Saturday, 21 February 2026
The Air is Ours
This is the set-up for White Sands: A Role-Playing Game the Fight for Clean Air, a game of ecological resistance set in the near future, published by Critical Kit Ltd, best known for Be Like A Crow – A Solo RPG and Aces Over the Adriatic: A Solo RPG. The Player Characters are Activists, newly activated members of Breatheless. An Activist is simply defined by six skills—Strength, Speed, Sneak, Shoot, Smarts, and Sway, plus an Area of Expertise. Examples of the latter include Hacker, Driver, Construction, Engineer, Gardener, and Accountant, but the player is free to create his own. Player Character creation is very simple. A player simply has to assign a set of dice types to the six skills, decide on an Area of Expertise, and then flesh out the Activist’s details, including a description of how his respirator mask is decorated and a ‘handle’ rather than an actual name—since they must never reveal their actual names.
Mechanically, White Sands is equally as simple. To have his Activist undertake an action, a player rolls the appropriate Skill die. On a result of one, the Activist fails and he suffers a knock in confidence, temporally reducing the size of the die type attached to the Skill. A result of two is failure without any complications; three indicates a success with a complication; four is a straightforward success; and five or more is a total success with potentially better outcomes. If the Activist has an appropriate Area of Expertise that applies or has the ‘Upper hand’ in this particular situation, then the player rolls two dice instead of one and selects the best result. Combat uses opposed dice rolls, the Strength Skill versus Speed Skill for melee combat, the Shoot Skill versus Speed Skill for ranged combat. Combat is fast and potentially deadly, an NPC or Activist having anywhere between two and nine Injury Points. An unarmed attack will inflict a single point of damage, whilst a melee weapon or a hit by a rubber bullet fired by a riot gun typically used by the Stewards both do two points of damage. The roleplaying game advises that a player create a replacement Activist given how deadly the combat system is. Overall, the rules to this roleplaying game are very simple such that specific outcomes are going to rely on narrative rather than mechanical outcome.
White Sands includes the scenario, ‘Havana Down’, which is intended to provide an introduction and single session’s worth of play. The Player Characters are newly activated Activists living in the former beach resort town of White Sands. They are asked to locate an Activist called Havana who has not been seen for a few days after successfully obtaining a keycard that give Breathless access to important MegaCorp facilities. The Activists must at least find the keycard if not Havana. It is not a complex investigation, but offers a decent mix of action and interaction, and if the players want to carry on beyond the scenario, hooks for possible further adventures.
Physically, White Sands is decently presented. It is actually very nicely illustrated such that you wish there was more to the setting than is given in the text. The book also comes with a location map for the scenario and a map of the city.
There are two ways in which White Sands can be used. One is as a one-shot, the Game Master running the included scenario, ‘Havana Down’. This makes it suitable for use at a convention. The other is as a more traditional roleplaying game, the Game Master running the included scenario, ‘Havana Down’, and then using it as the basis for a continuing campaign. That though requires more effort upon the part of the Game Master, since there is not a huge amount of detail to the poisoned future of White Sands, and she will need to develop more of the world upon which to build her campaign. Either way, White Sands: A Role-Playing Game the Fight for Clean Air feels like a low-budget television series on the Sci-Fi Channel from the nineties—playable, but leaving the reader to wonder what more there is to the world.
Friday, 31 January 2025
The Other OSR: Summer’s End and Other One-Page Adventures
Summer’s End and Other One-Page Adventures contains a total of twelve different adventures, or rather adventure sites. In fact, technically, they are not one-page adventures, since each one encompasses two pages rather than one. They consist of six wilderness adventures and six dungeons, all independent of each other and each easily dropped into a Game Master’s own setting or just run as is. This applies to the six wilderness adventures especially, since each is a self-contained six-mile-wide hex, which means that if the Game Master has an appropriate spot on her campaign map and the surrounding terrain matches, she can simply drop one of the wilderness adventures onto that map. After that, as with the dungeons, all that Game Master has to do is sow some links and rumours into her wider setting and any one of the dozen entries is ready to be visited by the Player Characters.
All twelve entries in the anthology are written in the same style and laid out in the same fashion. The map—whether hex or dungeon—is placed at the centre. Then individual location descriptions are threaded around the map like a border with arrows to mark the particular locations. Sometimes there is an overview of the dungeon or hex, sometimes not. Those with summaries are easier to grasp than those without, but to be fair, none of the entries in the anthology are difficult to prepare. This is, of course, intentional, since Knave, Second Edition is intended to be played from off the page with a minimum of preparation. And really, a two-page spread does not require all that much in the way of preparation anyway.
Summer’s End and Other One-Page Adventures opens with a fairly basic wilderness hex. The eponymous ‘Summer’s End’ presents a mountain on which the tomb of a saint stands, whilst the sword he wielded is stuck into the nearby Tree of Swords. Rangers hunt the wilds for a group of bandits, which has split into two groups—one of warriors and one of alchemists, and a giant lurks in a ruined tower coveting the great horn he has discovered, which if he ever blew into, would cause an avalanche! It is simple and straightforward, with the Game Master only needing to add hooks such as bounties on the bandits’ heads, a pilgrimage to the saint’s tomb, and so on. Turn the page and the hexes get a lot more sophisticated. For example, ‘The Raiders of Wolfsea’ details a fog-shrouded archipelago of pirate infested islands, a ships’ graveyard strewn with gold watched over by screeching harpies, an island containing a tower of very happy and inquisitive liches, and a pirate port riven by the rivalry between three pirate collectives, each of whom possesses one part of treasure map. The waters are the Wolfsea are dangerous enough with just the pirates, but they are also hunted by Fog Wolves which prey on any ship and Tempest the sea serpent, who likes to disrupt the doings of pirates and harpies (and Player Characters) for his own amusement. ‘The Wizards of Sparrowkeep’ would have a bucolic feel to it, were it not for the fact that the area is home to four wizard’s towers, whose occupants all vie for the affection of the local witch who lives in the woods nearby. What each wizard does each day and what spells he learns each day is randomly determined, but it is all in pursuit of the witch and stopping the pursuit of his rivals and it is all disrupting life and work in the nearby town. The noble in charge of the area wants the petty feud to stop, each of the wizards wants to prove that his love is worthy of the witch, and the witch…? It is a great little set-up that lends itself to some fun portrayals of the NPCs by the Game Master and some good player-driven action.
