Showing posts with label chaosium. Show all posts
Showing posts with label chaosium. Show all posts

07 October 2018

Kellri's 18 Module Challenge - Day 9: Pavis and Big Rubble

Day 9 - A Module That You've Never Played:  _Pavis_ and _Big Rubble_ by Greg Stafford, Steve Perrin, Oliver Dickinson, & Diverse Hands



Big Rubble box contents (Chaosium, 1983)
Pavis: Threshold to Danger
back of box (Chaosium, 1983)

I never played RuneQuest back-in-the-day (despite my love for Call of Cthulhu, and frequent experimentation with new systems demo'd at local conventions), likely in part because my exposure to it was pretty limited (and primarily through the Oliver Dickinson short stories in White Dwarf).  At the time, the setting didn't resonate with my more-AD&D-driven tastes, and Dickinson's stories didn't really click either.  

That changed in the early 2000s when I picked up a copy of the RQ2 hardcover rulebook at a gaming fleamarket at DunDraCon or KublaCon, and a few years later Jason Zavoda sent me some RQ materials he was getting rid of.  After going through them I grew a bit more intrigued, then I remembered Dickinson's stories, and picked up a copy of The Complete Griselda.  Dickinson's tales of Pavis and its adjoining ruin, The Big Rubble, came to life in ways I never appreciated as a teenager:  it's adventuring companies and ruffians, scoundrels and monsters, cults and mythologies, resonated and clicked for me, finally.  

I have since played RQ2 with Jennel Jaquays at the North Texas RPG Con, and with Steve Perrin using his RQ-like SPRQ rules at one of the SoCalMiniCon events organized by Dragonnsfoot members during the later '00s, and would happily play again, if given the chance.    

Why I Love Pavis and Big Rubble


One of things that I like about Pavis and Big Rubble  is their inter-twined proximity:  the much-smaller, non-ruined city of Pavis is dwarfed by the huge ruined metropolis of The Rubble, which is inhabited by trolls, broos, and other beasts of Chaos.  It's a proving-ground for new and mature adventurers, and its right next door!

This creates an excellent set-up for an urban-based dungeoneering campaign, with several active and competing parties of PCs and NPCs combing the Rubble for loot, all the while scheming against one another.  

I've considered updating my version of Castle Greyhawk using this as a model (with a healthy dose of inspiration from Scott Casper and Mike Bridges' Castle Greyhawk web comic), by placing a ruined settlement/village/whatever in close proximity to the old Castle ruins---perhaps abandoned after a plague, or magical curse, or who-knows-what....

I'm also quite fond of the scale of The Rubble's ruined environs---the ruined city is HUGE in comparison to Pavis, and for whatever reason that size difference really appeals to my imagination: 

The Rubble map

The city of Pavis map

The entire second map fits into the tiny dark blister to the top-left of the map of the Big Rubble!


Three Runners Up

 

Many vaporware products exist as incompleted ideas and/or as unpublished manuscripts that I'd love to play sometime, with Castle Greyhawk by Gary Gygax and Rob Kuntz heading the top of that list (in fact, it's on it's own list, all by itself!):  Stoink: A Wasp's Nest by EGG/RJK, Steve Marsh's Starstrands, the Pagan Publishing End Times project, Chaosium's cancelled "One Night" project, and many more if I stop to think longer about it, I'm sure.  (This also goes back to my comments in Day 7's Module I Wish I Had Written post, which I'll return to again in the future). 

Three properly-published scenarios that I still haven't played and would love to to one day include:
  • D1 Tomb of Abysthor by Clark Peterson and Bill Webb (Necromancer Games, 2002):  my favorite adventure published by Necromancer Games during their heyday
  • Necropolis by Gary Gygax (GDW, 1992):  I'd really prefer to play the AD&D version that Gygax created in the late 1980s while still running New Infinities Productions, Inc., but I'll probably have to be satisfied with Trent Foster's recollections of playing Necropolis with Gary at Glarthicon
  • The Yellow Clearance Black Box Blues by John M. Ford (West End Games, 1985):  I've loved Paranoia every time I've played it, and it's been so many years since I last read this adventure that it'd be tablua rasa for me!
 

