Steampunk Soldiers: The American Frontier is a sequel to Steampunk Soldiers: Uniforms & Weapons from the Age of Steam, which described a nineteenth century wherein the Great Meteor Shower of 1862 scattered deposits of an incredible energy source—Hephaestium—which set off a great age of technological development and innovation as the great powers sought to advantage of the new power source. Over the course of the next three decades, Great Britain radically extended her railway network across her empire and beyond; Prussia fielded new armour and armoured infantry to defeat Denmark and unite all of Germany; whilst France used her Peugeot-built steam-powered exoskeleton-equipped Foreign Legion units to conquer Indochina and invade China. Meanwhile, Russia developed Hephaestium-fuelled chemicals and submarines, the Ottoman Empire developed automata, and Nicolai Tesla developed Hephaestium-powered electro-weapons for the Austro-Hungarian Empire, whilst Italy stole blueprints and prototypes, sabotaged others, and kidnapped scientists and became Europe’s rogue state.
Now the Americas were not ignored in all of this. Steampunk Soldiers: Uniforms & Weapons from the Age of Steam described how General Lee’s land ironclads forced back the Union forces and held them to a stalemate until a ceasefire was agreed between the Union and the Confederacy in 1869, ending the Civil War. It is also how the volume left the situation, with the former United States divided between the Union and the Confederacy. Steampunk Soldiers: The American Frontier picks up where it left off to describe and depict the situations, forces, troops, and equipment of not only the Union and Confederacy, but also the Republic of Mexico, Canada, Alaska, the Disputed Territories, and the frontier.
The Union is technologically advanced, but her attention is divided between the Cold War with the Confederacy, surreptitiously running the blockade to Republic of Mexico, poor relations with both Canada and England, and with pushing back the frontier before the Confederacy does. Consequently, agencies like the postal service have been militarised, the Mailman of the United States Army Postal Service being shown armed and his faithful hound, being armoured and trained to attack mail thieves! The Union also employs numerous spies and agents, including Pinkerton agents to protect both the President and corporate interest; Special Service Agents with advanced monitoring equipment, such as Edison’s Kinetographic camera concealed in a carpet bag, and of course, US Marshals who wander far and wide. In the Confederacy, the Texas Rangers perform the same role as the US Marshals, but are not always welcome beyond the Texas state line. They are an effective force though, being equipped with modular, adaptable devices, such as the New Haven Arms modular Volcanic Pistols and Alamo Fortified Suit. The dominance of Texas in the Confederacy is show in the depiction of a Field Research Team from the Galveston Consortium testing out a new and advanced weapon—a Sonic Discombobulator! The Confederacy’s reliance on less conventional means of warfare is shown in its depiction of a Confederate Privateer, armed with a Winchester Boarding Carbine—which is fitted with an axe; a black-cloaked Night Ranger sharpshooter complete with starlight goggles; and a Bombardier of the Confederate Aeronautics Corps, whose mini-dirigibles are used for reconnaissance and raids, the latter including the famous bombing of the White House in 1864.
When not facing off against each other, the Union and the Confederacy have pushed West in search of new territories and fresh resources, but these lands have not become known as the Disputed Territories for nothing. The Chiricahua Apache are caught between the Mexico and the Confederacy, maintaining a guerrilla campaign against both with surprisingly modern weaponry—perhaps supplied by the Union; similarly caught between the Union and the Confederacy, the Five Tribes Confederation has declared itself neutral, adopted their technology to protect itself, and become a conduit for banned goods in both nations; and perhaps most amazing of all are the Sky Hawks of the Hualpai tribe, scouts who construct winged suits which they use to glide off all trees and the lip of the Grand Canyon. Despite the disputed nature of the territories, there are individuals and organisations who seek their fortune in the West. They include injured soldiers using technology such as ‘Quick Draw’ rigs to turn gunslinger; the members of Norton’s Guards who continue the legacy of the late Joshua Norton, self-proclaimed Emperor of the United States and Protector of Mexico, by keeping the peace in fractious San Francisco with their non-lethal, electrical Franklin Baton; mining companies and couriers have purchased ex-military Land Ironclads to protect their operations from Indians, bandits, labour agitators, and others; and some have established independent polities, such as the Independent Kingdom of Jefferson.
The other nations of North America are also affected. In the far north-west, extensive Hephaestium strikes in Alaska has enhanced the importance of the territory to the Russian Empire and Canada to the British Empire, leading to a shift in the Great Game from India to the western frontier. Russia uses Alaska as a scientific and industrial laboratory, prototypes being developed with ruthless, often unchecked efficiency by her Imperial Army military commanders in the region, sometimes in secret facilities. There are rumours of deserters or test subjects fleeing from such facilities, leading to tales of wild men or ‘skoocooms’ in the woods and caves, tales often repeated, or at least embellished by dime novels. Canada’s military is stretched thin along her border, facing Russia in the west and both Fenian and Métis native rebels internally. This has led her to raise militia regiments, such as the Royal Regiment of Toronto Volunteers, to protect her borders and the North-West Mounted Police to turn to technology—such as multi-terrain tracked vehicles—to get their man. To the south, the Union aided Mexico in kicking out the French backed Imperial forces and establishing the Mexican Republic, much to the consternation of the Confederacy. Now the republic’s ports are blockaded by Confederacy backed privateers, they raid each other back and forth across the Rio Grande, while Mexico supplies the Banditos—outlaws and brigands—who worry the border regions and disputed territories, with advanced weaponry that it can often ill afford to hand out to anyone other than its underequipped soldiery. The best of Mexico’s armed forces, are the 1st Naval Brigade or ‘Los Tiburones’, trained by German advisors and equipped with the best that the Kaiser can provide. The ‘Los Tiburones’—or ‘The Sharks’ are deployed as naval assault troops, often tasked with capturing with the Confederacy backed privateers.
Of course, this is all a conceit. For Steampunk Soldiers: The American Frontier is, like its forebear, a collection of artwork by the forgotten British artist, Miles Vandercroft, who travelled Europe and North America, sketching and painting the soldiery of the age. It develops the guide to the vivid and striking uniforms worn by the armies and the steam-powered weaponry and equipment fielded by these armies in the years between the fall of the meteors and the Great War of the Worlds previously seen in Steampunk Soldiers: Uniforms & Weapons from the Age of Steam. Of course, it is not this, but a second pictorial guide to a past that never was, beautifully depicted in a series of colour plates having been ‘rediscovered’ and collected in a second handsome book published by Osprey Books under its Osprey Adventures line. There is not so much pomp and pageantry in these images, which have a rougher quality, reflecting roughness of the frontier and beyond.