‘The Alchemist’s Repose’ is the first of the dungeons in Summer’s End and Other One-Page Adventures and needs a little more preparation upon the part of the Game Master as the complex is patrolled and worked by a series of constructs which are programmed by simple punch cards. This gives it a slight Steampunk feel, but also a puzzle element as the Player Characters discover the punchcards and begin to work out how they are used. ‘The Lair of the Keymaster’ also has a puzzle element, this time consisting of locks and keys behind secret doors that the Player Characters need to find and open if they are to open a vault containing the Keymaster’s greatest secret, the schematics to the ‘Lock Absolute’. Which of course, any king or thief would be willing to pay handsomely to obtain (or steal) these plans. ‘Drums in the Deep’ is a mini-sewer crawl, home to a spider so high on hallucinogenic fungus his skin ripples in mesmerising colour, a mini-cult whose members paint themselves as skeletons, and want to summon the King of Nails, whilst a blind sewer squid lurks in the murky effluence that flows through the sewers. There are also three missing teenagers, which is why the Player Characters have descended into the sewer. This is a much simpler affair, easy to slip under any big town or city.
Some of the dungeons do defy description, such as ‘The Hollow Prince’, a temple complex dedicated to something named the ‘Hollow Prince’. Although there is a lot of lovely detail to the various rooms and consequences of the Player Characters’ actions, quite what is going on in the complex is never explained. Whilst it is fine to mystify the players and their characters, it is arguably not so fine as to leave the Game Master also mystified. Without some kind of hook—obvious or not, ‘The Hollow Prince’ is just that much harder to add to a game.
Physically, Summer’s End and Other One-Page Adventures is a good-looking book. The layout is clean and simple, the big bold maps for each of the adventures dominating every two-page spread and working like artwork as much as they do maps. The cartography varies in style throughout, but in general is very good, although the wilderness hexes are the better of maps.
Summer’s End and Other One-Page Adventures is great collection of adventures and locations, really stripped down to fit neatly into two pages, but still offering a lot of good game play and adventure right off those pages without needing to refer to anything else. In general, the wilderness hexes are better than the dungeons, offering more plot and story, and whilst they are written for use with Knave, Second Edition, the minimal nature of the stats and the minimal number of stats, means that there is hardly another retroclone or Dungeons & Dragons-style roleplaying game that Summer’s End and Other One-Page Adventures would not work with and work well with.
Friday, 17 January 2025
The Other OSR: Knave, Second Edition
Knave, Second Edition is a toolkit designed and published by the author of The Waking of Willowby Hall, the earlier Maze Rats, and host of the YouTube channel, Questing Beast, following a successful Kickstarter campaign. The toolkit begins with advice on the duties of both the Game Master and the Player. The tasks of the Game Master are to create locations to explore, flesh out the cast, let the players guide the action, keep the game moving, immerse the players, reveal the world, signpost danger, reward smart plans, and so on. The task of the player are to create and play a character, take initiative and ask questions in driving play forward, apply tactical infinity—that is, treat the world as if it was real and turn any and all aspects of it to his character’s advantage, scheme and fight dirty, but be prepared to die! It is really simple and direct advice, in keeping with the concision of Knave, Second Edition. The advice also fits the play style which has each Player Character as a “tomb-raiding, adventure-seeking ne’er-do-well who wields a spell book just as easily as a blade.” Some aspects of the Game Master’s role, certainly when it comes to the ‘Edit the Rules’ set down at the beginning of the book is expanded upon in the Designer’s Commentary at the end of the book.
Spellcasting is not just done spell by spell, but spellbook by spellbook. A spellbook holds a single spell and takes up a single inventory slot. Spells are not taught, but found, so that a spellbook is a treasure all of its own. Spells are automatically cast, but their effects can be saved against to avoid them. The rulebook includes one hundred spells, each consisting of a short, one or two sentence description. There are some fun spells here, like Astral Prison which temporarily freezes the target in time and space; Catherine, which makes a woman dressed in blue appear and fulfil any polite, safe requests; and Shroud which makes the affected creatures invisible for as long as they hold their breath! In addition, there is a set of tables to create even more spells.
Saturday, 28 December 2024
The Clouds Above
A Player Character in What Lurks Above has four stats—Fortitude, Courage, Intellect, and Agility. These are rated by die type. So, one has a six-sided, eight-sided, a ten-sided, and a twelve-sided die. It is as simple as that. He has a Vigour equal to his Fortitude die size.
The Cook
Fortitude d6 Courage d12 Intellect d10 Agility d6
Vigour 6
To have his character undertake an action, a player rolls the die for the appropriate stat and aims to roll high. The Skipper—as the Game Master is known—sets the difficulty by choosing a die type. The larger the die type, the greater the difficulty faced by the Player Character. If the player rolls higher, his character succeeds, but if the Skipper rolls higher, the character fails. The Vessel, whether an aeroplane or a dirigible, also has four stats, which again are assigned die types. The four stats are Hull Integrity, Engine Power, Radar Range, and Weapon Systems. Combat is also handled as opposed rolls, with the winner inflicting damage to the loser’s Vigour. Bare firsts inflict one point of damage, an antique sabre three points, a missile eight points, and so on. If a Player Character’s Vigour is reduced to zero, then they are dead. NPCs and bigger creatures can have higher Vigour values than the die types.
