WyrdScience V1 4D v4 Pages
WyrdScience V1 4D v4 Pages
Anyway, much like Chairman Mao in his apocryphal assessment of the French
Revolution, we have to say its far too soon to determine what the long term effects
of all this will be on the RPG scene.
I suspect D&D might lose a percentage point of market share, most likely to be
gobbled up by the likes of Chaosium and Paizo, but where things are already getting
interesting is how many of the bigger publishers are accelerating the release of their
Best In Show Ltd
own System Reference Documents and have been, let’s say, encouraged by all this to
do so on increasingly favourable terms for the wider community.
Get In Touch
contact@wyrdscience.online
Irrespective of the inevitable debate over the copyright of rules and whether these
are needed at all, we’re still hopeful that the opportunity for game designers to
Find Us Online
officially play around with the likes of Free League’s Year Zero System or Chaosium’s
www.wyrdscience.online
Basic Roleplaying will only lead to more games and a slightly more diverse landscape.
Twitter: @wyrd_science
Instagram: @wyrd.science
I do also have to say that in all this it’s also been incredibly cheering to see the role
that the games media, and in particular Gizmodo journalist Linda Codega, played in
This issue is dedicated to the
both breaking the story and keeping it alive. We don’t have a say in it but if we did I
memory of Princess Truffle Power,
know whose name I’d be etching on the Diana Jones Award this year.
the best little furry friend and
deputy editor that anyone
Right, I’m sure we’ll return to all this in a future issue but for now get a brew on, put
could have ever asked for. xxx
your feet up and enjoy what I hope you’ll agree is another cracking issue as we speak
to some of our favourite publishers and podcasters, investigate how RPGs of mystery
and detection have evolved over the years, delve deep into the subterranean world
All rights reserved,
of dungeon crawl board games and much, much more besides.
reproduction of any part
of this magazine without
Until next time, keep rolling!
permission is prohibited
Mira Manga is an editor and Emma Partlow is a games writer Stuart Martyn is a writer, games Luke Frostick is a British writer
writer who regularly contributes whose work has appeared on designer and semi-professional based in Istanbul and the editor
to geek and gaming titles such sites such as Dicebreaker and tea drinker who has worked on of The Bosphorus Review of
as 28 Mag and reviewing Polygon and knows more than several RPGs and mega-games. Books and regular contributor to
Warhammer books on Arbitor a thing or two about Magic: the Three Crows Magazine.
Ian’s YouTube channel. The Gathering
Matt Thrower is a tabletop and Ciro Alessandro Sacco is a RPG Mat Pringle is a Margate based Łukasz Kowalczuk is a Polish
video game writer who lives in historian and collector, magazine illustrator, printmaker and arts comic artist and illustrator
the West of England. His other contributor (in 3 languages!) educator whose work draws whose work has also featured
hobbies including hiking and and co-editor of RoleZine, a from influences such as in tabletop games such as
cooking. new Italian RPG magazine. folklore, cinema, music, flora Space Weirdos
and fauna.
Quickstart / 4-23
Get up to speed with the world of tabletop gaming as we... get a lesson in getting books into people’s hands from Zach Cox of
SoulMuppet Publishing, learn what it takes to wrap your head around over 50 different RPGs from Fiona Howat, host of podcast
What Am I Rolling?, We head across the pond where Pamela Punzalan introduces us to Big Bad Con, a gaming event with a
difference, Priyan Gami helps us take the strain out of dice rolling and finally we cast our avaricious eyes over some of hottest
new geek treasures...
Features / 24-88
24 - The Game Is Afoot - Stuart Martyn dons his deerstalker to investigate the mysterious world of detective RPGs
30 - Scry Me A River - John Power speaks to Lynne Hardy about Chaosium’s new Rivers of London RPG
36 - Bandes On The Run- Luke Frostick interviews Krister Sundelin, writer of the new comic inspired RPG The Troubleshooters
42 - Bad Moon Rising - Mira Manga strays off the path with Becky Annison, author of new Liminal supplement Werewolves of Britain
48 - Now Is The Time of Monsters - John Power quizzes Warhammer Fantasy Role-Play’s Dave Allen about its new sourcebook Lustria
54 - Dragons Are Fucking Cool, Man - No lies detected there, as Walton Wood goes on a picaresque romp with Errant’s Ava Islam
62 - Veni, Vidi, Ludo - We’re off on a Roman holiday as Ciro Alessandro Sacco introduces us to the Italian RPG scene
68 - Dungeon Crawling Classics - Matt Thrower heads underground in search of fun and adventure
74 - The Big Chill - Matt Thrower continues his exploration of dungeon crawlers and speaks to Gloomhaven creator Isaac Childres
80 - Quest Drive - Andi Ewington takes the new edition of HeroQuest out for spin and enrolls his kids in the action
84 - Trading Places - Emma Partlow speaks to Max McCall about Magic: The Gathering’s new Universes Beyond range
With a new game, Gangs of Titan City, out now and another, the doomed Arthurian
Western Inevitable, looming on the horizon we decided it was time to catch up with
the company’s co-founder Zach Cox and talk about the lessons they have learned
from five years of getting RPG books into people’s hands.
I also work with my pals at Rowan, Rook and Decard, where I’ve Most of the 3rd party publishing work we’ve done since has
been a producer and project manager on stuff like Orc Borg, been focused on those marginalised folx: people from the
Hollows and DIE. global south, such as #RPGLATAM and #RPGSEA, LGBTQ+
people and those with low incomes and poor access to market.
What was your gaming background and what prompted the We’re getting stuff into print that might not happen otherwise,
move from player to game designer and publisher? and it’s making money for them which is important.
I grew up in Nottingham and was very into Warhammer, so I started We’re now starting to push into our “Kickstarter as a Service”
my RPG career at a very young age, playing a WFRP 2e campaign thing, where SoulMuppet is literally offering zero cost fulfillment
very badly when I was about 10. I then took about 10 years away to indie RPG companies. You send us books, then we send your
from RPGs. Due to an extended period where the wifi broke and backers discount codes and have them check out via our store.
we didn’t have much money to drink with, I relapsed hard in my This is another thing that drops the barriers to entry for running
second year of uni, buying a second-hand three book set and a successful project. Get your books made, send em to
then immediately running a 14 day, 11 session D&D campaign with it. SoulMuppet, and we’ll do the rest in exchange for a couple
hundred of your customers checking out our store, and maybe
I then fell into the ‘Old School’ scene through the rampant blog signing up to our mailing list or buying a copy of Orbital Blues.
scene at the time, which everyone was being very loud about
just after the death of the final days of G+. I got annoyed by We also do a great job of handling taxes, tracking and customs
dying all the time while playing B/X Essentials and Maze Rats, so I and can also help with printing, in terms of finding a printer,
wrote a fantasy horror Maze Rats hack called Best Left Buried getting your book built correctly and checking files.
with my friend Ben Brown. The rest is history.
This allows creators to focus on making the books, instead of
Before you released Best Left Buried did you have any prior setting up or hiring a multinational fulfillment company at great
experience of the publishing world? expense in time and money. This is a good example of us
building a ladder, and giving other people an access to it that’s a
Absolutely none! Before I was an RPG publisher, I did an win win for everyone.
economics degree at the University of York, worked in a call
centre and did some Data Science at an evil FTSE 100 data We’ve got an open door for conversations about what it takes
company that will remain unnamed. to make a project successful, and want to offer help to people
when we can. If Matt or I don’t know the answer to the question,
At the start did you have ambitions for the company itself, or we intend to find out. We tend to keep short conversations free,
was it just a vehicle to get Best Left Buried out into the world? and longer ones cheap.
For the first few years SoulMuppet was mainly an outlet for my As you mentioned, last year you published the LATAM
personal creative output, which at the time was Best Left Buried Breakout series, which featured several completely different
and its various adventures. Though we were looking at Orbital creative teams from Latin America, how did that come about?
Blues pretty soon after, and then more games of that ilk.
So back in 2021 I started working with Matt Sanders, who runs
While running the business supporting those games, I realised I Sealed Library. Matt did a bunch of webstore stuff for me, such
had built a pretty well vertically integrated business. I understood as purchasing indie stuff, and we got talking to some creators in
You literally can’t run a Kickstarter if you don’t live in the Global
North. We saw these folx and wanted to work with them, and
then LATAM Breakout came about. 5 games by 5 creators, all of
which were slick as hell.
world is going to win big. SoulMuppet has a completely open license for 3rd party
All our published games have licenses, because I think it’s needed
I feel like good relationships with stores is such an untapped market. if you want an indie game to do well. MÖRK BORG, Mothership
The first indie company to do a good job of getting a really cool Troika! and Mausritter are all a cut above the rest and a bulk of
book on every game shop in the world is going to win big. I’d that is their active third party scenes operating under free licenses.
like that to be SoulMuppet, Matt and I are certainly working on it.
Where it makes sense all our stuff will have a license. Inevitable
We've just had the big blow-up over the D&D Open Game might not, because it's a tremendously tight setting that I feel
License, what do you think might be the long term effect, if doesn’t need anything adding to it.
any, on the industry?
I also grow suspicious of anyone who wants to set up their own
I’m so utterly uninterested in OGL drama, but I have had to fancy equivalent licensing arrangement in the wake of this all
delete several very spicy takes. when creative commons or actual open licensing exists. That’s
not what I think indie licensing should look like.
I think the OGL and SRDs are weird, totally aberrant legacy
things that wouldn’t exist if Wizards made them now. Is there any I think Troika! is the gold standard for this and it’s why our license
other corporation in the world that lets you make money with looks exactly like Melsonian Arts Council’s. I would like to say
their intellectual property for free? The whole OGL sort of feels thanks to Dan for always being a straight shooter and letting me
like a legacy legal loophole. nick his license.
Imagine your project goes wrong and your costs jump by 20%. Stay 1000 miles away
Let’s say you’re making a 40 page zine that you hired an editor from anything in a poster
and commissioned a couple pieces of art for and did some tube. Don’t overcommit
printing, and you need £500. If it goes wrong and you need to on fancy stretch goals,
do a second print run, you’ll need to spend another £100. Your especially if they’re in print. Keep your componentisation low: a
project budget just went up 20%. hundred pamphlets, dice and six different bookmarks will sink
you on time and pick rate, and just make replacements more
If that happens on a £500 project, that 20% project bump will likely because you put the wrong thing in a damn box.
probably be fine. If you make 10 times that, that project bump is
a thousand pounds, which kinda sucks. If you make 10 times that, Final super niche one, if you’re in the UK, worry about what
you’re going to go bankrupt. might happen if you suddenly need to charge VAT on something
cool like a cherry red cassette tape in a rave case, just in case
More than a few big studios have sunk because their first hit your project then pushes your business over the VAT declaration
went badly. Learn how to do things when you can still afford to line.
fail, and then you’ll be able to act without fear when you
eventually reach the big leagues. Weirdly specific example, I know, but you gotta watch out for
stuff like that.
Once you've dealt with the small matter of funding, writing,
editing, printing, publishing and distributing a game, what do Do you think there's enough mutual support in the industry,
you think is key to then ensuring it has a post-release life? especially on the publishing side? It feels like there's a lot of
advice around on designing a game but less around the more
This is something we’ve grappled with a lot, especially over the mundane yet important bit of getting it into people's hands...
pandemic when people weren’t placing face to face. Recently
our mantra with this is that successful games are ones that Making books is easy. Getting books to people is hard.
people play. We’re still working on the answer to that one.
The place you want to be for advice on that is the RPG
The easy answer is ‘support your game with modules’, like Bookseller’s discord. Lots of indie RPG people talking a heck of a
adventures or sourcebooks or whatever, but this costs a heck of lot of shop. It’s mainly about distribution, marketing and
a lot of money. People playing games on stream is also great, we fulfillment, exactly the kind of stuff most budding publishers
try to support this with affiliate links, asset packs and advertising, wanna talk about.
but unless you can land a big stream it might not do much.
The best technique for this is to find a person you think does
The smart thing to do might be to get really good VTT support good work and ask them for help. I would have crashed and
and an organised play structure (Goodman Games have a great burned pretty early if I couldn’t ask my fellows for work, and I
one), but those are such hard things for small companies to put offer the same to others where I can.
We spoke to Fiona to find out what inspired her to start the show, how she manages to
grapple with so many systems and what it’s taught her about being both a better player
and GM.
Compared to other folks in the community, I actually got into In terms of why I make WAIR the way I do? That’s an interesting
RPGs quite late - about 7 years ago. I used to do a lot of sports question.
and one evening I was invited over to try out the first D&D 5e
starter set at a team mate’s house. Instantly I fell in love with it - There’s hundreds of RPG actual play podcasts out there and
just something about the game clicked in me as a wannabe there was a crippling fear at the beginning that my idea had
theatre kid who loved video games and story telling. already been done. I wasn’t doing anything new or exciting,
especially when you have folks like OneShot Podcast or Glass
I started looking up RPGs in general, wanting to know more, and Canon Network who have dominated the field for a long time.
amassed quite a collection of (unread) PDFs and rulebooks from
a variety of Kickstarter campaigns. But, at the same time, I realised I wanted to make a RPG podcast
that I, as a GM, would want to listen to and learn from. A podcast
I moved into GMing roughly about 6 months after starting out . which actually talks about the main game mechanics in a short
Partly this was because of the podcast but also I was getting succinct way at the top of each episode (you would be
tired of the ‘backseat DMing’ phenomenon I had been surprised how many actual plays don’t do that!) and then
experiencing in different gaming groups. A lot of experienced showcases those mechanics in an entertaining and memorable
players I gamed with knew D&D’s rules inside and out and this way over 2-3 episodes.
often resulted in a lot of meta gaming and rules lawyering which
impacted my enjoyment as a player at these sessions. At the end of the day, WAIR had always about featuring different
systems and different stories over than having a regular cast or
I was also getting a bit tired of the same old recycled stories and featuring celebrities who might be dipping in and out of gaming.
character tropes. I wanted to create and collaborate on stories
which mattered and had players be active and make choices WAIR is a learning resource from which players and GMs can
which made a difference rather than going through the motions. pick and choose what games they want to listen to rather than
That’s when I decided to offer to run different RPG systems. listening to every single episode in order. I want people to listen
to an episode, be inspired to pick up the game we featured and
My mindset was ‘If you want something to happen, you are the then run it for their own group.
first step in making it happen. Plus, no player would ever be able
to ‘backseat DM’ me as I would be the only one who knew the You’ve now made over 100 shows since 2018, do you know
rules!’ how many different games you've played in that time?
The podcast has a fairly noticeable difference to a lot of actual I have just run over 50 different game systems for the podcast,
play shows in that you don’t stick to one game or ongoing minus a couple of one-shots where we had guest GMs come in
story line. What inspired you to create the show in the first and run games.
place and in the format you did?
I am quite proud of the range of systems we’ve featured, from
So along with moving into a GM role and offering to run heavily narrative improvisational games to super ‘crunchy’
different RPG systems, I also wanted to expand my skills as a mechanical games with lots of dice.
content creator. I work in higher education and my role mainly
focuses on creating video content for healthcare courses. We have also featured games which have varying player group
sizes to demonstrate different story dynamics; from big 6 player
I have always listened to a lot of podcasts and wanted to show epics to intimate two player sessions.
educators I work with that audio was an easier alternative way to
creating learning resources compared to video, as realistically, I have even showcased several solo RPG games as it’s a rapidly
you only need a good microphone to start creating your own growing section in the community, and not too many actual
audio content. plays of one player RPG games out there currently.
The biggest pull, for me, is if the RPG has a good quickstart One of my earliest interviewees, Zach Cox from Soul Muppet
version I can share with the players to help them during the Gaming, said doing an improv class or two would really add to
game. Bonus points if there is a beginning scenario from which I running any RPG game and I took that very much to heart,
can pull inspiration from. having now become a professional improviser regularly
performing in shows and at festivals.