As with Steampunk Soldiers: Uniforms & Weapons from the Age of Steam, the problem with Steampunk Soldiers: The American Frontier is that leaves the reader either wanting more information or wanting to take its content and develop into a setting of his devising, whether a wargaming or a roleplaying setting. There are no suggestions to end given in Steampunk Soldiers: The American Frontier. Despite this, Steampunk Soldiers: The American Frontier is a beautiful hardback, full of intriguing detail, awaiting the reader to develop into something playable on the table.
Showing posts with label Dark Osprey. Show all posts
Showing posts with label Dark Osprey. Show all posts
Friday, 1 December 2017
Friday, 24 February 2017
Because... Just because...
If the Nazis cannot have their Antarctic base at the end of World War II, then they will they will have their base on the Moon! Unfortunately the Nazis like to keep their secrets, so what you need is a guide. Fortunately, there is such a thing! Nazi Moonbase is a complete guide to, and history of, Walhalla, the base established in the Moon in the aftermath of World War II, and the war against it in the second half of the twentieth century. Published by Osprey Publishing as part of its Osprey Adventures line, our guide in this matter is Graeme Davis, the author of several previous titles in the range, including Knights Templar: A Secret History and Werewolves: A Hunter’s Guide, as well as being the co-designer of the seminal British fantasy RPG, Warhammer Fantasy Roleplay.
Nazi Moonbase is a sequel of sorts to the first entry in the series, The Nazi Occult by Ken Hite. In both, the Order of the Black Sun plays an important role, in The Nazi Occult, driving the rise of the Nazis, but then in Nazi Moonbase, pushing first for a way to save Nazi Germany, but in the face of certain defeat at the hands of the Allies, for a way to survive beyond that defeat. Essentially, this is done by taking control of Germany’s advanced weapon programs such as the vehicles of Projekt Saucer and then initiating Protokoll Bifrost first to escape to the Antarctic and then to Walhalla on the Moon using the Haunebu IV saucer where it would form the centre of the base. No Swastika-shaped moonbase for the Nazis! There they survive, repairing and upgrading their ramshackle facilities, even developing technologies, all in readiness to strike back at those that defeated them.
In response, the Moon Race of the 1960s was as much designed to confirm and monitor Walhalla as it was a scientific program. Indeed, the near destruction of Apollo 13 was Walhalla’s response to these endeavours. The American response to this was Operation Lyre, a direct assault on the base which would end in all but total disaster. Only in the last few years has the USA decided to attack the last of the Nazis once again after decades of failed Lunar probes and satellites from various nations.
Ending with a detailed timeline, Nazi Moonbase goes into detail about all aspects of Walhalla and the response to it. This includes its location and layout, how it operates, and the development of technologies such as the Eisenmänner (‘Iron Men’) labour and combat androids and the Mensch-Maschinen androids that could pass for perfect humans or as duplicates for world leaders. The response, primarily by the USA and the USSR, is a more measured and less fantastical in tone—lunar probes and rovers, satellites and manned stations. It does end on a note saying that Boeing is developing a space-plane capable of ferrying six astronauts plus equipment… (or is that a squad of US space marines or six player characters?)
The history lends itself to numerous campaign frameworks and set-ups. So in the 1940s, it might be chasing advanced Nazi technological development to the Antarctic and beyond; in the 1950s, it might be fighting the strange attacks and scouting missions by flying saucers on the Earth or the secret infiltration of replicants from the Moon; in the 1970s and 1980s, it could involve the US and Soviet manned assaults on the moon base; and perhaps in 2010s, the final strikes using remote warfare. The obvious starting point for such campaigns—especially given the links in Nazi Moonbase to The Nazi Occult with the Order of the Black Sun—is Modiphius Entertainment’s Achtung! Cthulhu, but Cubicle Seven Entertainment’s Cold War Cthulhu may open various elements later in this future history.
From a gaming standpoint, it is good to see Nazi Moonbase include a list of games that would work well with this system-less sourcebook. Previous entries have always included a bibliography, but never included games that could be used with such material or reference similar material. There is no RPG that does so directly—though with its depiction of United States Space Command special forces fighting terrorism, Fantasy Games Unlimited’s Year of the Phoenix, might be the nearest—so these are pointers and the GM will need to develop the ideas and background in Nazi Moonbase himself. The bibliography covers fiction and non-fiction, comics, games of all types, and movies and television programmes.
Physically, Nazi Moonbase is very nicely presented. The artwork is excellent and the book is an engaging read. Nazi Moonbase is not so much one campaign idea, but several, spread over a secret history lasting over seven or so decades. As a secret history, it gives you enough details and pointers to take away and develop into your own game, whether that is a war game or a roleplaying game, though there is an obvious inclination towards the latter rather than the former. Either way, Nazi Moonbase provides an engaging alternate background around which a GM can develop a campaign against the evil space Nazis from the Moon!
Nazi Moonbase is a sequel of sorts to the first entry in the series, The Nazi Occult by Ken Hite. In both, the Order of the Black Sun plays an important role, in The Nazi Occult, driving the rise of the Nazis, but then in Nazi Moonbase, pushing first for a way to save Nazi Germany, but in the face of certain defeat at the hands of the Allies, for a way to survive beyond that defeat. Essentially, this is done by taking control of Germany’s advanced weapon programs such as the vehicles of Projekt Saucer and then initiating Protokoll Bifrost first to escape to the Antarctic and then to Walhalla on the Moon using the Haunebu IV saucer where it would form the centre of the base. No Swastika-shaped moonbase for the Nazis! There they survive, repairing and upgrading their ramshackle facilities, even developing technologies, all in readiness to strike back at those that defeated them.
In response, the Moon Race of the 1960s was as much designed to confirm and monitor Walhalla as it was a scientific program. Indeed, the near destruction of Apollo 13 was Walhalla’s response to these endeavours. The American response to this was Operation Lyre, a direct assault on the base which would end in all but total disaster. Only in the last few years has the USA decided to attack the last of the Nazis once again after decades of failed Lunar probes and satellites from various nations.
Ending with a detailed timeline, Nazi Moonbase goes into detail about all aspects of Walhalla and the response to it. This includes its location and layout, how it operates, and the development of technologies such as the Eisenmänner (‘Iron Men’) labour and combat androids and the Mensch-Maschinen androids that could pass for perfect humans or as duplicates for world leaders. The response, primarily by the USA and the USSR, is a more measured and less fantastical in tone—lunar probes and rovers, satellites and manned stations. It does end on a note saying that Boeing is developing a space-plane capable of ferrying six astronauts plus equipment… (or is that a squad of US space marines or six player characters?)
