the story and the narrative, rather than through random events, which grow with a Player Character as he gains Levels. For example, the demonic Blood Spike Armour lets the wearer attack with its spikes as a bonus action, but attuned at Fifth Level, the spikes also inflict additional necrotic damage, at Ninth Level, there is a simple bonus to Armour Class and to hit and damage with the spikes, at Thirteenth level, the bonus increases and the wearer can make a nearby creature frightened, and lastly, at Seventeenth Level, the bonus increases again. Effectively, these ‘Fabled’ items—which unlike the other magical items listed, do not have a price attached, are designed to stay with a Player Character and become part of his story.

In terms of playing the game, relatively little is changed. The core mechanic still consists of rolling a twenty-sided die and adding the total of the attribute bonus and Proficiency Bonus when it applies, to beat a Difficulty Class. These range from ten or ‘Easy’ to twenty-five and higher or ‘Very Hard’. The Advantage and Disadvantage mechanic introduced in Dungeons & Dragons, Fifth Edition, remains, but this is joined by a new mechanic, that of ‘Luck’. Luck is gained for failed attack rolls and Saving Throws, as a reward for clever, interesting play, and for surviving difficult encounters or achieving story goals. This is up to a maximum of five points. It can be spent on a one-for-one basis to improve rolls or at a cost of three Luck, a player can reroll the twenty-sided die in any check. The rules encourage a player to spend the Luck. If a Player Character has five already and more is earned, then the player has to roll a four-sided die and reset it to that new value. Also covered here are the rules and the guidance for social, exploration, and combat encounters, essentially the core of game play, whilst downtime activities take in carousing, crafting, researching, training, and working. In the case of crafting, researching, training, and working, these open up the opportunities for the Player Characters. Traditionally, Classes such as the Wizard would spend months on researching spells or creating potions and the like, whilst the other Classes had no similar options. Now they can research for information, earn money, craft non-magical items, and actually learn a new language or gain a proficiency in a new skill, tool, weapon, or armour. Of course, it takes both time—at least a year—and money to undertake this training, but it gives options for Player Characters who traditionally did not have anything to do whilst others were occupied in their projects.

Rounding out the Tales of the Valiant Player’s Guide is a set of three appendices. In turn these explain the roleplaying game’s Conditions that a Player Character or NPC or monster can suffer, entertainingly illustrated/demonstrated by Kobolds; detail the ‘Gods & Pantheons’ of not just the Labyrinthian Pantheon, but also some fantasy historical ones like the Egyptian, Greek, and Norse pantheons; and a selection of creatures. The latter is not extensive and does not include any intelligent humanoids. The main entries are to provide support for the various Classes, such as a mount for the Paladin and a familiar for the various spellcasting Classes. Although the ‘Gods & Pantheons’ are nicely detailed, they do include numerous Domains that are not listed for the Cleric Class, limiting their use straight out of the book. The appendix does include a disclaimer, stating that they will be detailed in future books, but their inclusion is tantalisingly frustrating at his point.

There are a couple of oddities in the book. Multiclassing is an optional rule, but is explained before the Classes, whilst the magical items are given at the end of the equipment chapter rather than in their own section. The ‘Playing the Game’ chapter is placed before the spellcasting section rather than perhaps at the end of the book where it could have been more easily accessed.

Physically, the Tales of the Valiant Player’s Guide is cleanly, tidily laid out. The artwork is excellent and in addition, throughout the book, there are sections of advice for the player which further explain the rules or make suggestions how to get the best out of Tales of the Valiant and its rules. For anyone new to the style of play that Tales of the Valiant offers, this is all very useful.

The Tales of the Valiant Player’s Guide is a solid introduction to the first ‘Black Flag Roleplaying’ game. There are a lot of little tweaks and changes to how this plays compared to similar fantasy roleplaying games, but the fundamentals of that play remains unchanged, which only serves to make it all the more accessible. The overall effect of those changes in the Tales of the Valiant Player’s Guide is that Tales of the Valiant is a cleaner and perhaps leaner roleplaying game offering classic fantasy roleplaying.

Saturday, 26 April 2025

Terminator Terror III

The war against Skynet and its rise focuses on three time periods. The first is the morning in America of Ronald Reagan’s nineteen eighties as Kyle Reese tries to protect Sarah Connor, whilst the second is the New World Order of Bill Clinton’s nineteen nineties as the rogue T-800 tries to protect her and her son, John, as well as target the Cyberdyne Systems Corporation. The third is the Dark Future of the twenty-twenties and beyond, as John Connor leads the Resistance against the robotic forces of Skynet in a post-apocalyptic future decades after Judgement Day. These periods have been explored in the campaign, The Terminator RPG: Campaign Book and Terminator 2: Judgment Day – A Sourcebook for The Terminator RPG for The Terminator RPG from Nightfall Games. Yet there is a fourth period, one which has not been explored in the roleplaying game to date, that of the years following August 29th, 1997—Judgement Day. This is a period when mankind finds itself reeling from the nuclear strikes from both the USA and Russia, from the disintegration of society and collapse of civilisation, from the years of nuclear winter that followed, and eventually, from the realisation that what had been really responsible, had not been the various nation’s governments, but the machines they had put in charge, machines that were hunting them, killing them, herding them, and ultimately, attempting to manipulate the timeline that ensure the survival of Skynet.

The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim supplement that explores the years leading up to Judgement Day and the opening years of the Dark Future. This is not wholly confined to the USA and Russia, for it also explores the fates of numerous countries and the histories of the numerous Resistance forces that rose from the ashes, and in doing so, it visits some unexpected locations. Plus, in addition to exploring the rise of MIR and the Resistance in Russia, the supplement provides rules for creating Spetsnaz Player Characters and describes the equipment used by the Spetsnaz and the Russian Technocratic Union, the machinery fielded by MIR, and Skynet’s early assets that crept out onto the battlefield. Lastly, there are rules for survival and scavenging for survivors picking over the bones of the civilisation that once was. Depictions of this Dark Future in The Terminator franchise, right from the opening moment in The Terminator when the foot of a T-800 steps on and crushes the skull of one poor victim amongst a pile of skulls, have always been grim. Make no mistake, the depiction of this Dark Future in The Terminator RPG: Resist! is equally grim.