Otherwise, I would always go for game mechanics over the
setting where possible. I often find that game mechanics are Recently, Ferruccio Argento from Dicetale Games, talked about
designed to tell specific kinds of stories which I would not have transparency in games and how GMs should purposefully state
considered. For example, Brindlewood Bay and The Between, what the difficulty of tasks are out loud rather than keep it
both by the wonderful Jason Cordova, are very structured hidden from the players to enhance the story experience. I’ve
which produces really fun and engaging mystery stories that started implementing this too and it’s really made a big
vary wildly in theme. Elderly women solving crime and victorian difference in my games, especially in the ALIEN campaign I’m
monster hunters respectively! currently running on Girls Run These Worlds.
Of the many games you've featured which ones have surprised With over 100 shows now, where would you recommend
you most and really stuck in the mind? someone new to the show start? Is there a particular episode
you think sums up the vibe and is a good place to dive in?
The one that surprised me the most was Jay Dragon’s
Sleepaway - a Belonging Outside Belonging game about a Hahaha! Honestly, the boring answer is search for a RPG title
group of summer camp counselors, guarding their wards against which interests you or system you want to run yourself and go
the nightmarish Lindworm. from there! It’s definitely designed to be a ‘Pic ‘n’ Mix’ actual play
podcast, where people could cherry pick what sessions they
I went into our recording with no expectations and was blown want to listen to.
away by how impactful the story became. The way the players
came together and discovered what was happening just through If you are looking for something completely different to the
simple conversations, driven by moves and tokens - I had never usual high fantasy which most actual plays are about, then I would
played anything like it before. recommend the one shots I did with one of my best friends
David playing Mars Colony (ep 53 - 54) and Mars Colony: 39
At the end of the recording, I had a good old cathartic cry as Dark (ep. 93 - 96), a 2 player sci-fi political drama by Tim C Koppang.
our story unexpectedly hit home . Since then, I have become a
massive fan of Jay’s RPG company Possum Creek Games and I am incredibly proud of the stories we created in those two
had a similarly enjoyable experience with their upcoming game sessions. Both of those games where recorded in a time of great
Yazeba’s Bed & Breakfast - a slice-of-life TTRPG about a family political upheaval in the UK and it felt so good to create a story
of misfits residing in a witch’s house. which felt very relevant to the times we were both living in.
If you are not sure what genre you want to try I always recommend
checking out Grant Howitt’s one-page games on his Patreon.
Most people will have heard of Honey Heist as it featured
several times on Critical Role but he has a variety of different
and very silly one shots, all of which have easy-to-learn mechanics
and always guarantee a fun gaming experience. My particular
favourites include Jason Statham’s Big Vacation, Nice Marines,
and Goat Crashers.
If gritty sci fi drama isn’t your cup of tea, then the other
recommendation is You Awaken In A Strange Place (ep. 101 & Considering the recent OGL scandal with Wizards of the Coast
ArchaeoGaming Con 2022 Livestream), a fully improvised earlier this year and the upcoming ORC license from Paizo, there
roleplaying game for 4 players designed by Jacob Andrews. You are going to be a lot of exciting new games out there in the
literally make the adventure, the setting, the characters - RPG community, so there is no better time than now to try a
everything - on the fly by the players’ suggestions. It’s very different system and support up and coming game designers.
chaotic but so much fun!
What tips would you give to someone who wants to introduce
One of the most common reasons we hear for people not wanting a new game to their group?
to move away from D&D is that they don't want to have to
learn a new system. As someone who wraps their head around First, think about what genre and tone of game your players like
new ones on a fortnightly basis, what advice would you give? playing. Are they fully into the High Fantasy/Adventure genre?
Or do they like sci fi or horror? Perhaps even romantic comedy
Thankfully, I create enough of a backlog of episodes that I don’t or film noir/mystery? Finding a story or a setting they want to
need to learn a new system every two weeks! That would play in and explore is half the battle in my experience! Remember,
indeed be nightmarish! you are a player too!
But, I think there can be so much gained from exploring different Second, give yourself and the players a set number of sessions
RPG systems, both as a player and as a GM. I personally feel the to try out the new system and stick to it. I say 2-3 sessions if you
“NORMALISE GOING OVER THE SAFETY My top tip for being a better role-player is two fold:
TOOLS AND DOING A BOUNDARIES Listen (with a capital L). Active listening will help you understand
FOR EVERYONE BUT ESPECIALLY Then, make the obvious choice. Too often, we get bogged
They just have the additional I am also planning to launch a dedicated discord server for WAIR
With in person events back on the menu we asked Pamela Punzalan, game designer
and member of the Big Bad Con’s PoC Programming Committee, to look back at
last year’s edition and tell us just what makes it such a special event.
Last October after a two year break when, like much of the
world, it moved online, this California-based event finally
returned to holding in-person conventions. Whilst it has
been running since 2011, the past few years has seen Big
Bad Con make a greater shift in its orientation towards
carving out a safer, more diverse, and inclusive space.
Well, help is at hand in the pleasingly retro shape of the Automatic Dice Roller, a device
that wouldn’t have looked out of place in the rec room on board the USCSS Nostromo.
To find out more we caught up with Critical Machine’s Priyan Gami.
badmooncafe.co.uk 1
Whether our last issue had you reaching for your horror
games and you fancy upping the spooky ambience or
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fire this coming Beltane, Wailing Dip - purveyors of
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Well known for their Doctor Who audio plays, Big Finish have turned
their attention to another pillar of the British sci-fi scene with the
release of Blake’s 7: Origins, a lavish, limited edition box set featuring
seven, obviously, hardback novelisations covering the entire first
series of Terry Nation’s cult 1970’s TV show.
bigfinish.com 5
6
Turntablist Kid Koala’s albums are always a little extra,
from the theatrical experience accompanying Nufonia
Must Fall to Space Cadet’s graphic novel and the
breakdance video game that Floor Kids soundtracked.
kidkoala.com
Art: Flops
W
hen we get together to play RPGs, we engage points dipping into ancient tomes and questioning
in playacting. We put ourselves in another’s suspects for insight. Still it’s a price worth paying to delve
shoes to learn about an unfamiliar world, the deeper into the two main mechanical approaches that our
character we inhabit and ultimately even ourselves. investigative games most often take and which best
Sometimes those shoes are the sand blasted sandals of a capitalise on the unique strengths of the medium.
barbarian, sometimes the curly toed slippers of some
arcane mage and just sometimes we get to step into the Despite how common mysteries are, even in games not
beat-worn brogues of a private investigator out to solve solely built around them, surprisingly few games actually
some of life’s mysteries. place investigative procedures at the centre of their design.
Even when it is one of the core gameplay loops you’ll often
‘Investigation in a tabletop RPG is fun and engaging find far less space in a game’s rulebook dedicated to the
because investigation is part of how we explore, unravelling of clues and piecing together of plots than you
understand, and symbolically defeat dangers within the might for combat, this can be especially jarring in games
world,’ explains Kenneth Hite, the veteran game designer where that combat is often intended to be an uncommon
behind the some of the best investigative games around. occurrence.
‘RPGs are about stories, and investigation remains the
matter of a whole lot of stories that we find fun and Investigative abilities are often condensed into just a
engaging in other media as well as at the table. Plus it gives single skill or two and this lack of mechanical support can
the weedy academic player characters something to do.’ easily make creating or running a compelling investigation
a challenge. Whilst a skilled GM knows when to improvise
At least when it comes to RPGs, investigations tend to or sidestep rules as written, working outside or even
come hand-in-tentacle with the occult so any exploration against the rules of a game can be a frustrating experience
of the design of these games risks sacrificing some SAN for anyone.
T
oday perhaps the premier ruleset for detail-
Of course in a purely literary mystery solving the puzzle is oriented mysteries is The GUMSHOE System.
a bonus, not the entire purpose, and getting it wrong is no Designed by Robin Laws it was created to
less fun than cracking the case. Your experience of reading specifically to counter the often fatal flaw that he identified
Murder on the Orient Express isn’t derailed if you don’t with many other investigative RPGs, the reliance on players
know how the murderer got away with their crime, and finding clues. A few unlucky dice rolls or missteps could
the book doesn’t sit idle, stalled at a red light, until you too often lead to vital information being missed,
somehow catch up. In an interactive medium, however, potentially leading to players being stuck or – in games
the audience is also the detective and this creates both a where investigation might reveal a monster’s weakness or
space for new innovations and new frustrations. the antagonists’ motives – make it more difficult or
outright impossible for the game to to reach a satisfying
The ‘logic puzzle’ approach to a mystery has been adapted ending. Not every group enjoys being defeated by
for tabletop and computer games many times over and Nyarlathotep and its cronies every other week.
resulted in some of the most celebrated, and notorious,
adventures in RPG history. Here players are required to not
only find clues and recognise their importance but NOT EVERY GROUP
perform the sorts of deductions that writers often gloss
over, a process that can prove infuriatingly linear. Whilst ENJOYS BEING DEFEATED
this provides the investigative game player the
opportunity to outdo the master detectives; after all, you BY NYARLATHOTEP
can ask the suspect whatever question you wish and think
outside the box, many a game has ended in exasperation AND ITS CRONIES
when a player cannot see the intended solution and hence
cannot progress any further. EVERY OTHER WEEK
A tabletop RPG with a GM offers an unsurpassable degree GUMSHOE’s system makes finding ‘core clues’ automatic
of interactivity and responsiveness. The case can be and offers players the option to spend points, rather than
approached from whatever angle the detectives desire, rolling dice, for supplemental clues. In addition, nearly all a
suspects and witnesses can be cross-examined with a character’s skills can be used to find and interpret clues.
degree of care and thoroughness seldom seen in other This changes the paradigm from ‘clue collection’ to ‘clue
fictions, and a skilled GM can respond to unexpected interpretation’, which is both more interesting and
inquiries and avenues without rewriting the whole game encourages players to rely on their own wits rather than
on the fly. the luck of the dice.
If players are ever unsure what to do, the logical course in moving but still feels like a consequence as the players
a GUMSHOE game is to look for more clues and, with don’t receive the bonus information a better roll would
almost any skill a potential source of the next revelation, a have revealed.
wide variety of clues is possible. GUMSHOE also offers
advice to GM and player alike, its mechanics ease many of One of the first games to utilise the GUMSHOE system,
the burdens of the genre, such as making it easier to add Kenneth Hite's Trail of Cthulhu, outlined a narrative spine,
clues to a mystery on the spot, and since its release has a linear series of loosely arranged scenes for players to
been successfully adapted for numerous horror, science move through. While it is easier to write scenarios in this
fiction and thriller games. way, this can too easily feel like railroading players. Indeed,
one could argue one of the simplest and most effective
GUMSHOE’s approach to skills also solves another tricks employed by countless murder mysteries – trapping
potential issue: some players choose to portray dumb the cast in a location like an old manor house – is likely to
muscle, characters of limited use when evidence must be annoy players who may be used to greater freedom in a
analysed, while those playing weedy academics seldom roleplaying game.
thrive when bullets start flying. By encouraging the use of
all skills in investigation, players don’t find themselves But there is support within the various GUMSHOE games
largely checked out of half the game. for more complex approaches and Robin Laws credits Hite
for the ‘ocean of clues’ approach he took in his later, award
These approaches are not unique to GUMSHOE of course. winning, vampiric spy thriller Night’s Black Agents. Here
Chronicles of Darkness encourages a broader use of skills, clues are scattered between both locations and NPCs
such as using the Firearms skills to examine ballistic allowing players to progress in a nonlinear fashion whilst
evidence or even combining it with social attributes to still keeping a main narrative through-line. Night’s Black
bond with gun enthusiasts. Cthulhu Dark, while much Agents also features helpful examples and surprisingly rare
simpler, follows a similar philosophy, and also includes guidance for GMs on building a conspiracy or sprawling
excellent guidance for the GM. mystery in the thriller vein.
Often with these games a ‘failed’ roll still provides the The setting of the game is also important. The rise of, for
absolute essentials to progress the story, just without example, forensic and video evidence is a mixed blessing
providing additional helpful context. This keeps the game for detective stories. Older stories had to rely more on
A
rguably the first investigative game was 1981’s inspired by Murder She Wrote and in which old ladies solve
Call of Cthulhu – player characters are even mysteries and gradually uncover an occult conspiracy -
referred to as Investigators. The mystery existed praises the Noir genre for ‘dispensing with most of the
primarily as a vehicle to take characters to the game’s forensic aspects of the investigation and going straight to
actual focus; in this case chilling cosmic horror. Likewise shaking down shadowy characters on the docks for
an investigation can also be a vehicle for character information and rescuing femme fatales in over their
development. heads.’
Take for example the iconic Noir film The Maltese Falcon Many games with some kind of ‘roll investigate skill’
which is focused more on the characters, than the details approach fall into this school. The mystery is not the point.
of the case. The case drives the plot, certainly, but by the This approach can, however, still be underwhelming,
time we reach the dénouement the question of especially if players want to play detective and have built
whodunnit is no longer important. This is something we their character accordingly. In response to this several
see replicated in Greg Stolze’s noir RPG A Dirty World, a games have found another way to construct mysteries by
game which features incredibly robust mechanics for embracing another strength of roleplaying as a medium;
tracking a character’s shifting morality and almost none that it’s not just an interactive space but also a collaborative
for investigations. This is not necessarily an oversight; here one, and that many players enjoy creating the world with
the character’s inner journey is simply more important. the GM, not merely playing in their sandbox.
AND THE DICE AGREE Unlike our fictional detective stories this is a case where
there’s no neat answer at the end but both approaches are
A similar philosophy is outlined in External Containment at their strongest when they capitalise on and build the
Bureau, a game built using the Forged in the Dark ruleset. unique properties of the RPG medium into their rules.
Players portray operatives of the titular bureau There may be no one size fits all solution but by the nature
investigating occult phenomena. They collect clues, of their interactivity, tabletop RPGs can create truly
advance a theory and roll to see if it is correct, incorrect or memorable investigative experiences for players, letting
partially correct all whilst the GM is actively advised to them experience pounding the detective beat far better
keep the clues and scenario somewhat vague and give than any book, film or computer game.
players room to come up with their own ideas.
‘C
all of Cthulhu with added hope’ is how British kind of fallen out of love with fantasy and science fiction.
author Ben Aaronovitch describes the Rivers of But then I thought, “people keep telling me these are
London RPG, and he should know being the good, I'm gonna give them a go” and promptly blasted
author of the wildly successful novels that Chaosium’s straight through however many of them were available at
new game of occult detection is based upon. that time, I think it was the first five or so, and joined the
ranks of those desperately waiting for Ben to hurry up
An urban fantasy featuring talking foxes, where ghosts and write another one.
can provide evidence and the Metropolitan Police Force
isn’t in special measures, the novels follow Peter Grant - ‘From having worked on Call of Cthulhu it was very
police officer, wizard and latest recruit to the Met’s secret, obvious that Rivers of London really would adapt nicely
magic division, The Folly - as goes up against the ‘demi- to an investigative style game. It's a police procedural and
monde’; supernatural serial killers, warring gods, occult I liked the fantasy and magical elements to it. It was
criminal gangs and the like. The books have long provided enough to make it interesting, without going down a lot
inspiration for gamers and, with a TV series on the horizon, of tired old footpaths. So I saw that there was this game
Chaosium have swooped in to bring the official RPG to in there and really it was just waiting for the right
our tabletops. opportunity to see whether it could become more than
just a pipe dream.’
Key to both securing that license, and then making the
game, was Lynne Hardy, a veteran of games such as Call That opportunity would finally arise a few years later
of Cthulhu, Achtung! Cthulhu, Blue Rose and her own when Aaronovitch was scheduled to do a book signing in
Cogs, Cakes & Swordsticks and, importantly, a huge fan of Hardy’s native Newcastle.