The history lends itself to numerous campaign frameworks and set-ups. So in the 1940s, it might be chasing advanced Nazi technological development to the Antarctic and beyond; in the 1950s, it might be fighting the strange attacks and scouting missions by flying saucers on the Earth or the secret infiltration of replicants from the Moon; in the 1970s and 1980s, it could involve the US and Soviet manned assaults on the moon base; and perhaps in 2010s, the final strikes using remote warfare. The obvious starting point for such campaigns—especially given the links in Nazi Moonbase to The Nazi Occult with the Order of the Black Sun—is Modiphius Entertainment’s Achtung! Cthulhu, but Cubicle Seven Entertainment’s Cold War Cthulhu may open various elements later in this future history.
From a gaming standpoint, it is good to see Nazi Moonbase include a list of games that would work well with this system-less sourcebook. Previous entries have always included a bibliography, but never included games that could be used with such material or reference similar material. There is no RPG that does so directly—though with its depiction of United States Space Command special forces fighting terrorism, Fantasy Games Unlimited’s Year of the Phoenix, might be the nearest—so these are pointers and the GM will need to develop the ideas and background in Nazi Moonbase himself. The bibliography covers fiction and non-fiction, comics, games of all types, and movies and television programmes.
Physically, Nazi Moonbase is very nicely presented. The artwork is excellent and the book is an engaging read. Nazi Moonbase is not so much one campaign idea, but several, spread over a secret history lasting over seven or so decades. As a secret history, it gives you enough details and pointers to take away and develop into your own game, whether that is a war game or a roleplaying game, though there is an obvious inclination towards the latter rather than the former. Either way, Nazi Moonbase provides an engaging alternate background around which a GM can develop a campaign against the evil space Nazis from the Moon!
Labels:
Achtung! Cthulhu,
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Cold War,
Cold War Cthulhu,
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Science Fiction,
Science!,
Source Book,
Space Race,
Systemless Book,
World War II
Sunday, 30 August 2015
Your Templar Primer
The writer Graeme Davis is probably best known as being a co-designer of the seminal British fantasy RPG, Warhammer Fantasy Roleplay. He has of course worked on other books for other lines for other publishers, most as line editor for Colonial Gothic for Rogue Games. Amongst his other books is a number of sourcebooks for Osprey Publishing of which Knights Templar: A Secret History is one. Part of the publisher’s Osprey Adventures line where fact and fiction coalesce, this short guide is the second in the series that began with Ken Hite’s The Nazi Occult, continuing its exploration of myth, legend, secret histories, and conspiracy theories. Although the matter of its subject, that of the Knights Templar, is older and as presented in Knights Templar: A Secret History, far better intentioned, than that of The Nazi Occult, there is just enough of a connection to cross over between the two. Well, of course there is, the Knights Templar, their history and their legend is just too big a conspiratorial confabulation not to touch upon the Nazis…
This being a book about the Knights Templar means that the book starts with a conspiracy of its own. This is the death of the historian, Doctor Emile Fouchet, who was investigating the foundation and history of the Templars in an attempt to uncover their secrets before died. His notes, compiled by the author, are what form the basis of Knights Templar: A Secret History. The notes begin with the origins of the Templars before their foundation date, and then explore their foundation and rise to power before the French monarchy brought them low with charges of heresy. More importantly, it examines their ties to the Cathars and the Albigensian Heresies that informs their philosophy and creed and their objectives—a united peaceful state free of religious strife, but also the vessel of their teachings—the Holy Grail. This is what drives them again and again, first in the Near East, then in France followed by Scotland, pre-Colonial North America, and back to France for multiple attempts, to manipulate the affairs—ordinary and outré—of governments, secret societies, and more. All the while following or protecting the Grail.
These attempts are where Knights Templar: A Secret History begins to get interesting because what it sets up is a three-way hidden war between the Knights Templar, the Vatican, and the Freemasons. Spread throughout are juicy little details such as their survival in New France, how Benjamin Franklin aided the Templars despite his Freemasonry, what might have really going on in Rennes-le-Château, the Templars' links to the Habsburgs, and all that before coming almost up to date with Dan Brown. After all, one could hardly expect a discussion on the Templars to ignore The Da Vinci Code and pleasingly, Knights Templar: A Secret History does not do that. What it does do is relegate the Prieuré de Sion, The Holy Blood and the Holy Grail, and The Da Vinci Code to nothing more than a sideshow, a smokescreen at best.
Knights Templar: A Secret History covers its subject matter quickly and easily. It is illustrated with a range of solid artwork and is accompanied by both a timeline and a bibliography. The latter is necessary given the brevity of the treatment. This is not to say that the book fails to cover the salient points of its subject matter, but rather that there is relatively little room for depth. It also means that there is no room for the application of its subject matter in gaming terms, so there are no plot seeds given or campaign ideas. Indeed, unlike other entries in the Osprey Adventures line, there are no suggestions as to what games might be applicable for running something based on Knights Templar: A Secret History.
Knights Templar: A Secret History is best used as an introduction to one of the biggest of conspiracies, and then as a source of ideas. A good overview then, but not much more.
This being a book about the Knights Templar means that the book starts with a conspiracy of its own. This is the death of the historian, Doctor Emile Fouchet, who was investigating the foundation and history of the Templars in an attempt to uncover their secrets before died. His notes, compiled by the author, are what form the basis of Knights Templar: A Secret History. The notes begin with the origins of the Templars before their foundation date, and then explore their foundation and rise to power before the French monarchy brought them low with charges of heresy. More importantly, it examines their ties to the Cathars and the Albigensian Heresies that informs their philosophy and creed and their objectives—a united peaceful state free of religious strife, but also the vessel of their teachings—the Holy Grail. This is what drives them again and again, first in the Near East, then in France followed by Scotland, pre-Colonial North America, and back to France for multiple attempts, to manipulate the affairs—ordinary and outré—of governments, secret societies, and more. All the while following or protecting the Grail.
These attempts are where Knights Templar: A Secret History begins to get interesting because what it sets up is a three-way hidden war between the Knights Templar, the Vatican, and the Freemasons. Spread throughout are juicy little details such as their survival in New France, how Benjamin Franklin aided the Templars despite his Freemasonry, what might have really going on in Rennes-le-Château, the Templars' links to the Habsburgs, and all that before coming almost up to date with Dan Brown. After all, one could hardly expect a discussion on the Templars to ignore The Da Vinci Code and pleasingly, Knights Templar: A Secret History does not do that. What it does do is relegate the Prieuré de Sion, The Holy Blood and the Holy Grail, and The Da Vinci Code to nothing more than a sideshow, a smokescreen at best.
