Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label 2000s. Show all posts
Showing posts with label 2000s. Show all posts

Monday, 6 July 2026

Miskatonic Monday #443: Resonance Cascade

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Florian Krates

Setting: An underground facility, 9:00 AM, May 16th, 2005
Product: Scenario
What You Get: Twenty page, 1.07 MB Full Colour PDF
Elevator Pitch: Call of Cthulhu meets Half Life.
Plot Hook: Warning. This is not a test. Warning. This is not a test. Warning. This is not a test. Warning. This is not a test. Warning. This is not a test... Warning. The test starts now.
Plot Support: Staging advice, no pre-generated Player Character employees, 
five NPCs, and five Mythos entities and monsters.
Production Values: Decent

Pros
# Half Life survival horror where death or escape are the only options
# Third-person dungeoneering in a doomed laboratory
# Helminthophobia
# Cleithrophobia
# Atelophobia

Cons
# No maps
# Locations, but no sense of the overall facility
# What if a Player Character employee dies? Can he respawn?
# Really, really needs pre-generated Player Character employees
# Half Life survival horror where death or escape are the only options

Conclusion
# A linear narrative plus no map makes progress challenging to describe
# Multiple Gordon Freemans without pre-generated Player Character employees

Sunday, 22 March 2026

2006: Hollow Earth Expedition

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

The year 2006 was a good one for Pulp Action roleplaying games. Spirit of the Century from Evil Hat Games delivered high Pulp Action in which Doctor Methuselah’s time-zeppelins assembled over the skies of Europe to rip open a path to a new future, Gorilla Khan, conqueror of Atlantis, marshals his armies to take all of Africa, and the threat of Fascism looms over the whole world. It would go on to win several awards, as did the other Pulp Action roleplaying game released in 2006. Hollow Earth Expedition from Exile Game Studio did not necessarily focus on high concept, over the top threats to world peace, democracy, and the social order. Instead, inspired by the works of Jules Verne, Sir Arthur Conan Doyle, and Edgar Rice Burroughs, the theories of astronomer Edmond Halley, and the oeuvre of Doug McClure, Hollow Earth Expedition concentrated upon the one theme and wanted to take you down and in. Down and into the interior of the Earth to lands where dinosaurs still roamed, eighteenth century pirates sailed the azure seas, and Amazon warrior women, ape men, and the vestiges of Atlantis could all be found. This was the Hollow Earth, a subterranean realm full of secrets, lost civilisations, and adventuring potential, whether that was making fascinating new discoveries or preventing whatever perfidious plans that the Nazis had of their own!

Hollow Earth Expedition starts by conflating a bit of polar exploration history by presenting the actual diaries from the Andrée-Strindberg-Frænkel Arctic balloon expedition of 1897. In our timeline, it would fail within months and the remains of the expedition members would be found on Kvitøya in 1930. The true diaries tell of how the expedition found itself off course and diverted into a wonderful tropical paradise where monsters roamed the land and its members accepted by a local tribe, before ultimately deciding to try and return home. Similarly, the fate of another polar explorer, Roald Amundsen, who disappeared in 1928 aboard a flight looking for missing crew members from General Umberto Nobile’s Italia air ship, will be revealed in ‘The Hollow Earth Expedition’, the introductory scenario at the back of the book. The North Pole is not the only known entrance to the Hollow Earth. Others include the South Pole, volcanos such as Mount Snaefell in Iceland, the region which would one day become known as ‘The Bermuda Triangle’, and even the fabled city of Shangri-La. What is interesting about the description of the Hollow Earth is that it is not described in terms of geography. This is not to suggest that it is not described at all, but rather that Hollow Earth Expedition focuses upon what might be found there in terms of peoples, threats, and other dangers rather than places, whether that is the Loch Ness Monster or other cryptids, or even flying saucers.

What Hollow Earth Expedition does tell the reader is how to get in and some of the best known routes; the extreme nature of its cosmology and geography, for example, it is constantly lit by its own Sun, so it is always noon, and Earth’s magnetic fields are disrupted, so radios and compasses do not work; and the strangeness of time with no day and night, and time also passes slowly than on the surface. Descendants of Romans, Mayans, Ancient Egyptians, and more can be found in the Hollow Earth, as can signs of the now lost Atlanteans and their civilisation. The possibility of discovering ancient Atlantean technology is one reason explorers enter the Hollow Earth and several examples of Lodestone, a piece of orichalcum which points towards the nearest source of metal, Telepathic Communicator, and more. The ‘Friends and Enemies’ chapter populates the Hollow Earth with native peoples such as Cargo Cultists, Noble Savages, Cannibals, Amazons, Pirates, and Beastmen (including Apemen, Lizardmen, and Molemen), plus creatures like dinosaurs, cave bears, giant apes, kraken, megalodons, rocs, sabre-toothed cats, and even giant sloths and unicorns! More details about the Hollow Earth can be found in Mysteries of the Hollow Earth.

Nor does Hollow Earth Expedition ignore the surface world. This is treated as recent history that a Player Character might know. First from twenty-five years ago, then ten, then five, and lastly a year ago with the default year for the roleplaying game being 1936. It does not delve too deeply into the Desperate Decade of the nineteen thirties, but does pay particular attention to the clash between Capitalism, Socialism, Communism, and Fascism, and gives a decent gazetteer of the world’s nations at the time. Of course, apart from the actual Hollow Earth, Hollow Earth Expedition is a historical roleplaying game, but the emphasis is more on what someone in 1936 might know rather than what we know in 2006 with the benefit of historians and hindsight. As it makes clear, Hollow Earth Expedition is not a roleplaying game of strict historical realism. Instead, history is there to provide backdrop and reason to adventure rather than to educate the players.