Aaronovitch’s books. ‘I was introduced to them via
friends, who kept telling me that I really ought to read ‘I booked off work for the day and got in nice and early,
them,’ explains Hardy. ‘I kept putting it off because I'd so I was at the front of the queue,’ Hardy recalls. ‘By this
T
how this works?”’ hat close relationship with Aaronovitch and the
team’s passion for the project has paid off with a
Aaronovitch’s involvement was also key to getting the game that faithfully captures both the tone and
tone of the game right. Whilst the books are more urban feel of the books, which raises another issue. With a loyal
fantasy than outright horror they do have their fair share fanbase out there, there’s a very good chance that this
of darker moments and violence, both supernatural and could be many people’s first role-playing game,
otherwise, and Hardy wanted that represented in the something that Hardy was keenly aware of during the
game. game’s development.
‘I wanted it to be something that would encourage understand it. It's one of those systems that just clicked
people who loved the books into giving gaming a go, for me, it's how my brain works.
rather than for hardcore gamers who've been doing it for
years,’ Hardy says. ‘Of course, we'd also love it if those ‘We knew it couldn't be as simple as the Call of Cthulhu
hardcore gamers play too and perhaps discover the starter set, but we also didn't want it quite as in depth as
books in turn. In fact I've already had lots of people tell the full seventh edition rules, it kind of had to sit
me that they hadn’t heard of the books and when they somewhere in between, mainly because of that magic
saw we were doing the game have gone out and system. Magic is integral to the Rivers of London world
devoured them as well, which is fantastic. and we've got to somehow be able to deal with that.
That’s one of the reasons why I wanted Paul involved.
‘But I always wanted it to be an introductory type of Paul and Mike [Mason], did a fantastic job of updating
game. I've written games like that before, Cogs, Cakes & Call of Cthulhu to the seventh edition, so I knew he
Swordsticks was my steampunk introductory game, would be a safe pair of hands with that kind of brief.
which couldn't get more simple. Actually, when I was
running proof of concept games for Paul [Fricker] and the Streamlining the BRP system is not the only way the
various members of Chaosium to show what sorts of game aims to provide an easier experience for both first
adventures people would have in the world it was a time gamers and GMs alike and the rulebook makes
stripped down version of Cogs & Cakes that I used. particularly good use of the source material, for example
presenting the well-worn ‘what is an RPG?’ section in
‘Paul did jokingly say, “why can't we just use that system,” fictional prose with Peter Grant wrangling the other
but it's a little bit too simple for dealing with things like characters from the novels into a game of Call of Cthulhu.
magic. So we always wanted it to have the BRP DNA
underneath it. That appealed to Ben, obviously, because The new game also smartly take another cue from Call of
he's a big fan of BRP and it made sense to me, because I Cthulhu’s 7th edition, or more precisely its starter set.
Once the traditional niceties have been observed the adapt Ben’s source material to create your own case files,
rulebook goes straight into a Choose-Your-Own- which is what we’re calling scenarios.’
Adventure style solo scenario. Based on one of
Aaronovitch’s short stories, The Domestic, it’s a great way That is something that will definitely come in use, run
to ease you into the game. your average dungeon crawl and experienced GMs can
create everything on the fly with just a few tables,
‘We know that it worked in the Call of Cthulhu starter set investigations require a bit more work. For many GMs
and that's why I wanted it in there,’ Hardy explains. that’s part of the appeal, a chance to create their own
‘Because, again, we're assuming that people might not labyrinthine plots for their players to pick their way
have gamed before, or they've just had a limited through but it can still be a daunting task, especially for
experience of it. We know that Alone Against the Flames someone new to role-playing games.
is great for introducing people to Call of Cthulhu. So
that's exactly what I wanted at the front of the book To help with that the book also contains a sizeable
because we couldn't make any assumptions about who chapter of advice for GMs covering everything from tips
was playing it. for running games in general, and investigations in
particular, to the use of safety tools, how to deal with
‘And again, this was part of the collaboration with Ben problem players and when to just relax, ignore the rules
because he really liked the idea of there being a solo altogether and let the game play out.
adventure based on one of his short stories. Gavin Inglis
did an absolutely superb job adapting it, even if you've The rulebook also features a second scenario, The Bookshop,
read it there's some little tweaks to it that you're not also based on an existing short story (The Cockpit) but
going expect. So it's there to help set the tone, give you this time designed to be run by a GM for a group of
an introduction to some of the rules and the character players. Once again this provides a great example of how
creation, but it's also there to show you how you can to use the novels as material for your own games.
Still, Hardy doesn’t plan to keep players waiting too long 1. First of all, make sure as a GM that you've got all
for new material either and work on delivering that is your clues lined up. That you know what they are and
already well under way. what the key information is that the players need to
be able to figure out what the plot is.
‘At the moment, I have another three books planned,’ she
reveals. ‘There's an America source book, which will 2. Don't hide those important clues behind dice rolls
explain how to set up a game there because it's a very, if your players need that information for their
very different setting. That will have two scenarios in it to investigators to figure out what's going on. Make
again help explore the differences in tone. Then after that them work for it but don't hide that information.
I would like to do a UK scenario book. That's something
that Ben and I really want to do, so that material is there 3. Let the players roll to make conclusions because
to help people who aren't used to writing their own. The not everybody can figure everything out and not
idea is there would be some London based scenarios but everybody enjoys that Don't make the players have
also ones set elsewhere in the country, as there’s a to solve the puzzle based purely on their own
section in the rulebook about creating your own Folly, abilities, remember it's what their characters can do.
and opening new branches around the country if you
don't want to run your game in London. 4. Don't be afraid to move your clues. Because we all
know what players are like, given half a chance they'll
‘And then the book after that would be a look at all the wander off in the opposite direction. So be flexible
other types of characters you might play. For example the with where those clues happen. If they wander past
Genii Locorum,’ Hardy says, referring to the series’ it the first time just move it somewhere else.
powerful spirits, each tied to a particular location. ‘How
do you integrate that into your game without completely 5. And most importantly, just listen to your players
over balancing it? Is it a problem if you do? Or teenagers and let them lead you. Do that and they're going to
like Abigail from the book. If you want a whole gang of tell you what it is that they're interested in and how
Abigails going around investigating things, you can do they want to run the investigation.
that. And of course talking foxes! Let's face it, everybody
wants to play a talking fox. I mean, I have had
conversations with Ben about what talking creatures are immersing themselves in this world, just as she has. With
in America, but I'm not gonna say anything about that the ever growing popularity of the novels, and a TV series
yet…’ still to come, that audience could be significant, and
Hardy has overseen a game that will embrace them with
“AND OF COURSE TALKING open arms. For now at least though she can count on one
very satisfied customer, an author who’s finally got what
FOXES! LET'S FACE IT, he always wanted, a game of his books, Call of Cthulhu,
EVERYBODY WANTS now just ‘with added hope.’
TO PLAY A TALKING FOX”
Rivers of London is out now
Hardy’s passion for Rivers of London is as apparent as it is published by Chaosium
abundant and she’s clearly excited for people to start chaosium.com
O
ver the years investigations have often played a countless espionage thrillers and criminal cat-and-
key part in our role-playing games, though mouse capers.
generally speaking the focus has been on the
threat of sinister cults in thrall to eldritch gods than the It’s the latter of these, series like Yoko Tsuno and Spirou &
more glamorous possibilities a life of mystery offers. All Fantasio, that Sundelin initially turned to when he
that’s set to change with The Troubleshooters, a new RPG conceived The Troubleshooters. With the exception of a
from Swedish designer Krister Sundelin. French language game based on the Valérian strip,
Sundelin realised that wasn’t anything based on the
A veteran of the Swedish RPG scene, Sundelin’s resume comics he loved and the jet-setting adventures and
includes titles for publisher Helmgast such as iron age criminal shenanigans their protagonists often find
adventure game Järn and Hjältarnas Tid, an introductory themselves involved in. ‘I had a lot of Spirou books and I
RPG of epic quests for hidden treasures. Believing the wondered why there wasn’t a roleplaying game for it,’ he
fantasy genre to be ‘kind of crowded’ and always looking explains. ‘Finally I got tired of waiting.’
to try to create something new, Sundelin found
inspiration for his new game in he colourful worlds of Taking further inspiration from the likes of James Bond,
Franco-Belgian comics, or bandes dessinéess. The Saint, Arsène Lupin the Third and The Avengers (the
old, British, black and white spy show) and games like
In Francophone Europe bandes dessinéess are very much Call of Cthulhu, the old James Bond RPG, and even the
a serious business, considered to be ‘the ninth art’, and a Star Wars D6 game, Sundelin set to work and quickly
world away from the world of superhero and their capes. found a home for the project with his old publisher
Whilst most English speakers will know of Hergé’s boy Helmgast,
detective Tintin, bandes dessinéess encompass a vast
range of genres and styles that, over the years, have ‘Two years ago I went to Helmgast and I showed them
ranged from saucy sci-fi strips like Barbarella to the first sketch of the cover,’ he tells me. ‘Everyone said,
“Tell nobody about this. It is so good and simple an idea ‘When I asked her if she can do something in the French
that everybody would steal it if they knew.’”’ and Belgian style she said, “Why not?”’ he tells me and
looking at the finished book Melin’s confidence was well
It is easy to see why that initial sketch would provoke deserved. Sundelin points to a French review of The
such a reaction from the Helmgast team. Ronja Melin’s Troubleshooters which laments how it was produced
cover art perfectly captures the style and the tone of euro first by a group of Swedes and not a Frenchman.
comics. Likewise the interior art of the book is equally
impressive and, in addition to just being beautiful to look That attention to detail permeates the book and
at, does a lot of work establishing the feel of the game. Sundelin also highlights the work of graphic designer Dan
Algstrand, how its clean lines, bold colours and use of
‘It doesn’t matter if you haven’t read anything from the specific typefaces, such as Le Monde, perfectly capture
source material,’ Sundelin says. ‘I think you could get the feel of the game.
what the game is about just by looking at the cover.’
But it is not just the art and design that informs the tone
Sundelin describes Melin as a bit of a chameleon and but, importantly, the writing does too. Sundelin explains
shows me the illustrations she had previously done for that he started off, quite simply, emulating the source
Järn and Hjältarnas Tid which, whilst also beautiful, are material that originally inspired him and from there
in a completely different style. quickly realised that he wanted the game to be explicitly
Eurocentric in tone. ‘Since most game authors are
American, you get this very American feel to games even
SUNDELIN POINTS TO if they are not set in the US,’ he tells me.
A FRENCH REVIEW OF
THE TROUBLESHOOTERS Much like its source inspiration an important theme of
WHICH LAMENTS THAT IT the game is globetrotting or “fantasy tourism”. One of the
reasons that people loved the Connery-era James Bond
WAS PRODUCED FIRST BY films was that back then a trip to the Caribbean or Japan
A GROUP OF SWEDES was unthinkable for most bar the very wealthy. The same
AND NOT A FRENCHMAN is true for comics like Tintin, whose adventures to exotic
locations provided readers a vicarious thrill.
‘One of the things that Hergé and Roger Leloup [creator of 1970s his earliest memories were less those of a bright
Yoko Tsuno] had in common was that they were all atomic age and more ones like the nuclear disaster at
subscribers to National Geographic and based their Harrisburg (Three Mile Island) and the referendum on
adventures on the latest issue,’ he explains. ‘I wanted nuclear power in Sweden.
players to sit down with the book and say “I want to
have an adventure in Shangri-La. I want an adventure to Still, Sundelin does recognise that not all aspects of the
go to Calcutta” or any place in the world.’ 1960s can be defined as optimistic and adds that the
prejudices of the era and some of the source material
Another important aspect of Sundelin’s world-building (looking at you Tintin in the Congo) did not fit into a game
that shines through in The Troubleshooters is its optimism. designed to be played in the modern world.
‘I'm dead tired of grim dark games,’ he tells me and explains
that the era he is trying to capture is ‘the period the ‘People can call that woke if they want, but I don’t care,’
French call the golden decades. It was a time when France he says. ‘I don’t want that in my game.’
was really modernising and building back up from the
war. There was a positive outlook on the world. Even with Likewise he also takes certain liberties with the real
the nuclear threat hanging over them, they were talking history of the period in service of the game’s tone. For
about the car of the future, space travel of the future. Everything instance both the reality of both the Vietnam War and the
was about the future and how bright it would be.’ Cold War are played down. They still exist, but he sees
The Troubleshooters as being set in ‘that sobering up
That also helped Sundelin firmly establish the game’s era, moment after the Cuban missile crisis.’
as he didn’t want characters to be able to Google stuff, or
T
get in touch via email. This decision was finally cemented he tone of the source material is also reflected
though when he discovered that ‘the cars were just more in the rules, for all the high stakes car chases and
beautiful in the 60s.’ It’s hard to disagree and Sundelin shoot-outs death is not really a part of the game.
and I spend several minutes reflecting on just how very Characters rarely, if ever, die and even the minions of the
cool the Aston Martin DB5 is. game’s perfidious criminal organisation, Octopus, are not
killed when shot. They simply have their guns knocked
Regarding the setting’s era Sundelin tells me how he just out of their hands before falling into a convenient nearby
missed out that era of optimism himself. Born in the body of water / bail of hay / puddle of mud.
W
erewolves of Britain is the latest supplement Beginning life as a stretch goal to the original Liminal
for Liminal, the urban fantasy RPG set in a Kickstarter in 2018, Liminal creator Paul Mitchener had
United Kingdom where the veil between the tagged Annison in from the very outset trailing Werewolves
magic and mundane worlds is paper thin and cabals of of Britain as a book on ‘sexy werewolves’ whilst citing her
wizards, vampire families, faerie dynasties and more award-winning games When the Dark is Gone and
battle for supremacy in the shadows. Lovecraftesque (the latter with Josh Fox) and notably
current work in progress Bite Me!, a Powered by the
It’s a setting that will feel familiar to anyone who has read Apocalypse game ‘of werewolf pack dynamics’ that
the likes of Neil Gaiman’s Neverwhere or Ben Aaronovitch’s eventually was released under the name Bite Marks.
Rivers of London books and, coupled with its unfussy
rules, has ensured that Liminal quickly established itself as As we settle down to howl at the moon together, I ask
a Wyrd Science favourite after its 2019 release. Annison just how she came to be part of the Liminal world.
Having taken us on a tour of the country’s capital with its ‘When you compare UK gaming conventions to America
first supplement, Pax Londinium, Liminal now invites us and people pouring through the halls at GenCon, we're a
to stray off the path and get to know better the lycanthropic really small community, especially in the indie RPG
clans that haunt the highways and byways of Old Albion. world,’ she explains. ‘I would say outside of London that
Sheffield has the best roleplay conventions in the UK and
Written by Becky Annison -game designer, werewolf expert, they are all run by a team of interconnected friends and
and one half of Black Armada Games- and evocatively mostly at the Garrison Hotel. The connection with Paul
illustrated by Jason Behnke, the book adds plenty of came from those events and we had lots of mutual
bloody meat to the setting and provides probably the friends too. I was already writing Bite Marks and Paul had
most unique depiction of Sheffield yet committed to an joined in my first ever play test of that. He knew early on
RPG book to date. that he wanted werewolves in Liminal and I received an
‘I suppose that anybody who knows me in real life, will ‘There came a point where my problems with anxiety
tell you that I am one of the most relentlessly cheerful became apparent and the slightly less healthy
people you're ever going to meet and that's very true. I mechanisms that I'd been using to cope stopped working
suppose it's very strange that all my RPGs are pretty so well,’ Annison continues. ‘At the same time I was
much on the dark side of dark. There's a whole genre of reading werewolf fiction and was really resonating with
light and cheerful, lovely games out there - I'm thinking the idea of having a group of people who you are
of things like Wanderhome but it's never what I've been magically connected to, a bunch of people who know
drawn to writing. I think there's something beautifully when something's wrong and who've always got your
bonding about doing darker stuff with a group of friends back. Not only that but I began exploring the idea of a
you really like and I really get something out of that.’ sense of transformation outside of your control.’
the werewolves in question. Notable characters from the As for which of the many characters that appear in the
setting stare back at you balefully, a pack surges across a book is her favourite Annison is hard pushed to choose,
double page spread wildly contorting as they experience in the end though she settles for Major Chandra, the pack
the various stages of their transformation and scenes of leader of werewolf gang The Dogs of War and someone
explosive, violent fury sit alongside contemplative, still inspired by the women she grew up around.
moments of beauty.
