1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.
Sunday, 22 March 2026
2006: Hollow Earth Expedition
Saturday, 8 August 2020
Hollow Earth Horror
A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu takes place in 1935, ‘technically’ never leaves New York State, and focuses on investigators with Psychic abilities—using the optional Psychic ability rules from Pulp Cthulhu—or have an interest in Parapsychology. It takes two works of fiction as its inspiration. The first is ‘The Mound’, the horror/science fiction novella ghost-written by H. P. Lovecraft for Zealia Bishop, which tells of a mound that conceals a gateway to a subterranean civilization, the realm of K’n-yan. The second is Sinclair Lewis’ alternate history satire, It Can’t Happen Here, in which populist demagogue Berzelius ‘Buzz’ Windrip is elected President of the United States and with the help of a ruthless paramilitary force imposes totalitarian rule similar to the Germany and Italy of the Desperate Decade. Against this febrile background, the campaign draws links between the fringe science—whether Parapsychology or Occultism—and the fringe politics of the period.
Campaign set-up is supported by six pre-generated Investigators. They include a diverse range of backgrounds, from a Russian Cult Leader, an African American female Mechanic/Aviator, and a female Investigative Journalist to a Hispanic ex-Soldier, a female Scientist, and an Explorer. Only two of them have Psychic Talents, but the campaign can be run with the optional Psychic Talents rules from Pulp Cthulhu or without. It also adds a new Investigator Organisation, The Open Mind Group, a hero organisation whose members are fascinated by the possibility of powers of the mind—whatever their source. In general, the organisation is apolitical and politely asks members who are overtly political to refrain from discussing their views or leave.
The structure of the campaign, over the course of five of its six chapters, is linear. It takes the Investigators from New York City upstate into New York state’s Catskill Mountains, and from there, it takes a turn for weird as it plunges deep into the bowels of the Earth and across the sybarite and immortal remnants of the K’n-yan Empire. It begins with a missing persons case, a fellow member of The Open Mind Group approaching the Investigators because Brendan Sterling, her husband, has gone missing. He has a greater fascination with the outré than she does, and this has led him to participate in experiments in past-life regression. Investigating Sterling’s disappearance will first lead them to his links with various populist fringe political movements and then to the scientists who associate with them. Unfortunately, no sign of him has been seen either, and following him will lead the investigators upstate and into the Catskills. From there, the path literally leads inexplicably into the depths and the strange realms of the Empire of the K’n-yan. By now the Investigators will have already encountered some strangeness, most notably their suddenly being cast into space and having to find their way back—being chased by some very strange cats—and ghosts haunting the halls of a centre for parapsychological studies in what is arguably one of the most bizarre encounters in Call of Cthulhu. These and similar encounters hint at the things to come in later chapters—far below the surface.
What lies below is the remains of the K’n-yan Empire, its immortal survivors divided between indolent sybarites residing in the mouldering towns and plantations, their buildings a combination of gold and weird science, and religious fanatics out in the surrounding wilds. Often cannibals and evilly indifferent, they are not perhaps the worst that the Investigators will encounter for there are surface dwellers other than their quarry down here and some of are looking to re-establish the K’n-yan Empire… It is here too that the Investigators will learn perhaps of the ultimate aims of the campaign’s antagonists and just what they will have to do to stop them. The culmination of the campaign itself is a suitably over-the-top drive further into the depths of the Earth to confront the villains of the piece and prevent their plans. The sixth chapter takes the campaign in an even more radical direction and can be run at any time in the campaign once the Investigators have sufficient means and motivation—even in the middle of other chapters.