To power play, What Lurks Above offers a series of prompts in a set of tables. These consist of tables for ‘Discoveries’ and ‘Enemies’. Entries for the former include ‘A castle in the sky run by automata who continue to serve their long dead masters’ or ‘A basking shark with a city in its mouth’ and work as scenario hooks, whilst entries for the latter include a ‘Fog Brain’, a floating sphere of fleshy cloud with hanging moss tentacles, and a ‘Flock of Seagull Warriors’ with a penchant for everyone’s leftovers! The Skipper simply has to roll on both to have a prompt to get an adventure started.
Physically, What Lurks Above is a simple tri-fold pamphlet. It is surprisingly and decently illustrated and is an easy to pick up roleplaying game. Overall, What Lurks Above is a very bare bones game, but that allows room aplenty for the Skipper and her players to develop the world as they want.
Wednesday, 25 December 2024
The Other OSR: Welcome to Strangeville
Strangeville is a town like any other, which means that it is beset by monsters and robots and dinosaurs and aliens, and because the adults never believe in monsters and robots and dinosaurs and aliens until it is too late, the only standing between the monsters and robots and dinosaurs and aliens and Strangeville’s doom are the kids! Young teenagers on bikes or skateboards or even roller-skates with the curiosity to notice that something strange is going in where else, but Strangeville! Welcome to Strangeville then, an Old School Renaissance compatible roleplaying game based on Knave. Published by Doomed Wizard Games, it is obviously based also on the television series Stranger Things as well as Paper Girls, The Goonies, and just any adventure film or television series set in the eighties in which the kids are the heroes. Being based on Knave it offers fast-playing stripped down mechanics, whilst also suggesting collaborative worldbuilding between the players and the Game Master. What it does not do is provide anything in terms of spells or monsters beyond advice on how to adapt them to Welcome to Strangeville. Thus, the Game Master will need access to a bestiary and a source of spells of some kind. That said, the Old School Renaissance is not exactly short of those.
In Welcome to Strangeville, a Player Character has six abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each of which has a Check Bonus and a Save bonus. The Check Bonus ranges between one and six and is added to the die roll when a Player Character undertakes an action. The Save Bonus is equal to the Check Bonus plus ten, and it is what the Player Character rolls against when tyring withstand various dangers or effects. He has an Alignment, either Nark, Slacker, or Bogus. Nark indicates that the Player Character believes in the greater good rather than the individual, a Slacker cares more about himself, but can be roused to action, and if a character is Bogus, he is definitely selfish, if not downright evil. He has a number of Traits such as Age—between twelve and fourteen, Physique, Hair, Virtue, Vice, Speech, Parents, and Parent Occupation, and so on. He will also have some gear which will include either a bicycle, a skateboard, or a pair of roller-skates so that he can get around.
To create a character, a player rolls three six-sided dice for each ability and assigns the lowest rolled as the Check Bonus. He adds ten to the Check Bonus to get the Save Bonus for the ability. Having done this for each ability, selects an Alignment and rolls for Traits, Gear, and means of transport.
At thirteen Terrell Thompson is beginning to get big and
broad, which has made him a pick for the high school football team. He tries to
keep himself out of trouble, but as the new kid in the school—his mom having
moved to Strangeville to work in the town pharmacy, together with his size, he
feels he gets picked on when things go wrong. So, he is not always trusting,
but when he does make friends, he stands by them.
Terrell Thompson
Level: One
Strength Check +3/Save Bonus 13
Dexterity Check +3/Save Bonus 13
Constitution Check +4/Save Bonus 14
Intelligence Check +2/Save Bonus 12
Wisdom Check +3/Save Bonus 13
Charisma Check +1/Save Bonus 11
Hit Points 8
TRAITS
Age: 13 Gender: Male
Physique: Towering Face: Wide Skin: Perfect Hair: Dreadlocks Clothing: Torn
Virtue: Loyal Vice: Prejudiced
Speech: Breathy
Misfortunes: Suspected
Parents: Widowed Mother Parent’s Occupation: Pharmacist
Alignment: Slacker
GEAR
Swiss Army Knife, lantern & oil, caltrops, perfume, skateboard
Mechanically, Welcome to Strangeville is straightforward. To
have his teenager undertake an action, a player rolls a twenty-sided die, adds
the appropriate ability check and if the result is fifteen or more, he
succeeds. The target may vary—primarily in combat because the target is likely
to have a different value for its Dexterity Save, but otherwise, Welcome to Strangeville uses the standard Advantage and Disadvantage mechanic. Strength is
used for physical actions, melee combat, and extra damage, Dexterity for speed
and reflexes, Constitution to resist diseases and poisons, Intelligence for anything
involving concentration and precision, including tinkering with machinery or
picking pockets, Wisdom for perception and ranged attacks, and Charisma whenever
a character interacts with someone else. Thus, there are some minor changes in how
the abilities in comparison to more traditional Old School Renaissance
retroclones.
Combat uses the same mechanics, with the defender’s Save acting as the target. This
can be to inflict damage, and Welcome to Strangeville suggests that firearms be
extremely be hard to hold of as the Player Characters are teenagers, or it can
be stunts such as disarming an opponent or knocking them over. Most weapons inflict
a four- or six-sided die in terms of damage, whilst rifles and shotguns do
more. When a Player Character’s Hit Points are reduced to zero, he is unconscious
and if they are reduced to his Constitution Check as a negative value, he is
dead, that is if he has a Constitution Check of +2 and his Hit Pits are reduced
to -2, he is dead. Critical hits occur if the player rolls a twenty and a
fumble occurs if he rolls a one.