‘Parents of my friends at school who were these amazing
The collaboration between artist and writer came take-no-shit women!’ she explains.
naturally, Behnke intuitively taking his inspiration from
the text before transforming Annison’s words into the ‘I have never known a woman exactly like Major Chandra,
visceral, yet gorgeous images that grace so many pages. but I have known women who are like pieces of her. We
have a very different history to the US with a very
‘He picked up my cues so well,’ she recalls. ‘Every time I different ethnic makeup and I wanted to write in a much
saw an image it was just right. Another thing which I more diverse way, and show the diversity of the UK. I like
loved so much was where I had written NPCs that I was Major Chandra so much, I could definitely see myself
particularly keen to see portrayed, he'd independently following someone like her!’
picked those to create images of.’
‘I drew a lot from British mythology too,’ Annison
Those NPCs are dashing, diverse and as delightful to read explains of the characters and creatures you’ll meet in the
about as they are to look at. ‘What I wanted to do when book such as The Black Shuck, a fabled British ghostly
writing the NPCs was to put it through a very British lens. dog who makes an appearance alongside the slightly
As I was writing these meaty characters, I was thinking more infamous Hound of the Baskervilles. Even Sherwood
about people that I would meet and the sort of people Forest’s legendary outlaw Robin Hood gets a look in and
that it would feel natural to encounter in the UK.’ makes an appearance here in his guise as The Wolfshead.
‘A lot of the events that I reference in Werewolves of ‘Some of the outlying parts of Britain are incredibly rich
Britain were historical events,’ she explains. ‘There was a in folklore and have a real character of their own. I
purge of wolves in England. In 1281, Edward I ordered the wanted to tell a story of a group of people who had had
extermination of all wolves in England. Years later, they their power deliberately stripped away, were being
had deliberately hunted them down to extinction, that's deliberately kept from organising - so there are some
why there are no wolves here now.’ parallels with the working class in the story that I wanted
to tell and Sheffield is a really famous working class city.’
L
iminal is not the kind of game that particularly
feels the need to overburden itself with rules, but ‘It was a kind of perfect place to kind of tell the tale of the
alongside its detailed histories and legends, werewolves,’ she concludes. ‘If you are going to have the
Werewolves of Britain does introduce several new werewolves in any city in the UK, then it would have to
abilities and traits for lycanthropic player characters. be Sheffield. It’s a stone's throw from the edge of Sheffield
to the Peak District National Park. So if you want a space
‘I wanted to include add ons that didn't massively over- to run around and howl at the moon you have that, and
balance the game, but which still gave a lot of options to then can just return to the city!’
make it feel more wolfy,’ and Annison explains how
werewolf PCs can benefit from things such as heightened
senses when on the hunt, the ability to partially change
just one part of their body into that of an animal and Werewolves of Britain is out now
rapid healing. available from Modiphius
modiphius.net
“I WANTED TO INCLUDE
ADD-ONS THAT DIDN'T Keep up to date with Becky Annison’s latest
MASSIVELY OVERBALANCE on Twitter @BeckyAnnison
THE GAME, BUT WHICH or over at blackarmada.com
STILL GAVE A LOT OF
OPTIONS TO MAKE IT
FEEL MORE WOLFY”
E
ver since its release back in 1986 most of margin, going right back to the earliest editions of the
Warhammer Fantasy Role-Play’s focus has been wargame, where it provided the backdrop to scenarios
on the Old World, that muddy, bloody stretch of such as The Magnificent Sven that came with Warhammer
not quite renaissance-era Northern Europe that so many Fantasy Battle’s second edition.
of us have come to intimately know, love and die in
repeatedly over the years. Whilst we’ve long known After several false starts though Lustria, the book, is
about the lands beyond the Empire, and visited them in finally here and bold, or foolhardy, adventurers can now
the wargame itself, they’ve rarely, if at all, been explored enjoy the continent’s many sights, from its floating
in the kind of detail that only an RPG delivers. Finally pyramid temples to its ruined, treasure filled, cities.
that’s all beginning to change.
Being Warhammer though this isn’t exactly a tropical
Having finally completed the almost-Sisyphean task of paradise being ‘a vast death trap, subject to extreme
releasing the ‘Director’s Cut’ of the multi-, a staggering weather, festering diseases, poisonous plants, venomous
ten in this case, book campaign The Enemy Within, animals’ and, of course, Lustria’s most famous inhabitants,
Cubicle 7 have started to look beyond the shores of the Lizardmen, eight foot tall saurian humanoids and
fantasy not-Europe, our first stop a long awaited trip across their enigmatic frog mage-priests, the Slann. Unsurprisingly
the Great Sea to the mysterious continent of Lustria. neither are particularly keen on sharing their land with its
latest warm blooded invaders.
I say long awaited and, for once, that’s not just a writer’s
hyperbole. Games Workshop first promised a sourcebook We caught up with the game’s producer, Dave Allen to
for their South American analog back in the 1980s during talk about the new book, completing The Enemy Within
the WFRP’s first edition. Indeed Lustria has a bit of a campaign and to find out a little about what’s next for
special place in Warhammer history. Its first appearances the venerable RPG now that the game is moving into
pre-dating the release of the role-playing game by some these new and uncharted waters.
Along with the five main books of the series they have
“IN THE LATE 80S WE HAD THAT also released five equally substantial ‘companion’ books,
further developing the campaign and it twisting storyline
SORT OF DECONSTRUCTION OF of Machiavellian machinations, both daemonic and
GEEKY MEDIA GOING ON IN mundane, at the highest levels of The Empire. It’s a
remarkable achievement but has also meant that for
COMIC BOOKS AND ROLE- much of the fourth edition’s life it has been retreading old
ground. Finishing this mammoth means that the game
PLAYING GAMES WHICH can finally look forward again, something that Allen
admits has given him mixed feelings.
THE ENEMY WITHIN FELL INTO”
‘On the one hand, The Enemy Within is something that
‘In the late 80s we had that sort of deconstruction of generates an awful lot of interest, and you get an awful
geeky media going on in comic books and role playing lot of analysis of it,’ he says. ‘It's very comfortable
games which The Enemy Within, either deliberately or knowing what you're doing, working on something that I
accidentally, fell into,’ he says. ‘It was more pointedly like genuinely enjoy and appreciate myself. A lot of that is
“this is actually quite a grim experience” right? It was the now quite a bit harder, now we’re breaking new ground.’
Art: JG O'Donoghue
Courtesy of Cubicle 7
Entertainment / ©
Games Workshop
Interestingly Lustria also not so much reintroduces but Talking of things that are appropriate though, Allen and
brings back to the fore many of the, somehow, even his team may have indulged in more than a bit of old
stranger parts of the Warhammer Fantasy setting that get school wordplay throughout the book but they have also
less attention when the focus is on the realpolitik of the been careful to update the setting’s sensibilities. For all
Empire. The book’s timeline takes us right back to some that the RPG was groundbreaking in its depiction of the
20,000 years before the game’s present day, when hyper Empire as a more realised, slightly lower-fantasy setting
advanced aliens, the Old Ones, first arrived on the planet, Warhammer also revelled in being bombastic, over the
terraformed the land and evolved many of its species, top and happily embraced, stereotyped, lampooned,
including their principal servants and the inheritors of satirised and appropriated countless real world cultures.
their great plans, Lustria’s Lizardmen and Slann.
When that source material has been closer to home, such
Yes, long before Space Marines were a thing Warhammer as the game’s depiction of orcs as gleefully violent
Fantasy had its own ancient astronauts. Whilst they’ve English football hooligans it can result in refreshingly
never been hidden away it’s been a while since this subversive takes, but that’s certainly not always been the
aspect of the setting has been giving so much prominence. case. Lustria has definitely suffered from this in the past,
This also allows the writers to indulge in some of the whilst the pink haired techno-lesbian Amazons of early
often terrible humour that, for all its grim dark reputation, editions could probably work in some way today, more
is written through the game like a stick of rock. Take for egregious missteps such as the continent’s pygmy
example the Sentinels of Xeti, giant monoliths tuned to inhabitants have been wisely consigned to history.
the heavens, its Skink attendants desperately listening for
a transmission from the long departed old ones. To ram ‘There are no pygmies in our Lustria,’ Allen emphatically
the pun home Xeti is, of course, overseen by the Slann states. ‘And as far as sensitivity issues beyond that go I
mage-priest Qrl’Zy’Ken. Feel free to roll your eyes or emit feel that Games Workshop have evolved Lustria into a
a mild chuckle as appropriate. more mature direction. By the time they published the
L
ustria is certainly an exciting new stage for ‘So you'd need to think of a sort of USP for the campaign,
WFRP. The book not only giving players new and then have the will to see that through. I think where
lands to explore and more than enough barbed The Enemy Within really gets it right is it has a strong,
adventure hooks to get stuck into but flips many of the intriguing hook. You're then presented with a series of
game’s established ideas on its head. The few human sandbox environments that all sort of develop that hook
settlements that are eking out an existence on the more and more. Whilst there is some railroading in the
continent have a very different approach to the burn first campaign, it's very light, and I think most people appreciate
and ask questions later approach to Chaos in the Old the fact that they can muddle their way through. It'd be
World. Likewise for those after a very different experience interesting to try and do that again with a different sort
there’s also rules to play Lizardmen characters, promising of hook. It would just be coming up with one, and then
a very different kind of Warhammer experience. the environments within which you could develop it
properly and make sure that it was as entertaining.’
But what then’s next for WFRP? Now that we’ve touched
upon our first distant shore can we expect to see more Whether that comes to pass or not, it’s still an exciting
the map filled in? Perhaps even following Total War’s long time for WFRP. Dungeons & Dragons high-powered
journey east to Cathay... Allen is cagey but still seems full fantasy may still dominate the gaming landscape but as
of ideas of where he’d like to take the game next. ‘I think Allen says, pointing at the likes of Game of Thrones and
WFRP has benefited very much from the human-centric Dark Souls, the ‘grim dark, or more mud and blood and
presentation,’ he says. ‘But I would like to look in more guts, aesthetic is now quite predominant in geek culture.’
depth at the other species of the Warhammer world and
their perspective on it. Both species that you can play Looking around, it’s hard to disagree as whatever was in
with at the moment and ones that we haven't released the air back in 1986 sure feels like it’s still with us today,
any material for yet. So that'd be an ambition. the Old World is dead and now is a time of monsters.
‘Then we should shortly be releasing Archives of the Empire Warhammer Fantasy Role-Play - Lustria
Three, I think that will have a lot more focus on minor or is out now published by Cubicle 7
forgotten religious perspectives that we haven't talked cubicle7games.com
A
procedures heavy’ role-playing game in the ‘classic
G
fantasy tradition’...
ARE ONS
Art: Ian Hagan (p.78, 82), Charles Ferguson-Avery (p.81)
Courtesy of Kill Jester
F
COO UCK
L, M ING
AN”
T
hat sentiment drove young Ava Islam headfirst For example, how do parties move across hexes? What is
into a book titled Dungeons & Dragons. She that action’s formal basis as part of the game instead of
started role-playing with 2e loyalists, one of whom just an utterance at the table?
gave Ava a copy of the Mentzer red book (the B in BECMI).
She convinced her father to purchase a big box set, but Ava scoured the blogosphere, used what she found to fill
instead of containing the treasures she knew and loved, it in those cracks and then rebuild the emaciated
confronted her instead with the D&D 4e Starter Set. infrastructure entirely. She did not intend to design (or
rather, compile) a game; she just wanted to play one. But
RPGs passed out of Ava’s life for years until 5e landed on for her, it was more than a matter of entertainment.
her gaming table. Imagination rekindled, she unwittingly
ventured into the online OSR scene, and after absorbing ‘[I was] broke, constantly on the verge of homelessness,
the ideas and play-style, she set out to implement both dropped out of university after being the “golden child”
in 5e. of my middle-class immigrant family, spending every day
getting high out of my mind till I could drink myself to
It didn’t work, and it left Ava hungry for a game that sleep,’ Ava said. ‘The only thing really keeping me sane
delivered the desired experience. At the time, that game was running my games and writing Errant.’
—the game— was The Black Hack. Its rules-lite system,
though, raised new obstacles. The almost microscopic Errant harkens back to fantasy adventure gaming’s roots
cracks that other gamers easily stepped across appeared while diverging from them and the overall trends in the
to Ava as unbridgeable chasms. genre’s almost 50-year history. Fantasy RPGs infamously
In its every aspect, Errant minimizes the rolls and arithmetic Throughout the text, important game terms are stylized
necessary to determine an action’s outcome. At the same in small caps, and other relevant terms are italicized.
time, specific aspects —narrative positioning and These direct readers and players to the combined
qualitative advantage, combat feats, arcane and divine glossary-index, which overviews core concepts, links
magic and many others— provide guardrails for player them to related ones, and provides page numbers for
creativity and agency without straitjacketing them. further reading.
The procedures —fighting an enemy, running a business, ‘I cannot stress to you how much grief this passing
mass combat, overland travel and every other situation moment of folly has brought me,’ Ava said. ‘So many
fantasy adventurers conceivably find themselves in— hours spent fiddling in the document just cross-
guide players through the four turn types. Initiative, referencing and making sure everything that was meant
exploration, travel, and downtime turns can instantly to be small caps was small caps, and that things that
and seamlessly shift to accommodate players’ immediate weren’t meant to be aren’t.
goals.
‘Eventually each page was just overwhelmed by the
None of this is novel to Errant; it self-admittedly deploys horde of small caps terms, and the italic/small caps
a structure as old as RPGs. Errant innovates by excavating distinction came about as just a stopgap attempt to
and explicating this structure and bolstering it with manage that. I remain torn about it, as I think visually it
streamlined procedures across the system. It empowers errs just too far on the side of busy, and creates a fairly
gamers with clear cognitive models of how play progresses strange reading flow, though it is far easier to reference at
at all scales, how different subsystems flow and how a glance.’
these components interlock and interact.
The book’s front and end matter include quick-reference
Errant’s emphasis on simplicity is the ‘rules light’ aspect sheets for GMs and players, further facilitating swift,
of its tagline. The diversity and structural support for player engaging play.
goals is the ‘procedure heavy’ bit. A single procedure is
mechanically light; the vast spread of procedures —from ‘The quick reference sheet was again something that I
melee to mass combat, running a business, standing trial, had always wanted, at least in some form, to help keep
pursuing a rivalry and beyond— is heavy in scope, but all the game feeling manageable,’ Ava said. ‘A stroke of luck
coalesce into a robust whole artfully delivered in linear in terms of printing logistics left us with just enough
form. spare pages to fill to allow us to fit them in across the
pages and in the interiors of the cover.’
‘I found the traditional organization where character
creation and classes are introduced right after the core Wrapped around that cover is Ian Hagan’s artwork, a
mechanics fell flat for me personally, as without an surreal and macabre wimmelbild/memento mori. Ava
understanding of the foundation of the system it didn’t originally intended to use details from Bruegel’s The
feel like players would have any framework with which Triumph of Death, but Hagan’s composition fits perfectly
to make decisions regarding character creation,’ Ava said. with both the OSR’s aesthetic and Errant’s themes.
Skeletons skirmish with the living; enormous faces, along
‘As the book began to find its identity more solidly as a with other body parts, adorn the ruined landscape and
toolkit, it just made more sense. The stuff at the buildings; an infernal nude kneels before a trephinated
beginning of the book is the most essential to the system, priest hung on the wheel of fortune; everywhere, skulls
core resolution mechanic, the turn structure, and how to stare back at the reader. Death (and worse) pervades the
adjudicate conversations, and everything continuing Errants’ world.