As a campaign, A Cold Fire Within does something different. There have been plenty of scenarios for Call of Cthulhu which deal with the Science Fictional aspects of Lovecraft’s Cosmic Horror, but not a campaign. It is very much not a campaign of Lovecraftian investigative horror in the eldritch sense, but rather one of fringe science—or ‘Science!’ and fringe theories ranging from Theosophy to the Hollow Earth. A campaign which sees one ancient subterranean scientific empire attempt to rise again, aided by zealous surface dwellers, as the power and influence of Fascism grows and spreads on the surface world. However, as linear and as straightforward as the campaign is, and as solid a hook it provides to pull the Investigators into its events, the Keeper will need to work hard to keep the players and their Investigators on track and motivated. Especially to the point in the campaign where they learn what is really going on and then have a few more options in what they can do. The Keeper also has a lot of NPCs to portray, there being quite a large cast given the relatively short nature of the campaign. If the campaign misses an opportunity, it is perhaps the chance for a flashforward to see the consequences if they fail to stop the antagonists’ plans—this is only hinted at in the conclusion.
Rounding out A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu is a set of four appendices. These collect the campaign’s handouts and maps for easy copying by the Keeper, new tomes and spells, new skills and psychic power, and K’n-yanian Equipment and Vehicles. The new skills include Lore (K’n-yan) and Language (K’n-yan), and Science (Parapsychology), whilst the new Psychic Powers are Dematerialisation and Telepathy. The section on K’n-yanian Equipment and Vehicles details all of the devices and artefacts which the Investigators will discover in the subterranean world of the K’n-yan and any Investigator with a mechanical bent—especially if he falls into the Grease Monkey archetype—will undoubtedly want to tinker with and repair. Lastly, the six pre-generated Investigators are given.
Physically, A Cold Fire Within: A Mind-Bending Campaign for Pulp Cthulhu is a slim, full colour hardback. In keeping with the other Call of Cthulhu titles, the book looks superb, the layout is clean, the artwork—whether black and white, two-tone, or full colour—is superb throughout, though the cover is not necessarily as eye-catching as could have been. The maps are excellent throughout though, although perhaps the campaign could have benefited from better maps of the Catskill Mountains, New York state, and New York City.
There is a Science Fiction genre called Planetary Romance—best typified by the Barsoom-set of stories by Edgar Rice Burroughs—in which much of the story’s action and adventure takes place on exotic alien worlds, noted for their distinctive physical and cultural backgrounds. Now A Cold Fire Within is not set on another world, but it is set in another world, one which also has distinctive physical and cultural backgrounds in the form of the differing groups of the K’n-yan. Further, A Cold Fire Within is a Science Fiction campaign, involving as it does ‘fringe’ science and strange technologies, but of course against a background of Cosmic Horror. What this means is that A Cold Fire Within is a campaign of ‘Inner Planetary Horror’, one which both proves the existence of fringe science and to the horrific applications it can be put to.
Saturday, 3 December 2011
Rocket's Red Glare!
There is something just so cool about strapping on a jet pack, putting on a be-finned faceless helm, grabbing your Mauser C-96 automatic pistol, and once dressed, leaping into the air on a jet of flame. Whether it is the Republic serial, King of the Rocket Men or its graphic novel adaptation from Innovation Comics, or the late Dave Stevens’ The Rocketeer, both the comic book and the movie, the “rocket man” is one of my favourite Pulp action archetypes. It is so iconic of the two-fisted, Pulp action genre that it appears again and again in numerous Pulp genre RPGs, so it is no surprise that it gets a supplement all of its very own for Triple Ace Games’ Daring Tales of Adventure line. True, Daring Tales of Adventure: Rocket Rangers is a short supplement at just ten-pages, but it includes just about everything that a GM needs.
Triple Ace Games’ Daring Tales of Adventure line is a series of mostly scenarios leavened with the occasional supplement – like this one – that are set against a pre-World War II background of two-fisted, heroic action. They are written for use with Pinnacle Entertainment Group’s Savage Worlds, which handles Pulpy, slightly cinematic action rather well, but Rocket Rangers is available not just for Savage Worlds, but also for the Ubiquity System, which makes it compatible with Exile Game Studio’s Hollow Earth Expedition.