The supplement opens with a dismantling of the nuclear doctrine that arose with the involvement of Skynet as third, if secret, antagonist. So Mutually Assured Destruction is no longer a deterrent, military and industrial targets are no longer a priority, and of course, it is no longer an exchange of fire between East and West because Skynet and MIR have thoroughly penetrated the command-and-control networks. The latter means that missiles are being fired at targets within their own country of origin; that Skynet targets sites where biological and chemical weapons are stored—including gaining control of the Centre for Disease Control in the USA; and then using the means and protocols for handling disasters, such as those established by FEMA in the USA, to effectively herd survivors and disaster management teams together and then specifically target them! Beyond these Dark Years, this desire to control continues as Skynet begins fielding Hunter Killer units and the first Terminators that herd the survivors into camps. Parallel to this, John Connor remains in hiding, often with many other survivors covering for him, but making broadcasts that begin to spread the truth about the threat that many survivors as yet remain truly unaware of…

Also discussed are the groups that do survive, some surprising, some not. Of course, the Doomsday Preppers and the Militias, though their individualistic streaks mean they are ill suited to co-operation when the Resistance begins building networks. The Mormons are better prepared to survive, but not to face the raiders, whilst the isolated nature of the Amish, Indigenous, and similar communities mean they are all but ignored by Skynet and often build nations that would survive beyond the Dark Years. US survivors would also flee north and south. In Mexico, this would trigger the Second Mexican-American War, which ultimately leave the country in the hands of the drug cartels who had transformed themselves into feudal war and slave lords, whilst in Canada, the survivors have been firmly driven out of the cities and the oil fields of northern Alberta turned into a hellhole supplying Skynet with petroleum resources.

As damaged by Judgement Day and what followed next as much as North America, the situation in Russia is different because there is not one single controlling A.I., but several, each one a separate node of MIR with a different attitude towards humanity, and also towards Skynet. This includes nodes which actively favour humanity, others that manipulate it, and some which want to destroy it, and like some Soviet-era collective, the nodes do not always agree on what action to take. So, there is likely to be a more erratic overarching feel to any campaign set in Russia, whilst still being organised on the ground with the rise of the Russian Technical Union, which claims, but does not hold all of the territory that was once the Warsaw Pact. The background, politics, and capabilities of the Russian Technical Union are backed up with the means to create Spetsnaz Player Characters. They are much more of an organised military than the Resistance in North America, and to reflect that, Spetsnaz Player Characters receive extra training represented with Supplemental Training Plans, including ‘Contact and Outreach’, ‘Long Range Reconnaissance’, ‘Refugee Support Training’, ‘Repair and Salvage Operations’, and ‘Opposition Sabotage’.

Details of what happened in the wake of Judgement Day for several other countries are also given. France managed to hold out initially due to the fact that its military infrastructure was not tied to Skynet via NATO, but eventually biological warfare followed by direct assault with Hunter Killer units from England via the Channel Tunnel saw first Calais captured and then the rest of France. What remains of any resistance in Germany hides out in the dungeons below the ruins of Castle Drachenfels(!), its leader rejecting contact with the American Resistance and blaming John Connor for Judgement Day.


The future of the United Kingdom—or the ‘Dis-United Kingdom’—is also detailed. In some ways, this feels the most traditional of post-apocalyptic futures in The Terminator RPG: Resist! in that the government is re-established in Birmingham following the destruction of London and Manchester. A chemical gas attack by Skynet followed by attacks by Hunter Killer tanks forced the survivors to flee west, first through Wolverhampton, and then where Brummies traditionally went on holiday—Wales. The survivors of the United Kingdom have fled where they always have when invaded—into the fringes of the country. The survivors in Scotland are cut off from the rest of the country the irradiated Lowlands, whilst in Wales, the survivors reopened, hid in, and expanded the country’s old coal mines. The resistance is a combination of remnants of the British Army, Welsh nationalists, and surviving elements of the IRA, with the frontlines being the fringes of Birmingham. Called Glyndwr, the slightly fractious resistance has one secret weapon—the Welsh language!

Perhaps the most interesting countries detailed are Ghana and the Philippines. Although West Africa was scarred by the effects of Judgement Day, it was not specifically targeted by Skynet. It took a decade for the region to begin to recover and be targeted by the machines. Skynet has occupied Ghana’s Volta region for its hydroelectric plant and begun strip-mining the region for its resources. In response, the West African Coalition of former states in the region, originally established to provide humanitarian aid, has transformed into a resistance movement. Communication between the resistance groups is maintained by Runners who carry messages and distribute information. This is the basis for a different type of campaign, focusing on the Runners and their movement and journeys. The Athletics, Endurance, and Stealth skills are strongly recommended for Player Character Runners, as are language skills given that some ninety are spoken in the region, but they can be anything beyond that. To this are the new skill, ‘Lore: Region’ and new Traits, ‘Forced March’ and ‘Regional Polyglot’. The latter enables a Player Character to better learn and understand the numerous languages in a region. That said, a list of some of the languages spoken in the region would have been useful, but the Director will definitely want to do more research for any campaign run in the region, and that would include languages.

In the Philippines, the hope for survival is tied to the Pag-asa, literally ‘hope’ in Tagalog. The Pag-asa is actually a former Ohio-Class submarine about to be decommissioned when Judgement Day occurred and since it was not armed with nuclear missiles, overlooked by Skynet. Instead of returning to fight and likely die for the USA, the crew elected to support the Philippines and now it spearheads the Resistance all across southeast Asia. Similar treatments are given for Oceania, including Australia, New Zealand, and the Pacific, as well as Central and South America. These are broader treatments, and not quite as interesting as the write-ups of the other countries.