Other rules are quick and easy. Stunts on bicycles, skateboards, and so on,
require a Dexterity check, it is possible to subdue an opponent, and a Player
Character has a number of item slots equal to his Constitution Save. There are
narrative elements too. For example, Group Advantage can be gained for everyone’s
next action two or more Player Characters declare a collective action and their
players narrate how a previous incident helps them with this one, but the
primary narrative element to Welcome to Strangeville comes in the set-up when
the players and the Game Master work together to create and describe the town
of Strangeville. During Session Zero, each player also creates a handful of
rumours and urban legends about places in the town, monsters that lurk, houses
said to be haunted, serial killers believed to stalk, and so on. The Game
Master takes these and deicides which are true and which are false, using as
many or as few as she likes to both establish a sense of mystery and weirdness
about Strangeville, whilst also using some as the basis for adventures. Beyond
this, the advice for the Game Master is fairly brief, primarily focusing on how
to adapt and use monsters and spells from other sources, noting that a spell
takes a slot in a Player Character’s inventory.
Physically, Welcome to Strangeville is a bit scruffy in places and the artwork
does vary in quality. It is clearly written and anyone with any experience of
the Old School Renaissance will grasp how it works with ease. The cover though,
is good.
Although it uses the stripped back mechanics of Knave, what Welcome to Strangeville is not, is an introductory roleplaying game. It is not written as such,
and is more aimed at the experienced Game Master who can develop the ideas
suggested by her players during their Session Zero. Given that it does have to
rely on other Old School Renaissance sourcebooks for its content, Welcome to Strangeville is underwritten in comparison to other roleplaying games in its genres
and a group looking for a more rounded treatment of the ‘kids in peril’ genre
may want to look elsewhere. However, for a group that prefers Old School Renaissance
and is prepared to put the development work in to create their own setting and
the Game Master their ‘kids in peril’ adventures, Welcome to Strangeville is a
succinct little choice.
Saturday, 3 August 2024
Micro RPG IV: To Elfland and Back
Player Character creation in To Elfland and Back is very light. All a player does is roll for a Job, chooses three or possessions, rolls for a Personality, and names the character. It should be noted that there just six Personalities, and it is a good thing that the game does not use a seven-sided dice or the Personality of ‘Doc’ would be added, because the six listed are all named after the Dwarves from Disney’s Snow White and the Seven Dwarves!
Matilde
Job: Tailor
Personality: Grumpy
Possessions: Needle, thread, thimble
Mechanically, To Elfland and Back is quick and easy. To have his character undertake an action, a player does a Challenge roll and rolls a six-sided die, consulting the Challenge Roll table for the outcome. One is a ‘Failure’, two to three is a ‘Success with negative consequences’, four and five indicate a ‘Success’, and six is a ‘Success with fantastic results’. Essentially, what you have here is the equivalent of ‘No’, ‘Yes, but…’, ‘Yes’, and ‘Yes and…’ results, and whatever the result the referee will describe the outcome. In addition, a Challenge roll can be made with Advantage or Disadvantage, the player rolling two six-sided dice and using the best result if at an Advantage or the worst if at a Disadvantage. The most obvious means of gaining Advantage will be from the Player Character’s Job, whilst the most obvious means of gaining Disadvantage is due to the Player Character’s Personality, though of course, other situations and causes will come up in play. Beyond that, the complexity of play—if any—comes from narrating the outcomes.
For the Referee there little in the way of advice, but rather a set of tables for generating various aspects of the story to be told, starting with what was stolen and where it was taken. After that, there are tables for encounters along the way, what fae can be encountered and what they might be riding, locations along the way, fae food and drink, and magic items that might be found in the fae lands. There is a table for what the fae might want in return for giving the purloined item back and lastly, because this is a fairy tale, the final table is a coda—how long have the Player Characters been gone?
Physically, To Elfland and Back is beautifully illustrated with a range of artwork, most notably medieval and Victorian pieces, as if it were an illuminated manuscript that was actually a Victorian collection of fairy tales. The writing is succinct.
Written for Fae Jam 2020, To Elfland and Back is at its most mechanical, a sparse set of tables with nothing in the way of advice or background. However, those tables are prompts that set the game up, enabling the Game Master to prepare a session quickly and easily beforehand or run a session straight from the rolls at the table. The latter makes To Elfland and Back a highly portable, low preparation game, making it great for a convention game or a pick-up game. In terms of background, this is a fairy tale roleplaying game and fairy tales are some of the earliest stories we are told as children, so most players are going to be familiar with the genre. In terms of play, To Elfland and Back is demanding in that it is relying on elements of storytelling more than mechanics, asking Game Master and player to create much of the world they go along, based upon the prompts taken form the game’s tables. Of which, there are enough to run To Elfland and Back more than a few times for the same group.
Overall, To Elfland and Back is a pleasing combination of simplicity and familiarity that is both easy to run and easy to play, and all with a genre and setting that needs no explanation.
Saturday, 11 February 2023
Escape from Ixx
This is the set-up for Isle of Ixx, a roleplaying game and mini-campaign, that is in part Sir Arthur Conan Doyle’s The Lost World, Jules Verne’s The Mysterious Island, Edgar Rice Burroughs’ The Land That Time Forgot, H.P. Lovecraft’s At the Mountains of Madness, the television series Lost, and S3 Expedition to Barrier Peaks for Advanced Dungeons & Dragons, First Edition. Written and drawn by Skullfungus and published by Games Omnivorous, it is a sandbox of varying environments and mysteries, which uses Into the Odd as its mechanics. What this means is that the players can create their Survivors in a few minutes and this combined with the starting mini-adventure that gets the Survivors off their ship and onto the island, means that the Game Master can be running the campaign in the first session. The campaign is relatively short, primarily player driven and often deadly, meaning that not every Survivor is necessarily going to get off the island. Survivors are easy to replace and bring into play though given the speed of their creation.