Rocket Rangers presents the story of how with US government backing, Professor Alexander MacDonald developed the technology behind the rocket-packs that enable the wearer to fly and how they were used to equip the Rocket Rangers Corps which operated during World War II and beyond. Commanded by Colonel William “Goat” Gruff, the handpicked and highly trained members of Rocket Rangers Corps are organised into squads of eight, each squad being deployed on fast strike missions, usually deployed in bombers and transports. Arriving near the target, the Rocket Rangers would either jump out of their transport or be dropped from their bomber to fall almost to the ground before igniting their rocket-packs and leaping back into the air. Although the use of the Jetpacks allow cruising at high altitude, their limited fuel supply usually means that the Rocket Rangers have enough to perform their current mission, but no more and thus need to find their own way home.
Highly trained, strongly motivated patriots, and upright, moral characters, each squad consists of Commander, Heavy Support trooper, Medic, Scout, and Technician. The Technician not only doubles as the mechanic for his squad’s equipment, he also handles all of its demolitions needs. Given their role as a fast strike unit and the low load capacity of the rocket-packs, the Rangers travel lightly armed, usually only a handgun or an SMG. Indeed, even the Heavy Support trooper does not carry anything heavier than a Browning Automatic Rifle.
In addition to describing the formation of the Rocket Ranger Corps, Rocket Rangers also gives the rules using their rocket-packs in a game, complete stats for all of the positions in a Rocket Ranger Corps squad, and an enemy to fight. In keeping with the period setting of the supplement – primarily World War II, and the classic Rocket Man sub-genre, it is no surprise that this enemy consists of the Nazis. In particular, SS-Raketentruppen (SS-Rocket Troops), which with the outbreak of war would be reformed as the 1st SS Totenkopfraketentruppedivision (SS Death’s Head Rocket Troop Division).
Unlike the Rocket Ranger Corps, this unit is not kept secret, it first having been seen at the Berlin Olympics of 1936, and unlike the Rocket Ranger Corps, this unit goes into battle using advanced weapons, most notably, their “Gyro-Jet”-like Raketengewehr or “rocket rifle” and “electricity rifle” or Spannungsgewehr. Stats are given for both of these weapons, a typical SS-Raketentruppen trooper, and Doctor Werner Schmutzig, the inventor of Germany’s rocket-pack technology.
Rounding out the supplement is a sextet of adventure seeds. These, just like the rest of the content in Rocket Rangers, are the same between the two versions of the supplement for Savage Worlds and the Ubiquity System, except that is, for the last scenario seed. In the Ubiquity System version, the last scenario seed gets the Rocket Rangers to the Hollow Earth, whereas for the Savage Worlds version, several Daring Tales of Adventure scenarios are suggested as being suitable for being adapted to a military style campaign.
Given that Rocket Rangers focuses on a “Special Forces” hit-and-run style American unit, it is no surprise that it is suitable for use with Weird Wars: Weird War II, Pinnacle Entertainment Group’s setting for Savage Worlds that combines World War II with weird science and the occult. In fact, it is a perfect plug in. The supplement also makes suggestions as how its contents can be shifted back from the 1940s to the 1930s, the GM using the material to run a more Pulp Adventure style game, or even as an aside, to use the material in the Victorian era, with Red Coats as Rangers rather than Americans. In this way, the contents of Rocket Rangers could be used in conjunction with Pinnacle Entertainment Group’s Space 1889: Red Sands.
Our sample is perfect for a Pulp style campaign set during the 1930s. Jimmy’s Uncle Albert used to do work out his family’s barn and when his chores and homework was done, and sometimes even when they were not, Jimmy would go out and help him. Whatever Uncle Albert was working on, it involved a lot of bangs and whooshes, and Jimmy was pretty sure that involved a rocket of some kind. Jimmy had always been fascinated by anything that flew and was happy to help out. Whoever wanted Uncle Albert’s project wanted it bad enough to blow up the barn and seriously injure him, but Jimmy managed to get away with his Uncle’s latest invention. Currently he hunts for whomever it was who attacked his Uncle, armed with a pair of guns he got from his Uncle’s attackers and a store of rocket-pack fuel that his Uncle had elsewhere.