Besides expanding the setting of The Terminator RPG into an immediately dark and nasty era, The Terminator RPG: Resist! provides rules and mechanics for prosthetic limbs and wheelchairs and for surviving in the wastelands of the Dark Years and beyond. These cover scavenging, the use of toolkits, finding ammunition from bullets to bombs, armour and clothing, and more. It includes the finding and fixing up of a dwelling, especially in the face of apocalyptic weather, and notes on foraging and hunting in the deadly new era. In terms of support, descriptions and stats are provided for Skynet’s early war forces, such as the RTAV Robotic Tracked Attack Vehicle and the RV-12 Dart Microdrone. Also given are Skynet’s post-millennial forces, such as the Cyberdyne Systems Series 100 Robotic Infantry Unit, and the forces of MIR and some of the equipment field by the Spetsnaz.

Physically,
The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a good-looking book. The artwork is excellent and the layout clean and tidy. However, the book does need an edit in places and feels slightly rushed.

The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG is a slim book and perhaps a few more pages could have been included to round out its content with some scenario hooks or campaign outlines or something similar. More so for the descriptions of less familiar places such as Ghana or the Philippines, which would make their details easier for the Director to use and develop. Nevertheless, there is a lot of good content in The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG, expanding the scope of The Terminator RPG in both interesting new regions and theatres of action and a truly horrifying and grim period of the setting’s future. It would be interesting to see actual campaign content for all of these new settings, but The Terminator RPG: Resist! – A Sourcebook for The Terminator RPG provides a very scary starting point for the Director to develop her own scenarios.

Solitaire: Aces Over the Adriatic

There is something utterly romantic and beguiling as you soar through the skies above the azure waters of the Adriatic, the sun glinting off your wingtips, the wind rushing past your head, and the roar of the engine in your ears. Higher, faster, the dreams of your nation embodied in the sleek frame of the machine in your hands, for a moment you are free. Free of the demands of national pride and prestige, free of expectations, and maybe even free of the memories that you can never truly escape, no matter how fast or how high you fly… And then you turn over and dive. Dive back down to the exaltation of the crowds, to the popping glare of the press, to be amongst the men and women placed on a pedestal who are your peers and like you, know the freedom of flight, and to return to the horrors of your past and the creeping horror of Fascism along the shores of the Adriatic.

In Aces Over the Adriatic: A Solo RPG, you are that pilot. Perhaps a veteran of the Great War, mourning the loss of comrades, your skill and experience has put you at the controls of a seaplane, an entry into the ongoing Coupe d’Aviation Maritime Jacques Schneider, a biennial race for seaplanes and flying boats. You race for your country, but you also race for the memory of your friends lost in combat and you race for the love and glory of flying. Yet the speed and manoeuvrability of your machine may also see you undertaking missions facing pirates that are a threat the skies over the Adriatic, delivering urgent mail to Milan, or carrying contraband in sealed cases. Published by Critical Kit, Ltd, a publisher best known for Be Like a Crow: A Solo RPG, this is actually a French roleplaying game written in conjunction with the Musée de l’Hydraviation in Biscarrosse, France. It is semi-historical in that in addition to being inspired by the technical innovation and the romance brought about by the Schneider Trophy in the interwar years, it is also inspired by the Studio Ghibli film, Porco Rosso.

A Pilot in Aces Over the Adriatic: A Solo RPG is defined by his Nationality, Age, some Personality features, a personal distinctive feature, a distinctive feature for his aircraft, and a Perk. Nationality will also determine the Pilot’s name and possibly the type of aircraft he is flying, whilst age will determine whether or not he served in the Great War. The Perk can apply to the aircraft, such as ‘Military-grade weapons’ or ‘Speed’, or it can apply to the Pilot like ‘Calm’ or ‘Daredevil’. He also has values for Gauge, Glory, and Nostalgia. Gauge represents the amount of damage that both Pilot and aircraft can withstand; Glory is the Pilot’s fame and ambition, as it rises, the Pilot will gain Perks, a nickname, and honorary titles; and Nostalgia is the Pilot’s link to his past and if it grows too high, the Pilot may suffer from melancholy and if it reaches ten, will forces them to hang up his flying helmet and goggles.

Name: Otillie Gottschalk
Nationality: German
Age: 31
Nickname: None
Honorary Title: None
Personality: Clever, Chatty, Clumsy
Distinctive Features: Pet Dachshund, ‘Rudy’
Aircraft’s Distinctive Features: Dark Blue
Perks: Intuition
Gauge: 4
Glory: 0
Nostalgia: 0

Actions and Questions are handled in a straightforward manner. An answer to a question can be determined by a simple roll of a six-sided die, but there is a table of more nuanced answer options included. For actions, A Pilot in Aces Over the Adriatic: A Solo RPG employs the ‘Push System’. When the player wants his Pilot to undertake an action, he rolls a six-sided die. This is the ‘Initial Die’. It is impossible to fail on the roll of the ‘Initial Die’. A result of four or less is a ‘Weak Success’, or a success with consequences, whilst a result of five or six is a ‘Strong Success’. It is as simple as that, but what if the player rolls a ‘Weak Success’, but wants a ‘Strong Success’? he can then roll a which can lead to a failure. The results of the ‘Push Die’ are added to the results of the ‘Initial Die’. If the total is still less than four, it is still a ‘Weak Success’ and the player can roll another ‘Push Die’; if it is five or six, it is a ‘Strong Success’; and if it is seven or more, it is a failure. Effectively, the Pilot is constantly pushing the envelope and there is a chance that it can be pushed too far.