T
he cover art’s duality and ambiguity persists
within the book itself. There are no set ‘races’,
only Ancestries that grant a small perk and carte
blanche to be any creature the player likes, pushing the
fiction of race into absurdity. Similarly, what would be a
bestiary in any other RPG is titled ‘NPCs’, further blurring
the line of personhood drawn by traditional fantasy
gaming.
T
he OSR failed to recreate an ur-D&D, and its own individual hand, the irreducible joy of feeling
innovators simultaneously failed to turn D&D everything from the muscles in your fingers to the oils on
into not-D&D. Ingredients change to suit taste your skin contribute to the moment of a bite that is
and temperament, but designers and players still follow made just for you, by you.
the same recipe. Errant is a coherent and complete system,
but it’s also modular; players can make substitutions to ‘Whenever I make Bangladeshi food at home, far too
achieve their desired flavour and consistency without rarely, the primary joy is the tactility of feeling the rice
game-breaking knockback on other subsystems. and dhal on my fingers, squeezing lime and mashing chili
into each bite, the wonderful taste of my own hand.
Ava is already tweaking encumbrance, movement in
combat and other aspects as she works toward the ‘I hope for my games to be like that, and yours. To taste
expanded version, which she projects to be about five so delectably of one’s own hand.’
years away from publication. But in its current and future
forms, Errant merely presents Ava’s own preferred flavour
of dragon game.
Errant is out now
‘I can’t help but feel like my predilections in terms of published by Kill Jester
game design, visual design, et al. is indelibly linked to the killjester.com
food culture I grew up in. I have always been an inveterate
U
ntil around 20 years ago Italy was never usually the equation and at long last many Italian publishers and
considered a major player in the tabletop gaming designers groups are producing Italian and English
scene, but that all began to change with the language versions of both new RPGs and their D&D 5e
global success of Emiliano Sciarra’s spaghetti western campaign settings. Whilst the focus is still primarily on
card game Bang!, released in 2003 and soon followed by the not so big but familiar Italian market, Italian RPGs are
the likes of Wings of War, War of the Ring and many others starting to appear more frequently on people’s shelves
that found an eager international audience. and tables worldwide. But how did RPGs come to Italy?
Since then there’s been an explosion of new boardgames, a As elsewhere in Italy there was an interest in wargames
new generation of publishers and more and more titles (or as we called them ‘simulation games’) and especially
produced in multilingual versions and available overseas, the new generation of these games that were being
firmly putting Italy on the board game map. published in America in the 1960s and 1970s by
companies like SPI and Avalon Hill. Imported by Italian
Sadly this was not the case with RPGs, where the rulebook companies you could find these games in toy and hobby
is the game itself and not just one component that can stores and even occasionally big department stores.
be easily adapted for international editions. Apart from
pioneers such as Asterion Press with their Quintessential These games were popular enough that many clubs
series for Dungeons & Dragons 3.5 it was rare for even the devoted to military models and miniature wargames
best Italian RPGs to be translated into any foreign language, sprung up and they were often featured and reviewed in
let alone English. Pergioco, the very first Italian tabletop games magazine.
But these wargames weren’t the only American imports
Over the past five years though, thanks to Kickstarter and and roleplaying games soon made their appearance too,
the crowdfunding phenomenon, this situation has finally and often in the same circles, a 1978 Italian military
begun to change. This evolution has completely changed model magazine featuring an announcement from a
Still the genie had escaped the bottle and the RPG market Today, like all around the world, RPGs in Italy are again
was now both established and growing. New specialist experiencing a boom period thanks to a combination of
RPG magazines appeared, Crom first in 1989, soon RPGs making favourable appearances on TV and
followed by the likes of Rune, Kaos and Excalibur, whilst streaming shows like Stranger Things and Critical Role, a
more and more games hit the shelves. both translations sense of 'computer fatigue' and, of course, the effects of
such as Call of Cthulhu in 1990 and AD&D’s Second the pandemic.
Edition in 1993 and more original Italian creations like
1994’s Legione, the very first Italian language RPG about Dungeons & Dragons is still, by far, the most sold and
superheroes. most played RPG here, a situation only likely to be
cemented with release of the new D&D movie (even
Whilst D&D and AD&D were – by far – the most popular 2000’s much maligned D&D movie was somehow a
RPGs here, this was a golden age for RPGs in Italy, one success in Italian theatres!), the long march to the game's
that sadly would only last until 1994 when the Italian 50th anniversary in 2024 and its new edition. Still there is
edition of Magic the Gathering was released and suddenly a strong and growing interest in other RPGs such as Call
everything changed. of Cthulhu and Vampire the Masquerade here, alongside a
vibrant Old School scene and, of course, another equally
T
he release of Magic the Gathering was vibrant community of indie RPG fans.
Armageddon for RPGs in Italy. Over the next few
years, with the exception of Stratelibri, who as it On the homegrown front things are looking up too with
happened had the license for Magic the Gathering in titles such as Sine Requie, the most popular Italian RPG
Italian, every publisher stopped releasing both new ever, and Lex Arcana, which for a period had the record for
games and expansions. Many of them would go on to the most successful crowdfunding campaign for an Italian
fold, along with every gaming magazine, including the RPG, once again coming to the fore and Italian designed
venerable Kaos who finally bid farewell with their 75th games reaching beyond our shores.
issue.
Alongside all this we now have a very active convention
It was a hard period for RPGs and their, few, faithful fans scene, with dedicated events like FabCon in the lovely
and even Stratelibri who had maintained a trickle of RPG city of Fabriano and RPGs once again a big presence at
releases in the years between 1994 and 1997 went out of major pop culture conventions such as Play (almost
business too. It seemed that in Italy at least, RPGs were 40.000 visitors in 2022) and Lucca Comics & Games
headed straight to the antiques market, fated to be the (almost 320.000 visitors in 2022!). 2023 has even seen
curious pastimes of a scattering of middle aged people. the succesful launch of our own new magazine,
RoleZine, that is entirely devoted to RPGs, a sure sign if
It wouldn’t be until 1998 that we would start to see the anything of the renewed health of the Italian scene and
first green shoots of recovery. That year a new publisher, its promising future!
25 Edition, started printing the AD&D 2.5 core rulebooks
with encouraging sales. With the big dog back on the
scene the situation slowly started to improve with a
trickle of new RPGs, both Italian and translated ones, Inspired to dive in to the world of Italian RPGs
being released again. and find your favourite new Gioco di Ruolo?
Whilst the print runs for the non-D&D games were far Turn over for Ciro’s handpicked selection of games
smaller, perhaps a quarter of that a publisher might designed in Italy and available now in English
Italiano?
and more titles are being translated and made available for
international audiences.
Nessun
Here then are our suggestions of a few notable releases that
all have, at least, English language quickstarts available and
Problema!
are well worth checking out!
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C
aves have a primal allure. Yawning in the rough Hewitt tells me. ‘There's also the general sense of
stone of a hillside, even the most claustrophobic heroism, where your small group of heroes takes on wave
person might pause to wonder what’s inside and after wave of enemies.’
just how far they go. Perhaps it's something instinctual
about seeking shelter. Either way, imagine how much Much like their role-playing cousins, dungeon crawl
more alluring - and claustrophobic - it might be if that board games began life in the 1970s at TSR. First off the
cave was in a fantastical realm filled with all manner of blocks was the oft-derided Dungeons & Dragons spinoff
equally fantastic possibilities. Dungeon! that despite, or perhaps because of, its
randomness still makes for a good family game with
‘It's an easy dopamine hit,’ enthuses James M. Hewitt of plenty of variety and excitement. Other iconic titles soon
Needy Cat Games. You might not know his name but followed in its footsteps, including The Sorcerer's Cave
you’ll likely recognise many of his games from his time as from 1978 and 1985’s DungeonQuest, itself an Anglicised
a design staffer at Games Workshop, such as Warhammer version of the Swedish game, Drakborgen.
Quest: Silver Tower, or his later freelance work on titles
like Mantic’s Hellboy: The Boardgame. Still, these titles remained relatively niche, more often
than not seen as an adjunct to role-playing, a side
‘People love games with exploration and character serving for those already in the hobby. It would be
development,’ he continues. ‘Reveal new cards! See what's another game, some fifteen years later, that would bring
in the next room! Get a new ability!’ the joy of dungeoneering to the masses and, in a story
that will be familiar to many late eighties children, get
Once they’ve lured you in, however, dungeon crawl Hewitt into fantasy gaming.
games can reveal surprising complexity. ‘They give
players the chance to get clever and use a variety of items ‘The first one I owned was HeroQuest,’ Hewitt reveals. ‘My
and abilities in cunning combinations to great effect,’ dad got it for my birthday and then staunchly refused to
But it begs another question: why not just role-play ‘It's been surpassed many times over in terms of its core
instead? game design,’ Hewitt admits. ‘But in terms of ambition,
scope and the freeform nature of its ongoing campaign, I
‘A dungeon crawl is invaluable for taking the burden of think it's still hard to beat.’
preparation from a games master,’ Hughes opines. ‘It can
often be more relaxing and “beer and pretzels” than an As part of his attempt to maintain the feel of role-playing
RPG. It also requires less commitment from everyone within a modern board game’s mechanical framework,
round the table and can be embarked upon more Hewitt populated Silver Tower with text paragraphs and
spontaneously. It’s usually more visually and tactically mini-games.
satisfying too, as the components are tailor made to fit
the game rather than cobbled together.’ ‘I wanted to incorporate the puzzle-solving element that
you see in a lot of dungeon-based RPGs, but I didn't have
Hewitt has a different take. ‘Why not play both,’ he quips. the option to include extra components,’ he explains. ‘So
‘Seriously though, to me, the biggest difference is that the challenge was reusing components in clever ways.
while an RPG is great for a freeform experience, with a Most players have encountered the dice-stacking game.
GM who acts as narrator and arbiter, a dungeon board There were other fun encounters. I wanted the game to
game has a lot more constraint, and can be a lot more surprise players, blindside them, and keep them guessing.’
focused.’
W
hile players were still enjoying the original
“A DUNGEON BOARD GAME Warhammer Quest, board gaming was
upended by the 1996 release of Settlers of
HAS A LOT MORE Catan. In its paradigm-shattering wake, the old-
CONSTRAINT, AND CAN fashioned dungeon game fell out of fashion with only
sporadic entries for almost a decade. When a new
BE A LOT MORE FOCUSED” contender for the crown did arrive, however, it blew a
blast of fresh air into the moribund, cobwebbed corridors
This gets to the heart of what dungeon board games are of its forebears.
often missing, the sense of creativity and imagination
that comes from having someone run the game. The fact That game was Descent. It resurrected the games master,
HeroQuest asked someone to step into that role is part of now known as the Overlord, and in a new twist, pitted
what made it special. Yet, at the same time, many players them against the players in a competitive game. It also
added some of the design sensibilities from games like former game appeared in 2012 and was another big
Catan, resulting in a game that combined the narrative milestone in the genre. Aimed at that old HeroQuest
adventures of old with richer tactics and strategy. audience who were now old enough to want to
recapture its magic with their own children, it included a
However, it remained plagued by another common flaw big book of narrative text to add meat to the adventures.
of the genre: very long play times. It was also quite It also leveraged improved production techniques to
mature in content and tone. In addition to the demands include a book of heavy duty map boards, much more
of time and complexity Descent was a violent and bleak appealing and convenient than the cardboard tiles of
game. yore.
‘Over the years as the original audience of HeroQuest has That same year also saw a new edition of Descent which
grown up the dungeon crawling genre has been pulled jettisoned the random dungeons and sprawling play in
up after them, without leaving any crumbs for the favour of tighter, more scripted scenarios. ‘It’s my favorite
generations that follow,’ opines Hughes. ‘Dungeon dungeon crawler,’ Hughes admits. ‘This is primarily
crawlers are increasingly aimed at adult players, with because the group I played with were incredibly
grim dark and gritty fantasy almost becoming the default entertaining and enjoyable people to play with. The game
settings. I feel there is still plenty of room left to take a mechanics were complex enough to be interesting, but
sidestep from this direction and explore other tones and straightforward enough to be able to get out of the way
settings.’ Which is, of course, exactly what he’s aiming to of our fun.’
do with CoraQuest. He admits, though, that he isn’t the
first designer to notice this. While the second edition of Descent was released with
the same one-versus-many setup of its predecessor, four
‘There are the fantasy games from Jerry Hawthorn, Mice years later the series would be at the forefront of another
and Mystics and Patchwork Fables,’ he observes. The revolution in the genre. The previous year the game’s
Matt Thrower caught up with the game’s designer Isaac Childres to discuss
both its success and its newly released sequel Frosthaven.
G
loomhaven is a phenomenon. Coming out of ingredients, any dungeon game can be fun, if not great,
nowhere on the back of a 2015 Kickstarter it has due to its very nature.’
become an all-conquering ur-game. Acclaimed
by critics and players alike, it spans multiple genres by Yet despite this, Childres shared the same common
marrying the depth of a strategic board game with the frustrations with role-playing that many players have. ‘In
narrative of a role-playing dungeon crawl. It’s seen a roleplaying game, someone always has to DM, and that
multiple reprints, despite a high retail price, and has someone is always inevitably me,’ he says. ‘Being a good
spawned a prequel, a sequel and successful PC DM requires a lot of preparation. With a board game, you
adaptation. can just break it out and play, which is nice.’
The game’s designer, Isaac Childres, was startled by its But that’s not the only reason. Prior to Gloomhaven,
success. ‘I wasn’t thinking too hard about genres or Childres designed and published another game, Forge
breaking new ground,’ he says. ‘I was just trying to make War. With its fantasy theme paired with a heavy engine-
the game as fun as possible. Just simple decisions of “is building system this could be seen as a dry run for its
this fun or not?”’ Still, while Childres might not have set successor and marked its designer as someone with a
out to create such a diverse melting pot, he’s aware that’s keen interest in exploring tactics and strategies, things
what he created. ‘That's a reasonable characterization,’ he not often found in role-playing games.
admits.
‘Every RPG I've encountered relies heavily on dice rolling
The game grew out of Childres’ enthusiasm for role- to resolve combat and skill checks and everything else,’
playing games. ‘If you give me a dungeon filled with he complains. ‘I understand why, as asking players to
monsters and tell me to run around killing them all, I'm engage in deeper gameplay can take away from the
probably going to have a good time,’ he laughs. ‘What I primary goal of an RPG, which is the roleplaying aspect.
think is nice about them is that even without other But that is a definite turn-off for me. I enjoy roleplaying,
W
hen creating Gloomhaven Childres drew on ‘You have to have a really polished project and a large
ideas from established games as well as his audience to get noticed now, which is unfortunate because
own creativity. He’s also a particular fan of both those things cost a lot, and Kickstarter should be
multi-use cards. ‘They’re a big thing. Glory to Rome and about raising money rather than spending money.’
whatnot. The idea that your cards can do multiple things
and it is up to you to decide on the best way to use them.’ But he still needed the platform to get Frosthaven
funded. ‘It wasn't about trying to offset production risks,’
But there’s one in particular he feels he owes a debt to. he explains. ‘Even with the huge success of Gloomhaven,
‘The event cards in Robinson Crusoe inspired the event we wouldn't have had the capital to print and ship the
cards in Gloomhaven. That idea that you could make a number of copies we wanted to make without the
decision, and then something could get shuffled back Kickstarter funds.’
into the deck for you to encounter later. But that is more
of a narrative thing than a strategy thing.’ You might imagine that given the amount of play time
you could get out of the original box, appetite for another
Narrative isn’t the only aspect of role-playing that huge set might be limited. But the passion of the game’s
enthuses Childres. ‘I've dabbled a lot in making my own fanbase remains undimmed and the Kickstarter for
worlds running games,’ he says. But the setting of Frosthaven almost reached a cool thirteen million dollars.