Jimmy “Kid Rocket” Coltrane
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d4, Vigor d4
Skills: Fighting d4, Healing d4, Notice d6, Piloting d8, Repair d6, Shooting d4, Stealth d4
Charisma: 0
Pace: 6 Parry: 4 Toughness: 4 (+3/+1) Bennies: 5
Hindrances: Loyal, Stubborn, Youth
Edges: Ace, Luck, Two Fisted
Gear: Helmet (+3), flying suit (+1), rocket pack, paired Walther PPKs (Range: 10/20/40, Damage: 2d6–1, ROF 1, Semi)
Similar shifts in setting can be made with the Ubiquity System version of Rocket Rangers. It is already compatible with Exile Game Studio’s Hollow Earth Expedition which is set during the 1930s, both on and under the surface of the Earth. Rocket Rangers includes one suggestion as to how the American unit it describes could be brought to the Hollow Earth and the enemies it presents are Nazi villains, and since there are Nazis already in the Hollow Earth… Lastly, Triple Ace Games has its own Victorian era RPG, Leagues of Adventure, which describes itself as “a rip-roaring setting of exploration and derring-do in the late Victorian Age!” So more than suitable then.
Physically, both versions of Rocket Rangers are well done. A nice touch is the use of fully painted miniatures as illustrations, these figures actually having inspired the supplement’s additional, Patriotic rule about carrying and planting the Stars & Stripes to inspire members of Rocket Rangers Corps. Of course, the source of the miniatures is mentioned at the end of the supplement. If there is an issue with both of the supplements it is that they both need an edit and a fact check – Yale is not in Boston, but Connecticut!
At its heart, Rocket Rangers is a wargaming supplement, one describing a unit best suited for use with Savage Worlds’ skirmish rules. After all, the use of miniatures as illustrations does more than imply the fact. Yet there are plenty of roleplaying elements in there too, so a Rocket Ranger Corps squad could easily be run as a roleplaying party performing small scale operations. Plus, the supplement includes a suitable enemy to fight and there is a companion piece available for both rules systems in the form of Elite Nazi Units. Short and sharp, Daring Tales of Adventure: Rocket Rangers has everything you need to strap on a rocket-pack and launch your Rocket Rangers game.
Monday, 11 July 2011
Apes and Dragons, Oh My!
Last year’s award-winning All For One: Régime Diabolique from Triple Ace Games – it won the award for the Best Roleplaying Game at the recent UK Games Expo – marked a new direction for the British publisher. In particular it marked a switch in rules systems. The majority of its publications – some of which I have had the pleasure of editing – are written for use with the slightly cinematic, slightly pulpy Savage Worlds, of which there will be a new edition this year, but the new RPG, a combination of magic and horror set in the swashbuckling age of romance, adventure, and derring do that is seventeenth century France, uses the Ubiquity System. First seen in Exile Game Studio’s Hollow Earth Expedition and since used in Greymalkin Design post-apocalyptic fantasy, Desolation as well as the German version of Space 1889 from Uhrwerk Verlag, the Ubiquity System is again pulpy in feel, with relatively straight forward mechanics designed for fast play.
Triple Ace Games continues in this direction with its next RPG, Leagues of Adventure. Subtitled as “A Rip-Roaring Setting of Exploration and Derring Do in the Late Victorian Age!”, this is yet to be released, but whilst at UK Games Expo, we did get a taster with Plateau of the Ape Men & The Dragons of London. This combined an introduction to the Ubiquity System with two adventures – one short, one long, and six example characters. Essentially enough for a group to play through both adventures and get a feel for what the game promises once it is released.