The play of the games flows back and forth between Missions and Memories. A mission might be to ferry a wealthy passenger to Venice or help cover the story of another famous pilot for the Pilot’s national press. A Memory can come from any activity, such as visiting a city or whilst a Pilot repairs his aircraft, and might be about the war, friends, past loves, and so on. Both require a roll to succeed. Each Mission has four Challenge Points and the player rolls to reduce these, a ‘Strong Success’ reducing two, ‘Weak Success’, and a failure, none. The faster a player can reduce the Challenge Points, the more Glory his Pilot will be rewarded. Glory can be spent to gain more Perks and as the total Glory accrued rises, the Pilot will gain a Nickname and an Honorary Title. However, results of a Failure and a ‘Weak Success’ both reduce ‘Gauge’ the joint measure of damage that a Pilot and his aircraft can suffer. Pilot and aeroplane can keep flying as long as their Gauge is one or more, but if it is reduced to zero, they will crash.

A Memory takes place between Missions. If successful, it can restore Gauge and refresh Perks used. However, in the process of reliving a Memory, a Pilot gains Nostalgia and if that ever rises to ten, the Pilot will retire. In addition, it is possible to have a Flashback during a Mission, which works similar to a Memory and also increases Nostalgia. So there is a balance here between keeping flying and succeeding and getting lost in reminiscence. And of course, throughout, the player is writing a journal—or is that keeping a logbook?—of the story of his Pilot and his aeroplane over the skies of Europe. It is here Aces Over the Adriatic: A Solo RPG that comes into its own in supporting the Player.

Aces Over the Adriatic: A Solo RPG is rich in background detail. There are descriptions of Europe in the interwar period, Fascist Italy, seaplanes and flying boats, the Schneider Trophy, and more. These descriptions are more overview than detail, but they are enough for the player to start with. Besides the table of Missions, there is ‘The Control Tower’ which provides tables for weather conditions, iconic places, NPCs including historical pilots and sponsors, generating pirate group names, and more. All of which the player can use to generate details and elements of his Pilot’s life in and out of the cockpit and as it is logged. There is advice too on how to play Aces Over the Adriatic: A Solo RPG, the author suggesting, for example, that the player control and tell the stories of multiple Pilots at once as if writing a drama, and on how to make the play harder or easier.

Unlike many journalling games, Aces Over the Adriatic: A Solo RPG has the scope to be more than just a solo game. The rules are simple and straightforward and the content in terms of setting and support is potentially more than enough for a Game Master—Air Marshal?—to run Aces Over the Adriatic: A Solo RPG as a storytelling game for a small group of players, whose Pilots could simply be rivals, members of a squadron, or even an aerial circus.

Physically, Aces Over the Adriatic: A Solo RPG is a beautiful little book. There are plenty of period photographs and the book is well written. The character sheet is a little busy, but it has everything on there that a player needs to know, including the basics of the rules.

Aces Over the Adriatic: A Solo RPG does over romanticise its setting a little, content to let the spectre of Fascism hang in the background rather than engage with it and so leaving the darker elements of play to the Memories of the Pilot and thus in the past rather than in the now. Thus, despite being based on the history of the Interwar Period, it leans more towards the fantasy of its other inspiration, the Studio Ghibli film, Porco Rosso, in its play. To be fair though, bringing that into play would have been challenging and since the player is telling the story of his Pilot, he is free to bring those elements into play if he wants to. Nevertheless, Aces Over the Adriatic: A Solo RPG is an utterly charming roleplaying game and an utter delight for fans of history, especially aviation history.

Friday, 25 April 2025

Sample Dungeon Redux II

At its heart, the Old School Renaissance is about emulating the style of play of Dungeons & Dragons from forty and more years ago, and about exploring the history of Dungeons & Dragons, so it is always fascinating to see what its adherents will find after ferreting around in the archives. Beneath the Ruined Wizard’s Tower is a perfect example of something surprisingly brought back to the attention of the Dungeons & Dragons-playing audience. Beneath the Ruined Wizard’s Tower is not wholly new, but an extension of an old dungeon, that of the ‘Sample Dungeon’ which originally appeared in the Dungeons & Dragons Basic Set, published in 1977, and edited by the late Doctor J. Eric Holmes. What Doctor Holmes did was edit earlier example rooms and develop them into a coherent dungeon design, a ‘starter dungeon’ complete with backstory, context, and reasons for the Player Characters to venture into its depths. The ‘Sample Dungeon’ itself has previously been visited and expanded upon with The Ruined Tower of Zenopus. That though, brought it up to date with the modern incarnation of the rules, having been written for use with Dungeons & Dragons, Fifth Edition, Basic Rules, which are free to download from the Wizards of the Coast website. This means that it is also compatible with, and could be upgraded to, Dungeons & Dragons, Fifth Edition, and of course, with some effort, could easily be adapted to the retroclone of the Game Master’s choice. Beneath the Ruined Wizard’s Tower is not written for use with Dungeons & Dragons, Fifth Edition though, but instead for use with BLUEHOME: Fantasy Roleplaying Game, the retroclone designed to emulate the version of Basic Dungeons & Dragons written by Doctor J. Eric Holmes.

Beneath the Ruined Wizard’s Tower is a dungeon level designed for a party of Second Level Player Characters, who should, by the end of it be close to, or have reached Third Level. It is designed to be slipped in under the ‘Sample Dungeon’, expanding it physically, whilst also expanding the story strands and possibilities from the nearby town, Portown. There are essentially three of these and they are built into the design of the dungeon level if not into the town itself—that task is left up to the Dungeon Master to design and develop. These threads consists of a band of smugglers operating out of some caves who find themselves under the sway of, and giving tribute to, an Undead Corsair, now a Wight, who wants to be reunited with his wife, Lemunda the Lovely, who might be alive elsewhere; a Temple of the Rat God, where members of a secret society in Portown, come to worship in the hope of becoming a wererat; and a Pre-Human City, or at least, a very small part of it. What is present here is a very tiny part of that city, the suggestion being that Zenopus, the wizard whose disappearance is never explained in the ‘Sample Dungeon’, came here to study the city and might be somewhere in the city still. There are certainly signs of his activity in that area of the dungeon, including a wizard’s laboratory full of old alchemical experiments and an exhibit room with various trophies mounted on the walls.