A Player Character in Hollow Earth Expedition has an Archetype, Motivation, six Primary Attributes, Skills, a Talent or Resource, and possibly a Flaw. There are fifteen Archetypes—Academic, Adventurer, Celebrity, Criminal, Doctor, Engineer, Explorer, Hunter, Missionary, Moneyman, Occultist, Reporter, Scientist, Soldier, and Survivor—which give some idea of what the Player Character is rather than any mechanical benefit. His Motivation, whether Duty, Escape, Faith, Fame, Greed, Love, Power, Revenge, Survival, or Truth, will drive the Player Character to act and gain him Style Points when roleplayed. The six attributes are Body, Dexterity, Strength, Charisma, Intelligence and Willpower, and typically range in value from one to five, but can go higher. Similarly, skills range from one to five, but can be higher, especially when specialities are selected. A lot of the Talents provide an attribute or skill bonus of some kind, whilst possible Resources include Allies, Artefacts, Contacts, Fame, and the like. Flaws are optional and not quite so prominent in the book, but include Blind, Deaf, Dying, Absent-Minded, Illiterate, and Overconfident. When a Flaw comes into play, it will also earn a Player Character a Style Point.

To create a character, a player assigns fifteen points to Attributes and then another fifteen to skills. A Specialisation costs half a point. A player selects a Talent or a Resource and can select another if a Flaw is taken too. The process is not difficult, but it is slightly fiddly, primarily because a player has so few points to spend. This also leads to a tight, quite restrained, and focused character type who is relatively component in a few skills. They are also mundane characters. Heroic, but mundane. The nearest Talent that Hollow Earth Expedition gets to being exotic is Psychic Sensitivity and whilst the roleplaying game does give a brief treatment of them in background, neither psychic phenomena nor spiritualism, magic, or sorcery really play a role in the Hollow Earth Expedition. What this means is that a player cannot create the equivalent of Doc Savage, The Shadow, or the like. For that, both Game Master and player are probably better looking at Spirit of the Century.

Name: Henry Brinded
Archetype: Academic Motivation: Truth
Style: 2 Health: 5
Primary Attributes
Body: 2 Charisma: 2
Dexterity: 2 Intelligence: 4
Strength: 2 Willpower: 3
Secondary Attributes
Size: 0 Initiative: 6
Move: 4 Defence: 4
Perception: 7 Stun: 2

Skills             Base Levels Rating Average
Academics               4          4 8 [4]
(History)                  4          1 9 [4+]
Art                             4          1 5 [2+]
Diplomacy        2          1 3 [1+]
(Etiquette)               1          2 4 [2]
Empathy        4          1 5 [2+]
Gunnery        4          1 5 [2+]
(Artillery)                 1          1 6 [3]
Investigation           4          1 5 [2+]
Linguistics               4          3 7 [3+]
(Deciphering)         1          1 8 [4]
Pilot                          2          1 3 [4]

Talents
Total Recall
Resources
Wealth 1
Flaw
Hard of Hearing

Alternatively, a player can pick one of the pre-generated sample Archetypes included in the book. There are twelve of them and they consist of Big Game Hunter, Dying Moneyman, Field Biologist, Fortune Hunter, Imperilled Actress, Intrepid Reporter, Jungle Missionary, Lost Traveller, Mad Scientist, Occult Investigator, Rugged Explorer, and Snooty Professor. These come complete with a background and roleplaying notes. They are also done in full colour on the roleplaying game’s colour inserts, its only use of colour.

Mechanically, Hollow Earth Expedition uses the Ubiquity System and was the first to do so. It is a simple mechanic. If a player wants his character to undertake an action, he rolls a number of dice equal to double the Attribute or the Skill Rating. Every even result counts as a Success. The difficulty of a task determines how many Successes are needed, ranging from one for Easy to six or more for Nigh Impossible, with an Average Difficulty requiring two Successes. Modifiers will add or subtract from the player’s dice pool. If necessary, the Game Master can also determine how well or how badly the Player Character did, depending upon the number of Successes rolled. A critical failure occurs if no Success are rolled. In general, a player will be rolling a big handful of dice for his skills, especially for his character’s best skills. Further, a player can use any dice he likes or get away with just using six-sided dice.

Alternatively, Exile Game Studio also manufactured its own Ubiquity Dice. These are eight-sided dice, coloured white, red, and blue, numbered from zero to three, depending upon the colour of the die. The white die counts as a one-die, the red die as a two-die, and the blue die as a three-die. To use those, the player adds up the value of the Ubiquity Dice equal to the number of dice he needs to roll and the total result is the number of Success achieved. For example, to have Henry Brinded make a Linguistics skill roll, his player has to roll seven dice. Instead, with Ubiquity Dice, his player rolls two red dice and a single white die, adds the numbers rolled up and that is the number of Successes. Of course, rolling a handful of dice is simple, but the Ubiquity Dice are elegant. However, Hollow Earth Expedition was published in 2006 and Ubiquity Dice are very hard to find twenty years on.