The rules are covered in just four pages, highlighting the relative simplicity of Ubiquity System. Dice pools are rolled to gain successes, each even result on the dice being counted as a success. What this means is that any dice can be used, and you could even flip coins, to roll for actions. Of course, Exile Studio does its own dice for the Ubiquity System, but it is possible to get by with a handful of ordinary six-sided dice. Of course, it is all a matter of the number of successes rolled. A task’s Difficulty determines the minimum number of successes that have to be rolled for someone to achieve it. Any successes rolled above that improve the result. The rules also allow a character to “Take the Average,” meaning that if the average number of successes that he would roll is equal to, or greater than a task’s Difficulty, then the player does not have to roll. In addition, every player character has Style Points, which are spent to add bonus dice, boost the level of some Talents, and reduce damage. They are gained for pursuing a character’s Motivation and playing to his Flaw, for being heroic and being in character, as well as for out of game actions, such as writing gaming reports, hosting the game, and so on.
The first scenario is short, and if not sweet, at least combative and mechanical. It casts the player characters as members of the Society of Aeronauts, currently aboard an experimental flying machine traversing the continent of Africa. With a snap or two of a giant monster’s jaws, the machine and her crew are sent plummeting towards the ground and thus find themselves marooned on the titular “Plateau of the Ape Men” high above the jungle. Running to just four pages, the short scenario can be completed in an hour or so.
The second scenario is much meatier, being a fuller affair some fifteen pages in length. As its title suggests, “The Dragons of London” is set at the heart of the empire, the capital awash with news of its streets being awash with plagues of rats, a theft of a manuscript from the British Museum, jewellery store thefts, electrical power cuts, a most vicious attack upon cab driver, and more. The player characters are hired by a curator at the Natural History Museum to track down a mythological beast that he believes to have once been in his possession and now loose, to have been possibly responsible for the death of the cabbie. The adventure mixes monster hunting, weird science, and mystery into a suitably frothy mix with an emphasis on pulp action. So in keeping with the genre then. The adventure should take a session or two at the very most to play and provides a much wider scope for player action.
The six provided adventurers are a gluttonous Big Game Hunter, an aloof Consulting Detective, a female Hard-Working Reporter, an ex-military Explorer, a Crackpot Antiquarian, and a Pioneering Aviatrix. Obviously, some of these are better suited to one adventure than the other, with each scenario suggesting those suitable, such as the Crackpot Antiquarian and the Pioneering Aviatrix for “Plateau of the Ape Men,” whilst the Big Game Hunter, the Explorer, and the Hard-Working Reporter for “The Dragons of London.” Most of the characters are well designed, the Consulting Detective being particularly Holmesian, and most are familiar enough types that they should be easy to play. Of the six, the Crackpot Antiquarian feels the least interesting and has the weakest feel. It should be noted that should the GM already possess a copy of Hollow Earth Expedition, then he can take inspiration from the player characters given in Plateau of the Ape Men & The Dragons of London to create his own or at least help his players create their own.
Physically, Plateau of the Ape Men & The Dragons of London is well produced and for the most part clearly written, becoming a little cluttered in dealing with the investigative aspects of the second scenario. As to the RPG Leagues of Adventure, it looks to be a less strait laced approach to the genre, mostly obviously dispensing with the Victorian attitudes towards women and taking a more enlightened view of the world. That though is an impression and we will have to wait until the release of the RPG.
With luck, Triple Ace Games will make this available to download or have it on show at their next convention appearance. I am looking forward to seeing the full game and will give it a review when it appears. In the meantime, check Plateau of the Ape Men & The Dragons of London as soon as you can.
Sunday, 19 June 2011
Ten by Ten – Free Too
Technically, there are no reviews here at Reviews from R’lyeh this week. This is for good reason. For the last week I have reading and reviewing the releases for this year’s Free RPG Day. I managed to get ten done and they are now all available to read at RPG.net. Hopefully, you will have been able to pick some of these up yesterday, or if not, will able to download them direct from their respective publishers.
All Flesh Must Be Eaten: The Waking Dead
Castles & Crusades: 2011 Quick Start Rules
Dungeons & Dragons, Fourth Edition - Domain of Dread: Histaven
Dungeon Crawl Classics Roleplaying Game Adventure Starter
Hollow Earth Expedition: Free RPG Day Adventure 2011
Pathfinder Roleplaying Game: We Be Goblins!