This gives the dungeon three areas which are distinct in terms of flavour and feel. ‘The Haunted Sea Caves’ is where the smugglers hide their contraband and try to avoid the brine zombies that lurk here. They are damp and salt-stained. ‘The Temple of the Rat God’ is smoky, candlelit, and ridden with rat droppings, whilst ‘The Pre-human City’ hints at what lies beyond the limits of the ‘Sample Dungeon’. It replicates the Bronze Mask from the ‘Sample Dungeon’, that the Player Characters can also ask questions of, and if the players and their characters can solve a mathematical puzzle here, they can gain the means to activate ‘The Crystal Portal’, the means to travel back and forth across the dungeon and even possibly, into the city below… (It has to be said, that this mathematical puzzle relies on player knowledge, so is not something that the character might know.) Between all three and connecting them is ‘The Crystal Labyrinth’, a maze of caves in which it is all too easy to get lost in, be blinded if some casts a Light spell, and oddly, not feel the need to eat or drink.

There are some nice moments in the dungeon, such as when facing the Rat God cultists, not all of them being devout enough to want to fight anyone, let alone the Player Characters, and a prisoner, being kept drunk on brandy and cake, refusing to believe that she is being fattened for sacrifice! The dungeon even has its ‘Dungeon Constable’, appointed to patrol the dungeon—or at least the easily accessible parts—and prevented unauthorised adventurers just coming and going. Which lends itself to the suggestion that adventurers or others have been entering the dungeons and the town wants to regulate their comings and goings, though this aspect is never really developed.

However, the touches of inspiration like this are not quite good enough to get over the problems that Beneath the Ruined Wizard’s Tower has in terms of presentation. To begin with, the scenario’s three different areas and their associated plots could have better explained up front rather than Dungeon Master ‘Read to find out’ and there is a flatness to the writing that leaves the Dungeon Master with a lot of effort needed to bring it to life a bit more than it does. The map does not help in this manner. Whilst clear and simple, there is not a lot of detail to it, the inclusion of which might have helped the Dungeon Master portray the various rooms and their environments. The main problem though, is trying to find particular locations. This is because, in keeping with the keying of the ‘Sample Dungeon’, every location is lettered rather than numbered. The selected font is not easy to read and further, every empty room is marked with a ‘E’ for empty, so looking for the right letter and the right room quickly becomes a challenge. There are fourteen rooms just marked ‘E’ and thus not only cluttering up the dungeon, but not really adding anything to it.

Physically, Beneath the Ruined Wizard’s Tower is a plain affair. The map is decent, though not marked in an easy-to-read fashion.

Ultimately, is Beneath the Ruined Wizard’s Tower, as written, a worthy sequel or addition to the ‘Sample Dungeon’? The answer would have to be a no, which is a shame as there is both some nice details in Beneath the Ruined Wizard’s Tower and scope for a solid adventure within its pages. That though, will need some extra effort upon the part of the Dungeon Master to both fit it into her campaign and lift it out of the ordinary.

—oOo—

With thanks to James Fullard.

Friday Filler: Order Overlord Café

Ever spent a shift in a café receiving and trying to fulfil ever more confusing orders from probably annoying customers? Being forced to put on your best customer service and make sure that despite the confusion and despite the probable annoyance, the customer receives the right order with a smile? Well, that is what playing Order Overlord Café is all about. Published by Oink Games—best known for the games Scout and Deep Sea RescueOrder Overlord Café is a game about memorising confused orders from too many customers in which every employee in the café has to do their very best to remember as much as they can. As the game progresses, the café gets busier and the orders get bigger and more complex. This is a co-operative game and it is designed to be played by between two and six players, aged six and over, with a typical game lasting no more than twenty minutes.

Being an Oink Games title, Order Overlord Café comes in a tiny attractive box which is packed tight—but thankfully, not too tight, with the game’s components, Besides the ‘Game Instructions’, these include eighty-four Order Cards, six Special Ability Cards, seven Level Tokens, and six Salesperson Tokens. The Order Cards include a wide range of drinks and snacks—French Toast, Banana, Chocolate Chip Cookie, Banana Milk, Iced Coffee, Iced Coffee without Ice, Room Temperature Coffee, Extra Hot Café Latte, and more. Some of these items are very specific and detailed. The Special Ability Cards, which can be used once per Level, do things like forcing another player to say the first letter of each card in his hand or allow the player to discard an Order Card from his hand. The Level Tokens are numbered from one to seven, indicating ever increasing degrees of difficulty that the players have to beat to proceed to the next Level. The Salesperson Tokens each have a smiling face on one side and a frowning face on the other. It should be noted that the cards and rules for Order Overlord Café are given in French, German, and Spanish as well as English, meaning that the game could be used in the classroom as an aid to both teaching and learning another language.

Game set-up is simple. The Level Tokens are laid out in order, from one to seven. Each player receives a Special Ability Card and a Salesperson Token. The latter is placed on the table with the smiling face face-up.

At the start of the Level, the current active player draws a number of Order Cards equal to the players multiplied by the current Level. So, with four players, this would be four Order Cards in the first Level, eight Order Cards at Level Two, twelve Order Cards at Level Three, so and on. At the start of each Level, one player is the Order Taker. His task is to read each of the Order Cards that make up the current order out loud and as he does so, all of the other players have to memorise as many of them as they can. The Order Taker then shuffles the Order Cards in the current order and deals them out to all of the players. A player is allowed to look at his cards, but must keep them hidden from the other players. The player to left of the Order Taker becomes the Active Player, whilst the other players are the Checkers.