Knights Templar: A Secret History covers its subject matter quickly and easily. It is illustrated with a range of solid artwork and is accompanied by both a timeline and a bibliography. The latter is necessary given the brevity of the treatment. This is not to say that the book fails to cover the salient points of its subject matter, but rather that there is relatively little room for depth. It also means that there is no room for the application of its subject matter in gaming terms, so there are no plot seeds given or campaign ideas. Indeed, unlike other entries in the Osprey Adventures line, there are no suggestions as to what games might be applicable for running something based on Knights Templar: A Secret History.
Knights Templar: A Secret History is best used as an introduction to one of the biggest of conspiracies, and then as a source of ideas. A good overview then, but not much more.
Sunday, 21 December 2014
Steampunk Soldiery Spotter's Guide
After the Great Meteor Shower of 1862, the world would never be the same. For the meteorites contained a substance that turned out to be an incredible energy source—Hephaestium. Its discovery and refinement would lead to unprecedented technological development and innovation, each of the Great Powers harnessing both Hephaestium and the technological advances to their own ends. In particular, to protecting their empires! Thus Great Britain enhanced its railway network with the Ulster Bridge and Shetland Run, built the first circumnavigation cruisers, and of course, strengthened her Royal Navy. Bismark fielded first Prussia’s and then Germany’s new armoured Sturmtruppen and Kaiser-class armoured infantry in a lightening series of wars that saw him cow Denmark and then in turn defeat each of the little Germanic kingdoms, princedoms, duchies, and so on. While her domestic armies were often mutinous, France had great success in her colonies, for example, the Peugeot-built steam-powered exoskeleton-equipped Foreign Legion units lived up to their ‘March or die!’ motto in driving the Chinese out of Indochina in a counterattack that would be followed by an invasion of China in 1876. Russia experimented with both the chemical properties of Hephaestium and submarines, the Ottoman Empire with automatons derived from German designs, the Austro-Hungarian Empire lured Nicolai Tesla back to develop a variety of Hephaestium-powered electro-weapons, while Italy, with no access to the precious meteorite, became Europe’s rogue state. Its intelligence services have stolen blue prints and prototypes, sabotaged others, and kidnapped scientists—they may be perfidious, but they are extremely capable. Perhaps the most radically changed country is the USA where at the height of its Civil War, General Lee’s land ironclads forced back the Union forces and held them to a stalemate until hostilities ceased in 1869. Thus North America has remained divided between the USA, the Confederate States of America, and Canada ever since…
This is the background against which the forgotten British artist, Miles Vandercroft travelled the sketching and painting the soldiery of the age. This artwork has been rediscovered and brought together in a handsome book published by Osprey Books under its Osprey Adventures line, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam. It purports to be a guide to the vivid and striking uniforms worn by the armies and the steam-powered weaponry and equipment fielded by these armies in the years between the fall of the meteors and the Great War of the Worlds. The descriptions of these uniforms, the arms and armour, and the units and the battles they fought, do much to capture some of the period’s pageantry and both honour and dishonour!
Of course, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam is anything but this. It is not a pictorial guide to the past, but a past that never was. A Steampunk Age of fantastic invention, intrigue, and warfare that is captured in this collection of gorgeous colour plates each accompanied by an intriguing description. For example, where did the 24th Regiment of Foot disappear to from Portsmouth in 1886? What brought Austria and France to war in which the French 6th Engineers used steam-powered drills to break into the supposedly impregnable Austrian castle of Hochosterwitz? There are hints and mentions of events like this throughout the book.
In places the authors have their tongues firmly ensconced in cheeks. For example, the be-kilted Highlander Battlesuits worn by the members of The Black Watch not only comes with a claymore sword, but automatic bagpipes that play Scotland the Brave! One interesting aside about the artwork in Steampunk Soldiers is that it has a certain familiarity to it. Many of the art is posed in a similar fashion to pieces used in a range of other Osprey Books.
There is an undoubted pleasure to be had in reading through the pages of Steampunk Soldiers, but its intriguing nature irks as much as it delights. For the reader is very much left wanting more; if not necessarily more images and more descriptions, but very much more background, more backstory, more detail. The implied background of this new Age of Steam begs for a second book, one with more explicit history. For what Steampunk Soldiers begs for is something that can be gamed—either as roleplaying or a wargaming setting. Naturally, there is nothing to stop a gamer from building such a setting from the material and background included, but it will take no little effort. (Of course, it is a pity that no suggestions are given as what games might be used to this end, but that would break conceit at the heart of Steampunk Soldiers.)
Ultimately, this is one book whose content is something that you want to a read a little more about. Easy to dip into and peruse for ideas, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam is a charming and engaging book that begs for a sequel or more information.
This is the background against which the forgotten British artist, Miles Vandercroft travelled the sketching and painting the soldiery of the age. This artwork has been rediscovered and brought together in a handsome book published by Osprey Books under its Osprey Adventures line, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam. It purports to be a guide to the vivid and striking uniforms worn by the armies and the steam-powered weaponry and equipment fielded by these armies in the years between the fall of the meteors and the Great War of the Worlds. The descriptions of these uniforms, the arms and armour, and the units and the battles they fought, do much to capture some of the period’s pageantry and both honour and dishonour!
Of course, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam is anything but this. It is not a pictorial guide to the past, but a past that never was. A Steampunk Age of fantastic invention, intrigue, and warfare that is captured in this collection of gorgeous colour plates each accompanied by an intriguing description. For example, where did the 24th Regiment of Foot disappear to from Portsmouth in 1886? What brought Austria and France to war in which the French 6th Engineers used steam-powered drills to break into the supposedly impregnable Austrian castle of Hochosterwitz? There are hints and mentions of events like this throughout the book.
In places the authors have their tongues firmly ensconced in cheeks. For example, the be-kilted Highlander Battlesuits worn by the members of The Black Watch not only comes with a claymore sword, but automatic bagpipes that play Scotland the Brave! One interesting aside about the artwork in Steampunk Soldiers is that it has a certain familiarity to it. Many of the art is posed in a similar fashion to pieces used in a range of other Osprey Books.
There is an undoubted pleasure to be had in reading through the pages of Steampunk Soldiers, but its intriguing nature irks as much as it delights. For the reader is very much left wanting more; if not necessarily more images and more descriptions, but very much more background, more backstory, more detail. The implied background of this new Age of Steam begs for a second book, one with more explicit history. For what Steampunk Soldiers begs for is something that can be gamed—either as roleplaying or a wargaming setting. Naturally, there is nothing to stop a gamer from building such a setting from the material and background included, but it will take no little effort. (Of course, it is a pity that no suggestions are given as what games might be used to this end, but that would break conceit at the heart of Steampunk Soldiers.)