In addition, the Ubiquity System does offer another pair of options to reduce dice clutter. One is to ‘Take the Average’. If the average number of Successes that a particular dice pool can generate is equal to or greater than the task Difficulty, the Player Character automatically succeeds. This both reflects the Player Character’s general skill level and eases speed of play by cutting out unnecessary dice rolls. The other option is for large dice pools of more than ten dice in which case the player will ‘Take the Average’ for the first ten dice and roll the rest.

A Player Character has access to Style Points. These are awarded for good roleplaying such as to a Player Character’s Motivation or Flaw; supporting the game out of game, such as keeping a game report; and even for hosting and providing snacks! They are spent to buy Bonus Dice, to Boost a Talent, and Damage Reduction. If a character has run out of Style Points, his player can ask for Chance Dice. These increase his dice pool, but also increase the Difficulty of the task involved, increase the number of possible Successes that can be rolled, and increase the possibility of failure, but not those Critical Failure, as more dice means a greater chance of rolling at least one Success. It feels like the Player Character is being a hero, pushing the envelope, pushing himself to succeed where others might fail…

Combat uses the same system of dice pools. Initiative is determined by the number of Success rolled and each combatant gets an attack action and a move action per round. An attack action can be a standard attack, but can also be aim, auto fire, block, called shot, and so on. The attack is resolved by an Attack Rating, which includes the attacker’s Attribute, Skill, and other modifiers, rolled against the defender’s roll of his Defence Rating which consists of his Passive Defence, Active Defence, and Size, and includes modifiers for cover, wounds suffered, and armour worn, Armour makes a target harder to hit rather than reduce damage, but if the Attack roll is successful, any Successes generated beyond the Difficulty number do count as extra damage. Damage can be lethal or non-lethal. If a defender suffers more damage in a single blow than his Stun rating, he is stunned and loses his next action, but knocked out if he suffers more damage in a single blow than double his Stun rating. Damage can also knockback or knockdown a defender. If a defender’s Health is reduced to zero by nonlethal damage, he is knocked unconscious, but disabled if the damage is lethal, and he will die if lethal damage lowers his Health to ‘-5’. The combat rules do account for massive size differences, such as facing a dinosaur (and the example of play includes a big game hunter going after a Tyrannosaurus Rex), but advises that it is better to use brains rather than brawn when dealing with them.

Hollow Earth Expedition includes an extensive list of equipment that might be found on both the surface world and in the Hollow Earth. Alongside this is the inclusion of some ‘Weird Science’ gadgets. The rules count these as Artifacts and in order for a Player Character to have one, perhaps because he is a mad scientist, he must have the Artifact Resource. This Resource ranges from Artifact 1, a useful item such as a lucky watch to Artifact 5 and a legendary and
extremely powerful, like a drilling machine. A rare and highly useful artifact, such as a jet pack is Artifact 2, whilst a one-of-a-kind and incredibly useful artifact like a mind control ray is Artifact 3. At starting level, a Player Character scientist or engineer is unlikely to be equipped with more than an Etheric Disturbance Monitor (which detects psychic powers), Spectrovision Goggles, or even a Jet Pack. What Hollow Earth Expedition does not include is rules for building such devices. If the Player Character does have access to bigger devices, at this stage of play, starting out, they are likely to be included for narrative effect rather than something that he possesses. (Full rules for weird science and gadgeteering appeared in Secrets of the Surface World.)

The advice for the Game Master covers genre conventions such as making the heroes larger than life, the villains villainous, and the good use of a cliffhanger or deathtrap. Alongside this, there is advice specific to Hollow Earth Expedition, including ‘Evoke a Sense of Discovery’, ‘Keep It Moving’, ‘Things Are Not Always as They Seem’, and ‘Make the Era Live’ as well as a look at its conventions. These are that ‘Getting In Is Always Easier Than Getting Out’ of the Hollow Earth, ‘Guns Don’t Kill Dinosaurs: People Kill Dinosaurs’, and that when asking the question, ‘Is it Science or Magic?’, it is likely to be the former than the latter, though some still do believe in latter. Notably, the advice covers fostering good communication with the players and talking about everyone’s expectations. The advice also covers campaign length and construction, how to handle and portray villains, and is backed up with some story seeds and campaign ideas. The advice is really very good, looking at both the broader nature of the Pulp genre and at the specifics of the lost world sub-genre, and it certainly has not dated. It would work as well in a contemporary roleplaying game as it did in 2006.

In addition to describing and populating the Hollow Earth, the roleplaying game also provides the Game Master with some allies and enemies from the Surface World to populate her campaign. They include secret societies, exploration societies, and government agencies. The Terra Arcanum was originally set up to guard Atlantean secrets and shepherd humanity, but has since developed into a network of puppet masters and powerbrokers in the mode of the Illuminati, whilst the Thule Society is a cult of militant Nazi occultists. The exploratory societies are the familiar National Geographic Society and Royal Geographic Society, whilst the government agencies are U.S. Army Intelligence and Secret Intelligence Service or MI6, in particular, Section Z, which investigates foreign occult activity. All six are accorded a lengthy write-up and details of both a notable NPC and a generic NPC. All six also feel more than suited to the genre and the two-fisted heroes of Hollow Earth Expedition are definitely going to want some Nazis to punch!