A Survivor—or Player Character—in Isle of Ixx is lightly defined. He has three Abilities: Might, Move, and Mind, which range in value between three and eighteen. He also has a six-sided die’s worth of HP, or Hit Protection, rather than Hit Points, a Starter Package, potentially a Companion, and some coins. To create a Survivor, a player rolls three six-sided dice each for the Abilities and one die for the Hit Protection. Then by cross-referencing the value of the Hit Protection with the Survivor’s highest Ability, he receives a Starter Package. A Survivor with either low Hit Protection or a low Ability will receive a more powerful Starter Package, including an Arcanum, whilst a Survivor with a high Ability or Hit Protection, will receive a more mundane Starter Package. Thus, a Survivor with six Hit Protection and a high Ability of twelve would start play with a spiked bat, some warpaint, and a jug of moonshine, whereas if the Survivor’s highest Ability is nine and he only has two Hit Protection, he begins play with a rapier, a flintlock gun, breastplate, an alien idol, and an extra Speciality. A Speciality is a perk or skill, such ‘Land Crab’, which grants +1 armour bonus whilst on land, and ‘Smuggler’, the ability to hide things. The feel of Isle of Ixx—much like Into the Odd—has the feel of Dickensian weird science fantasy, but here combined with weird tropical fantasy.
Ermengarde Baritch
Might 8 Move 10 Mind 15
Hit Protection 3
Speciality: Dirty Fighter
Starter Package: Mancatcher (d6), Net, Bait, Rat in a Small Cage
Mechanically, if a Survivor wants to undertake an action, his player rolls a twenty-sided die against the appropriate Ability, aiming to equal to or under to pass. Initiative in combat is managed with a Move save if needed. Combat is equally as simple. A player rolls the die for the weapon used to determine how much damage is inflicted. The target’s armour is subtracted from this and the remainder is subtracted from first his Hit Protection and then his Might. This necessitates a Might Save and the possibility that the Explorer will be unable to act. Should a character lose all of his Might, he dies. It takes only a Short Rest to recover lost Hit Protection, but a Long Rest lasting a week to recover lost Ability points. Saves against Mind are used for several things, maintaining morale of course, but also in a pinch, maintaining civil discourse with others, and more interestingly, to sometimes use the Profane Powers.
The Isle of Ixx is described region by region and the adventures the Survivors can have there. Lowlands Adventures describes the Devil’s Reef, Wrecktown where the Survivors are likely to find a base of operations, and the Hermit’s Spire where Milliam the Hermit spends his days tending to the plants and meditating in the chrome tower. In High Jungle Adventures, the Survivors might come across a nest of Terrorbeaks, delve into the Overgrown Spire broken open by vines, or explore the ancient cities of the Pale Ruins or the Charred Ruins. The Great Swamp Adventures hide further signs of ancient technology, whilst the Ocean Adventures is home to numerous caves in which can be found shipwrecks, a colony of the fish-like Drowned Ones worshipping their cyclopean god, and more. All of these adventure locations are described in succinct detail, and each of the various regions is further supported by a table of events and a bestiary of Humans, Drowned Ones, and Mutants as well as Terror Lizards—both carnivorous and herbivorous, terrors aquatic and airborne, violent vegetation, and more. There is scope too, for the Game Master to add her own content, the roleplaying game including five numbered, but otherwise blank maps for her to fully describe and populate, perhaps using the quartet of spark tables intended to inspire her imagination.
Physically, the Isle of Ixx is a lovely little book. Clothbound and compact, it is profusely illustrated in a bold cartoon style that captures the often-eldritch strangeness of the island, from the roaring terror lizard on the front cover to the cartography of each and every adventure site, in a way that cannot be described as anything other than cute. Another nice touch is that the various sections of the book are colour coded according to regions—not always adjacent to each other—marked on the main map. It makes for easy reference back and forth.
Isle of Ixx takes the concept of the microclone—as typified by Knave, Into the Odd, and Mausritter—and extends it into presenting not just a miniature, stripped down roleplaying game complete in a few pages, but also a complete roleplaying setting and campaign. Together setting and campaign set up the situation, provide mysteries and weirdness to be found, and give an objective for the Survivors to achieve and all in a few pages more. Isle of Ixx physically feels like the perfect campaign to own and hold in the hand, let alone play, yet is a superlative example of succinct design, not just in terms of its physicality, but also its descriptive content and its roleplaying possibilities.
Saturday, 21 January 2023
Return to the Odd
This is the setting for Into the Odd Remastered, an Old School Renaissance rules light microclone originally published in 2014 that has been beautifully redesigned and re-laid out and published by Free League Publishing following a successful Kickstarter campaign. It promises fast character creation, minimalist rules, strange things to encounter and be found, a complete hexcrawl and dungeon, and quite possibly the most fun set of tables available for any roleplaying game. However, it is very light in terms of setting, combining elements of cosmic horror, heavy industrial squalor, weirdness and wonder in the ruins of the past—above and below ground. Into the Odd Remastered is both a precursor to the author’s Electric Bastionland and an expanded version of the original, primarily in terms of supporting content.