Ultimately, this is one book whose content is something that you want to a read a little more about. Easy to dip into and peruse for ideas, Steampunk Soldiers: Uniforms & Weapons from the Age of Steam is a charming and engaging book that begs for a sequel or more information.
Thursday, 4 December 2014
Your Vampire Primer
There are some people who contend that the United Nations is fighting a secret war on sovereignty and democracy in its pursuit of a ‘one world government’. This is not true. It is fighting a secret war, not against sovereignty and democracy, but a threat insidious and hidden that preys upon humanity–vampires. The United Nations Educational, Scientific, and Cultural Organisation (UNESCO) fields ‘Special Action Units’ (SAUs) dedicated to the study, location, and eradication of vampires. Armed with automatic shotguns and assault rifles that fire blessed and consecrated rounds of wood, silver, and graphite, and wearing armour incised with religious iconography and inscriptions, once these teams have a target, they are sent out aboard ‘black helicopters’ to strike at the horridly implacable creatures that are vampires.
This is the set-up for Vampires: A Hunter’s Guide, published by Osprey Books as part of its Osprey Adventures line. Best known for its its military history books, each diligently researched and meticulously illustrated with period photographs and fully painted colour plates, entries in the Osprey Adventures series goes beyond the facts to meld it with fiction. The result is a sourcebook of ideas for a gamer’s current game or a background for a whole new game. All a gamer needs to do is add the rules of his choice. The series has already looked at The Nazi Occult and given us Zombies: A Hunter’s Guide–amongst others...
Vampires: A Hunter’s Guide most resembles Zombies: A Hunter’s Guide, being an examination of several types of vampire, their creation, their feeding and hunting habits, their relationship to humanity, and humanity’s response to each of these horrors. It does these for five continents–Europe, North America, Africa, Asia, and South America. In doing so, it focuses upon five types of vampire–the Strigoi, the Asanbosam and the Obayifo, the Jiangshi, and the Chupacabra. Of course, the various chapters are nicely illustrated with pieces of period art, photographs of various artifacts, and full colour artwork.
It begins with the Strigoi in Europe and a raid on a nest during the Yugoslav Wars of the 1990s, before delving into the history and types of the Strigoi. They are closest in type to the vampire of the modern era, typified by Bram Stoker’s Dracula, but other types exist in the Balkans and beyond. The Strigoi of course feeds on blood, is capable of transforming themselves into bats or wolves, and possess a certain sexual allure. The Papacy was the first organisation to recognise the ‘satanic’ threat and attempt to deal with it, such that many of the creatures took the opportunity to flee to the New World. Here the only rivals they had were each other, for North America had no vampiric tradition, and so they hid themselves and through wise investments, managed to protect themselves with great wealth. This makes them extremely difficult to track down and identify–it can take years of careful work by the FBI before an SAU can strike.
Less familiar will be the Asanbosam and the Obayifo, the vampiric creatures native to modern day Ghana and the historical Ashanti Empire. The Asanbosam is an arboreal bat-like hunter that reaches down from the trees for its prey, which is driven to mankind when they enter and then cut down the forest. In response, vampire hunters would train to enter the canopy, armed with short, gold-tipped spears and knives, and often protected by the juju or magic of the Marabout. Where the Asanbosam feeds on blood and flesh, the Obayifo, a spirit vampire, feeds off negative empathic energy. There is the possibility that the Obayifo are capable of controlling the Asanbosam, but where the Asanbosam seems confined to the diminishing forests, the Obayifo seems to have spread beyond Ghana’s borders.
Conversely, the Jiangshi will be familiar to devotees of Hong Kong cinema. The ‘stiff corpsed’ hopping vampire takes decades to form after it was improperly buried and grows tougher, stronger, and develops a more potent breath over time. It is an empathic vampire that can track its prey by their breathing. Again a group trained to deal with the threat, this time of the monks of the Shaolin Temple, who would use their martial arts skills and meditative calming techniques to prepare themselves against the Jiangshi. Lastly Taoist magic is used to still the vampires so that they can be led away for a proper burial. Of course, with founding of Chinese communities around the world, there are innumerable cities where the knowledge and ability to deal with a Jiangshi has been lost.
The last vampire detailed in Vampires: A Hunter’s Guide is the Chupacabra, a large bat-like creature that in recent years has spread out of the cenotes found across the Yucatan Peninsula in Mexico into the great cities of North America with their extensive subterranean infrastructure. In rural areas the dreaded ‘goat sucker’ is known to feed on large livestock, but in built up urban areas, the primary prey is humanity–particularly its dregs.
In addition to these five or so vampires, various other types are also discussed. For example, other types of Strigoi include the Balkan/Czech Pijavica which preys upon former family members and the Polish Vjesci which can be recognised by the caul its head. Similarly, the Dhampir human/vampire hybrids, hated by their parents, are said to have found a home with some SAUs. As much as Vampires: A Hunter’s Guide discusses its monsters, it is small details such as this and the fact that SAUs work with FBI forensics and behavioral analysts that provide hooks upon which to hang the role of SAU members or support staff, for example in creating a roleplaying campaign.
Unfortunately, a GM will need to extract such details if he wants to use them for his game. In a traditional Osprey Books title there will be colour plates depicting what an SAU operative wears and is equipped with, accompanied by suitable descriptions. Sadly, this is not included. Equally as disappointing is the lack of a bibliography in Vampires: A Hunter’s Guide. Where Zombies: A Hunter’s Guide had a short if imperfect section entitled ‘Further Reading, Watching, and Gaming’, but this is absent in Vampires: A Hunter’s Guide. There are some very obvious inspirations for many of the vampires presented in its pages–for example, the movie Encounters of the Spooky Kind for the Jiangshi and the ‘El Mundo Gira’ episode of The X-Files for the Chupacabra. Others like the Asanbosam will be more difficult to provide inspiration for, but it would certainly help the reader with his further research. Similarly, a list of games would help in applying the content of Vampires: A Hunter’s Guide. Obviously, Pelgrane Press’ Night’s Black Agents is the go-to RPG for fighting vampires, but Pinnacle Entertainment Group’s Savage Worlds, White Wolf Inc.’s Hunter: the Vigil, Evil Hat Publishing's FATE Core, and even the recently released Cryptworld from Goblinoid Games would all work.
Vampires: A Hunter’s Guide is readable and a decent source of material to apply to the vampire hunting game of your choice. The lack of application to that end–no bibliography and no immediate material upon which to hang campaign, for example, does mean that it is just background when it could have been just a little more supportive.