The Player Characters get a chance to punch some Nazis in ‘The Hollow Earth Expedition’, the introductory scenario in Hollow Earth Expedition. There is good advice on how to get the Player Characters motivated according to their Archetype, but what they will be doing is joining a U.S. Army Intelligence sponsored mission aboard an airship being sent after a secret Thule Society which it thinks is searching for advanced weaponry from a lost civilisation at the North Pole. It is a cracking little adventure, getting the Player Characters into the Hollow Earth in smart fashion, showcasing some of its dangers and wonders, revealing a secret or two, and putting them face to face with the Nazis. The roleplaying game is rounded out with a good bibliography and a glossary.

Physically, Hollow Earth Expedition is a great looking book. It is well written and actually an engaging read, but what really stands out is the artwork. Or rather, what really stands out is the blank and artwork. This is not to say that the colour artwork of the book’s colour inserts is poor. In fact, it is very good, capturing that vibrant colour of the cover of pulp paperbacks. However, the black and white is superb, again and again evoking a sense of wonder about the world, both the Surface World and the Hollow Earth.

Hollow Earth Expedition is a roleplaying game in a hurry and that is the cause of its problems. It really wants to get the Game Master, her players, and their characters into the Hollow Earth as fast as it can. Which is good. However, it rushes the reader into the rules and character generation without a lot of explanation. It is there, but a bit more explanation would have prepared the reader better. It also has to straddle two worlds—the Surface World and the Hollow Earth, when really it wants to focus on the Hollow World. Which it does. So, it leaves a lot of character elements behind, especially in terms of Talents and Resources, when the Player Characters reach the Hollow World. In a pulp action roleplaying like Hollow Earth Expedition, this means that some Player Characters are going to feel underpowered. There is also very little in the book on the occult or weird science and given that these are mainstays of the Pulp genre, their relative absence is notable. Lastly, players wanting high Pulp Action are going to be disappointed. Hollow Earth Expedition does deliver on both the Pulp and the action, but very much at the lower end of the scale. Lastly, for the Game Master wanting more ready to play and use content, Hollow Earth Expedition is lacking. Hollow Earth Expedition does give all of the elements, but as a setting, the Hollow Earth Expedition Game Master is going to have to put a lot of effort in to create the Hollow Earth as a realm that her Player Characters explore and adventure . However, if she does, then she will definitely make it her own.

Hollow Earth Expedition was released at the ebb of the d20 System. It would win the Silver Medal for Best Cover Art at the 2007 ENnie Awards and be a Finalist for Roleplaying Game of the Year in the 2007 Origins Awards. Its Ubiquity System would go on to be used in roleplaying games such as Desolation, A Post-Apocalyptic Fantasy from Greymalkin Designs and the version of Space: 1889 from Uhrwerk Verlag under its easier to pronounce Clockwork Publishing label.

Hollow Earth Expedition is not perfect and it is not the perfect pulp action game. There are elements missing from it to be an all-encompassing treatment of the genre and the Player Characters are likely to feel underpowered. However, it is not meant to be an all-encompassing treatment of the genre and does not try to be, and the fact that its Player Characters feel underpowered shifts it to a ‘Lost World’ roleplaying game of not quite ordinary men and women thrust into action in a land of wonder and discovery. As a pulp action roleplaying game, Hollow Earth Expedition is very much punching above its weight, but the Ubiquity System is solid, the writing is great, and the artwork excellent, and all together, they invoke a delightful sense of awe and wonder about the Hollow Earth and what might be found there.

Sunday, 2 November 2025

Miskatonic Monday #390: The Forbidden Beat

Much like the Jonstown Compendium for RuneQuest: Roleplaying in Glorantha and The Companions of Arthur for material set in Greg Stafford’s masterpiece of Arthurian legend and romance, Pendragon, the Miskatonic Repository for Call of Cthulhu, Seventh Edition is a curated platform for user-made content. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Robert J Grieves

Setting: The Second Summer of Love, London
Product: One-shot
What You Get: Twenty-three page, 8.75 MB Full Colour PDF

Elevator Pitch: A conspiracy of sound of Olympic proportions
Plot Hook: “Off with your head
Dance ’til you’re dead
Heads will roll
Heads will roll
Heads will roll
On the floor”
Heads will roll, Yeah Yeah Yeah’s
Plot Support: Staging advice, ten NPCs, three maps, one ‘Mythos’ monster, and a playlist.
Production Values: Serviceable

Pros
# Hedonistic horror on the London rave scene
# Lowlife on the edge of national gentrification
# Opportunity to create some interesting Investigators
# Melophobia
# Pharmacophobia
# Chapodiphobia

Cons
# Needs an edit
# DJ Eric Z gives it all away
# No pre-generated Investigators

Conclusion
# Scuzzy Saturday Night Squatter’s Rites
# ‘All your base are belong to Azathoth’

Saturday, 17 May 2025

Slasher Serial

There is someone stalking us. Someone faceless or wearing a mask that hides his features, makes him anonymous, who wants us dead. He will catch us. He will slice us. He will stab us. He will play elaborate pranks on us. Pranks that do not make us laugh, but make us die. Then he will fade into the background, allowing a moment of respite to recover, only to come stalking out of the darkness, relentless, unstoppable. Picking us off, one by one. Perhaps always targeting the same person. Again, and again. All for reasons only he understands. Perhaps he has a weakness, something that will stop his unflagging hunt for you all. What will it take for you to survive? What will it take to stop him? What will you tell your family, your friends, your children about this determined horror? This ‘Slasher’ insistent upon bringing your life to end? Nothing? Or reveal the truth? Or let the trauma of your experience fall upon their heads until the Slasher from your youth comes looking for them and they realise that it was all real…

The slasher film is a subgenre of horror films that involves one or more killer stalking and killing people with knives and other sharp implements. The Texas Chain Saw Massacre, Halloween, Friday the 13th, A Nightmare on Elm Street, Child’s Play, Scream, and I Know What You Did Last Summer are considered to be classics of the subgenre and most of them have spawned sequels and even franchises of their own, as well as books, games, and more. It is the idea of the Slasher film as a franchise complete with a returning Slasher such as Michael Myers, Jason Voorhees, Freddy Krueger, and Chucky that is explored in SHIVER Slasher: Generation Murder.

