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Showing posts with label Black Magic. Show all posts
Showing posts with label Black Magic. Show all posts

Monday, 26 December 2022

[Fanzine Focus XXX] Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2

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

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

Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery is one such fanzine. Published by Stormlord Publishing, it takes Dungeon Crawl Classics to the Wild West and the Weird West of the 1880s. The discovery of ‘Demon ore’ in the Dakota Territory in the 187os leads to the establishment of the town of Brimstone in South Dakota, conflict with Lakota and other Plains Indians, and a rush to work the mines soon built under the town and the Dark Territories surrounding it, to strike it rich! With it came graft and corruption and Demon Stone and Hellstones. Since Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery is published as a series of fanzines, its secrets and details are revealed issue by issue rather than in one go. Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 1 introduced the setting and got a Judge and her players playing with a ‘Character Funnel’. A feature of the Dungeon Crawl Classics Roleplaying Game, this is a scenario specifically designed for Zero Level Player Characters in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. What those Classes are, are not revealed in Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 1, but they are in Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2.

Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2 was published in 2015 and picked up where Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 1 left off. It includes new rules and new Classes, changes to existing Classes, magical items, a patron, and more for running a Black Powder, Black Magic campaign under the Dungeon Crawl Classics Roleplaying Game. These begin with ‘Armour and Armour Class’ which removes armour from the setting, which would be useless against firearms anyway, in favour a Defensive Bonus based on Class and Level. It represents a Player Character’s combat awareness, use of cover, and simple luck when comes to being in a gun fight. It is a simple solution, more of a fudge to account for the fact that Black Powder, Black Magic is not a realistic Wild West setting, but a pulp horror Wild West setting. Alongside the new rules are a couple of pieces of magical armour, or rather magical items which provide a bonus to Armour Class. A nice touch is that they have their downsides too. For example, the Moonstone Spectacles both protect the wearer from the effects of the midday sun and grant a +2 bonus to Armour Class because they distract opponents, but they also occasionally distract the wearer and force him to attack someone other than the intended target. This combination of a benefit and a penalty makes these magical items more interesting and gives them more than the singular effect within the game.

‘Core DCC Classes in Black Powder, Black Magic’ gives the alterations necessary to make them fit the setting. For the Cleric, there is a choice of Clerical Traditions to chose from, including Protestant Preacher, Catholic Priest, Native Shaman, Chinese Mystic, and Cultist of the Old Gods . These primarily provide choice of weapons and the unholy creatures that each Clerical Tradition acts against, and they are bare bones. Enough to get started, but the Judge may want to add detail to really flesh them out. The Thief distributes points to its Thief Skills according to player choice rather than Alignment as per the Dungeon Crawl Classics Roleplaying Game, allowing an element of specialisation. The Warrior is the least changed, being the only Class to be proficient in Buffalo Guns, Cannons, and Gatling Guns. The Wizard is the most changed since magic was but absent from the world until the discovery of Demon Ore. A Wizard in Black Powder, Black Magic requires a Patron, much like the Cleric does, and needs to know or use a True Name when casting magic. This is often the caster’s own name, which becomes woven into the effects of a spell when cast. There are some fun suggestions such as having it appear in the flames of a Fireball spell! The single spell given is True Name Ritual, which enables the caster to learn the True Name of a demon, devil, summoned creature, or even another Wizard. However, the use of the True Name in Black Powder, Black Magic is really only a narrative hook, being required to cast magic, rather then providing any mechanical benefit, that is until the True Name Ritual spell comes into play provides that benefit.

The two new Classes in Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2 are the Gambler and the Prospector. Gamblers vary according to Alignment, Lawful being rare and mostly working licensed establishments, whilst Chaotic Gamblers are common, willing to take big risks for big rewards. The Class has Luck like the Halfling in the Dungeon Crawl Classics Roleplaying Game, several Thief skills, and in a nice nod to The Maverick always go first in round when drawing a concealed weapon. The Prospector is typically Lawful in Alignment, methodical and practical when extracting the difficult mineral, whilst Chaotic Prospectors often align with dark powers. The Class is used to working in cramped conditions, so can fight close in with the Warrior’s Mighty Deeds of Arms with mêlée weapons, have bonuses to skills related to mining, and with ‘A Nose for the Infernal’, can sense the presence of Demon Ore. The Prospector’s Luck modifier also applies to mining and hunting for Demon Ore, and for mêlée weapons used in mining. The Class can also spend it to negate the negative effects of Demon Ore. Both Classes are fairly lightly done, but come with detail and mechanics changes enough to make them interesting to play as well as fit the setting.