This is the set-up for Vampires: A Hunter’s Guide, published by Osprey Books as part of its Osprey Adventures line. Best known for its its military history books, each diligently researched and meticulously illustrated with period photographs and fully painted colour plates, entries in the Osprey Adventures series goes beyond the facts to meld it with fiction. The result is a sourcebook of ideas for a gamer’s current game or a background for a whole new game. All a gamer needs to do is add the rules of his choice. The series has already looked at The Nazi Occult and given us Zombies: A Hunter’s Guide–amongst others...
Vampires: A Hunter’s Guide most resembles Zombies: A Hunter’s Guide, being an examination of several types of vampire, their creation, their feeding and hunting habits, their relationship to humanity, and humanity’s response to each of these horrors. It does these for five continents–Europe, North America, Africa, Asia, and South America. In doing so, it focuses upon five types of vampire–the Strigoi, the Asanbosam and the Obayifo, the Jiangshi, and the Chupacabra. Of course, the various chapters are nicely illustrated with pieces of period art, photographs of various artifacts, and full colour artwork.
It begins with the Strigoi in Europe and a raid on a nest during the Yugoslav Wars of the 1990s, before delving into the history and types of the Strigoi. They are closest in type to the vampire of the modern era, typified by Bram Stoker’s Dracula, but other types exist in the Balkans and beyond. The Strigoi of course feeds on blood, is capable of transforming themselves into bats or wolves, and possess a certain sexual allure. The Papacy was the first organisation to recognise the ‘satanic’ threat and attempt to deal with it, such that many of the creatures took the opportunity to flee to the New World. Here the only rivals they had were each other, for North America had no vampiric tradition, and so they hid themselves and through wise investments, managed to protect themselves with great wealth. This makes them extremely difficult to track down and identify–it can take years of careful work by the FBI before an SAU can strike.
Less familiar will be the Asanbosam and the Obayifo, the vampiric creatures native to modern day Ghana and the historical Ashanti Empire. The Asanbosam is an arboreal bat-like hunter that reaches down from the trees for its prey, which is driven to mankind when they enter and then cut down the forest. In response, vampire hunters would train to enter the canopy, armed with short, gold-tipped spears and knives, and often protected by the juju or magic of the Marabout. Where the Asanbosam feeds on blood and flesh, the Obayifo, a spirit vampire, feeds off negative empathic energy. There is the possibility that the Obayifo are capable of controlling the Asanbosam, but where the Asanbosam seems confined to the diminishing forests, the Obayifo seems to have spread beyond Ghana’s borders.
Conversely, the Jiangshi will be familiar to devotees of Hong Kong cinema. The ‘stiff corpsed’ hopping vampire takes decades to form after it was improperly buried and grows tougher, stronger, and develops a more potent breath over time. It is an empathic vampire that can track its prey by their breathing. Again a group trained to deal with the threat, this time of the monks of the Shaolin Temple, who would use their martial arts skills and meditative calming techniques to prepare themselves against the Jiangshi. Lastly Taoist magic is used to still the vampires so that they can be led away for a proper burial. Of course, with founding of Chinese communities around the world, there are innumerable cities where the knowledge and ability to deal with a Jiangshi has been lost.
The last vampire detailed in Vampires: A Hunter’s Guide is the Chupacabra, a large bat-like creature that in recent years has spread out of the cenotes found across the Yucatan Peninsula in Mexico into the great cities of North America with their extensive subterranean infrastructure. In rural areas the dreaded ‘goat sucker’ is known to feed on large livestock, but in built up urban areas, the primary prey is humanity–particularly its dregs.
In addition to these five or so vampires, various other types are also discussed. For example, other types of Strigoi include the Balkan/Czech Pijavica which preys upon former family members and the Polish Vjesci which can be recognised by the caul its head. Similarly, the Dhampir human/vampire hybrids, hated by their parents, are said to have found a home with some SAUs. As much as Vampires: A Hunter’s Guide discusses its monsters, it is small details such as this and the fact that SAUs work with FBI forensics and behavioral analysts that provide hooks upon which to hang the role of SAU members or support staff, for example in creating a roleplaying campaign.
Unfortunately, a GM will need to extract such details if he wants to use them for his game. In a traditional Osprey Books title there will be colour plates depicting what an SAU operative wears and is equipped with, accompanied by suitable descriptions. Sadly, this is not included. Equally as disappointing is the lack of a bibliography in Vampires: A Hunter’s Guide. Where Zombies: A Hunter’s Guide had a short if imperfect section entitled ‘Further Reading, Watching, and Gaming’, but this is absent in Vampires: A Hunter’s Guide. There are some very obvious inspirations for many of the vampires presented in its pages–for example, the movie Encounters of the Spooky Kind for the Jiangshi and the ‘El Mundo Gira’ episode of The X-Files for the Chupacabra. Others like the Asanbosam will be more difficult to provide inspiration for, but it would certainly help the reader with his further research. Similarly, a list of games would help in applying the content of Vampires: A Hunter’s Guide. Obviously, Pelgrane Press’ Night’s Black Agents is the go-to RPG for fighting vampires, but Pinnacle Entertainment Group’s Savage Worlds, White Wolf Inc.’s Hunter: the Vigil, Evil Hat Publishing's FATE Core, and even the recently released Cryptworld from Goblinoid Games would all work.
Vampires: A Hunter’s Guide is readable and a decent source of material to apply to the vampire hunting game of your choice. The lack of application to that end–no bibliography and no immediate material upon which to hang campaign, for example, does mean that it is just background when it could have been just a little more supportive.
Saturday, 4 January 2014
Your Zombie Primer
Zombies: A Hunter's Guide is an entry in Osprey Publishing's Osprey Adventures line of sourcebooks. To date the line includes Ken Hite's treatment of the Nazis' esoteric interests in The Nazi Occult, the truth behind the Templars in Graeme Davis' Knights Templar: A Secret History, and an examination of what the 'Greys' really want in We Will Destroy Your Planet: An Alien’s Guide to Conquering the Earth by David A McIntee. What each title in the line does is blend the fact and the fiction of their respective subject matters, but without providing either game mechanics or game stats - these the Game Master has to provide himself. Essentially, what each entry in the line is, is a systemless sourcebook, a background to which the Game Master adds the rules of his choice. Although an entry in the Osprey Adventures line, Zombies: A Hunter's Guide pre-dates the line, beginning life as a parody of the traditional history books that the publisher is better known for. Originally published in 2010, in 2013 it was reprinted as a deluxe edition and that is the version that is being reviewed here.