SHIVER Slasher: Generation Murder is a stalking, slashing, stabbing sourcebook and campaign for Shiver – Role-playing Tales in the Strange & the Unknown, the horror roleplaying game published by Parable Games. It not only analyses the Slasher subgenre, but also provides six different scenarios all from the subgenre and different eras of the subgenre. These can be run as a single campaign with generational play, the players creating and roleplaying characters who are related to or descendants of the characters who were victims of a Slasher in the previous scenario. The playthrough of each film or scenario follows the structure of the Slasher film, with its advance and retreat format and its building of terror, all to a final confrontation with the Slasher. In turn, they take the Player Characters from the nineteen thirties to the twenty-tens, via the nineteen fifties, eighties, nineties, and noughties, forcing them to confront a different type of Slasher each time. Any one of the six scenarios in SHIVER Slasher: Generation Murder could be run as a single one-shot, but ideally not, because in-between, the survivors will pass on an inheritance to subsequent Player Characters. In effect, the entirety of the campaign in SHIVER Slasher: Generation Murder can be seen as one big Slasher film, with the inheritance interludes between each scenario as the only respite.

Although the campaign in SHIVER Slasher: Generation Murder has its own Slasher(s), the supplement handily categorises the various types as monsters that the Game Master can use them in scenarios of her own creation. So, for the Jason Vorhees or Michael Myers type there is the Unstoppable Force, the Supernatural Terror for Freddy Kreuger or the Candyman, and even the Apex for the Xenomorph or the Predator, which obviously points to a different interpretation of certain Science Fiction film series. There are full stats for all of these and discussion too, of possible attacks and signature weapons, and of course, resistances and weaknesses, the discovery of the latter typically enabling the Player Characters to defeat their Slasher. Lastly, there are some thought upon what the Slasher is going to look like, what makes his appearance iconic. The advice here is fairly broad, but in that, it certainly fits the horror subgenre.

The inter-generational nature of the campaign in SHIVER Slasher: Generation Murder is handled via ‘The Inheritance System’. This starts with the players deciding upon why their characters or one of the characters in their group has inherited the ire of the Slasher stalking them. This can be due to a curse, a transgression, or a prophecy, but whatever the cause the legacy means that they will inherit two things—a Boon and a Cost. A Boon can be an artefact or wisdom, a Cost a certain trauma or a fear. An artefact might be a Lucky Rabbit’s Foot or a Diary; the Wisdom might be First Aid Skills or knowledge that ‘The Truth is Out There’; the Trauma could be Fear Paralysis or Panic Attacks; and the Fear could be of Fire or Masks. The campaign makes use of these and more.

The campaign in SHIVER Slasher: Generation Murder presents six very different scenarios. Each is very nicely formatted, including a set-up, suggested characters for use as both Player Characters and extra NPCs, a Classification Board, details of what the Director knows, enemies, weapons, and items, the epilogue, and the Doom Events. The Doom Events are the four events per scenario that can be triggered over the course of the script, whilst the Classification Board categorises the scenario. Actually the ‘SHIVER Board of Classification’, for each scenario it lists the length of play time, number of players required, Subgenre, Film Age Rating, Content Warning, Recommended Ability Level, and Watchlist. The latter includes the archetypal films that the script references and that the Game Master should watch for inspiration. The six are all quite linear in terms of story and lengthy too, so will probably take two sessions to play through.

The campaign opens with a prequel, ‘The Quiet Isle’. It is set in the 1920s and inspired by King Kong and Cannibal Holocaust. The Player Characters are the cast and crew of the ground-breaking film, The Lost Temple. Groundbreaking because it is going to be shot on film with the new technology. However, despite the director having sent out an advanced scouting party to get things set up on what is a lost world, by the time the Player Characters get there, it seems to have doubled down on being abandoned. Even getting to the base and the film sets is fraught with danger, and that is before things begin to go badly wrong. And that is all whilst the director is trying to get scenes shot. The scenario switches into a big chase sequence as the Player Characters try to get out of the ancient temple below the island. The scenario would be easier to run if there was a map of the sequence and it feels more Indiana Jones than King Kong in places, but it sets everything up for what is to come. This includes the villain of the whole campaign and a secret organisation with an interest in what he will doing in the next one hundred years! Its filmic nature also means that there is scope for a crossover with the publisher’s other anthology-campaign, SHIVER Blockbuster: Legends of the Silver Scream.