‘John Henry: Steel Drivin’ Patron’ is the only Patron given in the second issue of Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery. This article does reveal a minor secret to the setting, but primarily provides the folk legend and hero as a Patron. There is a pleasing physicality to the details of the Patron, such as channelling past exertions into the Steel Drivin’ Man Patron spell to gain bonuses to physical abilities for the caster and his allies and the Shake the Mountain Patron spell which with a stamp of the caster’s foot, knocks people and causes buildings to collapse. Unfortunately, having only the one Patron severely restricts player choice when it comes to selecting the Patron for their character, exacerbated by the fact that the Wizard Class also needs a Patron.

Rounding out Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2 is the first entry in the ‘Varmits!’ series. This describes creatures suitable for the setting, and for this issue, it is the Mine Wight, an undead humanoid creature when a miner dies in the presence of Demon Ore or is killed by a Mine Wight. Quiet and cunning, the deadly claws of the Mine Wight leech Luck from a victim when struck. The description is accompanied by a table of folklore to roll on—the article actually begins with how to handle folklore and research in the game—and a basic plot hook. Overall, the monster is decent, the folklore rules useful, and the hook something for the Judge to develop. 

Physically, Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2 is done on pale cream paper with a fittingly buff cover. It is lightly illustrated in black and white, but the illustrations are good and the issue is also well written and overall, everything feels right about this issue. Except of course, it leaves the reader, just as it will the Judge and her players, very much wanting more. There are four issues of Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery in total as well as the Brimstone Census and Fire Insurance Atlas of 1880, so there is yet more of this setting to explore. However, the actual issues of the fanzine are limited, so are difficult to find and purchase.

Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2 is a solid continuation from Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 1. The changes to the Classes make sense to fit the setting and the new Classes good too, but where the issue comes up short is in including only the single Patron. More would have been very useful. Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 2 picks up where the first issue left off and delivers more of the same entertaining flavour and feel of a ‘Weird West’ suitable for the Dungeon Crawl Classics Roleplaying Game, but both Judge and players will be left wanting more.

Monday, 14 May 2018

Miskatonic Monday #10: Hocus Pocus

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 them with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise ofthe 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 far reaches of the Miskatonic Repository.

—oOo—


NameHocus Pocus
Publisher: Chaosium, Inc.
Author: Adam Gauntlett

Setting: Jazz Age
Product: Scenario
What You Get1.9 MB, 22-page full colour PDF
Elevator Pitch
That cool cat got some moves in a Hoodoo Hoedown.

Plot Hook: The investigators are hired to find out where a wannabe Hoodoo man got his latest and amazingly greatest act from—it is cutting into a better man's bottom line.
Plot Development: A black cat, your numbers are in, Houdini's ex-dive, and a horse's head all under radium's bright glare.

Plot Support: Eight plus NPCs; two nicely detailed occulted occult tomes; investigation angles neatly organised.
Production ValuesNeeds a slight edit.

Pros

Few NPCs for the Keeper to roleplay
# Straightforward, but involving plot
# Companion scenario to The Man Downstairs
# Companion scenario to Harlem Unbound
# Companion scenario to Tales of the Sleepless City
# Companion scenario to Masks of Nyarlathotep and Day of the Beast
# Opportunity for the investigators to become a band of brothers 

Cons

Keeper will need to provide area map of New York
# Main villain of the piece mostly kept off stage

Conclusion

# Meaty investgative scenario
Solid plot

Saturday, 30 December 2017

Fanzine Focus IX: Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery Volume 1

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

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

Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery is one such fanzine. Published by Stormlord Publishing, it takes Dungeon Crawl Classics to the Wild West and the Weird West of the 1880s. The discovery of ‘Demon ore’ in the Dakota Territory in the 187os leads to the establishment of the town of Brimstone in South Dakota, conflict with Lakota and other Plains Indians, and a rush to work the mines soon built under the town and the Dark Territories surrounding it, to strike it rich! With it came graft and corruption and Demon Stone and Hellstones. Both can be fashioned into amazing artifacts, but what exactly these are, Black Powder, Black Magic Volume 1 does not state. That will come in a later issue.