The meat of Order Overlord Cafévv is checking the order. The Active Player turns to the Checker on his left and asks him if he has one of the Order Cards that the Order Taker red out at the start of the turn. If the Checker does, he discards that Order Card from his hand. The turn now ends. If the Checker does not have the Order Card, the Active Player can ask the next Checker and so on and so on, until either a Checker does have it and can discard it, or no player has it. If no Checker has the Order Card, then the Active Player has failed! The Active Player turns his Salesperson Token over so that the frowning face is visible. The Active Player cannot be the Active Player again, but he can be a Checker. The Active Player can also call out an Order Card in his hand as well as asking the other Checkers.

The aim is for the players—both the Active Player and the Checkers—to discard all of the Order cards from their hand. It does not need to be all of the players, but one player per Level if there are two players, two players per Level if there are three or four players, and three players per Level if there are five or six players. If this happens, a Level is completed and its Level Token is turned over. All of the Order Cards are collected, shuffled, and then dealt out again according to the number of the new Level. Play continues like this until either the players manage to complete the seventh Level or all of the players’ Salesperson Tokens are turned over so that the frowning face is visible. If this occurs, the game is over, and the highest Level completed is the players’ final result.

In addition, the rules do include options for competitive play and for mixing the Order Cards from Order Overlord CaféOrder Overload: Burgers, Order Overload: Spiel23, and Order Overload: Insects. However, all three of these alternate versions are out of print and difficult to find. It would have nice if there was more variety in terms of the Special Ability Cards, but other than that, are no real issues with the game.

Physically, Order Overlord Café is very nicely presented and packaged. The cards are of good quality and the cardboard pieces are nice and sturdy in the hand.

Order Overlord Café is not difficult to play and its simple rules means that it is easy to teach and play with the family or with the gaming group. Although it is not difficult to play, it is challenging—or at least it becomes so. The first Level or so is a cake walk, but as one Level is completed and the next Level started, it becomes more and more of challenge as the size of the Order and the number of Order Cards that the players have to memorise increases. Not only that but the balance between the difficulty of the game and the number of the players remains constant, and play progresses, there is the constant feel of success as another Order Card is discarded and the players progress work towards completing a Level, knowing that at any moment, the Active Player might get an Order wrong and move everyone one step closer to failure. And failure is frustrating because you do want to beat each and every Level! Plus, unlike many a co-operative game, there is no alpha player attempting to steer everyone’s turn.

Order Overlord Café is not a game that you are going to play again and again. Especially once you have beaten its top Level, but it is a good game to bring out occasionally or to play with casual or new players as the challenge is very quickly obvious and the rules are very, very easy to teach and the play is relying on memory not skill. Order Overlord Café is a surprisingly good and challenging filler, best suited for the occasional play.

Monday, 21 April 2025

[Fanzine Focus XXXVII] The Travellers’ Digest #4

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with
Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970sDungeons & Dragons, RuneQuest, and Travellerbut fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not all fanzines written with the Old School Renaissance in mind need to be written for a specific retroclone. Although not the case now, the popularity of Traveller would spawn several fanzines, of which The Travellers’ Digest, published by Digest Group Publications, was the most well known and would eventually transform from a fanzine into a magazine.

The publication of The Travellers’ Digest #1 in December, 1985 marked the entry of Digest Group Publications into the hobby and from this small, but ambitious beginnings would stem a complete campaign and numerous highly-regarded supplements for Game Designers Workshop’s Traveller and MegaTraveller, as well as a magazine that all together would run for twenty-one issues between 1985 and 1990. The conceit was that The Travellers’ Digest was a magazine within the setting of the Third Imperium, its offices based on Deneb in the Deneb Sector, and that it awarded the Travellers’ Digest Touring Award. This award would be won by one of the Player Characters and thus the stage is set for ‘The Grand Tour’, the long-running campaign in the pages of The Travellers’ Digest. In classic fashion, as with Europe of the eighteenth century, this would take the Player Characters on a tour of the major capitals of known space. These include Vland, Capitol, Terra, the Aslan Hierate, and even across the Great Rift. The meat of this first issue, as well as subsequent issues, would be dedicated to an adventure, each a stop-off on the ‘The Grand Tour’, along with support for it. The date for the first issue of The Travellers’ Digest and thus when the campaign begins is 152-1111, the 152nd day of the 1111th year of the Imperium.

To best run ‘The Grand Tour’, the Referee will need access to The Atlas of the Imperium, Supplement 8: Library Data (A-M), Supplement 11: Library Data (N-Z), Supplement 7: Traders and Gunboats (or alternatively, Supplement 5: Azhanti High Lightning), as well as the core rules. In addition, other supplements would be required depending on the adventure. Of course, that was in 1985, and much, if not all, of the rules or background necessary have been updated since. The campaign is also specifically written for use with four pre-generated Player Characters. They consist of Akidda Laagiir, the journalist who won the Travellers’ Digest Touring Award; Dur Telemon, a scout and his nephew; Doctor Theodor Krenstein, a gifted-scientist and roboticist; and Doctor Krenstein’s valet, ‘Aybee’, or rather, ‘AB-101’. The fact is, AB-101 is a pseudo-biological robot, both protégé and prototype. Consequently, the mix of Player Characters are surprisingly non-traditional and not all of them are easily created used the means offered in Traveller or MegaTraveller. This is addressed within various issues of the fanzine.

The Travellers’ Digest #4 was also published in February, 1986 and moved the date on from 335-1101, the 335th day of the 1101st year of the Imperium, to 324-1101, the 324th day of the 1101st year of the Imperium. The opening ‘Editors’ Digest’ comes with what would have been then good news. The Travellers’ Digest #3 announced that the publisher would have the supplement Grand Survey by J. Andrew Keith ready for Origins ’86 in Los Angeles. The editorial confirms this and that there would be further coverage in The Travellers’ Digest #5. In addition, Game Designers Workshop would be publishing Traveller Book 8: Robots, written by Digest Group Publications.