It leaps forward to the fifties with ‘Static Zone’. The setting is small town America and the inspiration is Stephen King’s It and Channel Zero. Thus, the Player Characters are children and the subject matter is the technological marvel of the age—television. They get to explore the town of Wayville and get a hint of what the lives are like for some of the adults in small town America. In this case, living in a box that is suburban and conservative. As children they do get see behind the façade, if only a little, and may gather a few clues that might be useful in the second part of the scenario. This takes place behind the television screen, first in an unreal reflection of the Player Characters’ own home life, then wider suburbia, and lastly, in a series of very dark versions of children’s television programmes. They will encounter dangerous mannequins, cartoon bullies, a killer pig, and Chippy, an axe-wielding maniac, who could be a man in a beaver costume or a big, animated beaver! Thematically, ‘Static Zone’ takes the conservatism of the fifties and gives it very scary twist.

The given inspiration for the next part is Alien and Stage Fright, but at times it touches a little on The Running Man as well as video nasties. Moving into the eighties, ‘Curse of the Owlman’ shares some of the unreality of ‘Static Zone’, but this time of film-making rather than television. The Player Characters are only a little older, teenagers in their school’s Audio/Visual Club who sneak into a film studio shut down following a series of on-set deaths, for a once-in-a-lifetime opportunity to see a never before released film. Unfortunately, there is a very reason as to why the film was never released, which the Player Characters discover as the Slasher on-screen climbs out into the screening room and begins chasing them through the studio, including across sound stages which are set up just like they have seen on the screen! There is more of a mystery to this scenario and some puzzles to be solved before the final confrontation and the Owlman is sucked back onto the silver screen!

As the title of the fourth scenario suggests, ‘Be Kind, Rewind’ is all about VHS video cassettes. Set in the nineties and inspired by Saw and Squid Game, the Player Characters are now adults, looking for a ‘get-rich-quick scheme and desperate to sign up for a business conference promising wealth and success, held at a rundown Las Vegas-style hotel undergoing renovation. The villain of the piece, Mister Flick, only appears on screen for most of the scenario as the Player Characters ascend the hotel being made to play one deadly game after another. The scenario does involve scenes of torture that the Player Characters will need to find a way to stop, typically by winning the various games.

A cross between Terminator and Bubba Ho-tep, though there also hints of the novel, The Thursday Murder Club, ‘Fear, Scream-Lined’ takes place in the noughties at Shaded Pines, a retirement village. The Player Characters are retirees, members of the ‘Midnight Mystery Society’ to stave off the boredom of life in the highly regulated community, when the leader of their group goes missing. Investigating—or rather, being overly nosy—ends with them all following in her footsteps and receiving personalised care in the Shaded Pines’ medical facilities. Investigating further reveals that the retirement home is a front for a secret project to create the next evolution in fear, a biomechanical homunculus capable of transforming into the other Slashers. Which in this case means those Chippy, Mister Flick, and the Owlman! Of course, the creation turns on the creator in the final scene before the Player Characters have to battle it in the laboratory. This is weirdly creepy and made all the more challenging by the players having to roleplay retirees.

The campaign comes to a head in the last and final scenario, ‘Re-Slasher-Ed’. Combining Cabin in the Woods, Monster Squad, and Freddy vs Jason, it brings back the Slasher for 2010s at ‘Slash-fest 201X’, a convention dedicated to the horror subgenre and the works of a late director renowned for his horror films. It unsurprising that this final scenario is self-referential, with room for Player Characters from previous instalments to star as attendees much as Slashers from those previous episodes do, and there are plenty of callbacks to those instalments along with room for more. These include a playdate with Chippy and facing Mister Flick in a virtual realm, all the Player Characters have a final showdown with the villain behind it all. It brings the campaign to a decent close, but is less useful as a standalone affair given that it references so much of the rest of the book.

Physically, SHIVER Slasher: Generation Murder is another good-looking book from Parable Games. Although there are moments of respite, the artwork looms out of the darkness at you, cartoonishly horrifying in its depiction of the monsters and maniacs that will threaten one set of Player Characters after another. Unfortunately, it does need an edit in places and the writing feels a little rushed.

Unfortunately, SHIVER Slasher: Generation Murder does not work quite as well as the publisher’s other shared anthology campaign, SHIVER Blockbuster: Legends of the Silver Scream. Whereas in SHIVER Blockbuster: Legends of the Silver Scream, the players are roleplaying the same characters from one film or scenario to the next, although performing a different role each time, in SHIVER Slasher: Generation Murder, the players are not roleplaying the same characters in each of its scenarios. They are roleplaying different characters, some or all of whom are related to characters who appeared in a previous scenario. They are also playing in different eras, decades apart, with each scenario showcasing a different type of Slasher each time. Whilst there is the connection of the villain between scenarios, the overall connection between the scenarios is not as strong or as immediate because of the campaign framework. Obviously, the supplement has to showcase the different types of Slasher and different types of Slasher particular to each era, but this weakens the connections between the scenarios and the campaign, because unlike the film franchises which inspire the supplement, there is no horrifying realisation that Michael Myers or Freddy Kreuger has come back from the grave to hunt us down again.

Conceptually, SHIVER Slasher: Generation Murder is a great idea, but the supplement really shows how difficult that idea is to bring to fruition and make it engaging for the players. This is not to say that the idea is unplayable or indeed, that SHIVER Slasher: Generation Murder is unenjoyable. Rather that ultimately, SHIVER Slasher: Generation Murder is easier to run as an anthology of disconnected Slasher scenarios than as a connected campaign.