Instead, what Black Powder, Black Magic Volume 1 does is introduce the setting in a broader sense and get the player characters to Brimstone as well as hint at darker things to come. So as well as providing a timeline and map of this magic-infused United States of America, it gives rules for firearms, including a new Mighty Deed for Fighters in the setting—Fanning, which enables multiple shoots to be fired from revolvers. There is some decent pieces of short fiction too, which in turn hint at the dark things to come, but the bulk of the issue is really devoted to character creation and a scenario.

Dungeon Crawl Classics does character creation and Class selection in a special way—the ‘Character Funnel’. In the latter, each player creates and plays not one character, but four, each of them Level Zero. None of them possess a Class—as in Fighter, Cleric, Magic-User, or Thief—but each has ambitions to, and in playing through a Character Funnel, perhaps one or more of them will survive the adventure to earn the ten experience points necessary to attain First Level. Instead of relying upon the abilities of their Class, each of these player characters is forced to rely upon their wits, and in the setting of Black Powder, Black Magic Volume 1, also their grit. 

Creating a Zero Level character for the Dark Territories setting follows the pattern as set for Dungeon Crawl Classics. All characters are Human, all are ‘Starting at the Bottom’, with a few Hit Points, dollars, and a Token of the Past as well as Motivations for Heading West. Tables are provided for both, plus Occupations and Common Names in Brimstone. The Occupation, just as in Dungeon Crawl Classics provides a weapon and some kind of trapping related to said Occupation. Unlike Dungeon Crawl Classics, what a character does not have is an Augury, which modifies how a character’s Luck will work.

Our sample ‘Starting at the Bottom’ character is Charity Eichelberger, who trained as an engineer by her father wants to be recognised as a professional, but it being a man’s world, she cannot find work or acceptance. The best place to find recognition she knows is in Brimstone on the frontier, there perhaps she will find the means to build the radical new engine she has designed, perhaps using the Demon Stone mined around the town. She has another reason, her fiancée, Hartwell Giltner, also went to Brimstone. She has not heard from him in several months, except to receive a land deed, a Dark Permit necessary to prospect for the Demon Stone.

Charity Eichelberger
Zero Level Human Draftsman
STR 11 (+0) AGL 11 (+0) STM 12 (+0)
PER 10 (+0) INT 16 (+2) LCK 14 (+1)
Hit Points: 4
Saving Throws
Fortitude +0 Reflex +0 Willpower +2
Alignment: Lawful
Token of the Past: Another person’s land grant
Motivation for Heading West: To impress a love interest
Possessions
Steel Triangle (1d2), Plans for a new engine, $30

The second half of Black Powder, Black Magic Volume 1 is dominated by the Character Funnel, ‘The Dark Cauldron’. This refers to the train that the characters will taking to journey from Rapid City, South Dakota to the frontier town of Brimstone as well as the journey itself. Along the way, there are plenty of events for the characters to involved, some cliches, such as a train robbery and protecting the train from an attack by the Sioux, others involving the weirdness of the setting. All are really quite well done and nicely detailed, with some decent NPCs and opportunities for roleplaying and heroic action. Rather than give a blanket ten point experience point award at the end of the scenario, the Dungeon Master is given points to hand out on a scene by scene basis. The characters, if they survive to the end, will definitely get enough Experience Points to attain First Level and perhaps if they really do well, enough to get a few more. Overall, ‘The Dark Cauldron’ is a fun adventure that should provide a solid session or so of gaming, as well as setting everything up for Black Powder, Black Magic Volume 2.

Physically, Black Powder, Black Magic Volume 1 is done on pale cream paper with a fittingly buff cover. It is lightly illustrated in black and white, but the illustrations are good and the map is clear. The issue is also well written and overall, everything feels right about this issue. Except of course, it leaves the reader, just as it will the Dungeon Master and his players, very much wanting more. There are four issues of Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery in total as well as the Brimstone Census and Fire Insurance Atlas of 1880, so there is yet more of this setting to explore.

As an introduction to a weird West of Demon ore and magic using the Dungeon Crawl Classics Roleplaying Game, Black Powder, Black Magic Volume 1 gives everything a gaming group would want. This is a good read as well as a good introduction and if you pick up this issue of Black Powder, Black Magic: A ’Zine of Six-Guns and Sorcery, then you will want to pick up the rest too.