Childres is honest that only a proportion of those backers Childres’ zeal for creating worlds and sharing them with
will have finished Gloomhaven. ‘Maybe a quarter,’ he others shines through our whole interview. ‘Big, expansive
estimates. ‘And that seems like a very optimistic guess.’ worlds are one of the things I am most passionate about,’
he admits. ‘So when I started working on a sequel, that's
Some players have proven to be very dedicated, however. immediately what made sense to me. I wanted to make
‘At Gen Con, someone came up and told me that they've another giant playground for people to explore.’
run through the Gloomhaven campaign seven times,’
Childres says. ‘In truth, Gloomhaven wasn't designed as a This is the reason he opted for a big-box sequel rather
game that you were expected to necessarily finish... than another smaller spin-off set like Gloomhaven’s
Obviously, there's a final boss and an ending but I saw it prequel Jaws of the Lion. ‘That’s a great product that I am
as more of a world that people could just sit down and really proud of, but it isn't everything that Gloomhaven is,’
explore, and there was always some new thing hiding Childres explains. ‘The campaign isn't nearly as expansive
around the corner that you hadn't seen yet. That was the and a lot of the legacy elements like retirement had to be
exciting part for me.’ cut out.’
“IN TRUTH, GLOOMHAVEN Communicating such a novel world through the static,
impersonal medium of a board game seems a difficult
WASN'T DESIGNED AS task, but Childres feels it has its advantages. ‘If you look at
Forge War, I did go with a lot of fantasy tropes because it
A GAME THAT YOU was a Euro game and the only way to really
WERE EXPECTED TO communicate the theme was through quest titles, which
was very limited,’ he opines. ‘If you're making a narrative-
NECESSARILY FINISH...” based game, I'd argue that you want to do the opposite.
You don't want to just fall into the standard stereotypes
and tropes because you want to provide your players creates a lot more strategic decisions because there's an
with a narrative that is fresh, and you have the space to extra layer to think about. I also really tried to dig down
fully communicate it. I'm not saying Gloomhaven wasn't into the mechanics and more fully explore them. You can
without its tropes, but I'm still working on improving, see this in the Drifter, who is all about managing their
and I think Frosthaven is going to be much better in that persistent limited-use bonuses, and the Banner Spear,
regard.’ who is all about setting up positioning with their allies.’
O
f course, there’s more to Frosthaven than just a One of the other core additions is well trailered: the
new narrative. While it retains the core addition of a crafting system. This involves not only
mechanics of the original, it’s packed with fresh gathering resources to craft items but building an entire
ideas and mechanics. ‘We have 17 new character classes settlement in the frozen wastes. As players add new
that play very differently from all the classes in previous facilities to their growing outpost they’ll unlock new
games,’ he says. ‘Plus more monsters and more varied powers and paths within the game’s narrative.
scenarios.’
Between them these additions elevate the downtime
Childres is confident that there’s enough novelty inside to between dungeon adventures into a comprehensive and
offer new challenges to veteran players. This is a bold engaging aspect of play in itself. Other new features
claim that benefits from an example. ‘A common theme though are less well advertised.
through a lot of the classes is the use and management of
additional resources,’ Childres offers. ‘The calendar system is another prominent mechanic,’
Childres explains. ‘Like I was saying earlier about shuffling
‘The Blinkblade has time tokens, the Deathwalker has event cards back into the deck, there's still a lot of that,
shadows, the Boneshaper uses their health very much as but it can be very random when that event pops up again.
a separate resource. Adding in these other resources Sometimes it made more sense to specify exactly when
N
ostalgia can be a dangerous thing; the use them2)—but to me, it was worth it just to scratch a
temptation to own something synonymous nostalgic itch that has been bothering me since 1989.
with your youth can be enormous—this is
precisely where HeroQuest comes in, stage left. I guess it’s a good time to introduce the test subjects for
this thick slice of gaming nostalgia. My eldest, Zack, is a
Full disclosure here—I never owned HeroQuest, but that chip off the old block, a board game ‘junkie’ who enjoys
‘not owning’ bit bugged the hell out of me. Of course, playing just about everything from Nemesis to Gloomhaven
nowadays, it’s easy enough to dip a toe into the second- and Unmatched to Root. He’s used to complicated games
hand market and purchase a copy from eBay, but finding with rules that make your brain hurt3 and enough dice and
one that hasn’t been battered to death by years of use is a counters to make a kleptomaniac leap with joy. While my
quest in itself. youngest, Neve, is just like my wife, she only enjoys games
that are quick and easy to follow, nothing too heavy; for
I once managed to get my hands on a copy of Dark Future them it’s all about the fun-factor—which is exactly what
that cost a kidney and my first-born, only to find it filled HeroQuest is, or at least I hope.
with broken cars and missing weapons1. So, imagine my
delight in 2021, when it was announced that HeroQuest Before we venture a little deeper into this much-loved
was digging itself out of its nostalgic grave—in search of dungeon romp, I would ask you to spare a moment of
fresh meat to feed upon. Yes, it was inevitable I was going thought to my poor wife, who has endured my board
to order it, and, as expected I still paid waaaaay too much game obsession for many years now—and whose heart
for the core game and all the expansions (because I need must fill with dread every time a delivery driver with an
all the expansions regardless if I’m actually ever going to oversized Kickstarter box turns up on our doorstep. But, as
1
If anyone reading this has a good copy they want to give away, then I have an equally good home that is more than willing to accommodate it.
2
I admit I’m a completist—I find it exceedingly difficult to have gaps in any of my collections, they call out to me accusingly.
3
—and my wife weep.
S
leave my precious games at the mercy of my wife’s eBay unday —or HeroQuest Day, as we had been calling
account. Fortunately, that’s where my children come in. If I it all week- came around quickly. As Neve sat
can stir those same warm feelings in them that I had watching another Friends episode10, Zack tore through
playing these games as a youngster, then I know my all the boxes, almost instantly placing all the campaigns
collection will be (relatively) safe. for the core game and expansions in front of me. I admired
his enthusiasm, but I prefer to deal with one thing at a
I was still at work when the sizable HeroQuest box turned time and felt it was best to focus on the core box for now.
up on our doorstep unannounced. Quite honestly, I was
expecting a barrage of text messages from Zack pleading if The expansions were quickly placed back into their boxes
he could open up the box, and perhaps one from my wife and filed away for another day. Zack then set about
telling me she was going to kill me and pack my cold popping the tiles out of their sheets11 and setting up the
corpse inside it when I got home. Fortunately, all I received board—although the figures were left for now, neither of us
from her was a photo message with the words ‘THIS fancied attempting to remove them from their trays. What
arrived.”4 Impressively, Zack contained his excitement long we really needed next was a volunteer to read the rules12—I
enough for us to unbox it together. As expected, Neve was looked at Zack—Zack looked at me. I sighed as resigned
nonplussed—board games frequently enter this house, and myself to opening the rulebook.
unless it’s a Friends themed game, then it’s not going to
rank highly on her barometer of interest5. Now, I’m okay with rule reading though it can sometimes
leave me screaming in frustration before I admit defeat
Within a few minutes of stepping though the front door, I and sheepishly search online for help. Fortunately,
was immediately accosted by Zack and frogmarched HeroQuest’s rules take the pain out of explaining—simple is
towards the still-sealed box sat in the front room. As I an understatement, it makes Nemesis seem like the
carefully sliced open the package, Zack’s immediate glossary for War and Peace13.
reaction was one of utter joy; his eyes lit up at the sheer
number of tile sheets, dice, monsters, doors, chests, and Within fifteen minutes of reading and five minutes of
furniture6—it was a delight to behold. setting-up, both Zack and I were ready to jump into our
first quest. Coincidentally, Neve had just finished watching
His second reaction was one of concern as he stared at my her episode of Friends and wandered in to see what we
rapidly reddening face and trembling hands as I struggled were doing. Zack, sensing an opportunity to involve her,
to remove a single figure from a plastic tray that refused to immediately gave her the Dwarven character (he had
yield without a fight7. It felt like every figure was a skill already bagged the Barbarian for himself).
4
As I’m sure many of you know, text messages written in capital letters are either sent by mistake from those who are less tech-savvy, or as a thinly
veiled warning of serious harm at some point in the immediate future
5
Neve’s barometer of interest would literally explode if a game allowed you to play as Phoebe Buffay.
6
All displayed like a bumper box of Milk Tray chocolates.
7
In all seriousness—there’s absolutely no way a tray should hold onto plastic figures with a grip that would put a Terminator to shame. I still haven’t
managed to free the rats from their plastic prisons.
8
I subsequently discovered that a warm hairdryer works wonders for such issues—mind you, I’m a little hesitant to use sustained heat on something
that is prone to melting.
9
Looks like takeaway is back on the menu, kids…
10
The One Where Underdog Gets Away’…
11
There’s something really satisfying about doing this—like popping bubble wrap
12
And slowly explain them to the other person playing it.
13
Seriously, Awaken Realms—for the love of God, please add a glossary!
14
Although players sadly won’t end up slowly ruffling their luscious hair in front of an out-of-focus windmill…
15
Or if you’re unlucky, you’ll find a wandering creature or a trap
16
Zombies, Mummies and Skeletons—who have a lack of a brain to contain any common sense…
17
Careful not to lose a finger to the plastic tray waiting eagerly to snatch back the plastic figurines.
18
Although I’m sure Neve will look back on her ‘Friends’ obsession with fondness later in life.
Art: (opposite) Tze Kun Chin © Wizards of the Coast / Games Workshop
H
aving spent much of the past 40 years cris- collaborating with them on the Commander decks was a
crossing the planes, Magic: The Gathering is now lot of fun.
expanding its horizons even further, setting its
sights on other, familiar looking, universes. First ‘Wizards employ a ton of Warhammer fans, and we hit it
announced in 2021, Magic the Gathering: Universes off right away—lots of “Hey, here’s our take on this
Beyond is Wizards of the Coast's strategy to introduce character—what do you think?” “Oh, that’s awesome, you
outside intellectual properties to the game, hopefully could even go further by emphasising this in the art or
luring fans from far flung, disparate corners of the fantasy that ability word” “Oh, that’s brilliant, we’ll do that for
and science-fiction scene into the card game’s fold. sure!” They were lots of fun to work with.’
Unofficially starting with The Walking Dead in 2020, Fun as that does sound, when two titans of the tabletop
Universes Beyond has since expanded to incorporate scene like these come together, that also means two,
franchises such as Fortnite, Arcane (League of Legends), often notoriously hard to please, audiences to contend
Street Fighter and Stranger Things, and last year brought with. Always a challenge but especially in the case of a
the grim dark Warhammer 40,000 universe to Magic. setting as vast as Warhammer 40,000’s where it's always
The collaboration with Games Workshop has so far hard to make every fan happy, something McCall admits.
spawned four prebuilt Commander decks, that spotlight
some of the most iconic characters from 40K universe, ‘By far the trickiest thing about bringing Warhammer to
such as Magnus the Red and Inquisitor Eisenhorn. Magic was having to pick and choose what we could
include in the decks and what we’d have to leave behind.
‘Working with Games Workshop was great,’ says Max Warhammer’s lore is so rich and detailed that we knew
McCall, Principal Product Designer at Wizards of the we’d be heartbroken by some of the characters and
Coast. ‘Games Workshop is every bit as obsessed as we factions we’d leave out,’ McCall reflects. ‘We went with
are with sculpting delight and joy for their fans, and the Imperium of Man, the forces of Chaos, the Tyranids,
O
to aid world building and lore from a gameplay f course this isn’t the first time that Wizards of
perspective, something that is also true for the numerous the Coast have dabbled in collaborative releases,
reprinted cards within this release. having cut their teeth with other Hasbro-owned
IPs, such as Dungeons & Dragons and Transformers.
As Universes Beyond is designed with attracting players
who are potentially new to Magic in mind, threading the Whilst going forward the focus of Universes Beyond will
needle to create easy-to-understand game pieces that be with non-Hasbro properties McCall looks back at the
also accurately represent the setting’s lore was a two massive D&D expansions, Adventures in the
challenging, yet rewarding, task for McCall and his team. Forgotten Realms and Battle for Baldur's Gate, as a
valuable exercise that taught them ‘plenty about what it
‘Complexity is certainly the biggest obstacle to teaching means to bring Magic to a setting from another game.
Magic,’ admits McCall. ‘Universes Beyond is helpful in that
regard – if a complicated Magic card is a reference to ‘Normally, we’re building the world as we’re building the
something that you recognise that can do a lot to help rest of the set, and there are plenty of opportunities for
you understand it.’ the world building and the card design to riff on one
another.’ he explains. ‘When the world is already built, as
McCall cites the Bloodthirster as a good example, the with D&D or Universe Beyond, we can go all out on fitting
Greater Daemon of Khorne’s card has a ‘slightly the cards and the art into that world. It’s a lot of fun.’
This coming together of universes is something that audience. ‘We want to make the coolest stuff possible
players have also readily embraced with many of those with partners whose work we adore. We do that by
who have picked up Warhammer 40,000 cards using looking at each universe for what would be the most fun
their existing miniatures as token game pieces to further to bring to Magic. For Warhammer 40,000, that meant
help submerge themselves into Magic’s gameplay. Commander decks to bring 40K characters from across
time and space together in the same product. For Lord of
The same is true for Dungeons & Dragons, where many of the Rings, we’re excited to see and Draft with the
D20 enthusiasts have picked up the crossover Magic characters from the original trilogy. We’ll keep looking at
cards to help illustrate their campaigns. During RPG future Universes on a case-by-case basis,’ says McCall.
sessions, it's now not uncommon to see a player cast
Magic Missile, Fly, or Power World Kill by waving the The next in the series, The Lord of the Rings: Tales of
corresponding Magic card in the air as a visual representation. Middle Earth, follows this June and will become the first
Universes Beyond release to receive full booster support.
This is an under-looked aspect of these Universes Beyond Before this Universes Beyond products arrived as Secret
collaborations, especially when the association in question Lairs, a lucrative product that included a smattering of
is another tabletop game, and players can use Magic cards cards available either for a limited period or as pre-
as a visual aid to improve their other game-playing experiences. constructed decks, as seen with the Warhammer 40,000
release.
As Universes Beyond becomes an ever more expansive
sub-brand of Magic it's interesting to see how Wizards Following The Lord of the Rings will be a Doctor Who set
approach each new set, tailoring their product strategy before Final Fantasy and Assassin's Creed join the
on the IP in question and how to best accommodate the Universes Beyond lineup in 2024. Expect to see Cloud
Strife or Ezio featured in countless Magic games upon Involved as they are the Universes Beyond releases aren’t
release, which you could easily mistake as something going to divert attention away from main Magic
from Super Smash Bros. given the assortment of expansions such as Dominaria United or The Brothers'
characters who’ll be incorporated. War, they are simply another way for players to engage
with their favourite settings in another medium while
While these are the only confirmed collaborations also opening Magic up to new audiences.
announced so far, expect to see more announcements
soon. Given the breadth and depth of Warhammer Whether you like it or not, these new sets are re-
40,000 lore and the success of last year’s Universes invigorating the scene, especially casual play, and
Beyond release it certainly wouldn't be a surprise to see a enticing Fortnite gamers, Warhammer miniature
further collaboration there with the likes of the Aeldari, collectors, and Netflix viewers into the world of Magic:
Orks and Tau finally rendered in cardboard form too. The Gathering, cultivating a whole new generation of
players of the iconic trading card game.