—oOo—

Parable Games will be at UK Games Expo which takes place on Friday, May 30th to Sunday June 1st, 2025.




Monday, 3 June 2024

Miskatonic Monday #287: Lost in Cremation

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

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

—oOo—
Publisher: Chaosium, Inc.
Author Poul Holmelund

Setting: Noughties Denmark
Product: Scenario
What You Get: Thirty-six page, 11.09 MB PDF
Elevator Pitch: Creativity burns like the Sun...
Plot Hook: What is the mystery of the madness to an unsolved missing persons case?
Plot Support: Staging advice, four pre-generated Investigators,
nine handouts, five NPCs, one Mythos tome, and one Mythos spell.
Production Values: Decent

P
ros
# Sequel to The Art of Hygge
# Title is a clever play on words
# Straightforward, detailed investigation
# Very Danish investigation
# Pyrophobia
# Chorophobia
# Pyromania

Cons
# Artwork variable in quality
# Very Danish investigation. Everyone is almost too helpful

Conclusion
# Very serviceable sequel to The Art of Hygge
# Can an investigation be too Danish? Their help undermines the challenge.

Monday, 13 May 2024

Miskatonic Monday #282: Sell Yourself

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

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

—oOo—
Publisher: Chaosium, Inc.
Author: Michael Reid

Setting: USA, 2008
Product: One-Location, One-Hour Scenario
What You Get: Eight page, 1.35 MB Full Colour PDF

Elevator Pitch: You’ll go through hell to get this job!
Plot Hook: In a recession, it is every man for himself
Plot Support: Staging advice and four pre-generated Investigators.
Production Values: Plain

Pros
# Sanity scouring sweatbox
# Calls for strong roleplaying under duress
# Easy to adapt to other times and settings
# Potential convention mini-scenario
# Heliopobia
# Rogophobia
# Thanatophobia

Cons
# Highly adversarial

Conclusion
# Short, sharp bloody hour of incandescent interrogation
# Aggressively antagonistic affair that calls for good roleplaying

Saturday, 3 February 2024

2003: Lashings of Ginger Beer

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

“The past is a foreign country: they do things differently there.”, (L.P. Hartley, The Go-Between, 1953). Never is there a more apt quote for Lashings of Ginger Beer: A spiffing role-playing game. In the twenty-first century, we are spoilt for choice when it comes to roleplaying games in which we play children or teenagers going off on adventures, free of the aegis of either parents or adults, of which Tales from the Loop and Kids on Bikes are most well-known. First published in 1995 by Beyond Belief Games, it is the 2003 edition that is the best-known version. As any Briton of a certain age, what Lashings of Ginger Beer is about—or is inspired by—is the adventures of the Famous Five, the characters from the series of books by children’s author, Enid Blyton. The five, Julian, Dick, Anne, George and Timmy the Dog, cycle into the countryside or sail across to an island where they explore the area, notice things out of the ordinary, discover secret tunnels, uncover criminal activities, and help bring the perpetrators to justice. Not just the Famous Five, but also the characters of Blyton’s Secret Seven and those of Arthur Ransome’s Swallows and Amazons. In the bucolic idyll found over the Easter and summer holidays such characters will engage in carefree camping trips, have adventures, not worry about school or home life, and enjoy massive farmhouse teas or hampers of food.

A kid in
Lashings of Ginger Beer has four attributes—Tough, Deft, Clever, and Charm. These range in value between one and three. Younger kids have better ratings in Deft and Charm, whilst older kids have higher Tough and Clever attributes. Each Kid has a Kid Type—Good (‘Normal’), Swot (‘Bookworm’), or Truant (‘Tomboy’). These model the members of the Famous Five to an extent. So that the rebellious George is most obviously a Truant (‘Tomboy’), whilst Dick and Julian are Good kids, and Anne either a Good kid or a Swot. All Kids have two things they are good at, Hide and Snoop, whilst each Kid Type provides a further list of things a Kid is good at. The Good Kid Type is good at ‘Act Innocently’, ‘Camping’, Hobbies’, Sports’, ‘Ride Bicycle’, and ‘Spot Nasty People’. The Swot is good at ‘Sciences’, ‘History’, Geography’, ‘Languages’, ‘Music’, and ‘Useless Facts’. The Truant is good at ‘Fighting’, ‘Wriggle (from Grasp)’, ‘Climb Trees & Walls’, ‘Catapult’, ‘Throwing Things’, and ‘Lie Convincingly’.

To create a Kid, a player decides upon his Kid’s age, which sets the four attributes, and then add a single point to one. He then chooses a Kid Type and divides eight points between the things that the Kid Type is good at. It is possible to select things that the Kid is good at from another Kid Type, but this is more expensive. He also begins with three useful things, two of which he has to purchase. It is assumed that he has a few shillings and pence saved from pocket money and in addition, may have brothers and sisters. Lastly, all of the players should decide what their gang is called, for example, ‘The Fearless Four’ or ‘The Mysterious Crew’. A gang can also have a scruffy dog, which can be taught a handful of commands.