The fourth part of ‘The Grand Tour’ in The Travellers’ Digest #4 is ‘Feature Adventure 4: The Gold of Zurrian’, written by editor Gary L. Thomas. In addition to the standard books required by the campaign, the books Alien Module 3, Vargr, Adventure 11: Murder on Arcturus Station, Adventure 13: Signal GK, and the article ‘Jumpspace’ from Journal of the Travellers’ Aid Society, No. 24. As a result of the events in ‘Feature Adventure 3: Tourist Trap’ in the previous issue, the Player Characters were knighted and are now on their way to Capitol, the heart of the Third Imperium where they will be formally ennobled by the emperor. They are travelling aboard the Gold of Zurrian, a Tukera Lines 1000-ton long-liner from the world of Gishuli in the Voskhod subsector of Vland Sector to Iren in the Kagamira Subsector of Vland Sector in the Domain of Vland. All have High Passages and the scenario opens all four are in the ship’s Starlight Lounge where they meet some very interesting fellow passengers. This includes Onggzou, a Vargr diplomat and high-ranking member of the Church of the Chosen Ones, the Marquis and Marchioness of Gemid, the provocative and highly successful journalist Terra Porphyry, and Arde Le, a retired Tukera Lines executive and his partner, Melissa Diimish, a minor actress. Terra Porphyry either knows or knows of virtually everyone aboard. She and Doctor Theodor Krenstein were once engaged; she has written controversial books about the Church of the Chosen Ones and the Scout Service, including Dur Telemon and the captain of the Gold of Zurrian; and she wants to write about the Marquis and Marchioness of Gemid, as well as the newly ennobled Player Characters. She is also involved in a messy diverse with Arde Le. Almost every has reason to hate her, which explains why almost immediately after the long-liner enters Jump space, she is found dead!

With the Gold of Zurrian in Jump space, the Marquis of Gemid, as ranking noble aboard ship has seven days to solve the murder and the number one suspect is AB-101! Because the Marquis of Gemid is lazy, this should default to the Player Characters. Presented in a linear fashion, what this adventure is, is effectively a combination of a ‘locked room’ murder mystery in a ‘ship in a bottle’ episode! It is more of a serviceable adventure than a good adventure, a classic murder mystery that would work well in any Science Fiction setting as much as it does in Traveller. Its main problem is that whilst the solution makes sense, actually getting to it is not as easy as it should be, especially considering brevity of the plot and the fact that the scenario should really take more than two or sessions to play through. And whilst it does offer a change of pace from the previous scenarios in ‘The Grand Tour’, it is an obvious plot to run aboard a starship in Jumpspace when normally, the time spent travelling from one star system to another is ignored.

As with previous issues, ‘Feature Adventure 4: The Gold of Zurrian’ is very well supported. Not just with details of all four Player Characters as is standard, plus the explanation of the Universal Task Profile, but also full stats and details of all of the NPCs in the scenario and full details and deckplans of the Tukera Lines 1000-ton long-liner. Drawn by Guy Garnett, the deckplans are given a pullout in the centre of the fanzine. There is a list too, of the clues for the murder mystery that the Player Characters can search for in the Library Data, though it makes clear that this is a slow process even by the standards of the day! There is even a full write-up of the Church of the Chosen Ones, more cult than proper church, and it should be noted that the Vargr diplomat in ‘Feature Adventure 4: The Gold of Zurrian’, Onggzou, comes across as too polished and just not Vargr-like...

As part of its continued exploration of the Third Imperium along the route taken by ‘The Grand Tour’, The Traveller’s Digest #4 details the Kagamira subsector of the Vland sector with Nancy Parker providing some library data for the Vand sector. Much of this pertains to the scenario in the issue, such as the description of the word of Daama in the Anarsi sector, a non-aligned world renowned for being a haven for smugglers and a source of blackmarket goods, ineffectually governed by the so-called Marquis of Gemid—who appears in the scenario, and Zurrian in the Vland being the source of the famous iridescent surshi cloth.

The issue also continues the fanzine’s development by Joe D. Fugate Sr. of the Universal Task Profile that would later appear in Game Designer Workshop’s MegaTraveller in 1987. As the name suggests, the aim of the Universal Task Profile was to provide a coherent and consistent means of handling skills and actions in the roleplaying game. And the fanzine has been developing this over the course of the four issues and here it reaches the subject of ‘Accidents and Mishaps’. The article highlights what the Universal Task Profile is trying to avoid and that is seeding an adventure with a series of ‘mini-situations’, each one handling by a slightly different means of resolution. It would then have been a relatively modern drive away from the ‘individual rulings’ style of play, one that the more nostalgic sector of the hobby often still harks back to. The article is well thought through and there is a good example of how it works and how it works when the players fail their rolls.

Given that a crime is committed in ‘Feature Adventure 4: The Gold of Zurrian’, it makes sense that the last part of The Traveller’s Digest #4 is devoted to law enforcement, though of course, none of the Player Characters will benefit from it because they are not officers of the law and because they do not have any forensics training! ‘Law Enforcers – A New Character Type’ by Robert Parker provides a new Career, the police officer, noting that for worlds with a Law Level of ‘E’ or more, the Marine Career is more appropriate as law enforcement is paramilitary in nature. It is obviously good for creating NPCs, ex-police officers, and even private detectives, and it adds two new skills. These are ‘Interview’ and ‘Forensic’, with the latter being quite detailed. It is a solid addition and a version of the Career would appear in MegaTraveller and subsequent versions of the roleplaying game.