An Explorer—or Player Character—in Into the Odd Remastered is lightly defined. He has three Abilities: Strength, Dexterity, and Willpower, which range in value between three and eighteen. He also a six-sided die’s worth of HP, or Hit Protection, rather than Hit Points, a Starter Package, potentially a Companion, and some silver shillings. To create an Explorer, a player rolls three six-sided dice each for the Abilities and one die for the Hit Protection. Then by cross-referencing the value of the Hit Protection with the Explorer’s highest Ability, he receives a Starter Package. An Explorer with either low Hit Protection or a low Ability will receive a more powerful Starter Package, including an Arcanum, whilst an Explorer with a high Ability or Hit Protection, will receive a more mundane Starter Package. Thus, an Explorer with six Hit Protection and a high Ability of twelve would start play with a Maul, a Dagger, and a length of chain, whereas if the Explorer’s highest Ability is nine and he only has two Hit Protection, he begins play with a Musket, a Sword (d6), a Flashbang, and the ability to ‘Sense nearby Arcana’. The process is incredibly simple and incredibly fast—two minutes if that!
Hattie Tuggery
Strength 8 Dexterity 10 Willpower 15
Hit Protection 3
Starter Package: Club (d6), Ether, Crowbar, Flute
Mechanically, if an Explorer wants to undertake an action, his player rolls a twenty-sided die against the appropriate Ability, aiming to equal to or under to pass. Initiative in combat is handled with a Dexterity save if needed. Combat is equally as simple. A player rolls the die for the weapon used to determine how much might damage be inflicted. The target’s armour is subtracted from this and the remainder is subtracted from first his Hit Protection and then his Strength. This necessitates a Strength Save and the possibility that the Explorer will be unable to act. Should a character lose all of his Strength, he dies. It takes only a Short Rest to recover lost Hit Protection, but a Long Rest lasting a week to recover lost Ability points. Saves against Willpower are used for several things, maintaining morale of course, but also in a pinch, maintaining civil discourse with others, and more interestingly, to manipulate the powers of Arcana.
Arcana are the motivating force of Into the Odd Remastered and are categorised into three types. Base Arcana are ‘Powers You Cannot Understand’, Greater Arcana are ‘Powers You Can Barely Control’, and Legendary Arcana are ‘Powers You Shouldn’t Control’, but any Arcanum does one specific thing and does it well. For example, a Soul Chain is a base Arcana which forces a Dexterity Save on a target lest he loses points of Will and gives away a glimpse of his current desire; the Book of Despair is a Greater Arcana that fills a floor area with tentacles that grab and constrain unless a Strength Save is made; and a Space Cube is a Legendary Arcana which transports the user and a companion to a location they have been to before. Some one hundred or so Arcana are detailed in Into the Odd Remastered, but there is scope for the Referee to create yet more and there is advice in the book on how they woke and should be handled.
Other advice for the Referee covers understanding how the game is played, handling obstacles, tricks, and hazards, monsters and encounters, money and treasure—including options for the Explorers to invest in enterprises and war, and how to award Experience Levels based on Expeditions completed. They are thus awarded on a narrative basis. Beyond Novice, there are only five Experience Levels and each gains an Explorer Increased Hit Protection and the possibility of an increased Ability. Notable of these is that hazards and traps can invariably be spotted unless an Explorer is running, locked doors can always be picked, and so on. Saves or rolls are required in these cases where there is a time factor involved or the course of action an Explorer is about to take might trigger the trap. In effect, this places the agency with the player and his Explorer and takes into account that when exploring, the Explorer is by nature being careful. Several sample hazards are provided as well as sample monsters. This is all accompanied by a lengthy example of play to help both player and Referee get the feel of how Into the Odd Remastered plays.
However, Into the Odd Remastered is not necessarily a forgiving system. Combat in particular, is deadly as every attack succeeds and what matters is the amount of damage rolled. So, hirelings or playing with multiple characters might be an option if a group wants to avoid a total party kill. That said, it does favour the players and their Explorers when it comes to the exploration and the discovery of obstacles and traps. Here in Into the Odd Remastered, the Explorers choose to engage with obstacles and traps and risk the consequences of doing so, rather than having such obstacles and traps sprung upon them as is the norm in other roleplaying games. Nevertheless, the unforgiving nature of its mechanics and play means that Into the Odd Remastered may initially have the feel of a Character Funnel as in Goodman Games’ Dungeon Crawl Classics Roleplaying Game and Mutant Crawl Classics Roleplaying Game, with its set-up of multiple Zero Level characters per player.
In terms of setting, Into the Odd Remastered gives its various locations—the city of Bastion, the Underground, Deep Country and other cities, and beyond civilisation to the Golden Lands and Polar Ocean little more description than a paragraph each. In this it does not expand upon what was in the first edition of the roleplaying game, and is in some ways its biggest disappointment. The Referee is definitely left wanting more flavour and detail about Bastion and the wider world. Some of that though, is covered in the ‘Oddpendium’ a set of tables at the rear of the book for name generation, occupations, abilities, manner, connections, and important little life events, all for quick NPC generation. Others generate city locations, routes, locations, weird creatures, cults, borough decisions and the reaction to the mob of this and anything else, whether or not a thing is an arcanum, and more. There are options for different character groups such as Mutants from the Underground and Simple Folk from the Deep Country unused to city ways, and alternative Starter Packages. These table are pointers, elements that the Referee can use to develop the world of Bastion and beyond around the Explorers.
In between the rules and advice for the Referee and the ‘Oddpendium’, Into the Odd Remastered details three locations as play environments. These are the scum-encrusted fishing town of Hopesend Port, the Last Port of the North; a dungeon, The Iron Coral, which lies off the coast off Hopesend Port; and the hexcrawl, The Fallen Marsh, the soggy stretch of coast which lies between them. Now these are presented in the order of The Iron Coral, The Fallen Marsh, and Hopesend Port, which feels counter-intuitive if the trio is run as a campaign, with the Explorers starting out from Hopesend and then travelling through The Fallen Marsh to The Iron Coral. That said, the inclusion of The Iron Coral first essentially means that it is good for getting straight into play as it can be run with very little preparation upon the part of the Referee.