Despite rumblings in the Magic community about the
shift towards cross-marketing and card accessibility, it’s
hard not to look at these releases and admit this Magic: The Gathering - Universes Beyond
approach is successfully attracting new players and Warhammer 40,000 is available now
growing the game. Playing Magic isn't the time-sink
before a Dungeons & Dragons session anymore, nor is The Lord of the Rings - Tales of Middle Earth
competitive play only seen as a meaningful way to play will be released this June, for more info check
the game these days. magic.wizards.com
When hit… Well. We’ll return to that. 2019 as welcoming even among its more Almost without fanfare, Undaunted
approachable cohort. By that time, nearly advanced its own solution. Adding
For all its implied brutality, Normandy every hobbyist board gamer had played duplicate cards—say, that of a rifleman—
made an instant impression, earning a a deck-builder. That meant hands-on allows the player to activate their rifle
sequel the following year in Undaunted: training in the system’s most definable squad more often. If that sounds
North Africa, which further refined the strategies. obvious, that’s very much the point.
game’s scale and added vehicles to Compared to some of its peers, the
complement its infantry tactics. Above “Winnowing” is one such strategy. Since cards of Undaunted are downright
all, these titles stood out because they you can only ever draw a set number of simple. There are no conditional effects
were so easy to table. cards, large decks tend to be unwieldy, to trigger, no multi-step combos to
spacing out desirable options over too build. Strictly speaking, having the
Wargames have a reputation for being many hands or offering the occasional actions printed on the cards isn’t really
complex, multilayered creations, full of worthless draw. As players of Dominion necessary. If the card shows a scout, its
granular detail, sprawling orders of quickly discovered, a slender deck counterpart on the map behaves like a
battle, and as much chrome as their affords greater control—to such a scout and has access to a scout’s roster
designers can polish. Recent years have degree, in fact, that Vaccarino hadn’t of options.
sent modern design principles and predicted how dominant a tactic it
mechanisms spilling over the divide, would be to swiftly throw out as many Crucially, Benjamin and Thompson’s
making that reputation increasingly cards as possible. Ever since, designers approach to winnowing not only
undeserved. But Normandy stood out in have struggled to rein in that impulse. furthered the simplicity of Undaunted, it
campaign, it isn’t uncommon to find harsher measure by stealing them away and revenants, locked in an eternal
oneself standing at the intersection of a forever. Once-fresh troops become struggle to command the ossuary.
dilemma. An objective has been bandaged and broken. The city itself is Despite being a game about composing
designated. To seize it, you must shattered, structures cast down to squads, executing bold maneuvers, and
navigate a killing field. Is it worth the rubble. Even veterans aren’t immune, rolling well, its sense of horror is
sacrifice in manpower? Which of your their appearance in the casualty pile undeniable.
troops will you hurl into the crossfire? doubly tragic. Those were known faces
with cultivated abilities. All gone. François Truffaut famously noted that
Those sacrifices, you know, will have there was no such thing as an anti-war
lasting effects. In this case, squads aren’t At the same time, there’s an undeniable film. Wargames have always grappled
eliminated altogether. Instead, fresh arc to these proceedings. New squads with a certain discomfort. Namely, that
troops and veterans alike are reduced to and eventually vehicles are introduced. these are horrors and playthings alike.
tattered bands. Now your rifle squad Even your squad leaders, abstracted in Stalingrad leans closer to the latter, but it
wields pistols and spades, your scouts the sense that they never appear exhibits an admirable dedication to not
limp rather than darting around corners, personally on the map, may find shying away from war’s consequences.
and your gunners are barely able to themselves touched by the conflict. The result is adrenal in the firefight but
reposition. sobering once the battle’s done.
After a handful of skirmishes,
In the process, something noteworthy bombardments and new piles of Once the bodies are stacked and the
happens. Where Normandy and North sandbags have transformed the city ruined map is put away, it lingers in the
Africa put the faces of its soldiers front entirely. In this light, Stalingrad’s thoughts. Undaunted Stalingrad is a
and center, Stalingrad resorts to an even occupants begin to resemble shades masterpiece. (Dan Thurot)
CY_BORG
STOCKHOLM KARTELL
BLADE RUNNER
- STARTER SET
FREE LEAGUE
OUT OF THE
ASHES
MODIPHIUS
IRONSWORN:
STARFORGED
MODIPHIUS
Whilst most of the fantasy creatures we face across the table Most people who have written their own RPG material will know
have their roots in folklore, decades of monstrous manuals and how easy it is to fall down a rabbit hole. One minute you’re
fiendish folios have divorced them from their source material, cobbling together a generic fantasy township, you go to check
often stripping them of much of their weirdness in the process. some small detail and then five hours later find yourself with an,
A Folklore Bestiary, from the publishers of Knock! is something of at least, passing understanding of medieval sewage systems. It is,
a restorative then, introducing around 40 monsters that have I suppose, a blessing as much as a curse.
been culled from folk tales around the world and statted up for
the ever reliable Old School Essentials (a 5E version is also Herbalist’s Primer then, by writer, illustrator and graphic designer
available). Anna Urbanek, is what happens when you not only fall headfirst
down one of these rabbit holes but have the skills to turn that
From Basque giants to French faeries, Chinese fox spirits to the obsessive train of thought into an actual book. The result here is
utterly bizarre Mapinguari of Brazil with its metaphysical guts, The a beautiful looking Flora containing both a practical introduction
Merry Mushmen have scoured the world for bizarre behemoths to herbalism and over a hundred wonderfully illustrated entries
and extraordinary entities alike, recruiting local writers to that cover the folklore, physiology, magical, medical and culinary
develop and flesh out each entry alongside Letty Wilson’s properties of everything from aconite to yew.
evocative art.
Described as ‘a system agnostic toolkit for game masters’ it is a
It’s often said that a good monster is an adventure in of itself thoroughly, excessively perhaps, researched book. Whilst Urbanek
and that’s certainly the case here. Alongside their stats every makes it clear that it is to be regarded as a work of fiction and
entry comes complete with the stories, myths and legends that not to be used for any medical, or indeed maleficient, purposes,
surround them plus plot hooks, wondrous treasures, motivations I’ve cross-referenced it with several other books here on both
and everything you might need to create a strange and botany and plant folklore most of that research stacks up.
unsettling encounter. And it’s almost certain that these
encounters will be both very strange and quite unsettling, in the way Without any actual ‘game’ content I struggle to imagine all but
that unpasteurised folk tales often are. the most committed-to-the-bit druid making use of more than
five percent of the material contained in this book and yet I
So if you’ve grown tired of throwing orcs and skeletons at your suspect that for many that will matter little. Urbanek’s Herbalist’s
players this charming bestiary could be just what you need to Primer is truly a senseless act of beauty and one that our little
reintroduce a touch of high weirdness to your games. corner of the world is in some small, strange way, utterly
(Si Tolley) enriched by. (John Power Jr.)
NOTORIOUS RUNE
ALWAYS CHECKERS PUBLISHING GILA RPGs
While I never had much love for Boba Fett – a statement that is It was only a matter of time before “souls-like” – the tag given to
sure to see my house firebombed by certain diehard fans – I any game that seeks to emulate the Dark Souls series – made
can appreciate a good sci-fi bounty hunter story with the best the leap to tabletop RPGs and eventually to solo RPGs. And
of them and that’s exactly what Notorious delivers. while Rune is our focus today, it isn’t the only one.
Each game of Notorious can be thought of as a self-contained In Rune, the gods have sundered the world into various realms
episode as there’s no character progression. Sure, during each that you, an Engraved, have the unique ability to travel between.
game you can recruit locals who provide certain benefits; you’ll Your goal is to find the Rune Lord of each realm, beat them up
get boons and penalties from Exploration and Destination and steal their Rune for yourself. To do this, you explore each of
Events; and you’ll earn a bunch of things that affect your dice the 7 realms included with the game via a “point-crawl”,
rolls but once the Target’s killed, it’s back to square one and essentially a series of locations linked together with paths which
that’s no bad thing as Notorious doesn’t need more than that. limit where you can get to from each location.
All the actions you can take in the game get out of the way with As you explore each location, you’ll be presented with a variety
minimal fuss to provide you with a streamlined journaling of actions that can uncover bits of story about the realm; useful
experience that creates genuinely engaging stories. The plethora items; and, as is expected of a souls-like, lots of horrible gits to
of prompts available during the Exploration and Destination fight. Combat is where RUNE changes things up as compared to
Events go together to build a constantly expanding story. But other solo RPGS. Instead of presenting a theatre of the mind,
don’t be discouraged by the thought of a pile of creative RUNE’s combat takes place on a 4x4 grid with each combat
writing work being dropped on you as Notorious provides encounter providing the starting locations of enemies and
many generators to provide details about the Planets, Species, impassable terrain. Considering how important positioning and
and Names for the various people you’ll meet as you play. reading enemy cues is to the Souls series, this is a genuine
stroke of genius. Match this with accessible writing and this is a
I’ve praised Thousand Year Old Vampire in the past for making must buy for any Souls fan. Especially as there are fan made
me commit the cardinal sin of “talking for ages about my solo Realms to explore and templates to help make your own!
RPG character despite multiple attempts to change the subject”
and now Notorious proudly joins that list. What do you mean My one and only criticism is that, much like its video game
I’ve only got 300 words?! Fine, long story short, my bounty hunter inspiration, being low on health and having no healing items
rocks, even if they did get their butt kicked in nearly every means you often may as well die and start a fresh run. Though
fight. (Anna Blackwell) maybe I just need to git gud. (Anna Blackwell)
EMPTY CYCLE
ROOKIE JET STUDIOS
Mechanically the game is very rules-lite. Different size dice are In particular, a bit of thought on group dynamics would have
assigned to 6 different stats divided between both the main been helpful. It is difficult for players to have personal
player character and their parasite. Tests are passed by rolling introspective journeys when the GM is managing a table of 3 or
above a target 2 for easy, 20 for impossible etc. To beat harder 4 people. Are other players supposed to sit it out while one
tasks the player’s character must synchronise with their parasite player battles against their feelings for their absent father? Does
to gain advantages. And when things get truly out of control it detract things when an individual’s symbolic representation of
such as a local shopping mall transforming into a war machine, trauma is being beaten down by a whole party? In many ways
the player and their parasite can enter a Spill. In that state, they the game could work best as a two-player experience, with just
blend together to transform into one entity that takes on a the GM and one player.
completely different form, be that a robot warrior, superhero or
perhaps a weaponised Beanie Baby. In addition to being rules-lite, Empty Cycle is setting-lite too
though it does give you a lot of tools in terms of questions for
One of the game's innovations is that the player has control over the GM or the player to answer to start building their world,
both their character and the parasite and has to role-play them which feels like the right approach. Keeping the Reapers as
separately, though the GM can be given or take control of a vague as possible gives a lot of freedom for both players and
parasite as needed. It makes for some quite challenging role- GMs to come up with their own weirdness.
playing as the parasite and the character might not always have
the same agenda and can easily end up in conflict with each Published by Rooky Jet Studio, who are carving out an
other. interesting niche for themselves with anime inspired games -
such as the dark fantasy Red Giant and ‘Anima’ brawler Over
Whether you are going to like this game is going to depend Arms - Empty Cycle is a stylish, good looking book that makes
quite heavily on your comfort with narrarive focused, rules-lite the most of its limited art and simple layout.
games. Empty Cycle doesn’t want to limit players in terms of
how they look or what they can do, something that fits with a Rules light but conceot heavy, Empty Cycle is by no means an
genre where chaotic nonsensical fight scenes take place all the easy TTRPG to get your head around, but it is, by design,
time. It would be foolish to even try and fit that into a more experimental, flexible and strange which keeps it close to its
elaborate rules system and Empty Cycle wisely doesn’t. spiritual roots and worth checking out. (Luke Frostick)
So, Kill Team set on board a Blackstone Fortress you might think
and whilst that wouldn’t be an outrageously egregious
description there’s a bit more to it than just that. First of all, and
quite importantly, Space Station Zero is designed to be run as a
co-operative or solo game. Yes you can just use the rules here
to grab some minis off the shelf and engage in fire fights with
your friends but the main thrust of the game is a narrative
campaign focused on exploring the bowels of the Space
Station, unlocking its many secrets and looting anything not
bolted down.
Crew creation is fairly simple, pick between four, six and eight
crew members - the lower the number the stronger they are,
decide between one of six archetypes such as explorers, pirates
or merchants - each of which unlocks different specialists, give each challenge comes with specific victory conditions that
them a special ability to personalise them and a skip full of might include fixing parts of the crumbling space station,
weapons and you’re good to go. Likewise the game itself keeps accessing a particular data node, defusing a bomb and so on.
things fast and simple and doesn’t weigh itself down with too
many rules, crew members have 5 stats, each of which equals Once you’ve successfully navigated a challenge you’re then
the number of D12s they get to roll when something related to generally presented with a few different options of what path to
that stat goes awry. Generally speaking you’re looking to roll a take deeper into the core of this rotting death trap, given a
number of evens, with natural 12s counting for two successes, all chance to recover from injuries (or not as the case may be) and
very easy to gets to grips with. potentially level up any crew members who haven’t yet bled out,
been turned into a mushroom person or otherwise come a
The game then plays out as a set of challenges that provide you cropper. As you progress through the campaign you’ll start to
with a bit of flavour text, details on how to set up and play any AI discover Space Station Zero’s secrets, revealed in a separate
controlled enemies, terrain or special rules that apply for that section at the back of the book, that provide mechanical
particular level. Whilst most challenges see you coming up benefits to your crew, poetic glimpses of the afterlife, and
against some variety of robotic sentry or crazed mutant, that’s ultimately THE TRUTH about the setting.
not all you have to contend with and there’s as much emphasis on
environmental hazards such as deadly gas leaks, viral bombs, The enemy AI is fairly rudimentary and crew customization is
mutagenic spores and frankly not up to code space relatively limited but the game has a tight narrative focus and if
architecture. you like the idea of a fast paced, easy to pick up sci-fi dungeon
crawl/wargame then Space Station Zero is a great way to get
Neither is the objective just to kill every thing in sight, though to more use out of your minis, get a game or three in when no one
be fair that will probably increase your chances of survival and else is around and scratch that narrative itch. (Eoin Ryan)
Beyond The Rift takes this a step further. The sequel to 2016’s
cult hit Perdition’s Mouth: Abyssal Rift, which itself made some
interesting design choices. Whilst it came packed with the
requisite amount of dungeon tiles to explore and plastic figures
to push around, Perdition’s Mouth took several of its design
cues from the Eurogame genre. Out went dice replaced by an
element of deck building and taking centre stage was a rondel
used for activating the characters and defining what actions
they could take each round.
Its follow up flenses even more meat from the bone, removing
both board and miniatures to focus on the combat side of the
dungeon crawl experience. Whilst it’s lost the rondels Beyond a solo game, where i played multiple characters myself. Too
The Rift still retains much of what gave the original game a lot of often with co-op games I find there’s a tendency for an optimal
its flavour, most notably how wound cards are allocated to your strategy to appear, and whoever figures that out can,
characters, inexorably crowding out your hand as your inadvertently or not, dominate the play. This is particularly the
increasingly bloodied characters push their way through each case here, as unlike a traditional dungeon crawler where each
level. player may be off investigating different areas, you’re essentially
all running through one specific encounter at the same time.
Talking of characters those are the same too, indeed the story Who knows, perhaps I’m just an awful co-operative player but
picks up almost exactly where the original game’s campaign either way as a solo game it shines.
ended with the horrific death rattle of the demon that you’ve
have just eviscerated. If you’ve played through Perdition’s Mouth Even if you are planning on playing this in a group though I’d
then you’ll already know the characters and many of the definitely advise at least one player to have had a crack at it on
enemies they’ll go up against, a fairly grim mix of creatures with their own first anyway. Whilst, once understood, the rules aren’t
names like Boneworms, Rotikkas and whatever a Tharnix is. ridiculously complicated they do have their peculiarities and I
wouldn’t expect most people to just be able to pick it up and
It’s won’t affect your enjoyment of the game too much if you’re run it straight out of the box.
new to it all though, whilst the majority of the enemies are
unique to this world it doesn’t take too much to figure out that To be honest most of my issues came down to how the game
they are all basically pretty disgusting things with far too many takes something reasonably familiar, a dungeon crawl, and
teeth to go round. Still it wouldn’t have hurt to provide you with reworks it as a card game. For a good half hour I felt like I was
a little more setting background, especially as the art on the battering my head against a brick wall before suddenly it clicked
cards can be fairly indistinct at times. into place. The game’s patterns appeared, I started appreciating
how each character plays off another, whilst the zonal system -
Anyway, it’s a co-operative game for 1-4 players.Personally, like by which enemy cards move in and out of range- went from an
many of these kind of co-operative games, I enjoyed it more as infuriatingly abstract concept to a simple and elegant solution.