Take any number of treatments of the zombie, from The Walking Dead and The New Deadwardians to All Flesh Must Be Eaten and Zombicide, and the common theme between them is that the dead have arisen and civilisation as we know it is doomed... Not so in Zombies: A Hunter's Guide. It posits a world in which zombie uprisings are a known threat, in which Zombie Wars have been fought by military units, in which the zombie hunter is a recognised profession, and in which the zombi phenomenon is common enough to be the subject of academic study. Once myth and conjecture, the number of zombie outbreaks have increased year by year since the end of World War 2, despite the attempts of numerous governments to cover them up. Zombies: A Hunter's Guide is also an actual book that could be purchased in this alternate Earth, so barring the suggested 'Further Reading, Watching, and Gaming', the contents of this book can be accessed by both the GM and his players - and even referred to during play!
Over the course of several chapters, Zombies: A Hunter's Guide presents everything that the prospective zombie hunter will need to know in order to combat the corpse challenge. Over the course of several chapters, the fictional author of Zombies: A Hunter's Guide examines the origins of the zombies, the types of zombies that might be encountered, their strengths and weaknesses, and not only how to recognise them, but also eliminate them. These include necromantic zombies, voodoo zombies, Nazi zombies, revenants, atomic zombies, viral zombies, zombie masters, and viral hounds and zombified animals. Other chapters cover the matter of zombie hunters themselves, as well as zombie hunter weapons and equipment, and zombie hunter tactics.
In describing these various members of the corpse cortège and the means to combat them, the author draws deeply on the pop culture of zombies and the history of that pop culture. The combined effect of this is to make the contents of Zombies: A Hunter's Guide very familiar, for example, the island of Haiti is given as the home of the Voodoo zombie, Wade Davis exposed the secrets of the Voodoo zombie in his The Serpent & The Rainbow, and Francois "Papa Doc" Duvalier used Voodoo and zombies to keep himself in power as president of Haiti. So far, so good, but what Zombies: A Hunter's Guide does is add elements of a secret history. For example, the USA sent the US Marines in not to keep the peace in 1915 after the assassination of the president, but to engage in a war against the threat represented by zombies. Of course, Haitian refugees and immigrants have since brought Voodoo and Voodoo zombies to America...
It does this over and over with each type of zombie. For example, both the Miskatonic University and the Bodleian Library are known centres for 'Necromantic and Animate Necrology Studies', and the best-known revenant, a particular type of zombie that is driven to perform a particular task, is William Bonnet, better known as 'Billy the Kid'. Which is why his grave is caged off! For the Game Master and his players there are organisations to join, such as 'Bureau 9' (founded by Allan Pinkerton during the American Civil War), the Vatican's Corpus Mortuambulanticum, and the mercenary unit,Command: The Blue Unit. Also included are discussions of the contemporary weapons and tactics needed to fight zombies in general.
Physically, Zombies: A Hunter's Guide is a slim hardback. It is well written and as you would expect with an Osprey Publishing book, it is well presented with a good mix of full colour and black and white artwork. If there is an issue with the book it is the options given in 'Further Reading, Watching, and Gaming' for gaming are all war games and board games. There is nothing wrong in the choices given and none of them are surprising given that war gamers purchase Osprey Publishing titles, but no role playing games are suggested, which is a major omission. Certainly, All Flesh Must Be Eaten deserved a place on the list of suggestions.
At its gaming core, the concept behind Zombies: A Hunter's Guide is a world in which zombies are a known threat and outbreaks are dealt with by sanctioned organisations as well as the foolish amateur. This is an incredibly easy set-up to do for the RPG of your choice -- Savage Worlds from Pinnacle Entertainment Group and Evil Hat Productions' recent FATE Core would work very well with the setting material presented in Zombies: A Hunter's Guide. Lightly drawn -- after all, who needs depth when dealing with the cadaver cavalcade? -- Zombies: A Hunter's Guide gives a juicy setting that is easy to add the rules to.
Take any number of treatments of the zombie, from The Walking Dead and The New Deadwardians to All Flesh Must Be Eaten and Zombicide, and the common theme between them is that the dead have arisen and civilisation as we know it is doomed... Not so in Zombies: A Hunter's Guide. It posits a world in which zombie uprisings are a known threat, in which Zombie Wars have been fought by military units, in which the zombie hunter is a recognised profession, and in which the zombi phenomenon is common enough to be the subject of academic study. Once myth and conjecture, the number of zombie outbreaks have increased year by year since the end of World War 2, despite the attempts of numerous governments to cover them up. Zombies: A Hunter's Guide is also an actual book that could be purchased in this alternate Earth, so barring the suggested 'Further Reading, Watching, and Gaming', the contents of this book can be accessed by both the GM and his players - and even referred to during play!
Over the course of several chapters, Zombies: A Hunter's Guide presents everything that the prospective zombie hunter will need to know in order to combat the corpse challenge. Over the course of several chapters, the fictional author of Zombies: A Hunter's Guide examines the origins of the zombies, the types of zombies that might be encountered, their strengths and weaknesses, and not only how to recognise them, but also eliminate them. These include necromantic zombies, voodoo zombies, Nazi zombies, revenants, atomic zombies, viral zombies, zombie masters, and viral hounds and zombified animals. Other chapters cover the matter of zombie hunters themselves, as well as zombie hunter weapons and equipment, and zombie hunter tactics.
In describing these various members of the corpse cortège and the means to combat them, the author draws deeply on the pop culture of zombies and the history of that pop culture. The combined effect of this is to make the contents of Zombies: A Hunter's Guide very familiar, for example, the island of Haiti is given as the home of the Voodoo zombie, Wade Davis exposed the secrets of the Voodoo zombie in his The Serpent & The Rainbow, and Francois "Papa Doc" Duvalier used Voodoo and zombies to keep himself in power as president of Haiti. So far, so good, but what Zombies: A Hunter's Guide does is add elements of a secret history. For example, the USA sent the US Marines in not to keep the peace in 1915 after the assassination of the president, but to engage in a war against the threat represented by zombies. Of course, Haitian refugees and immigrants have since brought Voodoo and Voodoo zombies to America...
It does this over and over with each type of zombie. For example, both the Miskatonic University and the Bodleian Library are known centres for 'Necromantic and Animate Necrology Studies', and the best-known revenant, a particular type of zombie that is driven to perform a particular task, is William Bonnet, better known as 'Billy the Kid'. Which is why his grave is caged off! For the Game Master and his players there are organisations to join, such as 'Bureau 9' (founded by Allan Pinkerton during the American Civil War), the Vatican's Corpus Mortuambulanticum, and the mercenary unit,Command: The Blue Unit. Also included are discussions of the contemporary weapons and tactics needed to fight zombies in general.