This new edition of Into the Odd expands upon the original dungeon, The Iron Coral, adding depth and detail, but still presented in a succinct series of bullet points. There is plenty of detail packed into this strange, often random complex of rooms. Expanding out from this is The Fallen Marsh and then a point of civilisation, Hopesend Port, providing all together a complete hexcrawl campaign driven by exploration and rumour. As good as this is, it still leaves Bastion itself untapped and unexplored and even with the tools of the ‘Oddpendium’, a great deal of effort upon the part of the Referee will be needed if she is to do something with the greatest city in the world and actually bring it into play.
Physically, Into the Odd Remastered is as lovely a book as you would imagine given that Free League Publishing is releasing it and Johan Nohr—best known as the ‘Artpunk’ designer of Mörk Borg—did the graphic design. The result is a genuine remastering, elegant often subtle, but always hinting at a clash between the baroque and a lost modernity. The writing itself is succinct and always to the point, although that succinctness does not always help the Referee as it should. Primarily this means that as minimalist as Into the Odd Remastered is, it is not really suited to be played or run by anyone without some experience of doing either.
There is an undoubtable elegance to the highly economic combination of Into the Odd Remastered’s minimalism and its new presentation. Both the rules and the setting of Bastion are very light and very much open to interpretation by both players and the Referee, yet arguably, Into the Odd Remastered all but leaves the city itself and much of the setting begging be to be expanded upon and explored. Room perhaps for a city and underground book for the setting of Bastion? In comparison, Electric Bastionland, the sequel to Into the Odd, is far better at its implicit world building. Yet in comparison to other microclones, Into the Odd Remastered does present somewhere to start playing with The Iron Coral and its associated hexcrawl.
Ultimately, Into the Odd Remastered is a lovely re-representation of a world that is accessible and all but instantly playable mechanically, but remains strange and elusive, oddly Dickensian and technologically fantastical, in terms of setting, and that is by design.
Friday, 2 December 2022
The Other OSR—DURF
DURF includes rules for creating Player Characters, straightforward rules for handling most situations, opposed rolls, and combat, spells and spellcasting, NPCs and monsters, and magical items. Where possible, individual elements of the rules are kept to just a single page, and even when placed across two pages, the rules and their supporting content—for example, spellcasting and the spells themselves—are constrained to a page each. It makes everything all very accessible. There is no adventure in the core rules, but given that DURF is a rules-light dungeon-fantasy roleplaying game and Old School Renaissance adjacent, finding a ready source of dungeons and adventures should not be too difficult.
A Player Character in DURF has three attributes, Strength, Dexterity, and Willpower, initially rated between one and three. They can go as high as eight. A Player Character also begins play with one Hit Die, which is rolled to determine if wounds suffered are fatal. He also has a number of Inventory Slots, and begins play with two Supplies, which can be swapped with common dungeoneering equipment during play, a dagger, three random Belongings, and some gold. A Player Character can be created in mere minutes.
Dirk the Dice
Strength 2
Dexterity 3
Willpower 1
Slots 12
Supplies 2
Gold 90
Spells: Drain Life
Belongings: Dagger, Light armour, Tonic of Health
Mechanically, DURF uses a simple roll of a twenty-sided die whenever a player wants his character to act. An appropriate attribute is added to the result and if the result is fifteen or more, then the Player Character succeeds. Opposed rolls are simply determined by the highest result. Instead of Advantage and Disadvantage mechanics of rolling extra twenty-sided dice, DURF uses Buffs and Breaks, rolls of six-sided dice. Individual Buffs and Breaks cancel each other out, but if a Player Character has one or more Buffs, only the highest is counted and added to the player’s roll, whilst if the Player Character has one or more Breaks, only the highest is counted, but is subtracted from the player’s roll. Buffs can be gained from any number of factors, but a Player Character can gain a Buff by Pushing himself. The downside is that the Player Character takes Stress and this fills an Inventory Slot. This can only be done when a Player Character has an empty Inventory Slot.
Combat is fast and employs opposed rolls. This is Strength versus Strength in mêlée combat and Dexterity versus Dexterity in ranged combat. The winner inflicts damage equal to the weapon he wields. Armour reduces this damage, but is damaged in the process. A roll of twenty is a critical hit and inflicts double damage, whilst a roll of one means the weapon is worn and inflicts less damage until repaired. Any damage left over is suffered as Wounds. When this happens, the player rolls his character’s Hit Die or Hit Dice and if the result is less than or equal to the number of Wounds currently suffered, then the character dies. Whenever a Player Character acquires a new Level, his Hit Dice also increase by one, and consequently increase chances of his survival.
Spellcasting in DURF is available to any Player Character. If a Player Character knows or learns a spell, he can cast it. This requires a roll against his Willpower and causes Stress, further filling the Player Character’s Inventory Slots. A roll of one indicates a Blunder, the accompanying table giving a number of entertaining options, including gaining twenty pounds (potentially weight or gold) or a small gnome turning up, ringing a bell as he shames the Player Characters. Accompanying the rules is a selection of twenty spells, which include the familiar such as Levitate, Charm, and Turn Undead, but also the more interesting, like Grasp of Yahzahar which enables the caster to grab his opponents and pin them with shadowy hands.
Rounding out DURF is a guide to creating NPCs, hiring Hirelings—probably a necessity given the deadliness of the mechanics and game play, rules for converting monsters from the Old School Renaissance, and some sample NPCs/monsters, like the Echo Gecko, Dragon, and Eelfolk. The Game Master will definitely need to adapt or create some more. Lastly, there is a selection of magical items and rules for their use.