Once you’ve wrapped your head around it, the game itself is part in a film where the team finally get their shit together and
split into a series of campaigns, each comprised of around half a start working as one to overcome otherwise insurmountable odds.
dozen scenarios, though due to each campaign’s branching
structure you’ll only ever play around half of them on any one go. At the same time, and working against you, your hands are filling
up with wound and fatigue cards. These are cards that you can
Every scenario comes with its own different setup that play, at a cost to your action points, attack or defence or hoard
proscribes how to build an enemy deck, how new monsters at the risk they run out and your character dies when the next
might spawn, any special rules for that particular scenario and one is allocated. With wounds generally not healing naturally in
the relevant win conditions. It has to be said, as in so many other between scenarios, there’s a careful balance in play here and if
areas the game’s designer, Nikolas Lundström Patrakka, has done you’re not careful you can easily become overwhelmed.
an exceptional job squeezing so much juice out of relatively few
components and making the scenarios, that range from straight Once you’ve got the flow of the game, you’ll be completing
up fights to rescuing innocents, guarding dwarf miners and most scenarios in around 30 to 40 minutes and, unless you end
carousing with pirates, feel different. up being ripped apart by monstrous insects and that will happen,
you should easily be able to work through a campaign in an
Once a scenario is under way you must manage your hand and evening.
action points, work your way through the rooms, engage
enemies and play cards that variously deliver different amounts Beyond The Rift exhibits some real design craft and several ideas
of damage, boost your own defences or provide you with more that deserve to be looted themselves by other games. It may be
action points. This is where the game really shines as it is in many hampered by the odd lackluster graphic design choice and a
ways a puzzle with ts various parts spread between the different rulebook that could have done with another pass but if you’re
characters and their cards. Figuring out the interplay between looking for a gritty yet distilled dungeon crawl experience with
these and then stringing together, hopefully, devastating an interesting narrative and that can provide a considerable
combos gives you a real sense of achievement. It’s basically that challenge then it is well worth giving a go. (John Power Jr.)
DUNGEON BOWL -
DEATH MATCH
GAMES WORKSHOP
This was, and happily still is, the home of goblins on pogo sticks, halflings and elves and a motley assortment of ghosts, ghouls,
dwarves with steamrollers and probably the only place you’ll skeletons, mummies and zombies who. unsurprisingly,
ever see a snotling pump-wagon again. It's a game where represent the College of Death. It goes, almost, without saying
instead of snapping up the latest game-breaking army on day that the models are wonderful, Games Workshop's side-games
one, players often purposefully chhose to play the clearly like Blood Bowl and Necromunda are home to some of their
tiered, worse teams just for the fun of it. This is all rather wonderful. most characterful models and the halflings in particular are a
joyfully portly, if inevitably doomed, bunch.
I say 'somewhat anarchic' up there though, as for all its
intentional mayhem Blood Bowl does still come with a sizeable But does the game itself do these models justice? Sadly, only
rulebook. Just as it has retained its anarchic spirit it’s still also some of the time. What feels like it should be an even
very much the vestigial remains of a wargame and can, for all scrappier, more mayhem packed version of Blood Bowl often
the tweaks it has received down the years and editions, be a a becomes bogged down in endless minutia. This is especially
bit of a fussy thing. the case when over the half the dungeon’s rooms have their
own unique rules that slow play to a crawl as you thumb your
Unfortunately this tendency is only exacerbated in Dungeon way back and forwards through the nice looking but
Bowl, a spin-off game featuring smaller teams that, as you've frustratingly index free rulebook.
probably guessed, is played in a dungeon. The idea here is that
the teams are representatives of various schools of magic, itself A case in point, during one of our first games a lumbering
a nice take on the American college football system. In a zombie lineman was confronted with a spiked pit he needed to
notable difference from the main game Dungeon Bowl teams navigate. One bad roll later and what should have been an
have access to a much wider selection of players culled from amusing moment turned into a procedural cascade that
multiple different species. required us to check around six different, wholly discrete, rules
one after the other. After what felt like 10 minutes of head
If you happen to have several Blood Bowl teams already then scratching and cross referencing we were prepared to hurl
this can be a great way to mix and match models and play with both rulebook and game into a spiked pit of its own.
some unusual combinations. If you don’t though you’re a bit
stumped and at their fairly keen prices you’re unlikely to buy But then, just as you're about to abandon all hope, the magic
two, or even three, sets just to assemble one Dungeon Bowl team. happens. Or rather absolute comic disaster does. You see in
Dungeon Bowl they’ve done away with anything as mundane
Making that process a little easier the Death Match supplement as a kick-off, low ceilings making that a non-starter. Instead the
comes with two ready-made crews. The College of Life's mix of ball is hidden inside one of 6 treasure chest scattered around
Dungeon Bowl’s
resident werewolf,
fleet of foot, furry of
face and full of
halfling
the map, the other five instead rigged to explode upon This is made all the more galling by the fact that on some level
opening, often with bloody, if morbidly hilarious, consequences. Games Workshop are clearly aware of all this and have already
solved many of the game’s problems with Blitz Bowl, another
The game that salvaged Dungeon Bowl’s reputation began Blood Bowl spinoff that strips the game back further and
with around five halflings sundered limb from limb just trying to actually applies some of the last few decade's advances in
find the ball. By the time my opponent’s Ghoul Runner had board game design. Unfortunately Blitz Bowl is one of those
finally located the accursed pigskin, well over half of both inexplicably hard-to-find games that Games Workshop
teams were dead or at least in various pieces of disrepair. In occasionally release to select stores in even more select
other games this might be a source of despair but Dungeon countries, and so for many of us remains a thing of myth and
Bowl lifts failure into sublime slapstick. legend, to be known only by the glowing reviews of those
lucky enough to bag a copy.
Deciding to risk a shortcut around a particularly troublesome
room that had already claimed the lives of two other players, Whilst familiarity with the rules does eventually speed things
our ghoul chanced his luck with one of the dungeon's up, the chances are that this is the sort of game that you’ll only
teleporters. Unfortunately for him this set off a chain reaction pull off your shelf once in a while. Which unless you’re blessed
sending four other players zipping around the table, before he with an eidetic memory inevitably means you’re in for another
finally teleported onto himself and was blasted into the aether. frustrating experience as you get back up to speed.
The ball, now free of his undead claws, was picked up by one For all its faults Blood Bowl is still a very fun game. Dungeon
of the few remaining halflings who just had to canter through Bowl makes you work even harder for those moments of joy, in
one small room to win the game. He was promptly eaten by a the end perhaps too hard. If you’re fully invested in the main
wandering werewolf. It was a sequence of events that brought game with several teams to hand then it can be a nice way to
home everything fun about this game and makes it even more get some more use out of your models but the investment
frustrating when the rules once again conspire to get in the required, both in money and time probably makes this one just
way. for the truly dedicated followers of Nuffle. (John Power Jr.)
JUDGE DREDD
REBELLION UNPLUGGED
Where Judge Dredd the board game Molcher also takes aim at how the strip
plays up the lunacy of Mega-City One’s has, or rather hasn’t, handled race and
legal system for laughs, Michael identity politics over the years. On the
Molcher’s new book should leave you few occasions storylines do in some way
incandescent with rage at the injustices feature race relations or base stories
of our own world. around subjects such as slavery the strip
invariably falls back on a cast of robots,
Subtitled How Judge Dredd Predicted mutants or aliens to make its often
Our Future, I Am The Law is, surprisingly confused point. A problem exacerbated,
perhaps, no light pop-culture look at the Molcher points out, by the fact that in its
parallels between say meat substitute 45 year history ‘not a single writer of
munce and beyond burgers or the colour has ever worked on “Dredd.”’
excessive trivialities of our age. Rather
Molcher has penned an excoriating But, even if Dredd isn’t always the
review of the last few decades of absolutely perfect peg for Molcher to
policing in the UK and beyond, the tub- hang his ideas on, Old Stoneyface is still
thumping Law and Order politics that a more than serviceable route into
have both encouraged and hand waved through which to look at our relationship tackling some difficult ideas. The book
its worst excesses and the corrosive with both the police and the state, from not only provides an entertaining history
effect this has had on democracy. the foundational myths of Britain’s of the strip itself and the circumstances
‘policing by consent’ to the creation of that surrounded its creation and
Those not familiar with Judge Dredd, the surveillance state and increasingly development, but is a thoroughly rage
and going by the occasional tweet authoritarian systems of government. inducing introduction to several
directed at 2000AD to keep politics out heavyweight topics, the likes of which
of comics perhaps even many who are, To his credit Molcher is also pretty clear- would otherwise rarely see the light of
may be surprised by the contents of this eyed about the limitations of Dredd’s day outside the halls of academia and
book. I Am The Law is a thoroughly satire. 2000AD’s readership may skew specialist Marxist bookshops.
researched book that dives deep into the markedly older today than when it was
history of policing and totalitarian politics, launched at teenage tearaways in 1977 One final thought on this book. In many
drawing upon everyone from Weber, but it is after all still a weekly comic strip ways it’s fascinating it exists at all. Molcher
Gramsci and Hobbes through to modern designed to entertain and not ferment is 2000AD’s brand manager, for many
day sociologists and philosphers, such as revolution. As the product of dozens of years its public face, and the book is
Stuart Hall and Dardot & Laval, to make writers, all with their own, often published by its parent company Rebellion.
its often damning case. contradictory, ideas Dredd will never be This is about as official a take on who and
a perfect pastiche, more than that in what 2000AD’s star turn is and the verdict’s
Combining a social history of comics countless cases the ever increasing far from flattering. In an age of politically
with its interrogation of modern day threats to Dredd’s world would, on the driven boycotts and tedious culture wars,
policing, Molcher demonstrates how surface, seem to justify the kind of police it’s noticeable that 2000AD have become
time and again Dredd has held up a state that he’s an avatar of. increasingly assertive in their approach
mirror to the neoliberal politics that to politics in recent years and that this
gained ground in the UK and US at the Dredd is depicted as a hero as much as has led to some of its best stories, a lesson
end of the 1970s. Divided into fourteen an anti-hero and whilst he may have the perhaps for other companies who may be
chapters, each one ostensibly takes a occasional qualms about the judge’s rule wrestling with the legacy of their own
particular Dredd storyline as a prism he has, time and time again, found a way authoritarian poster-boys. (Eoin Ryan)
In recent years the likes of Jon Peterson, Even when trouble does turn up, most
Ben Riggs and Shannon Appelcline have often in the surly shape of Citadel
all done great work documenting the Miniatures’ Bryan Ansell, Livingstone
chaotic origins of both America’s RPG seems remarkably even handed. Anyone
scene and TSR, the company responsible who felt betrayed by Games Workshop’s
for so much of it. Despite the many abandonment of role-playing games in
parallels, the UK and its own gaming giant, favour of cash cow Warhammer and have
Games Workshop, is sadly yet to receive nurtured a dislike of Ansell ever since will
the same treatment. Dice Men then is a be disappointed. For any disagreements
start, of sorts, being the ‘origin story’ of they might have had over the company’s
Games Workshop as told by two of its direction Livingstone seems impressed by,
three founders, Ian Livingstone and Steve and ultimately supported, Ansell’s business
Jackson. strategy. It’s hard to argue with results.
When we do get to the end of the road
Those, such as myself, longing for a and Ansell first takes over the running of
forensic dissection of the company’s early Taking Livingstone at his word then the the company before selling it to Tom
years though will need to wait a while story of Games Workshop’s early years is Kirby, ending Livingstone and Jackson’s
longer still. Whilst the book takes us from one of almost remarkable serendipity. relationship with the company, the whole
the company’s beginning in a dingy West Having decided to start a company selling affair’s done and dusted in less than a page.
London flat right up to the point their games from their flat, they stumbled
business partner orchestrated their across Dungeons & Dragons at a board I suspect much of this equanimity is due to
departure from the company in the early game convention in early 1975 and, falling Livingstone’s many successes beyond
90s, the intervening story is told in fairly in love with the game, ordered a whole six founding Games Workshop. For most of
broad strokes. Livingstone, and this is his copies for their nascent mail order us that would be the pinnacle of our lives,
book really, is a consummate story-teller, business. Off the back of this improbably for Livingstone it was just the start of a
and many of the tales in this book have small order TSR granted Games Workshop career that would include creating Fighting
the well worn feel of ones that have been the exclusive European distribution rights Fantasy, running the company that gave
told many a time at the end of enjoyable to the game. the world Lara Croft, advising governments,
dinners down the years, all rough edges being knighted -notably for his services to
buffed away in their re-telling. Time and time again Livingstone and the online gaming industry rather than the
Jackson appear to be in the right place, tabletop world- and, to cap it all, four
That’s not to say there’s nothing of value or meet the right person at the right time decades later he’s still enjoying regular
here, Livingstone can spin a decent yarn and something epochal just happens. It’s game nights with his childhood friend
after all and if you’re of a certain age and remarkable that for a company that gave Jackson. It’s a life well lived, to be sure.
spent your youth with your nose in a copy us games like Warhammer just how
of White Dwarf or a Fighting Fantasy book bloodless much of its history appears to Still, if Dice Men does in some way present
then Dice Men will be a little like a warm, be. Whilst the early days of TSR seemed to a sanitised and abbreviated account of
comforting blanket in hardback form. It is be a frenetic mess of battling egos, Games Games Workshop’s early years I suspect
also filled with a veritable dragon’s hoard Workshop’s first decade, if equally hap- much of the intended audience will be
of photos, pictures of early promotional hazard in places, would appear to have happy enough with that and just enjoy the
material and handwritten notes culled been a much more relaxed, pleasant affair. chance to spend a few hours immersing
from the founder’s personal collections, themselves in the company of the men
most of which have probably not been Not that they necessarily had it easy, and who have given so many of us so much
seen for the best part of four decades. from sleeping in a van and using a local joy over the years. (John Power Jr.)
© Rebellion Publishing
her age to appease their guilty As I alluded to earlier, Book 3 was an crushing as the gravity on planet Moab
consciences. Where most media about accidental finale. Moore and Gibson had that we didn’t get to spend more time
conflict falls into the trap of making it reportedly planned as many as nine with this character. We will never find out
seem exciting, or even fun, Moore and volumes, with the loose intention being just what happened when Jones met the
Gibson’s depiction of war is relentlessly that we’d catch up with the character space pirate Sally Quasa (Moore’s
nihilistic. every decade of her life, right through abandoned plan for Book 4) or how she
into old age. Indeed the series shows all got on with the immortals at the edge of
Even after Halo leaves the military, she the meticulous details and foreshadowing the universe (something he has
finds herself drifting back and re- that Moore’s work is famous for. suggested might have formed the basis
enlisting as it is the only option available of the series’ grand finale).
to her in that moment. She may have left Instead, a dispute between the author
The Hoop behind, but in some ways and 2000 AD’s original publishers Don’t let the curtailed nature of her
wherever she goes her problems remain Fleetway over intellectual property Ballad put you off, though as it remains
the same: the spectre of unemployment rights, meant an early wrap up, with our as imaginative, unsettling and rewarding
and the severely limited choices that hero stealing a spaceship and heading as ever. Besides, the character is so well-
poverty brings still forever chases after instead into forever unseen adventures. defined by her creators that we
her. Meanwhile, the wealthy we meet are instinctively know what Halo Jones does
oblivious, uncaring and in some cases, We’re told by a future historian in Book 2 next.
like General Luiz Cannibal who Halo that Jones does eventually become a
briefly courts, truly monstrous and figure of some repute, but how that Wherever she is in the galaxy right now
psychotic. It’s no wonder that the series happens we will sadly never know. It is she won’t hang around for too long -
still feels relevant today… still, all these years later, a shame as she’s going out. (Will Salmon)
Wyrd Science
Session Zero
Session Zero
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