My other posts in Kellri's 18 Day Module Challenge:

  1. Day 8 - Angmar, Land of the Witch King by Heike Kubasch
  2. Day 7: X2 Castle Amber by Tom Moldvay
  3. Day 6: DMG Monastery Dungeon by Gary Gygax
  4. Day 5: S3 Expedition to the Barrier Peaks by Gary Gygax
  5. Day 4: "Deep Shit" by Jeff Barber
  6. Day 3: A Fabled City of Brass by Anthony Huso
  7. Day 2: Masks of Nyarlathotep by Larry DiTillio
  8. Day 1: Empire of the Ghouls by Wolfgang Baur
  9. Day 0: These are a Few of My Favorite Things...

 

30 September 2018

Kellri's 18 Module Challenge - Day 2: Masks of Nyarlathotep by Larry DiTillio

Day 2 - A Module You Like with a Monster in the Title:  _Masks of Nyarlathotep_ by Larry DiTillio


Masks of Nyarlathotep: Perilous Adventures to Thrwart the Dark God was first published as a 140 page boxed set by Chaosium in 1984, with one scenario from the original box version cut and published in Terror Australis in 1987.  Masks was fully reintegrated with the third printing in 1996's Complete Masks of Nyarlathotep, which also added four new encounters to the campaign.  

 
Masks of Nyarlathotep 1st edition boxed set and later reprints
grodog's Masks madness - from first edition onward!


Written by Larry DiTillio and developed by Lynn Willis, Masks is a masterpiece of campaign-adventure design, and features the following globe-trotting adventure chapters/locations, each originally published as as stand-alone booklet within the box (with "City in the Sands" in Terror Australis):
  • New York 
  • London 
  • Egypt 
  • Kenya 
  • Shanghai 
  • Australia - City in the Sands (in Terror Australis)
  • Extensive Play Aids and Handouts

The Masks of Nyarlathotep Companion was created by the membership of the venerable Yog-Sothoth.com Call of Cthulhu fan site to add historical resources and context to teh campaign, to fill perceived gaps, and correct errors/omissions in the original text.  The Companion was published in a semi-final form for free in PDF format in 2013.  A print edition was funded via Kickstarter in 2015 in conjunction with Sixtystone Press, and finally appeared in 2017. 


Masks was also recently updated to Call of Cthulhu 7th edition, and vastly expanded in response in part to the Masks Companion's critiques and additions:  the new version is at least 869 pages (with the main adventure book being 666 pages in length!).  An analysis of the expanded content in the new edition was shared by Mike Mason of Chaosium on the YSDC forums.  The new edition is available in PDF from Chaosium, and the print edition will ship in mid-November 2018.  The new edition looks gorgeous:


Masks of Nyarlathotep 7th edition
Masks of Nyarlathotep 7th edition (2018)

I've still not checked out CoC 7e, and doubt that I will pick up the main rules set, but I will definitely get Masks 7e once it's available.

Why I Love Masks of Nyarlathotep


It's #1!  Masks is the best adventure written for any RPG, ever.  I like it better than the Giants-Drow modules for AD&D, better than the Enemy Within for Warhammer FRPG, better than MERP's Court of Ardor, annd better than Paranoia's Yellow Clearance Black Box Blues.  And I do love all of those too; I just love Masks more!

Why you ask?  Well, Masks offers the best of what defines excellence in a role-playing game adventure to me: 
  • Inspires me to dig into the materials, to research and to create more adventure based upon its already-robust framework, in order to make the game shine at the table
  • Epic in scope, in tone/mood, and in execution:  Masks is what I want every game to feel like at the table, no matter what game I'm playing
  • Player choices matter in its sandbox environment, and the players' successes and failures drive the entire scenario---with the fate of the world in the balance!
  • Offers a defining and common play-experience that unites generations of gamers


Three Runners Up


I'm limiting myself to three, otherwise I'll just end up recreating my favorites list with each entry.

This one was hard, since many of my most-favorite adventures don't feature monster names in the titles, so:
  • Dark Druids (Chaotic Henchmen, 2015):   Rob Kuntz's original Greyhawk campaign scenario set in the Gnarley Forest, with wilderness and dungeon environs
  •  "Treasure of the Dragon Queen" by Rutgers University Gamers:  an AD&D convention tourney I played c. 1983
  • Walker in the Wastes (Pagan Publishing, 1994):  Pagan's Ithaqua campagin for Call of Cthulhu


My other posts in Kellri's 18 Day Module Challenge:

  1. Day 1: Empire of the Ghouls by Wolfgang Baur
  2. Day 0: These are a Few of My Favorite Things...