Henry
Kid Type: Swot Age: 13
Tough 2 Deft 2 Clever 3 Charm 2
Things He Is Good At:

Sciences 2 History 1 Geography 1 Languages 1 Music 1 Useless Facts 2

Mechanically,
Lashings of Ginger Beer uses pools of six-sided dice equal to an attribute plus the thing that the Kid is good at. A roll of one six is a success, with additional success meaning that the Kid has achieved the task with greater alacrity. Contests are won by whomever rolls the most successes, though ties are possible. This includes combat, where a tie might result in a standoff. If a Kid suffers damage, he loses points of his Tough attribute. If a Kid has his Tough attribute reduced to zero, he is not killed, of course, but rather bruised, with a black eye or the scraped knee. Lastly, the result of any roll also determines who gains the narration rights to the outcome, the player if his Kid is successful, the Game Master if the Kid is unsuccessful.

Beyond this, there are some notes on Idyllic England, suggestions as what the Kids’ gang name—and book series—name might be, and a short list of appropriate language for the period, so that something that is good, would be “Wizard!” or a disappointed Kid might exclaim, “Darn it!” There are notes too on the play of the game, no more than a paragraph, to the effect that
Lashings of Ginger Beer is meant to be fun, that the rules are not in any way realistic, and that they are this way to fit the style of Idyllic England. Half of Lashings of Ginger Beer is dedicated to ‘Adventures & Mysteries’. There are six of these, which take in a circus, a mysterious manor, a haunted castle, and so on. These are really all quite fun and are obviously inspired by the fiction.

Mechanically,
Lashings of Ginger Beer is simple, even simplistic, and lacking in nuance. Part of the issue is with the Kid options available, which are limited and offer too many skills across the three Kid Types. It is difficult to design Kids outside of its Type, confining them to strict archetypes. Plus, it is difficult to design Kids like Anne of the Famous Five, which would closer model the source material.

Physically, and in keeping with the style and tone of the game,
Lashings of Ginger Beer is a simple affair. The layout is clean and tidy, the line art a mix of period pieces and modern additions. The latter is not as good as the former, but the latter is not accompanied by anachronistic titles.

If you are of a certain age, Lashings of Ginger Beer: A spiffing role-playing game has a problem. Much like Pendragon has the issue of Monty Python and the Holy Grail, Lashings of Ginger Beer: A spiffing role-playing game has The Comic Strip Presents... Five Go Mad in Dorset. Broadcast in 1982, this parodied the children adventurer format of the Famous Five and the social attitudes prevalent in Blyton’s stories. It is difficult to roleplay
Lashings of Ginger Beer without lapsing into that parody and quoting from it. Yet even as that it is a problem, it is one that Lashings of Ginger Beer acknowledges, though without actually mentioning it. For example, the very title, Lashings of Ginger Beer’, is taken from The Comic Strip Presents... Five Go Mad in Dorset rather than Enid Blyton’s books where it never appears. Then the artwork parodies the source material too, for example, with Julian and Dick in bathing suits, running into the water and shouting how good the acid that they have just taken is and suggesting that they should give some to Timmy the Dog. Some of the captions to the artwork, all of its period appropriate, are even more suggestive. So even as Lashings of Ginger Beer is presenting itself as a straightforward roleplaying game based on a very English genre, it is both parodying both itself and its source material, whilst also acknowledging the parody. Which establishes an odd dissonance between the tone of the writing and the tone of the artwork, between the tone of the game and source material and the anachronism of the parody.

Besides having a problem, Lashings of Ginger Beer: A spiffing role-playing game is a deeply problematic game, primarily because of its source material and influences that are reflective of the time when they were written and the social attitudes of the time when they were written. The Famous Five books present an England that is a White, Middle-Class idyll in which foreigners cannot be trusted, women have their place, and you can be snobs about both the poor and the rich. It is fair to say that
Lashings of Ginger Beer does not reflect any of this itself, but for a modern audience aware of the issues with the source material, it is always going to be lurking in the background as they play.

Another issue with
Lashings of Ginger Beer is that it shows its age in terms of design, especially in comparison to the number of roleplaying games that explore the children adventurer genre currently available. For example, Kids on Bikes from Hunters Entertainment and Renegade Studios and Tales from the Loop from Free League Publishing are both more sophisticated in terms of their mechanics, yet without much more in the way of complexity. They also offer more choice and more nuance in that choice in terms of what the players can choose as their characters and character archetypes. Similarly, roleplaying games like Tales from the Loop also offer more emotional sophistication in terms of the Player Characters and especially in terms of their family lives, which reflect the often difficult and fractured nature of the family during the eighties when it is set.

Consequently, were a designer to create a children adventurer-type roleplaying game today, it would be unlikely to be based upon or draw from the same source material and though it would aim for mechanical simplicity in its rules, it would offer a wider of options to play and it would address the emotional nuances in the genre. Design demands have changed radically since 2003.

Of course, to be fair, Lashings of Ginger Beer is not set in the eighties and it is set in an idyll when the idea of family difficulties was something to be kept behind closed doors as best could be, but the upshot is that none of the Player Characters in the roleplaying game possess anything akin to emotional depth or a life away from their adventures. Lashings of Ginger Beer is about roleplaying in that interlude, carefree and joyous, between the responsibilities of home, family, and school, as much as it is on exploration, snooping, and unmasking smugglers and international criminal masterminds on the Dorset coast.

Here then, ultimately lies the charm of Lashings of Ginger Beer: A spiffing role-playing game—and it is charming—the emulation and clear love of its source material, despite its underwhelming rules. It is never going to escape the issues with its source material and there have been better treatments of the children adventurer genre since, but Lashings of Ginger Beer: A spiffing role-playing game, one of the earliest entries in its genre, is simple and charming.