Lastly, ‘Forensic Science – Traveller Tech Brief’ by Robert and Nancy Parker looks at forensic science in the Science Fiction setting of Traveller. This is a solid overview, looking in particular at the use of the ‘volitile chemical molecular analyser’ or ‘sniffer’ at Tech Level 12 and above in the use of crime analysis, and noting also that the blood groups differ not just between Aslan, Droyne, and Vargr, but also between the various groups of Humaniti, including Solomani, Vilani, and Zhodani. Different types of evidence are also discussed, focusing on that left behind by individuals and on that left behind by weapons, since after all, the sorts of crimes investigated by Player Characters tend to be violent, if not deadly. Of course, the article really is only of use if a Player Character was a member of law Enforcement or the Game Master is running a campaign focused on law enforcement, though it could come in to play if the Player Characters get into trouble with law enforcement, which has been known to happen…

Physically, The Travellers’ Digest #4 is, as with all of the issues so far, very obviously created using early layout software. The artwork is not great, but it does its job and it is far from dreadful. The deckplans are very good. Whilst it looks slightly rough by modern standards, this would have looked clean and semi-professional at the time.

The Travellers’ Digest #4 is not an improvement on The Travellers’ Digest #3, which was an improvement on The Travellers’ Digest #2. The issue feels as if it is waiting to move on to bigger things, primarily because ‘Feature Adventure 4: The Gold of Zurrian’ takes place between the usual avenues of adventure and because it does not push the plot of ‘The Grand Tour’ along, but rather put it on hold. The rest of the content in the issue is decent though and there is content here that would go be incorporated into Traveller canon. The Travellers’ Digest #4 is a serviceable issue rather than a good one.

[Fanzine Focus XXXVII] The Valley Out of Time: Danger Valley

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed how another Dungeon Master and her group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will be compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry and the Dungeon Crawl Classics Roleplaying Game from Goodman Games. Some of these fanzines provide fantasy support for the Dungeon Crawl Classics Roleplaying Game, but others explore other genres for use with Dungeon Crawl Classics Roleplaying Game. One such fanzine is The Valley Out of Time.

The Valley Out of Time is a six-part series published by Skeeter Green Productions. It is written for use with both the Dungeon Crawl Classics RolePlaying Game and Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, ‘The Valley Out of Time’ is a ‘Lost Worlds’ style setting a la X1 The Isle of Dread, and films such as The Land that Time Forgot, The Lost World, Journey to the Centre of the Earth, One Million years, B.C., and others, plus the artwork of Frank Frazetta. Combining dinosaurs, Neanderthals, and a closed environment, it is intended to be dropped into a campaign with relative ease and would work in both a fantasy campaign or a post-apocalyptic campaign. It could even work as a bridge between the two, with two different possible entries into ‘The Valley Out of Time’, one from a fantasy campaign and one from a post-apocalyptic campaign.

The Valley Out of Time: Danger Valley is the third issue in the series and it is difficult to describe just how disappointing this issue actually is. Then again, the second issue, The Valley Out of Time: Exploring the Valley, was almost as disappointing. What the series promises is set out on the back cover: “The Valley Out of Time is a series of ’zine-sized adventures from SGP. This valley can be placed in any ongoing campaign, and is set in the “Neanderthal Period” of development. Huge monsters – both dinosaurs and otherwise – and devolved humanoids plague the area, and only the hardiest of adventurers will prevail!” The key word here is ‘adventure’. There is not a single adventure in the issue of the fanzine. An adventure has a plot and interaction and motivation and other elements that the players and their characters can grasp and engage with. The Valley Out of Time: Danger Valley does not offer any that. What it does give is a series of fights with some prehistoric monsters, which vary between the Player Characters noticing something over a hill which turns out to be a monster that will attack them and coming upon a fight between two monsters in which they can decide to help one side or the other or run away. All start with the Player Characters wandering through this lost valley and coming across what they are—encounters. They are not adventures and the author even confirms this by describing several of them as an ‘encounter’. The question is, why does the author promise the reader adventures, only to deliver one combat encounter after another, and then to compound them all, make them boring?

Worse, having provided full stats for the monsters in the encounters, the author gives the monsters full write-ups in the first of the issue’s appendices. Why? Why repeat material when there is such a limited page count?

The problems continue with the framing of what the fanzine is. Under ‘Hooks/Motivations’, the author writes. “These ’zines offer a “mini-setting” with some quick and dirty encounters, locations, and obstacles to help fill in a night (or two) of gaming when other plans go astray.” To be fair, this issue offers some encounters—a fight with some Xoth-man raiders, a fight with a cave giant, a fight with some axe beaks, and so on. All nine of them. But not locations or obstacles, and definitely, definitely not a setting, ‘mini’ or otherwise. There is no map, there is no sense of place, in fact, there are no places, and there is barely anyone to interact with—and when there is, the motivations of the NPCs are scarcely touched upon. The author does tell the reader that the NPCs’ village is a good source of rumours and campaign hooks, but not what those might be.

Penultimately, there is some flavour text in the second appendix. ‘The Timeless Valley’ is a short creation myth told to some of the peoples within a lost valley. It may or may not be a foundation myth of the ‘Valley Out of Time’ of the fanzine’s title, but it is engaging and it is interesting and used in conjunction with the some of the people of the valley, it would add to their background. So, the next question is, why is the author not using this to create a setting and to bring the ‘Valley Out of Time’ of the fanzine’s title to life instead of shovelling out one prosaic monster fight after another?

Lastly, The Valley Out of Time: Danger Valley includes three pages left blank for ‘GM Notes’. Three whole pages where the author could have been providing the mini-setting that the issue promised or even an actual encounter that had scope for roleplaying and interaction rather than just another boring fight. Or alternatively, this could be seen as the author being kind enough to leave a space in fanzine for the Judge to write down some details of an actual setting or even an adventure that he steadfastly refuses to provide as promised.

Physically, The Valley Out of Time: Danger Valley is well presented and well written. The artwork is of a reasonable quality.

If the Judge is looking for a collection of fights with prehistoric monsters to pitch at her players, then The Valley Out of Time: Danger Valley is perfect. However, if the Judge wants more than fights and monsters, wants adventures and setting, wants content around which she can build her own campaign, then
The Valley Out of Time: Danger Valley is a frustrating failure. Which sadly, is due to the author’s broken promises.