Physically, Zombies: A Hunter's Guide is a slim hardback. It is well written and as you would expect with an Osprey Publishing book, it is well presented with a good mix of full colour and black and white artwork. If there is an issue with the book it is the options given in 'Further Reading, Watching, and Gaming' for gaming are all war games and board games. There is nothing wrong in the choices given and none of them are surprising given that war gamers purchase Osprey Publishing titles, but no role playing games are suggested, which is a major omission. Certainly, All Flesh Must Be Eaten deserved a place on the list of suggestions.
At its gaming core, the concept behind Zombies: A Hunter's Guide is a world in which zombies are a known threat and outbreaks are dealt with by sanctioned organisations as well as the foolish amateur. This is an incredibly easy set-up to do for the RPG of your choice -- Savage Worlds from Pinnacle Entertainment Group and Evil Hat Productions' recent FATE Core would work very well with the setting material presented in Zombies: A Hunter's Guide. Lightly drawn -- after all, who needs depth when dealing with the cadaver cavalcade? -- Zombies: A Hunter's Guide gives a juicy setting that is easy to add the rules to.
Thursday, 5 December 2013
Nasties & Nazis Primer
2013 has been a great year if you want Nazis in your games. Both Achtung! Cthulhu: Investigator’s Guide to the Secret War from Modiphius Press and World War Cthulhu: The Darkest Hour from Cubicle Seven Entertainment put the knowledge of the Cthulhu Mythos within the grasp of the Nazis, whilst in the recently released Band of Zombies, Eden Studios, Inc. let the Nazis unleash zombies on the Allies, and that is not forgetting Hite’s own GURPS WW2-Weird War Two supplement. Which just goes to show how we love mixing up the weird with our Nazis when it comes to our games and have done so ever since E. Gary Gygax sent his wizards and warriors to fight a German patrol and Indiana Jones uncovered the Nazi’s plans for the Ark of the Covenant in the 1981 movie, Raiders of the Lost Ark. What is so fascinating about this frothy mix of the utterly evil and the weird is it has some basis in truth – the Nazis had an interest in the occult and much of what they were grew out of occult interests following the foundation of Germany in 1871. This is the basis for The Nazi Occult, the first in the Dark Osprey series written by Kenneth Hite, the author of two great RPGs in the form of Trail of Cthulhu and Night’s Black Agents.
Hite does not so much chart the history and origins of the Nazis’ interest in the occult as race through it. Within a few pages, the reader is swept through the völkisch movement and its Aryan ideologies into the volatile politics of post-Great War Germany that saw the rise of the Nazis. Once the Nazis are in power, the founding of the Ahnenerbe is detailed as well as its occult equivalent to the Grand Tour. This takes in Finland, Brazil, Sweden, Bolivia, Iceland, Greece, Iraq, and Afghanistan, but most famously visits Tibet – indeed, a whole chapter is devoted to that expedition and its search for Agartha, the other secret kingdom. Similarly, another chapter devotes itself to the Nazi hunt for the great artefacts – the Ark of the Covenant, the Holy Grail, and the Spear of Destiny, while others examines the application of the Nazis’ acquired occult knowledge, primarily in the form of the vril-powered vaguely bell-shaped flying saucers and the post-defeat, last stand, Werwolf program. Of course, with the fall of the Third Reich, the Fourth Reich could be founded, and the last chapter is devoted to its refuge, Point 211, in Antarctica, where it manages to withstand an American response…
Rounding out The Nazi Occult is a short bibliography of books and films as well as an equally short ludography of suitable games. It is followed by a short glossary. Both are necessary, the bibliography if only to aid the reader in expanding upon the book’s contents and confirming fact from fiction; in providing further visual stimulus; and in helping a GM put numbers to the book’s contents. The glossary of course is a handy point of reference for the numerous ‘technical’ terms used throughout The Nazi Occult.
So the question is, how do you use The Nazi Occult? At its most base use, the book is a primer, an introduction to its subject matter, the bibliography providing further pointers as to suggested reading. Its most obvious use is as background to a game of the GM's devising, whether that is in the heyday of the Nazi's occult world tour of the 1930s, during fraught years of World War Two, or in the desperate years following the end of the war. The GM need not use the background wholesale, but instead cherry pick the elements that he wants to use, either as scenario seeds or just simple details. The book is rich in such detail and potential ideas.
What The Nazi Occult is not, is a gaming supplement in the strictest sense. It contains no gaming stats or write-ups – for any gaming system. Such information is for the GM to devise, though certain supplements will no doubt have such information already prepared. What The Nazi Occult is, is an overview and an introduction to the weirder, not to say bonkers, ideology of the Nazis and how they applied it. It also manages to be a history of the Nazi Occult whilst also not being a history of the Nazi Occult. The point being that Hite speculates beyond the actual history, not only filling in the blanks, but going so far as to describe the culmination of the Nazi occultists’ wish fulfilment – the Werwolf program and its actual lycanthropes; the vehicles of Projekt Saucer; and so on. The problem is that whilst such operations and creations are not only fanciful and fictional – and obviously so – it is not so easy to spot the divide between the fact and the fiction elsewhere in the book.
How much of an issue that will be, will vary from one reader to the next, but it is an issue that needs to be highlighted. Osprey Publishing’s books are history books, and as much history as there is in The Nazi Occult, it diverges from the history and does not say where it does. Still it does at least state in the introduction that in places the act of writing history is by necessity an act of the imagination. Arguably though, a disclaimer of some kind could have been displayed somewhere.
Physically, The Nazi Occult is up to the usual standards of Osprey Books’ layout and presentation. It is superbly illustrated, both the full paintings by Darren Tan and the numerous period book covers and photographs ably supporting the text. The paintings in particular do much to support the more fantastic elements of Hite’s amplified history – the deadly effect of casting spells, the protection of the City of the Birds from the SS by a djinn guardian, a street battle between US Army soldiers and Wolfen resistance, and so on. At just eighty pages, Hite does throw name after name and weirdness after weirdness at the reader at a tumultuous pace, and whilst he does have a lot to cram into those eighty pages, it does leave the reader with a lot to take in…
The Nazi Occult is either a primer on its subject matter or a full roleplaying game background yet to be written up with game stats or a history thick with plot ideas and details ready to be developed and added to an existing roleplaying campaign. It depends upon the reader and the GM of course, but either way, The Nazi Occult is a richly detailed introduction to a fascinating if quite bonkers aspect of history.
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