What distinguishes DURF is its Inventory and Slot management rules combined with the Stress mechanics. DURF is likely to become a roleplaying of resource management as each player manages what his character can carry and then, if he can cast spells, how far he is willing to exhaust himself, gain Stress, and literally choose between what he can carry and what he can cast. This is not new, having been seen elsewhere in the Old School Renaissance, but DURF is a roleplaying game whose designer admits his influences. In roleplaying game designed to be one of purely ‘dungeon-fantasy’, they are notable though.
Physically, DURF is cleanly, tidily laid out. The roleplaying game is well written, easy to read, and quick to learn. It is lightly illustrated in a comic style.
If DURF is missing anything, it is a scenario. Not necessarily to see how the game is played, since the rules are very light and easy to understand. Nor is it to see what the world of DURF is like, since there is no world implied, since DURF is meant to be a rules-light dungeon-fantasy roleplaying game and we know what such a world is like from Dungeons & Dragons and its numerous iterations. Rather, the point of having a scenario or dungeon in DURF is to get to the point where the Game Master can start running DURF and her players can start playing it. DURF is obviously designed so that it takes minutes to create a Player Character, so why not make it minutes to start play after that?
Overall, DURF: An Adventure Game For Brave Adventurers is what you want in a micro-clone. Rules light, quick to play, deadly where it counts, and open to tinkering and development if the Game Master wants too.
Lair of the Gobbler: A Dungeon for Low Hit Dice Adventurers (1-2 HD) is the first official adventure for DURF. It is not part of the core rulebook, but is available to download. It details an eight-room dungeon location in a hill in the Barrenmoot Swamps, which the Player Characters will discover is where a missing chef is being held. The complex has a muddy, sodden feel to it, its locations nicely detailed and flavoursome. As per DURF’s remit, it is very easy to prepare and the Game Master should be able to run through it in a session or two.
Friday, 11 November 2022
Micro RPG IIIc: Blades & Spells IV
Lâminas & Feitiços or Blades & Spells is a minimalist fantasy roleplaying game from South America. In fact, Blades & Spells is another Bronze Age, Swords & Sorcery minimalist fantasy roleplaying game done in pamphlet form from Brazil. In actuality, Blades & Spells is a series of pamphlets, building from the core rules pamphlet to add optional rules, character archetypes, spells, a setting and its gods, and more, giving it the feel of a ‘plug and play’ toolkit. The Storyteller and her players can play using just the core rules, but beyond that, they are free to choose the pamphlets they want to use and just game with those, ignoring the others. So what is Blades & Spells? It describes itself as “…[A] simple, objective and dynamic minimalist RPG game where the Storyteller challenges the Player and not the character sheet.” It is written to pay homage to the classic Sword & Sorcery literature, uses the Basic Universal System—or ‘B.U.S.’—a simple set of mechanics using two six-sided dice, and in play is intended to challenge the player and his decisions rather than have the player rely upon what is written upon his character sheet. Which, being a minimalist roleplaying game, is not much. So although it eschews what the designer describes as the ‘classic restrictions’ of Class, Race, and Level, and it is very much not a Retroclone, there is no denying that Blades & Spells leans into the Old School Renaissance sensibilities.
Blades & Spells: Dark Pack is optional. Some of the ideas and things—especially the spells—in its three pamphlets are not going to be suitable for every campaign or even what every player wants to include or encounter. As a potential source of character ideas and spells—especially the spells—for the villain or henchman in the Game Master’s campaign, Blades & Spells: Dark Pack is good for most Swords & Sorcery settings.
Friday, 14 October 2022
Micro RPG IIIb: Blades & Spells III
Lâminas & Feitiços or Blades & Spells is a minimalist fantasy roleplaying game from South America. In fact, Blades & Spells is another Bronze Age, Swords & Sorcery minimalist fantasy roleplaying game done in pamphlet form from Brazil. In actuality, Blades & Spells is a series of pamphlets, building from the core rules pamphlet to add optional rules, character archetypes, spells, a setting and its gods, and more, giving it the feel of a ‘plug and play’ toolkit. The Storyteller and her players can play using just the core rules, but beyond that, they are free to choose the pamphlets they want to use and just game with those, ignoring the others. So what is Blades & Spells? It describes itself as “…[A] simple, objective and dynamic minimalist RPG game where the Storyteller challenges the Player and not the character sheet.” It is written to pay homage to the classic Sword & Sorcery literature, uses the Basic Universal System—or ‘B.U.S.’—a simple set of mechanics using two six-sided dice, and in play is intended to challenge the player and his decisions rather than have the player rely upon what is written upon his character sheet. Which, being a minimalist roleplaying game, is not much. So although it eschews what the designer describes as the ‘classic restrictions’ of Class, Race, and Level, and it is very much not a Retroclone, there is no denying that Blades & Spells leans into the Old School Renaissance sensibilities.
Blades & Spells: The Land of Aaman describes this setting. ‘The Land of Aaman’ is roughly analogous to ancient Mesopotamia in the lands between the Euphrates and the Tigris. The rivers here are the Numadai and Thaar, the lands between them a plateau dotted by ruins of societies past, including ragged ziggurats and complexes below them populated by aberrations and filled with treasures to be plundered. These are believed to be all that is left of great and glorious civilisations once ruled by demi-gods, washed away it is said in the sacred texts, by a cataclysmic flood. The plateau is home to eight city-states. These are described as being fairly similar, most of their tightly packed buildings being constructed of mud bricks and each city being dominated by a large ziggurat temple, a palace, and an arena where bloody gladiator bouts are staged to placate the masses. What separates the city-states are their reputations and the god that each holds to be supreme. For example, Aruk was once the seat to a mighty dynasty of kings, but has declined as the squabbles and intrigues of its nobility have grown, whilst the people of Aqeron, the largest city-state, worship Amurak, the sun god to the near exclusion of all other gods.